[
  {
    "path": ".gitignore",
    "content": ".vscode/\n\nsync.ffs_db\n"
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  {
    "path": "LICENSE",
    "content": "                    GNU GENERAL PUBLIC LICENSE\n                       Version 3, 29 June 2007\n\n Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>\n Everyone is permitted to copy and distribute verbatim copies\n of this license document, but changing it is not allowed.\n\n                            Preamble\n\n  The GNU General Public License is a free, copyleft license for\nsoftware and other kinds of works.\n\n  The licenses for most software and other practical works are designed\nto take away your freedom to share and change the works.  By contrast,\nthe GNU General Public License is intended to guarantee your freedom to\nshare and change all versions of a program--to make sure it remains free\nsoftware for all its users.  We, the Free Software Foundation, use the\nGNU General Public License for most of our software; it applies also to\nany other work released this way by its authors.  You can apply it to\nyour programs, too.\n\n  When we speak of free software, we are referring to freedom, not\nprice.  Our General Public Licenses are designed to make sure that you\nhave the freedom to distribute copies of free software (and charge for\nthem if you wish), that you receive source code or can get it if you\nwant it, that you can change the software or use pieces of it in new\nfree programs, and that you know you can do these things.\n\n  To protect your rights, we need to prevent others from denying you\nthese rights or asking you to surrender the rights.  Therefore, you have\ncertain responsibilities if you distribute copies of the software, or if\nyou modify it: responsibilities to respect the freedom of others.\n\n  For example, if you distribute copies of such a program, whether\ngratis or for a fee, you must pass on to the recipients the same\nfreedoms that you received.  You must make sure that they, too, receive\nor can get the source code.  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Therefore, we\nhave designed this version of the GPL to prohibit the practice for those\nproducts.  If such problems arise substantially in other domains, we\nstand ready to extend this provision to those domains in future versions\nof the GPL, as needed to protect the freedom of users.\n\n  Finally, every program is threatened constantly by software patents.\nStates should not allow patents to restrict development and use of\nsoftware on general-purpose computers, but in those that do, we wish to\navoid the special danger that patents applied to a free program could\nmake it effectively proprietary.  To prevent this, the GPL assures that\npatents cannot be used to render the program non-free.\n\n  The precise terms and conditions for copying, distribution and\nmodification follow.\n\n                       TERMS AND CONDITIONS\n\n  0. Definitions.\n\n  \"This License\" refers to version 3 of the GNU General Public License.\n\n  \"Copyright\" also means copyright-like laws that apply to other kinds of\nworks, such as semiconductor masks.\n\n  \"The Program\" refers to any copyrightable work licensed under this\nLicense.  Each licensee is addressed as \"you\".  \"Licensees\" and\n\"recipients\" may be individuals or organizations.\n\n  To \"modify\" a work means to copy from or adapt all or part of the work\nin a fashion requiring copyright permission, other than the making of an\nexact copy.  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Mere interaction with a user through\na computer network, with no transfer of a copy, is not conveying.\n\n  An interactive user interface displays \"Appropriate Legal Notices\"\nto the extent that it includes a convenient and prominently visible\nfeature that (1) displays an appropriate copyright notice, and (2)\ntells the user that there is no warranty for the work (except to the\nextent that warranties are provided), that licensees may convey the\nwork under this License, and how to view a copy of this License.  If\nthe interface presents a list of user commands or options, such as a\nmenu, a prominent item in the list meets this criterion.\n\n  1. 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For example, Corresponding Source\nincludes interface definition files associated with source files for\nthe work, and the source code for shared libraries and dynamically\nlinked subprograms that the work is specifically designed to require,\nsuch as by intimate data communication or control flow between those\nsubprograms and other parts of the work.\n\n  The Corresponding Source need not include anything that users\ncan regenerate automatically from other parts of the Corresponding\nSource.\n\n  The Corresponding Source for a work in source code form is that\nsame work.\n\n  2. Basic Permissions.\n\n  All rights granted under this License are granted for the term of\ncopyright on the Program, and are irrevocable provided the stated\nconditions are met.  This License explicitly affirms your unlimited\npermission to run the unmodified Program.  The output from running a\ncovered work is covered by this License only if the output, given its\ncontent, constitutes a covered work.  This License acknowledges your\nrights of fair use or other equivalent, as provided by copyright law.\n\n  You may make, run and propagate covered works that you do not\nconvey, without conditions so long as your license otherwise remains\nin force.  You may convey covered works to others for the sole purpose\nof having them make modifications exclusively for you, or provide you\nwith facilities for running those works, provided that you comply with\nthe terms of this License in conveying all material for which you do\nnot control copyright.  Those thus making or running the covered works\nfor you must do so exclusively on your behalf, under your direction\nand control, on terms that prohibit them from making any copies of\nyour copyrighted material outside their relationship with you.\n\n  Conveying under any other circumstances is permitted solely under\nthe conditions stated below.  Sublicensing is not allowed; section 10\nmakes it unnecessary.\n\n  3. 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The information must\nsuffice to ensure that the continued functioning of the modified object\ncode is in no case prevented or interfered with solely because\nmodification has been made.\n\n  If you convey an object code work under this section in, or with, or\nspecifically for use in, a User Product, and the conveying occurs as\npart of a transaction in which the right of possession and use of the\nUser Product is transferred to the recipient in perpetuity or for a\nfixed term (regardless of how the transaction is characterized), the\nCorresponding Source conveyed under this section must be accompanied\nby the Installation Information.  But this requirement does not apply\nif neither you nor any third party retains the ability to install\nmodified object code on the User Product (for example, the work has\nbeen installed in ROM).\n\n  The requirement to provide Installation Information does not include a\nrequirement to continue to provide support service, warranty, or updates\nfor a work that has been modified or installed by the recipient, or for\nthe User Product in which it has been modified or installed.  Access to a\nnetwork may be denied when the modification itself materially and\nadversely affects the operation of the network or violates the rules and\nprotocols for communication across the network.\n\n  Corresponding Source conveyed, and Installation Information provided,\nin accord with this section must be in a format that is publicly\ndocumented (and with an implementation available to the public in\nsource code form), and must require no special password or key for\nunpacking, reading or copying.\n\n  7. Additional Terms.\n\n  \"Additional permissions\" are terms that supplement the terms of this\nLicense by making exceptions from one or more of its conditions.\nAdditional permissions that are applicable to the entire Program shall\nbe treated as though they were included in this License, to the extent\nthat they are valid under applicable law.  If additional permissions\napply only to part of the Program, that part may be used separately\nunder those permissions, but the entire Program remains governed by\nthis License without regard to the additional permissions.\n\n  When you convey a copy of a covered work, you may at your option\nremove any additional permissions from that copy, or from any part of\nit.  (Additional permissions may be written to require their own\nremoval in certain cases when you modify the work.)  You may place\nadditional permissions on material, added by you to a covered work,\nfor which you have or can give appropriate copyright permission.\n\n  Notwithstanding any other provision of this License, for material you\nadd to a covered work, you may (if authorized by the copyright holders of\nthat material) supplement the terms of this License with terms:\n\n    a) Disclaiming warranty or limiting liability differently from the\n    terms of sections 15 and 16 of this License; or\n\n    b) Requiring preservation of specified reasonable legal notices or\n    author attributions in that material or in the Appropriate Legal\n    Notices displayed by works containing it; or\n\n    c) Prohibiting misrepresentation of the origin of that material, or\n    requiring that modified versions of such material be marked in\n    reasonable ways as different from the original version; or\n\n    d) Limiting the use for publicity purposes of names of licensors or\n    authors of the material; or\n\n    e) Declining to grant rights under trademark law for use of some\n    trade names, trademarks, or service marks; or\n\n    f) Requiring indemnification of licensors and authors of that\n    material by anyone who conveys the material (or modified versions of\n    it) with contractual assumptions of liability to the recipient, for\n    any liability that these contractual assumptions directly impose on\n    those licensors and authors.\n\n  All other non-permissive additional terms are considered \"further\nrestrictions\" within the meaning of section 10.  If the Program as you\nreceived it, or any part of it, contains a notice stating that it is\ngoverned by this License along with a term that is a further\nrestriction, you may remove that term.  If a license document contains\na further restriction but permits relicensing or conveying under this\nLicense, you may add to a covered work material governed by the terms\nof that license document, provided that the further restriction does\nnot survive such relicensing or conveying.\n\n  If you add terms to a covered work in accord with this section, you\nmust place, in the relevant source files, a statement of the\nadditional terms that apply to those files, or a notice indicating\nwhere to find the applicable terms.\n\n  Additional terms, permissive or non-permissive, may be stated in the\nform of a separately written license, or stated as exceptions;\nthe above requirements apply either way.\n\n  8. Termination.\n\n  You may not propagate or modify a covered work except as expressly\nprovided under this License.  Any attempt otherwise to propagate or\nmodify it is void, and will automatically terminate your rights under\nthis License (including any patent licenses granted under the third\nparagraph of section 11).\n\n  However, if you cease all violation of this License, then your\nlicense from a particular copyright holder is reinstated (a)\nprovisionally, unless and until the copyright holder explicitly and\nfinally terminates your license, and (b) permanently, if the copyright\nholder fails to notify you of the violation by some reasonable means\nprior to 60 days after the cessation.\n\n  Moreover, your license from a particular copyright holder is\nreinstated permanently if the copyright holder notifies you of the\nviolation by some reasonable means, this is the first time you have\nreceived notice of violation of this License (for any work) from that\ncopyright holder, and you cure the violation prior to 30 days after\nyour receipt of the notice.\n\n  Termination of your rights under this section does not terminate the\nlicenses of parties who have received copies or rights from you under\nthis License.  If your rights have been terminated and not permanently\nreinstated, you do not qualify to receive new licenses for the same\nmaterial under section 10.\n\n  9. Acceptance Not Required for Having Copies.\n\n  You are not required to accept this License in order to receive or\nrun a copy of the Program.  Ancillary propagation of a covered work\noccurring solely as a consequence of using peer-to-peer transmission\nto receive a copy likewise does not require acceptance.  However,\nnothing other than this License grants you permission to propagate or\nmodify any covered work.  These actions infringe copyright if you do\nnot accept this License.  Therefore, by modifying or propagating a\ncovered work, you indicate your acceptance of this License to do so.\n\n  10. Automatic Licensing of Downstream Recipients.\n\n  Each time you convey a covered work, the recipient automatically\nreceives a license from the original licensors, to run, modify and\npropagate that work, subject to this License.  You are not responsible\nfor enforcing compliance by third parties with this License.\n\n  An \"entity transaction\" is a transaction transferring control of an\norganization, or substantially all assets of one, or subdividing an\norganization, or merging organizations.  If propagation of a covered\nwork results from an entity transaction, each party to that\ntransaction who receives a copy of the work also receives whatever\nlicenses to the work the party's predecessor in interest had or could\ngive under the previous paragraph, plus a right to possession of the\nCorresponding Source of the work from the predecessor in interest, if\nthe predecessor has it or can get it with reasonable efforts.\n\n  You may not impose any further restrictions on the exercise of the\nrights granted or affirmed under this License.  For example, you may\nnot impose a license fee, royalty, or other charge for exercise of\nrights granted under this License, and you may not initiate litigation\n(including a cross-claim or counterclaim in a lawsuit) alleging that\nany patent claim is infringed by making, using, selling, offering for\nsale, or importing the Program or any portion of it.\n\n  11. Patents.\n\n  A \"contributor\" is a copyright holder who authorizes use under this\nLicense of the Program or a work on which the Program is based.  The\nwork thus licensed is called the contributor's \"contributor version\".\n\n  A contributor's \"essential patent claims\" are all patent claims\nowned or controlled by the contributor, whether already acquired or\nhereafter acquired, that would be infringed by some manner, permitted\nby this License, of making, using, or selling its contributor version,\nbut do not include claims that would be infringed only as a\nconsequence of further modification of the contributor version.  For\npurposes of this definition, \"control\" includes the right to grant\npatent sublicenses in a manner consistent with the requirements of\nthis License.\n\n  Each contributor grants you a non-exclusive, worldwide, royalty-free\npatent license under the contributor's essential patent claims, to\nmake, use, sell, offer for sale, import and otherwise run, modify and\npropagate the contents of its contributor version.\n\n  In the following three paragraphs, a \"patent license\" is any express\nagreement or commitment, however denominated, not to enforce a patent\n(such as an express permission to practice a patent or covenant not to\nsue for patent infringement).  To \"grant\" such a patent license to a\nparty means to make such an agreement or commitment not to enforce a\npatent against the party.\n\n  If you convey a covered work, knowingly relying on a patent license,\nand the Corresponding Source of the work is not available for anyone\nto copy, free of charge and under the terms of this License, through a\npublicly available network server or other readily accessible means,\nthen you must either (1) cause the Corresponding Source to be so\navailable, or (2) arrange to deprive yourself of the benefit of the\npatent license for this particular work, or (3) arrange, in a manner\nconsistent with the requirements of this License, to extend the patent\nlicense to downstream recipients.  \"Knowingly relying\" means you have\nactual knowledge that, but for the patent license, your conveying the\ncovered work in a country, or your recipient's use of the covered work\nin a country, would infringe one or more identifiable patents in that\ncountry that you have reason to believe are valid.\n\n  If, pursuant to or in connection with a single transaction or\narrangement, you convey, or propagate by procuring conveyance of, a\ncovered work, and grant a patent license to some of the parties\nreceiving the covered work authorizing them to use, propagate, modify\nor convey a specific copy of the covered work, then the patent license\nyou grant is automatically extended to all recipients of the covered\nwork and works based on it.\n\n  A patent license is \"discriminatory\" if it does not include within\nthe scope of its coverage, prohibits the exercise of, or is\nconditioned on the non-exercise of one or more of the rights that are\nspecifically granted under this License.  You may not convey a covered\nwork if you are a party to an arrangement with a third party that is\nin the business of distributing software, under which you make payment\nto the third party based on the extent of your activity of conveying\nthe work, and under which the third party grants, to any of the\nparties who would receive the covered work from you, a discriminatory\npatent license (a) in connection with copies of the covered work\nconveyed by you (or copies made from those copies), or (b) primarily\nfor and in connection with specific products or compilations that\ncontain the covered work, unless you entered into that arrangement,\nor that patent license was granted, prior to 28 March 2007.\n\n  Nothing in this License shall be construed as excluding or limiting\nany implied license or other defenses to infringement that may\notherwise be available to you under applicable patent law.\n\n  12. No Surrender of Others' Freedom.\n\n  If conditions are imposed on you (whether by court order, agreement or\notherwise) that contradict the conditions of this License, they do not\nexcuse you from the conditions of this License.  If you cannot convey a\ncovered work so as to satisfy simultaneously your obligations under this\nLicense and any other pertinent obligations, then as a consequence you may\nnot convey it at all.  For example, if you agree to terms that obligate you\nto collect a royalty for further conveying from those to whom you convey\nthe Program, the only way you could satisfy both those terms and this\nLicense would be to refrain entirely from conveying the Program.\n\n  13. Use with the GNU Affero General Public License.\n\n  Notwithstanding any other provision of this License, you have\npermission to link or combine any covered work with a work licensed\nunder version 3 of the GNU Affero General Public License into a single\ncombined work, and to convey the resulting work.  The terms of this\nLicense will continue to apply to the part which is the covered work,\nbut the special requirements of the GNU Affero General Public License,\nsection 13, concerning interaction through a network will apply to the\ncombination as such.\n\n  14. Revised Versions of this License.\n\n  The Free Software Foundation may publish revised and/or new versions of\nthe GNU General Public License from time to time.  Such new versions will\nbe similar in spirit to the present version, but may differ in detail to\naddress new problems or concerns.\n\n  Each version is given a distinguishing version number.  If the\nProgram specifies that a certain numbered version of the GNU General\nPublic License \"or any later version\" applies to it, you have the\noption of following the terms and conditions either of that numbered\nversion or of any later version published by the Free Software\nFoundation.  If the Program does not specify a version number of the\nGNU General Public License, you may choose any version ever published\nby the Free Software Foundation.\n\n  If the Program specifies that a proxy can decide which future\nversions of the GNU General Public License can be used, that proxy's\npublic statement of acceptance of a version permanently authorizes you\nto choose that version for the Program.\n\n  Later license versions may give you additional or different\npermissions.  However, no additional obligations are imposed on any\nauthor or copyright holder as a result of your choosing to follow a\nlater version.\n\n  15. Disclaimer of Warranty.\n\n  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY\nAPPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT\nHOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM \"AS IS\" WITHOUT WARRANTY\nOF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,\nTHE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR\nPURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM\nIS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF\nALL NECESSARY SERVICING, REPAIR OR CORRECTION.\n\n  16. Limitation of Liability.\n\n  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING\nWILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS\nTHE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY\nGENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE\nUSE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF\nDATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD\nPARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),\nEVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF\nSUCH DAMAGES.\n\n  17. Interpretation of Sections 15 and 16.\n\n  If the disclaimer of warranty and limitation of liability provided\nabove cannot be given local legal effect according to their terms,\nreviewing courts shall apply local law that most closely approximates\nan absolute waiver of all civil liability in connection with the\nProgram, unless a warranty or assumption of liability accompanies a\ncopy of the Program in return for a fee.\n\n                     END OF TERMS AND CONDITIONS\n\n            How to Apply These Terms to Your New Programs\n\n  If you develop a new program, and you want it to be of the greatest\npossible use to the public, the best way to achieve this is to make it\nfree software which everyone can redistribute and change under these terms.\n\n  To do so, attach the following notices to the program.  It is safest\nto attach them to the start of each source file to most effectively\nstate the exclusion of warranty; and each file should have at least\nthe \"copyright\" line and a pointer to where the full notice is found.\n\n    <one line to give the program's name and a brief idea of what it does.>\n    Copyright (C) <year>  <name of author>\n\n    This program is free software: you can redistribute it and/or modify\n    it under the terms of the GNU General Public License as published by\n    the Free Software Foundation, either version 3 of the License, or\n    (at your option) any later version.\n\n    This program is distributed in the hope that it will be useful,\n    but WITHOUT ANY WARRANTY; without even the implied warranty of\n    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\n    GNU General Public License for more details.\n\n    You should have received a copy of the GNU General Public License\n    along with this program.  If not, see <https://www.gnu.org/licenses/>.\n\nAlso add information on how to contact you by electronic and paper mail.\n\n  If the program does terminal interaction, make it output a short\nnotice like this when it starts in an interactive mode:\n\n    <program>  Copyright (C) <year>  <name of author>\n    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.\n    This is free software, and you are welcome to redistribute it\n    under certain conditions; type `show c' for details.\n\nThe hypothetical commands `show w' and `show c' should show the appropriate\nparts of the General Public License.  Of course, your program's commands\nmight be different; for a GUI interface, you would use an \"about box\".\n\n  You should also get your employer (if you work as a programmer) or school,\nif any, to sign a \"copyright disclaimer\" for the program, if necessary.\nFor more information on this, and how to apply and follow the GNU GPL, see\n<https://www.gnu.org/licenses/>.\n\n  The GNU General Public License does not permit incorporating your program\ninto proprietary programs.  If your program is a subroutine library, you\nmay consider it more useful to permit linking proprietary applications with\nthe library.  If this is what you want to do, use the GNU Lesser General\nPublic License instead of this License.  But first, please read\n<https://www.gnu.org/licenses/why-not-lgpl.html>.\n"
  },
  {
    "path": "Pokermon.json",
    "content": "{\n\t\"id\": \"Pokermon\",\n\t\"name\": \"Pokermon\",\n\t\"author\": [\"InertSteak\", \"Please See Credits Page\"],\n\t\"description\": \"A full content Balatro mod where every joker is a Pokemon.\",\n\t\"prefix\": \"poke\",\n\t\"icon_path\": \"icon.png\",\n\t\"main_file\": \"pokermon.lua\",\n\t\"priority\": -1,\n\t\"badge_colour\": \"ED533A\",\n\t\"badge_text_colour\": \"FFFFFF\",\n  \"display_name\": \"Pokermon\",\n\t\"version\": \"3.7.0-0506b\",\n\t\"dependencies\": [\n\t\t\t\"Steamodded (>=1.0.0~BETA-1620a)\",\n      \"Lovely (>=0.9)\"\n\t],\n  \"conflicts\": [],\n\t\"provides\": [],\n\t\"dump_loc\": false \n}"
  },
  {
    "path": "README.md",
    "content": "# Important\nIf you're having trouble loading the mod, try turning off Pixel Smoothing. This can *significantly* reduce the amount of loading needed.\n\n# Pokermon\nHuge thank you to [Lovely](https://github.com/ethangreen-dev/lovely-injector), [Steamodded](https://github.com/Steamopollys/Steamodded), [Cryptid](https://github.com/MathIsFun0/Cryptid) and [Betmma](https://github.com/betmma/my_balatro_mods)!\nThis mod and its features would not be possible otherwise. Additonaly thank you to everyone who helps with the project, please check out the credits tab on the mod menu!\n\nWe now have a discord server [here](https://discord.gg/AptX86Qsyz)! Please report any to bugs or issues me so I can hopefully fix them and feel free to make suggestions or contribute to the mod.\nPlease use the latest code before repoting issues, the releases may be out of date with the current code.\n\nPokermon is a full content mod for Balatro, adding content based on Pokémon. There are now 439+ Jokers that have been added alongside many other custom additions.\nThere is also an option to only play with Pokemon Jokers if you want to focus on the new content. (Option defaults to on)\n\n![image](https://github.com/user-attachments/assets/655e56f3-1626-4c79-80b0-b8053b29eaee)\n\n\n**Prerequisites:**\n\nBoth [Lovely](https://github.com/ethangreen-dev/lovely-injector) (use latest release if you can, some things may be broken on earlier versions) and [Steamodded](https://github.com/Steamopollys/Steamodded) (use latest release) must be installed.\n\n**Installation:**\n\n1. Download the zip file with the contents of the repository. (Code -> Download Zip)\\\n2. Create a folder named Pokermon inside your mods folder.\n3. Extract the zip file into the mods folder. Make sure that there is a single folder between the mods folder and the contents. (Ie it should go `Mods\\Pokermon\\contents` and not `Mods\\Pokermon\\Pokermon\\contents` or `Mods\\contents`, where contents are the inner files)\n4. Make sure the files are directly under the Pokermon folder in your mods folder and not under the zip file folder.\n   (In other words, unzip the file and then copy and paste the assests, config.lua, pokermon.lua, etc to be under the Pokermon folder in the mods folder) \n\n**Roadmap:**\n- Implementation of every Gen III Pokémon, as well as features and mechanics based on the generation\n- More Boss Blinds based on evil teams\n- Field/Route mechanic for the shop to help you find specific Pokémon jokers\n- Weather-based mechanics\n- A new edition?\n- More custom art by our amazing artists!\n\n**Card Images:**\n\nGuests artists are welcome! Want your art in the game? Join our [Discord](https://discord.gg/AptX86Qsyz)! We have a section where you can submit your custom sprites, check up our guidelines, seek tutorials on Balatro art, and even pixel art too! We have templates and palettes available as resources, and a talented and caring community!\nNot only will your art be credited in-game, we have a section in our credits reserved for our guest artists! There, players can not only view an artist's sprites they've made to the mod gallery-style, but also view and visit any links to social media profiles or websites you'd like to share!\n\nOur current goal is to have custom sprites for every Pokémon in the National Dex! \n\n**Credits**\n\nThis mod wouldn't be possible without the hard work of the many contributors. The below credits are viewable in game as well. \n![image](https://github.com/user-attachments/assets/96b4f1c8-847b-400e-b5af-196a64cb36a3)\n"
  },
  {
    "path": "assets/shaders/booster.fs",
    "content": "// === GLSL Fix Log ===\n// 修复时间: Mon Jul 21 14:15:41 CST 2025\n// 文件来源: booster.fs\n// 共修改 1 行\n// 第 96 行：\"return transform_projection * vertex_position + vec4(0,0,0,scale);\" → \"return transform_projection * vertex_position + vec4(0.0,0.0,0.0,scale);\"\n// =====================\n\n#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)\n\t#define MY_HIGHP_OR_MEDIUMP highp\n#else\n\t#define MY_HIGHP_OR_MEDIUMP mediump\n#endif\n\nextern MY_HIGHP_OR_MEDIUMP vec2 booster;\nextern MY_HIGHP_OR_MEDIUMP number dissolve;\nextern MY_HIGHP_OR_MEDIUMP number time;\nextern MY_HIGHP_OR_MEDIUMP vec4 texture_details;\nextern MY_HIGHP_OR_MEDIUMP vec2 image_details;\nextern bool shadow;\nextern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1;\nextern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2;\n\nvec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)\n{\n    if (dissolve < 0.001) {\n        return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a);\n    }\n\n    MY_HIGHP_OR_MEDIUMP float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values\n\n\tMY_HIGHP_OR_MEDIUMP float t = time * 10.0 + 2003.;\n\tMY_HIGHP_OR_MEDIUMP vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);\n    MY_HIGHP_OR_MEDIUMP vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);\n\t\n\tMY_HIGHP_OR_MEDIUMP vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));\n\tMY_HIGHP_OR_MEDIUMP vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532),  cos( t / 61.4532));\n\tMY_HIGHP_OR_MEDIUMP vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));\n\n    MY_HIGHP_OR_MEDIUMP float field = (1.+ (\n        cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +\n        cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;\n    MY_HIGHP_OR_MEDIUMP vec2 borders = vec2(0.2, 0.8);\n\n    MY_HIGHP_OR_MEDIUMP float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))\n    - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve);\n\n    if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\n        if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\n            tex.rgba = burn_colour_1.rgba;\n        } else if (burn_colour_2.a > 0.01) {\n            tex.rgba = burn_colour_2.rgba;\n        }\n    }\n\n    return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0);\n}\n\nvec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )\n{\n    MY_HIGHP_OR_MEDIUMP vec4 tex = Texel( texture, texture_coords);\n    MY_HIGHP_OR_MEDIUMP vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;\n\n    MY_HIGHP_OR_MEDIUMP number low = min(tex.r, min(tex.g, tex.b));\n    MY_HIGHP_OR_MEDIUMP number high = max(tex.r, max(tex.g, tex.b));\n\tMY_HIGHP_OR_MEDIUMP number delta = max(high-low, low*0.7);\n\n    MY_HIGHP_OR_MEDIUMP number fac = 0.8 + 0.9*sin(13.*uv.x+5.32*uv.y + booster.r*12. + cos(booster.r*5.3 + uv.y*4.2 - uv.x*4.));\n    MY_HIGHP_OR_MEDIUMP number fac2 = 0.5 + 0.5*sin(10.*uv.x+2.32*uv.y + booster.r*5. - cos(booster.r*2.3 + uv.x*8.2));\n    MY_HIGHP_OR_MEDIUMP number fac3 = 0.5 + 0.5*sin(12.*uv.x+6.32*uv.y + booster.r*6.111 + sin(booster.r*5.3 + uv.y*3.2));\n    MY_HIGHP_OR_MEDIUMP number fac4 = 0.5 + 0.5*sin(4.*uv.x+2.32*uv.y + booster.r*8.111 + sin(booster.r*1.3 + uv.y*13.2));\n    MY_HIGHP_OR_MEDIUMP number fac5 = sin(0.5*16.*uv.x+5.32*uv.y + booster.r*12. + cos(booster.r*5.3 + uv.y*4.2 - uv.x*4.));\n\n    MY_HIGHP_OR_MEDIUMP number maxfac = 0.6*max(max(fac, max(fac2, max(fac3,0.0))) + (fac+fac2+fac3*fac4), 0.);\n\n    tex.rgb = tex.rgb*0.5 + vec3(0.4, 0.4, 0.8);\n\n    tex.r = tex.r-delta + delta*maxfac*(0.7 + fac5*0.07) - 0.1;\n    tex.g = tex.g-delta + delta*maxfac*(0.7 - fac5*0.17) - 0.1;\n    tex.b = tex.b-delta + delta*maxfac*0.7 - 0.1;\n    tex.a = tex.a*(0.8*max(min(1., max(0.,0.3*max(low*0.2, delta)+ min(max(maxfac*0.1,0.), 0.4)) ), 0.) + 0.15*maxfac*(0.1+delta));\n\n    return dissolve_mask(tex*colour, texture_coords, uv);\n}\n\nextern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos;\nextern MY_HIGHP_OR_MEDIUMP float hovering;\nextern MY_HIGHP_OR_MEDIUMP float screen_scale;\n\n#ifdef VERTEX\nvec4 position( mat4 transform_projection, vec4 vertex_position )\n{\n    if (hovering <= 0.){\n        return transform_projection * vertex_position;\n    }\n    MY_HIGHP_OR_MEDIUMP float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);\n    MY_HIGHP_OR_MEDIUMP vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;\n    MY_HIGHP_OR_MEDIUMP float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))\n                *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);\n\n    return transform_projection * vertex_position + vec4(0.0,0.0,0.0,scale);\n}\n#endif\n"
  },
  {
    "path": "assets/shaders/evolution.fs",
    "content": "// === GLSL Fix Log ===\n// 修复时间: Mon Jul 21 14:15:41 CST 2025\n// 文件来源: evolution.fs\n// 共修改 3 行\n// 第 125 行：\"number new_b = sin(2.*(evolution.b - 0.75) * 3.14159265359 / 3.)/5;\" → \"number new_b = sin(2.*(evolution.b - 0.75) * 3.14159265359 / 3.)/5.0;\"\n// 第 126 行：\"new_b = new_b * (1+sin(angle*3.14159265359 * 5 + evolution.g)/30+cos(angle*3.14159265359 * 2 + evolution.g)/30);\" → \"new_b = new_b * (1.0+sin(angle*3.14159265359 * 5.0 + evolution.g)/30.0+cos(angle*3.14159265359 * 2.0 + evolution.g)/30.0);\"\n// 第 159 行：\"return transform_projection * vertex_position + vec4(0,0,0,scale);\" → \"return transform_projection * vertex_position + vec4(0.0,0.0,0.0,scale);\"\n// =====================\n\n#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)\n    #define MY_HIGHP_OR_MEDIUMP highp\n#else\n    #define MY_HIGHP_OR_MEDIUMP mediump\n#endif\n\n\nextern MY_HIGHP_OR_MEDIUMP vec3 evolution;\nextern MY_HIGHP_OR_MEDIUMP number dissolve;\nextern MY_HIGHP_OR_MEDIUMP number time;\nextern MY_HIGHP_OR_MEDIUMP vec4 texture_details;\nextern MY_HIGHP_OR_MEDIUMP vec2 image_details;\nextern bool shadow;\nextern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1;\nextern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2;\n\nvec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)\n{\n    if (dissolve < 0.001) {\n        return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a);\n    }\n\n    float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values\n\n    float t = time * 10.0 + 2003.;\n    vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);\n    vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);\n    \n    vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));\n    vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532),  cos( t / 61.4532));\n    vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));\n\n    float field = (1.+ (\n        cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +\n        cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;\n    vec2 borders = vec2(0.2, 0.8);\n\n    float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))\n    - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve);\n\n    if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\n        if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\n            tex.rgba = burn_colour_1.rgba;\n        } else if (burn_colour_2.a > 0.01) {\n            tex.rgba = burn_colour_2.rgba;\n        }\n    }\n\n    return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0);\n}\n\nnumber hue(number s, number t, number h)\n{\n    number hs = mod(h, 1.)*6.;\n    if (hs < 1.) return (t-s) * hs + s;\n    if (hs < 3.) return t;\n    if (hs < 4.) return (t-s) * (4.-hs) + s;\n    return s;\n}\n\nvec4 RGB(vec4 c)\n{\n    if (c.y == 0.)\n        return vec4(vec3(c.z), c.a);\n\n    number t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z);\n    number s = 2.0 * c.z - t;\n    return vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w);\n}\n\nvec4 HSL(vec4 c)\n{\n    number low = min(c.r, min(c.g, c.b));\n    number high = max(c.r, max(c.g, c.b));\n    number delta = high - low;\n    number sum = high+low;\n\n    vec4 hsl = vec4(.0, .0, .5 * sum, c.a);\n    if (delta == .0)\n        return hsl;\n\n    hsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum);\n\n    if (high == c.r)\n        hsl.x = (c.g - c.b) / delta;\n    else if (high == c.g)\n        hsl.x = (c.b - c.r) / delta + 2.0;\n    else\n        hsl.x = (c.r - c.g) / delta + 4.0;\n\n    hsl.x = mod(hsl.x / 6., 1.);\n    return hsl;\n}\n\nvec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )\n{\n    vec4 tex = Texel(texture, texture_coords);\n    vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;\n    vec2 adjusted_uv = uv - vec2(0.5, 0.5);\n    adjusted_uv.x = adjusted_uv.x*texture_details.b/texture_details.a;\n\n    vec2 rotater = vec2(0.,1.);\n    number angle = acos(dot(rotater, adjusted_uv)/(length(rotater)*length(adjusted_uv)));\n    number add_mod = abs(0.39269908169 - mod(angle, 0.78539816339));\n\n    number bg_color = evolution.g * 0.1 + 2.*length(adjusted_uv) - (add_mod / 5.) - 0.5*(1.5 - evolution.b);\n    bg_color = abs(bg_color - floor(bg_color + 0.5)) + 0.515;\n    bg_color = floor(bg_color * 15.) / 15.;\n    number mid_hid = (1.-length(adjusted_uv)) - evolution.b * 5. * length(adjusted_uv);\n    mid_hid = 13. * (evolution.b + 0.5) * length(adjusted_uv) - 2./(0.5+evolution.b);\n    if (evolution.b > 1.5)\n        mid_hid = min(1.,mid_hid) - (evolution.b - 1.75) * 2. - 10. * (evolution.b - 1.5) * length(adjusted_uv);\n    else\n        mid_hid = mid_hid - 0.1/length(adjusted_uv);\n\n    vec4 hsl_evo = HSL(vec4(0.,0.,0.,1.));\n    hsl_evo.r = evolution.g / 3.;\n    hsl_evo.g = 0.4;\n    hsl_evo.b = sqrt(min(1., max(0., bg_color)));\n    if (evolution.b > 0.75)\n    {\n        number new_b = sin(2.*(evolution.b - 0.75) * 3.14159265359 / 3.)/5.0;\n        new_b = new_b * (1.0+sin(angle*3.14159265359 * 5.0 + evolution.g)/30.0+cos(angle*3.14159265359 * 2.0 + evolution.g)/30.0);\n        new_b = new_b / length(adjusted_uv);\n        new_b = new_b * new_b * new_b * new_b - 0.2;\n        new_b = new_b * min(1., max(0., evolution.b * 2. - 1.5));\n        hsl_evo.g = min(1., hsl_evo.g + new_b);\n        hsl_evo.b = min(1., hsl_evo.b + new_b);\n        mid_hid = min(1., max(0., max(mid_hid, new_b)));\n        if (evolution.b > 1.75)\n            mid_hid = mid_hid * min(1., max(0., 4.5 - evolution.b*2.));\n    }\n    hsl_evo = RGB(hsl_evo);\n    hsl_evo.a = min(tex.a, mid_hid);\n    tex = hsl_evo;\n\n\n    return dissolve_mask(tex*colour, texture_coords, uv);\n}\n\nextern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos;\nextern MY_HIGHP_OR_MEDIUMP float hovering;\nextern MY_HIGHP_OR_MEDIUMP float screen_scale;\n\n#ifdef VERTEX\nvec4 position( mat4 transform_projection, vec4 vertex_position )\n{\n    if (hovering <= 0.){\n        return transform_projection * vertex_position;\n    }\n    float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);\n    vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;\n    float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))\n                *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);\n\n    return transform_projection * vertex_position + vec4(0.0,0.0,0.0,scale);\n}\n#endif\n"
  },
  {
    "path": "assets/shaders/shiny.fs",
    "content": "// === GLSL Fix Log ===\n// 修复时间: Mon Jul 21 14:15:41 CST 2025\n// 文件来源: shiny.fs\n// 共修改 23 行\n// 第 41 行：\"return 1 / (1 + exp(6-8*x)) - 0.005;\" → \"return 1.0 / (1.0 + exp(6.0-8.0*x)) - 0.005;\"\n// 第 46 行：\"return 1 - pow(sin(M_PI/2 * x),20);\" → \"return 1.0 - pow(sin(M_PI/2.0 * x),20.0);\"\n// 第 68 行：\"number time_val = shiny.g + time + 7777;\" → \"number time_val = shiny.g + time + 7777.0;\"\n// 第 69 行：\"vec2 newCenter = vec2(0,0);\" → \"vec2 newCenter = vec2(0.0,0.0);\"\n// 第 70 行：\"for (int i = 4; i < 8; i += 1)\" → \"for (float i = 4.0; i < 8.0; i += 1.0)\"\n// 第 76 行：\"number angle = 2 * M_PI * stackoverflow_hash(hash, 1);\" → \"number angle = 2.0 * M_PI * stackoverflow_hash(hash, 1.0);\"\n// 第 77 行：\"number dist = 0.1 + 0.3 * stackoverflow_hash(hash, 2);\" → \"number dist = 0.1 + 0.3 * stackoverflow_hash(hash, 2.0);\"\n// 第 81 行：\"number size = sin(iter * M_PI) * (sqrt(i) / 3) * (0.05 + 0.2 * stackoverflow_hash(hash, 3));\" → \"number size = sin(iter * M_PI) * (sqrt(i) / 3.0) * (0.05 + 0.2 * stackoverflow_hash(hash, 3.0));\"\n// 第 83 行：\"float star_angle = atan(adjusted_uv.x, adjusted_uv.y) + sin(shiny.r + time + M_PI * stackoverflow_hash(hash, 4));\" → \"float star_angle = atan(adjusted_uv.x, adjusted_uv.y) + sin(shiny.r + time + M_PI * stackoverflow_hash(hash, 4.0));\"\n// 第 84 行：\"float star = size * 0.2 / cos(asin(cos(5*star_angle))/10 + 0.942477796077);\" → \"float star = size * 0.2 / cos(asin(cos(5.0*star_angle))/10.0 + 0.942477796077);\"\n// 第 88 行：\"hsl.a = opacity + prev_opacity * (1 - opacity);\" → \"hsl.a = opacity + prev_opacity * (1.0 - opacity);\"\n// 第 89 行：\"hsl.b = (0.3 * stackoverflow_hash(hash, 9) + 0.6) * (opacity / hsl.a) + (hsl.b * prev_opacity / hsl.a);\" → \"hsl.b = (0.3 * stackoverflow_hash(hash, 9.0) + 0.6) * (opacity / hsl.a) + (hsl.b * prev_opacity / hsl.a);\"\n// 第 93 行：\"for (int i = 1; i < 8; i += 1)\" → \"for (float i = 1.0; i < 8.0; i += 1.0)\"\n// 第 99 行：\"number angle = 2 * M_PI * stackoverflow_hash(hash, 5);\" → \"number angle = 2.0 * M_PI * stackoverflow_hash(hash, 5.0);\"\n// 第 100 行：\"number dist = 0.1 + 0.3 * stackoverflow_hash(hash, 6);\" → \"number dist = 0.1 + 0.3 * stackoverflow_hash(hash, 6.0);\"\n// 第 104 行：\"number size = sin(iter * M_PI) * (sqrt(i) / 3) * (0.05 + 0.2 * stackoverflow_hash(hash, 7));\" → \"number size = sin(iter * M_PI) * (sqrt(i) / 3.0) * (0.05 + 0.2 * stackoverflow_hash(hash, 7.0));\"\n// 第 106 行：\"float star_angle = atan(adjusted_uv.x, adjusted_uv.y) + sin(shiny.r*10 + time + M_PI * stackoverflow_hash(hash, 8));\" → \"float star_angle = atan(adjusted_uv.x, adjusted_uv.y) + sin(shiny.r*10.0 + time + M_PI * stackoverflow_hash(hash, 8.0));\"\n// 第 107 行：\"float star = size * 0.05 / cos(asin(cos(4*star_angle))/3 + 0.942477796077);\" → \"float star = size * 0.05 / cos(asin(cos(4.0*star_angle))/3.0 + 0.942477796077);\"\n// 第 111 行：\"hsl.a = opacity + prev_opacity * (1 - opacity);\" → \"hsl.a = opacity + prev_opacity * (1.0 - opacity);\"\n// 第 112 行：\"hsl.b = (opacity / hsl.a) + (hsl.b * prev_opacity * (1 - opacity) / hsl.a);\" → \"hsl.b = (opacity / hsl.a) + (hsl.b * prev_opacity * (1.0 - opacity) / hsl.a);\"\n// 第 119 行：\"float ratio = 1;\" → \"float ratio = 1.0;\"\n// 第 120 行：\"tex = ratio*RGB(hsl) + (1-ratio)*RGB(bhsl);\" → \"tex = ratio*RGB(hsl) + (1.0-ratio)*RGB(bhsl);\"\n// 第 223 行：\"return transform_projection * vertex_position + vec4(0,0,0,scale);\" → \"return transform_projection * vertex_position + vec4(0.0,0.0,0.0,scale);\"\n// =====================\n\n#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)\n\t#define PRECISION highp\n#else\n\t#define PRECISION mediump\n#endif\n\n#define M_PI 3.1415926535897932384626433832795\n\n// Look ionized.fs for explanation\nextern PRECISION vec2 shiny;\n\nextern PRECISION number dissolve;\nextern PRECISION number time;\n// (sprite_pos_x, sprite_pos_y, sprite_width, sprite_height) [not normalized]\nextern PRECISION vec4 texture_details;\n// (width, height) for atlas texture [not normalized]\nextern PRECISION vec2 image_details;\nextern bool shadow;\nextern PRECISION vec4 burn_colour_1;\nextern PRECISION vec4 burn_colour_2;\n\n// [Util]\n// Transform color from HSL to RGB\nvec4 RGB(vec4 c);\n\n// [Util]\n// Transform color from RGB to HSL\nvec4 HSL(vec4 c);\n\n// [Required]\n// Apply dissolve effect (when card is being \"burnt\", e.g. when consumable is used)\nvec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv);\n\nfloat stackoverflow_hash(number value, number index)\n{\n    return fract(sin(dot(vec2(index/value, value/index), vec2(12.9898,78.233))) * 43758.5453);\n}\n\nnumber logisticCurve(number x)\n{\n    return 1.0 / (1.0 + exp(6.0-8.0*x)) - 0.005;\n}\n\nnumber hideFormula(number x)\n{\n    return 1.0 - pow(sin(M_PI/2.0 * x),20.0);\n}\n\n// This is what actually changes the look of card\nvec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )\n{\n    // Take pixel color (rgba) from `texture` at `texture_coords`, equivalent of texture2D in GLSL\n    vec4 tex = Texel(texture, texture_coords);\n    // Position of a pixel within the sprite\n\tvec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;\n\n    float adjust_value = 0.5;\n    //adjust_value += 0.1 * sin(shiny.g + time);\n    vec2 adjusted_uv = uv - vec2(adjust_value, adjust_value);\n\n    vec4 hsl = HSL(tex); // convert texture to HSL values\n    vec4 bhsl = HSL(tex); // make a base copy of HSL values\n    hsl.r = 0.14;\n    hsl.g = 1.;\n    hsl.b = 0.7;\n    hsl.a = 0.0;\n\n    number time_val = shiny.g + time + 7777.0;\n    vec2 newCenter = vec2(0.0,0.0);\n    for (float i = 4.0; i < 8.0; i += 1.0)\n    {\n        number i_val = sqrt(i);\n        number iter = fract(time_val / i_val);\n        number hash = floor(time_val / i_val);\n\n        number angle = 2.0 * M_PI * stackoverflow_hash(hash, 1.0);\n        number dist = 0.1 + 0.3 * stackoverflow_hash(hash, 2.0);\n        newCenter.x = dist * cos(angle);\n        newCenter.y = dist * sin(angle);\n        adjusted_uv += newCenter;\n        number size = sin(iter * M_PI) * (sqrt(i) / 3.0) * (0.05 + 0.2 * stackoverflow_hash(hash, 3.0));\n\n        float star_angle = atan(adjusted_uv.x, adjusted_uv.y) + sin(shiny.r + time + M_PI * stackoverflow_hash(hash, 4.0));\n        float star = size * 0.2 / cos(asin(cos(5.0*star_angle))/10.0 + 0.942477796077);\n        number star_color = 1.2 - 15. * abs(length(adjusted_uv) - star) - 0.0075 / length(adjusted_uv);\n        number opacity = hideFormula(iter) * logisticCurve(star_color);\n        number prev_opacity = hsl.a;\n        hsl.a = opacity + prev_opacity * (1.0 - opacity);\n        hsl.b = (0.3 * stackoverflow_hash(hash, 9.0) + 0.6) * (opacity / hsl.a) + (hsl.b * prev_opacity / hsl.a);\n\n        adjusted_uv -= newCenter;\n    }\n    for (float i = 1.0; i < 8.0; i += 1.0)\n    {\n        number i_val = sqrt(i);\n        number iter = fract(time_val / i_val);\n        number hash = floor(time_val / i_val);\n\n        number angle = 2.0 * M_PI * stackoverflow_hash(hash, 5.0);\n        number dist = 0.1 + 0.3 * stackoverflow_hash(hash, 6.0);\n        newCenter.x = dist * cos(angle);\n        newCenter.y = dist * sin(angle);\n        adjusted_uv += newCenter;\n        number size = sin(iter * M_PI) * (sqrt(i) / 3.0) * (0.05 + 0.2 * stackoverflow_hash(hash, 7.0));\n\n        float star_angle = atan(adjusted_uv.x, adjusted_uv.y) + sin(shiny.r*10.0 + time + M_PI * stackoverflow_hash(hash, 8.0));\n        float star = size * 0.05 / cos(asin(cos(4.0*star_angle))/3.0 + 0.942477796077);\n        number star_color = star / length(adjusted_uv);\n        number opacity = min(1., max(0., hideFormula(iter) * logisticCurve(star_color)));\n        number prev_opacity = hsl.a;\n        hsl.a = opacity + prev_opacity * (1.0 - opacity);\n        hsl.b = (opacity / hsl.a) + (hsl.b * prev_opacity * (1.0 - opacity) / hsl.a);\n\n        adjusted_uv -= newCenter;\n    }\n\n\n    // Mix with base texture\n    float ratio = 1.0;\n    tex = ratio*RGB(hsl) + (1.0-ratio)*RGB(bhsl);\n\n    // required\n\treturn dissolve_mask(tex*colour, texture_coords, uv);\n}\n\nnumber hue(number s, number t, number h)\n{\n\tnumber hs = mod(h, 1.)*6.;\n\tif (hs < 1.) return (t-s) * hs + s;\n\tif (hs < 3.) return t;\n\tif (hs < 4.) return (t-s) * (4.-hs) + s;\n\treturn s;\n}\n\nvec4 RGB(vec4 c)\n{\n\tif (c.y < 0.0001)\n\t\treturn vec4(vec3(c.z), c.a);\n\n\tnumber t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z);\n\tnumber s = 2.0 * c.z - t;\n\treturn vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w);\n}\n\nvec4 HSL(vec4 c)\n{\n\tnumber low = min(c.r, min(c.g, c.b));\n\tnumber high = max(c.r, max(c.g, c.b));\n\tnumber delta = high - low;\n\tnumber sum = high+low;\n\n\tvec4 hsl = vec4(.0, .0, .5 * sum, c.a);\n\tif (delta == .0)\n\t\treturn hsl;\n\n\thsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum);\n\n\tif (high == c.r)\n\t\thsl.x = (c.g - c.b) / delta;\n\telse if (high == c.g)\n\t\thsl.x = (c.b - c.r) / delta + 2.0;\n\telse\n\t\thsl.x = (c.r - c.g) / delta + 4.0;\n\n\thsl.x = mod(hsl.x / 6., 1.);\n\treturn hsl;\n}\n\nvec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)\n{\n    if (dissolve < 0.001) {\n        return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a);\n    }\n\n    float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values\n\n\tfloat t = time * 10.0 + 2003.;\n\tvec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);\n    vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);\n\n\tvec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));\n\tvec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532),  cos( t / 61.4532));\n\tvec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));\n\n    float field = (1.+ (\n        cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +\n        cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;\n    vec2 borders = vec2(0.2, 0.8);\n\n    float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))\n    - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve);\n\n    if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\n        if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\n            tex.rgba = burn_colour_1.rgba;\n        } else if (burn_colour_2.a > 0.01) {\n            tex.rgba = burn_colour_2.rgba;\n        }\n    }\n\n    return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0);\n}\n\n// for transforming the card while your mouse is on it\nextern PRECISION vec2 mouse_screen_pos;\nextern PRECISION float hovering;\nextern PRECISION float screen_scale;\n\n#ifdef VERTEX\nvec4 position( mat4 transform_projection, vec4 vertex_position )\n{\n    if (hovering <= 0.){\n        return transform_projection * vertex_position;\n    }\n    float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);\n    vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;\n    float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))\n                *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);\n\n    return transform_projection * vertex_position + vec4(0.0,0.0,0.0,scale);\n}\n#endif\n"
  },
  {
    "path": "assets/shaders/zorua.fs",
    "content": "// === GLSL Fix Log ===\n// 修复时间: Mon Jul 21 14:15:41 CST 2025\n// 文件来源: zorua.fs\n// 共修改 1 行\n// 第 140 行：\"return transform_projection * vertex_position + vec4(0,0,0,scale);\" → \"return transform_projection * vertex_position + vec4(0.0,0.0,0.0,scale);\"\n// =====================\n\n#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)\n\t#define MY_HIGHP_OR_MEDIUMP highp\n#else\n\t#define MY_HIGHP_OR_MEDIUMP mediump\n#endif\n\n\nextern MY_HIGHP_OR_MEDIUMP vec2 zorua;\nextern MY_HIGHP_OR_MEDIUMP number dissolve;\nextern MY_HIGHP_OR_MEDIUMP number time;\nextern MY_HIGHP_OR_MEDIUMP vec4 texture_details;\nextern MY_HIGHP_OR_MEDIUMP vec2 image_details;\nextern bool shadow;\nextern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1;\nextern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2;\n\nvec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)\n{\n    if (dissolve < 0.001) {\n        return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a);\n    }\n\n    float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values\n\n\tfloat t = time * 10.0 + 2003.;\n\tvec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);\n    vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);\n\t\n\tvec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));\n\tvec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532),  cos( t / 61.4532));\n\tvec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));\n\n    float field = (1.+ (\n        cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +\n        cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;\n    vec2 borders = vec2(0.2, 0.8);\n\n    float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))\n    - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)\n    - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve);\n\n    if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\n        if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) {\n            tex.rgba = burn_colour_1.rgba;\n        } else if (burn_colour_2.a > 0.01) {\n            tex.rgba = burn_colour_2.rgba;\n        }\n    }\n\n    return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0);\n}\n\nnumber hue(number s, number t, number h)\n{\n\tnumber hs = mod(h, 1.)*6.;\n\tif (hs < 1.) return (t-s) * hs + s;\n\tif (hs < 3.) return t;\n\tif (hs < 4.) return (t-s) * (4.-hs) + s;\n\treturn s;\n}\n\nvec4 RGB(vec4 c)\n{\n\tif (c.y == 0.)\n\t\treturn vec4(vec3(c.z), c.a);\n\n\tnumber t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z);\n\tnumber s = 2.0 * c.z - t;\n\treturn vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w);\n}\n\nvec4 HSL(vec4 c)\n{\n\tnumber low = min(c.r, min(c.g, c.b));\n\tnumber high = max(c.r, max(c.g, c.b));\n\tnumber delta = high - low;\n\tnumber sum = high+low;\n\n\tvec4 hsl = vec4(.0, .0, .5 * sum, c.a);\n\tif (delta == .0)\n\t\treturn hsl;\n\n\thsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum);\n\n\tif (high == c.r)\n\t\thsl.x = (c.g - c.b) / delta;\n\telse if (high == c.g)\n\t\thsl.x = (c.b - c.r) / delta + 2.0;\n\telse\n\t\thsl.x = (c.r - c.g) / delta + 4.0;\n\n\thsl.x = mod(hsl.x / 6., 1.);\n\treturn hsl;\n}\n\nvec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )\n{\n\tvec4 tex = Texel(texture, texture_coords);\n\tvec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;\n    vec2 adjusted_uv = uv - vec2(0.5, 0.5);\n\n\ttex = vec4(0., 0., 0., tex.a);\n\n\tfloat t = zorua.y*22.221 + time;\n\tvec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba;\n    vec2 uv_scaled_centered = (floored_uv - 0.5);\n\t\n\tvec2 field_part1 = 200.*(uv_scaled_centered + vec2(sin(-t / 143.6340), cos(-t / 99.4324)));\n\tvec2 field_part2 = 200.*(uv_scaled_centered + vec2(cos( t / 53.1532),  cos( t / 61.4532)));\n\tvec2 field_part3 = 200.*(uv_scaled_centered + vec2(sin(-t / 87.53218), sin(-t / 49.0000)));\n\n    float field = (1.+ (\n        cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +\n        cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;\n\n    float res = (.5 + .5* cos( (zorua.x) * 2.612 + ( field + -.5 ) *3.14));\n\n\ttex = vec4(0., 0., 0., min(tex.a, res * min(0.3, 0.075/length(adjusted_uv))));\n\n\treturn dissolve_mask(tex*colour, texture_coords, uv);\n}\n\nextern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos;\nextern MY_HIGHP_OR_MEDIUMP float hovering;\nextern MY_HIGHP_OR_MEDIUMP float screen_scale;\n\n#ifdef VERTEX\nvec4 position( mat4 transform_projection, vec4 vertex_position )\n{\n    if (hovering <= 0.){\n        return transform_projection * vertex_position;\n    }\n    float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);\n    vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;\n    float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))\n                *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);\n\n    return transform_projection * vertex_position + vec4(0.0,0.0,0.0,scale);\n}\n#endif\n"
  },
  {
    "path": "backs/backs1.lua",
    "content": "init = function()\n  local backapply_orig = Back.apply_to_run\n  function Back.apply_to_run(self)\n    backapply_orig(self)\n    \t\t\tG.E_MANAGER:add_event(Event({\n\t\t\t\t\tfunc = function()\n            if G.GAME.modifiers.poke_force_seal then\n              for i = 1, #G.playing_cards do\n                G.playing_cards[i]:set_seal(G.GAME.modifiers.poke_force_seal, true)\n              end\n            end\n\t\t\t\t\t\treturn true\n\t\t\t\t\tend,\n\t\t\t\t}))\n  end\nend\n\nlocal pokemondeck = {\n\tname = \"pokemondeck\",\n\tkey = \"pokemondeck\",  \n  unlocked = true,\n  discovered = true,\n\tconfig = {vouchers = { \"v_poke_goodrod\"}},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {localize(\"goodrod_variable\"), localize(\"pokeball_variable\")}}\n  end,\n\tpos = { x = 0, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    G.E_MANAGER:add_event(Event({\n      func = function()\n        if (SMODS.Mods[\"CardSleeves\"] or {}).can_load and G.GAME.selected_sleeve == 'sleeve_poke_pokemonsleeve' then\n          SMODS.add_card { key = 'c_poke_greatball' }\n        else\n          SMODS.add_card { key = 'c_poke_pokeball' }\n        end\n        return true\n      end\n    }))\n  end\n}\n\nlocal luminousdeck = {\n\tname = \"luminousdeck\",\n\tkey = \"luminousdeck\",  \n  unlocked = true,\n  discovered = true,\n\tconfig = {},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {}}\n  end,\n\tpos = { x = 1, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    G.GAME.modifiers.apply_type = true\n  end\n}\n\nlocal obituarydeck = {\n\tname = \"obituarydeck\",\n\tkey = \"obituarydeck\",  \n  unlocked = true,\n  discovered = true,\n  legacy_deck = true,\n\tconfig = {},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {localize(\"pinkseal_variable\")}}\n  end,\n\tpos = { x = 2, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    G.GAME.modifiers.poke_force_seal = \"poke_pink_seal\"\n  end,\n}\n\nlocal revenantdeck = {\n\tname = \"revenanteck\",\n\tkey = \"revenantdeck\",  \n  unlocked = true,\n  discovered = true,\n  legacy_deck = true,\n  artist = \"Sonfive\",\n\tconfig = {},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {localize(\"silverseal_variable\")}}\n  end,\n\tpos = { x = 5, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    G.GAME.modifiers.poke_force_seal = \"poke_silver\"\n  end,\n}\n\nlocal telekineticdeck = {\n\tname = \"telekineticdeck\",\n\tkey = \"telekineticdeck\",  \n  unlocked = true,\n  discovered = true,\n  artist = \"MyDude_YT\",\n\tconfig = {vouchers = { \"v_crystal_ball\"}, consumables = {'c_poke_twisted_spoon', 'c_poke_twisted_spoon'}},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {localize{type = 'name_text', key = 'v_crystal_ball', set = 'Voucher'}, localize(\"twisted_spoon_variable\")}}\n  end,\n\tpos = { x = 3, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n} \n\nlocal ampeddeck = {\n\tname = \"ampeddeck\",\n\tkey = \"ampeddeck\",  \n  unlocked = true,\n  discovered = true,\n  artist = \"MyDude_YT\",\n\tconfig = {vouchers = { \"v_poke_energysearch\"}, consumables = {'c_poke_double_rainbow_energy'}},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {localize{type = 'name_text', key = 'v_poke_energysearch', set = 'Voucher'}, localize(\"double_rainbow_energy_variable\")}}\n  end,\n\tpos = { x = 4, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n} \n\nlocal futuredeck = {\n\tname = \"futuredeck\",\n\tkey = \"futuredeck\",  \n  unlocked = true,\n  discovered = true,\n  artist = \"Catzzadilla\",\n\tconfig = {scry = 4},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {self.config.scry}}\n  end,\n\tpos = { x = 6, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    G.GAME.scry_amount = (G.GAME.scry_amount or 0) + self.config.scry\n  end\n}\n\nlocal stadiumdeck = {\n\tname = \"stadiumdeck\",\n\tkey = \"stadiumdeck\",  \n  unlocked = true,\n  discovered = true,\n  artist = \"InertSteak\",\n\tconfig = {},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {}}\n  end,\n\tpos = { x = 8, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    G.E_MANAGER:add_event(Event({\n      func = function()\n        local enhancements = {\"m_bonus\", \"m_mult\", \"m_wild\", \"m_glass\", \"m_steel\", \"m_stone\", \"m_gold\", \"m_lucky\"}\n        for i = 1, math.min(#G.deck.cards, #enhancements) do\n          G.deck.cards[i]:set_ability(G.P_CENTERS[enhancements[i]], nil, true)\n        end\n        return true\n      end\n    }))\n  end\n}\n\nlocal megadeck = {\n\tname = \"megadeck\",\n\tkey = \"megadeck\",  \n  unlocked = true,\n  discovered = true,\n  artist = {\"Catzzadilla\", \"Sonfive\"},\n\tconfig = {vouchers = { \"v_reroll_surplus\", \"v_reroll_glut\", \"v_crystal_ball\"}, consumables = {'c_poke_megastone'}, shop_size = 1},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {localize(\"megastone_variable\"), localize{type = 'name_text', key = 'v_reroll_surplus', set = 'Voucher'}, localize{type = 'name_text', key = 'v_reroll_glut', set = 'Voucher'},\n                    self.config.shop_size, localize{type = 'name_text', key = 'v_crystal_ball', set = 'Voucher'}}}\n  end,\n\tpos = { x = 9, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    G.E_MANAGER:add_event(Event({\n      func = function()\n          change_shop_size(-self.config.shop_size)\n          return true\n      end\n    }))\n  end,\n} \n--Vending Sleeve\nlocal vendingdeck = {\n\tname = \"vendingdeck\",\n\tkey = \"vendingdeck\",\n  unlocked = true,\n  discovered = true,\n\tconfig = {},\n  loc_vars = function(self, info_queue, center)\n    return { vars = { localize { type = 'name_text', key = 'tag_voucher', set = 'Tag' } } }\n  end,\n\tpos = { x = 7, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n  calculate = function(self, back, context)\n    if not ((SMODS.Mods[\"CardSleeves\"] or {}).can_load and G.GAME.selected_sleeve == 'sleeve_poke_vendingsleeve') then\n      if context.round_eval and G.GAME.last_blind and G.GAME.last_blind.boss and ((G.GAME.round_resets.ante - 1) % 2 == 1) then\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                add_tag(Tag('tag_voucher'))\n                play_sound('generic1', 0.9 + math.random() * 0.1, 0.8)\n                play_sound('holo1', 1.2 + math.random() * 0.1, 0.4)\n                return true\n            end\n        }))\n      end\n    end\n  end,\n}\n\nlocal diceydeck = {\n\tname = \"diceydeck\",\n\tkey = \"diceydeck\",\n  unlocked = true,\n  discovered = true,\n\tconfig = {no_interest = true, hazard_layer = 1, hazard_layer_max = 1, h_size = 1, money = 1},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {self.config.hazard_layer, self.config.hazard_layer_max, self.config.h_size, self.config.money}}\n  end,\n\tpos = { x = 10, y = 0 },\n\tatlas = \"AtlasDecksBasic\",\n  artist = 'Catzzadilla',\n  apply = function(self)\n    G.E_MANAGER:add_event(Event({\n      func = function()\n        poke_change_hazard_max(self.config.hazard_layer_max)\n        poke_change_hazard_level(self.config.hazard_layer)\n        G.hand:change_size(self.config.h_size)\n        \n        G.GAME.modifiers.enhance_bonus = 'm_poke_hazard'\n        G.GAME.modifiers.money_per_enhancement = self.config.money\n        G.GAME.modifiers.enhance_bonus_text = localize('poke_hazards_in_deck')\n        G.GAME.modifiers.enhance_bonus_color = G.ARGS.LOC_COLOURS[\"hazard\"]\n        return true\n      end\n    }))\n  end,\n}\n\nlocal dList = {luminousdeck, telekineticdeck, ampeddeck, futuredeck, stadiumdeck, megadeck, vendingdeck, diceydeck}\n\nif pokermon_config.pokeballs then\n  table.insert(dList, 1, pokemondeck)\nend\n\nif pokermon_config.pokemon_legacy then\n  table.insert(dList, obituarydeck)\n  table.insert(dList, revenantdeck)\nend\n\nreturn {name = \"Back\",\n        init = init,\n        list = dList\n}"
  },
  {
    "path": "blinds/pokebossblind.lua",
    "content": "local mirror = {\n  key = \"mirror\",\n  dollars = 5,\n  mult = 2,\n  boss = { min = 3, max = 80 },\n  pos = { x = 0, y = 1 },\n  atlas = \"AtlasBossblinds\",\n  artist = \"InertSteak\",\n  boss_colour = HEX(\"C57BE6\"),\n  debuff = {},\n  config = {trans_key = \"j_joker\", reset_eternal = false},\n  discovered = true,\n  calculate = function(self, blind, context)\n    if context.setting_blind and not blind.disabled then\n      if #G.jokers.cards > 0 then\n        local target = G.jokers.cards[#G.jokers.cards]\n        if not target.getting_sliced then\n          if target.ability.eternal then\n            blind.effect.reset_eternal = true\n            target:set_eternal(false)\n          end\n          target.ability.from_mirror = true\n          blind.effect.trans_key = target.config.center_key\n          poke_evolve(target, 'j_poke_ditto', nil, localize(\"poke_transform_success\"), true)\n        end\n      end\n    end\n    if context.blind_disabled then\n      local target = nil\n      for i = 1, #G.jokers.cards do\n        if G.jokers.cards[i].ability.from_mirror then\n          target = G.jokers.cards[i]\n        end\n      end\n      if target then\n        poke_evolve(target, blind.effect.trans_key, nil, localize(\"poke_transform_success\"), true)\n        if blind.effect.reset_eternal then\n          target.ability.eternal = true\n        end\n      end\n    end\n    if context.end_of_round and not context.repetition and not context.individual then\n      for i = 1, #G.jokers.cards do\n        G.jokers.cards[i].ability.from_mirror = nil\n      end\n    end\n  end,\n}\n\nlocal rocket = {\n  key = \"rocket\",\n  dollars = 5,\n  mult = 2,\n  boss = { min = 2, max = 80 },\n  pos = { x = 0, y = 2 },\n  atlas = \"AtlasBossblinds\",\n  artist = \"Catzzadilla\",\n  boss_colour = HEX(\"C90000\"),\n  debuff = {},\n  config = {},\n  discovered = true,\n  calculate = function(self, blind, context)\n    if not blind.disabled then\n      if context.stay_flipped and context.to_area == G.hand then\n        local dollars = G.GAME.dollars\n        if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n          dollars = to_number(dollars)\n        end\n        if dollars >= 25 then\n          return {\n            stay_flipped = true\n          }\n        end\n      end\n    end\n  end,\n}\n\nlocal magma = {\n  key = \"magma\",\n  dollars = 5,\n  mult = 2,\n  boss = { min = 2, max = 80 },\n  pos = { x = 0, y = 5 },\n  atlas = \"AtlasBossblinds\",\n  artist = \"Catzzadilla\",\n  boss_colour = HEX(\"EB2D31\"),\n  debuff = {},\n  config = {},\n  discovered = true,\n  calculate = function(self, blind, context)\n    if not blind.disabled then\n        if context.modify_hand then\n          blind.triggered = true\n          hand_chips = mod_chips(math.max(math.floor(hand_chips * 0.25 + 0.75), 0))\n          update_hand_text({ sound = 'chips2', modded = true }, { chips = hand_chips, mult = mult })\n        end\n    end\n  end\n}\n\nlocal aqua = {\n  key = \"aqua\",\n  dollars = 5,\n  mult = 2,\n  boss = { min = 2, max = 80 },\n  pos = { x = 0, y = 7 },\n  atlas = \"AtlasBossblinds\",\n  artist = \"Catzzadilla\",\n  boss_colour = HEX(\"38B8F8\"),\n  debuff = {},\n  config = {},\n  discovered = true,\n  calculate = function(self, blind, context)\n    if not blind.disabled then\n        if context.modify_hand then\n          blind.triggered = true\n          mult = mod_mult(math.max(math.floor(mult * 0.25 + 0.75), 1))\n          update_hand_text({ sound = 'chips2', modded = true }, { chips = hand_chips, mult = mult })\n        end\n    end\n  end\n}\n\nlocal pick_random_types = function(amount)\n  local ptype_list = copy_table(POKE_TYPES)\n  pseudoshuffle(ptype_list, 'chart')\n\n  local ptypes = {}\n  for i = 1, amount do\n    ptypes[#ptypes+1] = ptype_list[i]\n  end\n  return ptypes\nend\n\nlocal star={\n  key = \"star\",\n  dollars = 5,\n  mult = 2,\n  boss = { showdown = false, min = 3, max = 80 },\n  boss_colour = HEX(\"D9B673\"),\n  pos = { x = 0, y = 24 },\n  atlas = \"AtlasBossblinds\",\n  artist = \"Catzzadilla\",\n  discovered = true,\n  config = {ptype = nil},\n  calculate = function(self, blind, context)\n    if not blind.disabled then\n      if context.debuff_card and context.debuff_card.area == G.jokers\n          and blind.effect.ptype and is_type(context.debuff_card, blind.effect.ptype) then\n        return {\n          debuff = true\n        }\n      end\n      if context.press_play or context.setting_blind then\n        blind.effect.ptype = pick_random_types(1)[1]\n        blind.triggered = true\n        blind.prepped = true\n      end\n      if context.drawing_cards and blind.prepped then\n        for _, v in ipairs(G.jokers.cards) do\n          if v.debuff then\n            SMODS.recalc_debuff(v)\n          elseif blind.effect.ptype and is_type(v, blind.effect.ptype) then\n            SMODS.recalc_debuff(v)\n            v:juice_up()\n          end\n        end\n        blind:wiggle()\n      end\n    end\n    if context.drawing_cards then\n      blind.prepped = nil\n    end\n  end,\n}\n\ngray_godfather_remove = function(difference)\n    local in_debt = nil\n    local dollars = nil\n    local buffer = nil\n    if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n      dollars = to_number(G.GAME.dollars or 0)\n      buffer = to_number(G.GAME.dollar_buffer or 0)\n    else\n      dollars = (G.GAME.dollars or 0)\n      buffer = (G.GAME.dollar_buffer or 0)\n    end\n    in_debt = dollars + buffer - difference < 0\n    if in_debt then\n      local destructable_jokers = {}\n      for i = 1, #G.jokers.cards do\n        if not SMODS.is_eternal(G.jokers.cards[i]) and not G.jokers.cards[i].getting_sliced then\n          destructable_jokers[#destructable_jokers + 1] = G.jokers.cards[i]\n        end\n      end\n      local joker_to_destroy = pseudorandom_element(destructable_jokers, 'gray_godfather')\n\n      if joker_to_destroy then\n        joker_to_destroy.getting_sliced = true\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            joker_to_destroy:start_dissolve({ G.C.RED }, nil, 1.6)\n            return true\n          end\n        }))\n      end\n    end\nend\n\nlocal gray_godfather = {\n  key = \"gray_godfather\",\n  dollars = 8,\n  mult = 2,\n  boss = { showdown = true, min = 8, max = 80 },\n  pos = { x = 0, y = 3 },\n  atlas = \"AtlasBossblinds\",\n  boss_colour = HEX(\"B3B3B3\"),\n  debuff = {},\n  config = {dollars = 5},\n  discovered = true,\n  loc_vars = function(self)\n    return {vars = {self.config.dollars}}\n  end,\n  collection_loc_vars = function(self)\n    return {vars = {self.config.dollars}}\n  end,\n  calculate = function(self, blind, context)\n    if not blind.disabled then\n      if context.before then\n        ease_dollars(-self.config.dollars)\n        gray_godfather_remove(self.config.dollars)\n      end\n      if context.pre_discard then\n        ease_dollars(-self.config.dollars)\n        gray_godfather_remove(self.config.dollars)\n      end\n    end\n  end,\n}\n\nwhite_executive_total = function()\n  local total = 0\n  for _, area in ipairs({ G.jokers, G.consumeables }) do\n    for _, other_card in ipairs(area.cards) do\n      total = total + other_card.sell_cost\n    end\n  end\n  total = math.floor(total)\n  return total\nend\n\nlocal white_executive = {\n  key = \"white_executive\",\n  dollars = 8,\n  mult = 2,\n  boss = { showdown = true, min = 8, max = 80 },\n  pos = { x = 0, y = 4 },\n  atlas = \"AtlasBossblinds\",\n  boss_colour = HEX(\"E8E8F8\"),\n  debuff = {},\n  config = {},\n  discovered = true,\n  loc_vars = function(self)\n    return {vars = {white_executive_total()}}\n  end,\n  collection_loc_vars = function(self)\n    return {vars = {white_executive_total()}}\n  end,\n  calculate = function(self, blind, context)\n    if not blind.disabled then\n      if context.setting_blind then\n        local modify = function(v) SMODS.debuff_card(v, true, 'white_executive'); end\n        local args = {array = G.playing_cards, amt = white_executive_total(), seed = 'whiteexec', mod_func = modify}\n        pseudorandom_multi(args)\n      end\n      if context.end_of_round and not context.individual and not context.repetition then\n        for k, v in pairs(G.playing_cards) do\n          SMODS.debuff_card(v,false, 'white_executive')\n        end\n      end\n    end\n  end,\n  disable = function(self)\n    for k, v in pairs(G.playing_cards) do\n      SMODS.debuff_card(v,false,'white_executive')\n    end\n  end\n}\n\nlocal ptype_matches = function(card, types)\n  for _, v in ipairs(types) do\n    if is_type(card, v) then return true end\n  end\n  return false\nend\n\nlocal iridescent_hacker={\n  key = \"iridescent_hacker\",\n  dollars = 8,\n  mult = 2,\n  boss = { showdown = true, min = 8, max = 80 },\n  boss_colour = HEX(\"505860\"),\n  pos = { x = 0, y = 25 },\n  atlas = \"AtlasBossblinds\",\n  artist = \"Catzzadilla\",\n  discovered = true,\n  debuff = {},\n  config = {ptypes = {}},\n  calculate = function(self, blind, context)\n    if not blind.disabled then\n      if context.debuff_card and context.debuff_card.area == G.jokers\n          and ptype_matches(context.debuff_card, blind.effect.ptypes) then\n        return {\n          debuff = true\n        }\n      end\n      if context.press_play or context.setting_blind then\n        local type_count = 1\n        local chance_to_increase = pseudorandom('increasetypes')\n\n        if chance_to_increase > .66 then type_count = type_count + 1 end\n        if chance_to_increase > .33 then type_count = type_count + 1 end\n\n        blind.effect.ptypes = pick_random_types(type_count)\n        blind.triggered = true\n        blind.prepped = true\n      end\n      if context.drawing_cards and blind.prepped then\n        for _, v in ipairs(G.jokers.cards) do\n          if v.debuff then\n            SMODS.recalc_debuff(v)\n          elseif ptype_matches(v, blind.effect.ptypes) then\n            SMODS.recalc_debuff(v)\n            v:juice_up()\n          end\n        end\n        blind:wiggle()\n      end\n    end\n    if context.drawing_cards then\n      blind.prepped = nil\n    end\n  end,\n}\n\nreturn {name = \"Blinds\",\n        list = {mirror, rocket, star, gray_godfather, white_executive, iridescent_hacker}\n}"
  },
  {
    "path": "boosters/packs1.lua",
    "content": "local create_energy = function(self, card)\n  if pseudoseed('rainbow') < .10 then\n    return create_card(\"Spectral\", G.pack_cards, nil, nil, true, true, 'c_poke_double_rainbow_energy', nil)\n  end\n  local match_type = pseudorandom(pseudoseed('match'))\n  if match_type > .50 and #G.jokers.cards > 0 then\n    local energy_types = {}\n    for l, v in pairs(G.jokers.cards) do\n      local match = matching_energy(v)\n      if match and not next(SMODS.find_card(match)) then\n        table.insert(energy_types, match)\n      end\n    end\n    if #energy_types > 0 then\n      local energy = pseudorandom_element(energy_types, pseudoseed('match'))\n      return create_card(\"Energy\", G.pack_cards, nil, nil, true, true, energy, nil)\n    end\n  end\n  return create_card(\"Energy\", G.pack_cards, nil, nil, true, true, nil, nil)\nend\n\nlocal poll_evo_item = function(seed)\n  local evo_item_key_set = {}\n  for _, v in pairs(G.jokers.cards) do\n    if v.config.center.item_req then\n      local item_req = type(v.config.center.item_req) == 'table'\n          and pseudorandom_element(v.config.center.item_req, pseudoseed(seed))\n          or v.config.center.item_req\n\n      local prefix = table.contains(native_evo_items, item_req)\n          and 'poke'\n          or v.config.center.poke_custom_prefix\n\n      local item_key = 'c_' .. prefix .. '_' .. item_req\n\n      evo_item_key_set[item_key] = true\n    end\n  end\n  local evo_item_key_list = {}\n  for key, _ in pairs(evo_item_key_set) do\n    if G.P_CENTERS[key] and not G.GAME.used_jokers[key] and not G.GAME.banned_keys[key] and (not (type(G.P_CENTERS[key].in_pool) == 'function') or G.P_CENTERS[key]:in_pool()) then\n      evo_item_key_list[#evo_item_key_list+1] = key\n    end\n  end\n  if #evo_item_key_list > 1 then\n    return pseudorandom_element(evo_item_key_list, pseudoseed(seed))\n  end\n  return evo_item_key_list[1]\nend\n\nlocal create_item = function(seed)\n  if pseudorandom(pseudoseed(seed .. '_evo_item')) > .92 then\n    local evo_item_key = poll_evo_item('match')\n    if evo_item_key then\n      return SMODS.create_card { key = evo_item_key, area = G.pack_cards, skip_materialize = true }\n    end\n  end\n  return SMODS.create_card { set = \"Item\", area = G.pack_cards, skip_materialize = true, soulable = true, key_append = seed }\nend\n\nlocal create_pocket_card = function(self, card, i)\n    if i == 1 then\n      if not G.GAME.modifiers.no_energy then\n        return create_energy(self, card)\n      else\n        return create_item('pocket')\n      end\n    elseif i == 2 and card.from_tag and G.GAME.round_resets.ante >= 5 and not next(SMODS.find_card('c_poke_megastone')) then\n      local mega = pseudorandom(pseudoseed('pocket'))\n      if mega > .75 then\n        return create_card(\"Item\", G.pack_cards, nil, nil, true, true, 'c_poke_megastone', nil)\n      else\n        return create_item('pocket')\n      end\n    else\n      return create_item('pocket')\n    end\nend\n\nlocal pocket_background = function(self)\n  ease_background_colour{new_colour = G.ARGS.LOC_COLOURS.pocket, contrast = 3}\nend\nlocal pocket_particle = function(self)\n  G.booster_pack_sparkles = Particles(1, 1, 0,0, {\n    timer = 0.015,\n    scale = 0.1,\n    initialize = true,\n    lifespan = 3,\n    speed = 0.2,\n    padding = -1,\n    attach = G.ROOM_ATTACH,\n    colours = {G.C.WHITE, lighten(G.C.RED, 0.2)},\n    fill = true\n  })\n  G.booster_pack_sparkles.fade_alpha = 1\n  G.booster_pack_sparkles:fade(1, 0)\nend\n\nlocal pack1 = {\n  name = \"Pocket Pack\",\n\tkey = \"pokepack_normal_1\",\n\tkind = \"Energy\",\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 0, y = 0 },\n\tconfig = { extra = 4, choose = 1 },\n\tcost = 4,\n\torder = 1,\n\tweight = 1,\n  draw_hand = true,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = create_pocket_card,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra - 1, 1 } }\n\tend,\n\tgroup_key = \"k_poke_pocket_pack\",\n}\n\nlocal pack2 = {\n\tname = \"Pocket Pack\",\n\tkey = \"pokepack_normal_2\",\n\tkind = \"Energy\",\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 1, y = 0 },\n\tconfig = { extra = 4, choose = 1 },\n\tcost = 4,\n\torder = 2,\n\tweight = 1,\n  draw_hand = true,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = create_pocket_card,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra - 1, 1 } }\n\tend,\n\tgroup_key = \"k_poke_pocket_pack\",\n}\n\nlocal pack3 = {\n\tname = \"Jumbo Pocket Pack\",\n\tkey = \"pokepack_jumbo_1\",\n\tkind = \"Energy\",\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 2, y = 0 },\n\tconfig = { extra = 6, choose = 1 },\n\tcost = 6,\n\torder = 3,\n\tweight = 1,\n  draw_hand = true,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = create_pocket_card,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra - 1, 1 } }\n\tend,\n\tgroup_key = \"k_poke_pocket_pack\",\n}\n\nlocal pack4 = {\n\tname = \"Mega Pocket Pack\",\n\tkey = \"pokepack_mega_1\",\n\tkind = \"Energy\",\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 3, y = 0 },\n\tconfig = { extra = 6, choose = 2 },\n\tcost = 8,\n\torder = 4,\n\tweight = 0.25,\n  draw_hand = true,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = create_pocket_card,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra - 1, 1 } }\n\tend,\n\tgroup_key = \"k_poke_pocket_pack\",\n}\n\nlocal pack5 = {\n  name = \"Pocket Pack\",\n\tkey = \"pokepack_normal_3\",\n\tkind = \"Energy\",\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 0, y = 1 },\n\tconfig = { extra = 4, choose = 1 },\n\tcost = 4,\n\torder = 1,\n\tweight = 1,\n  draw_hand = true,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = create_pocket_card,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra - 1, 1 } }\n\tend,\n\tgroup_key = \"k_poke_pocket_pack\",\n}\n\nlocal pack6 = {\n\tname = \"Pocket Pack\",\n\tkey = \"pokepack_normal_4\",\n\tkind = \"Energy\",\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 1, y = 1 },\n\tconfig = { extra = 4, choose = 1 },\n\tcost = 4,\n\torder = 2,\n\tweight = 1,\n  draw_hand = true,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = create_pocket_card,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra - 1, 1 } }\n\tend,\n\tgroup_key = \"k_poke_pocket_pack\",\n}\n\nlocal pack7 = {\n\tname = \"Jumbo Pocket Pack\",\n\tkey = \"pokepack_jumbo_2\",\n\tkind = \"Energy\",\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 2, y = 1 },\n\tconfig = { extra = 6, choose = 1 },\n\tcost = 6,\n\torder = 3,\n\tweight = 1,\n  draw_hand = true,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = create_pocket_card,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra - 1, 1 } }\n\tend,\n\tgroup_key = \"k_poke_pocket_pack\",\n}\n\nlocal pack8 = {\n\tname = \"Mega Pocket Pack\",\n\tkey = \"pokepack_mega_2\",\n\tkind = \"Energy\",\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 3, y = 1 },\n\tconfig = { extra = 6, choose = 2 },\n\tcost = 8,\n\torder = 4,\n\tweight = 0.25,\n  draw_hand = true,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = create_pocket_card,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra - 1, 1 } }\n\tend,\n\tgroup_key = \"k_poke_pocket_pack\",\n}\n\nlocal wish_pack = {\n\tname = \"Wish Pack\",\n\tkey = \"pokepack_wish_pack\",\n\tkind = \"Spectral\",\n\tatlas = \"AtlasBoosterpacksBasic\",\n  artist = \"Catzzadilla\",\n\tpos = { x = 4, y = 0 },\n\tconfig = { extra = 6, choose = 1 },\n\tcost = 999,\n\torder = 4,\n\tweight = 0,\n  draw_hand = false,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n\tcreate_card = function(self, card, i)\n\n    -- force pack_choices to 1\n    G.GAME.pack_choices = 1\n\n    local jirachi_cards = {'c_poke_fake_banker', 'c_poke_fake_booster', 'c_poke_fake_power', 'c_poke_fake_copy', 'c_poke_fake_fixer', 'c_poke_fake_masterball', }\n    local temp_card = {area = G.pack_cards, key = jirachi_cards[1 + (i-1)%6], no_edition = true, skip_materialize = true}\n    if not G.P_CENTERS[temp_card.key] then temp_card.key = 'c_judgement' end\n    return SMODS.create_card(temp_card)\n\tend,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra - 1, 1 } }\n\tend,\n  in_pool = function(self)\n    return false\n  end,\n  ease_background_colour = function(self)\n    --Copy planet packs\n    ease_colour(G.C.DYN_UI.MAIN, mix_colours(G.C.SECONDARY_SET.Planet, G.C.BLACK, 0.9))\n    ease_background_colour{new_colour = G.C.BLACK, contrast = 3}\n  end,\n  particles = function(self)\n    G.booster_pack_stars = Particles(1, 1, 0,0, {\n      timer = 0.07,\n      scale = 0.1,\n      initialize = true,\n      lifespan = 15,\n      speed = 0.1,\n      padding = -4,\n      attach = G.ROOM_ATTACH,\n      colours = {G.C.WHITE, HEX('a7d6e0'), HEX('fddca0')},\n      fill = true\n    })\n    G.booster_pack_meteors = Particles(1, 1, 0,0, {\n        timer = 2,\n        scale = 0.05,\n        lifespan = 1.5,\n        speed = 4,\n        attach = G.ROOM_ATTACH,\n        colours = {G.C.WHITE},\n        fill = true\n    })\n\tend,\n\tgroup_key = \"k_poke_wish_pack\",\n}\n\nlocal starter_pack = {\n\tname = \"Starter Pack\",\n\tkey = \"pokepack_starter_pack\",\n\tkind = \"Spectral\",\n  artist = {name = {\"Currently a placeholder!\", \"Want your art here?\", \"Join the Discord!\"}},\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 4, y = 1 },\n\tconfig = { extra = 4, choose = 1 },\n\tcost = 6,\n\torder = 5,\n\tweight = 0,\n  draw_hand = false,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = function(self, card, i)\n    local grass_starters = {}\n    local fire_starters = {}\n    local water_starters = {}\n    local pseudo_starters = {}\n    local pika_eevee = {}\n    local pack_key = nil\n    for k, v in ipairs(G.P_CENTER_POOLS[\"Joker\"]) do\n      if not poke_family_present(v) then\n        if v.starter and v.ptype == \"Grass\" then\n          grass_starters[#grass_starters + 1] = v.key\n        end\n        if v.starter and v.ptype == \"Fire\" then\n          fire_starters[#fire_starters + 1] = v.key\n        end\n        if v.starter and v.ptype == \"Water\" then\n          water_starters[#water_starters + 1] = v.key\n        end\n        if v.pseudol then\n          pseudo_starters[#pseudo_starters + 1] = v.key\n        end\n        if v.name == \"pikachu\" or v.name == \"eevee\" then\n          pika_eevee[#pika_eevee + 1] = v.key\n        end\n      end\n    end\n    \n    if i == 1 and #grass_starters > 0 then\n      pack_key = pseudorandom_element(grass_starters, pseudoseed('grass'))\n    elseif i == 2 and #fire_starters > 0 then\n      pack_key = pseudorandom_element(fire_starters, pseudoseed('fire'))\n    elseif i == 3 and #water_starters > 0 then\n      pack_key = pseudorandom_element(water_starters, pseudoseed('water'))\n    elseif i == 4 and #pika_eevee > 0 then\n      pack_key = pseudorandom_element(pika_eevee, pseudoseed('pikaeevee'))\n    elseif i == 5 and #pseudo_starters > 0 then\n      pack_key = pseudorandom_element(pseudo_starters, pseudoseed('pseudo'))\n    else\n      if G.P_CENTERS['j_poke_caterpie'] then\n        pack_key = 'j_poke_caterpie'\n      else\n        pack_key = nil\n      end\n    end\n    \n    local temp_card = {area = G.pack_cards, key = pack_key, no_edition = true, skip_materialize = true}\n    return SMODS.create_card(temp_card)\n\tend,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra} }\n\tend,\n  in_pool = function(self)\n    return false\n  end,\n  ease_background_colour = function(self)\n     ease_background_colour{new_colour = HEX('FFFFFF'), contrast = 3}\n  end,\n  particles = function(self)\n    G.booster_pack_stars = Particles(1, 1, 0,0, {\n      timer = 0.07,\n      scale = 0.1,\n      initialize = true,\n      lifespan = 15,\n      speed = 0.1,\n      padding = -4,\n      attach = G.ROOM_ATTACH,\n      colours = {G.C.RED, G.C.BLUE, G.C.GREEN},\n      fill = true\n    })\n\tend,\n\tgroup_key = \"k_poke_starter_pack\",\n}\n\nlocal starterq_pack = {\n\tname = \"Starteq Pack\",\n\tkey = \"pokepack_starterq_pack\",\n\tkind = \"Spectral\",\n  artist = {name = {\"Currently a placeholder!\", \"Want your art here?\", \"Join the Discord!\"}},\n\tatlas = \"AtlasBoosterpacksBasic\",\n\tpos = { x = 4, y = 1 },\n\tconfig = { extra = 4, choose = 1 },\n\tcost = 6,\n\torder = 5,\n\tweight = 0,\n  no_collection = true,\n  draw_hand = false,\n  unlocked = true,\n  discovered = true,\n\tcreate_card = function(self, card, i)\n    local grass_starters = {}\n    local fire_starters = {}\n    local water_starters = {}\n    local pseudo_starters = {}\n    local bidoof_yamper = {}\n    local pack_key = nil\n    for k, v in ipairs(G.P_CENTER_POOLS[\"Joker\"]) do\n      if not poke_family_present(v) then\n        if v.knockoff_starter and v.ptype == \"Grass\" then\n          grass_starters[#grass_starters + 1] = v.key\n        end\n        if v.knockoff_starter and v.ptype == \"Fire\" then\n          fire_starters[#fire_starters + 1] = v.key\n        end\n        if v.knockoff_starter and v.ptype == \"Water\" then\n          water_starters[#water_starters + 1] = v.key\n        end\n        if v.knockoff_pseudol then\n          pseudo_starters[#pseudo_starters + 1] = v.key\n        end\n        if v.name == \"bidoof\" or v.name == \"yamper\" then\n          bidoof_yamper[#bidoof_yamper + 1] = v.key\n        end\n      end\n    end\n    \n    if i == 1 and #grass_starters > 0 then\n      pack_key = pseudorandom_element(grass_starters, pseudoseed('grass'))\n    elseif i == 2 and #fire_starters > 0 then\n      pack_key = pseudorandom_element(fire_starters, pseudoseed('fire'))\n    elseif i == 3 and #water_starters > 0 then\n      pack_key = pseudorandom_element(water_starters, pseudoseed('water'))\n    elseif i == 4 and #bidoof_yamper > 0 then\n      pack_key = pseudorandom_element(bidoof_yamper, pseudoseed('pikaeevee'))\n    elseif i == 5 and #pseudo_starters > 0 then\n      pack_key = pseudorandom_element(pseudo_starters, pseudoseed('pseudo'))\n    else\n      if G.P_CENTERS['j_poke_caterpie'] then\n        pack_key = 'j_poke_caterpie'\n      else\n        pack_key = nil\n      end\n    end\n    \n    local temp_card = {area = G.pack_cards, key = pack_key, no_edition = true, skip_materialize = true}\n    return SMODS.create_card(temp_card)\n\tend,\n\tloc_vars = function(self, info_queue, card)\n\t\treturn { vars = { card.config.center.config.choose, card.ability.extra} }\n\tend,\n  in_pool = function(self)\n    return false\n  end,\n  ease_background_colour = function(self)\n     ease_background_colour{new_colour = HEX('8A8A8A'), contrast = 1}\n  end,\n  particles = function(self)\n    G.booster_pack_stars = Particles(1, 1, 0,0, {\n      timer = 0.07,\n      scale = 0.1,\n      initialize = true,\n      lifespan = 15,\n      speed = 0.1,\n      padding = -4,\n      attach = G.ROOM_ATTACH,\n      colours = {HEX('E8B6B3'), HEX('82B1CF'), HEX('78B099')},\n      fill = true\n    })\n\tend,\n\tgroup_key = \"k_poke_starterq_pack\",\n}\n\nlocal pack_list = {pack1, pack2, pack5, pack6, pack3, pack7, pack4, pack8, wish_pack, starter_pack, starterq_pack}\n\nfor k, v in pairs(pack_list) do\n  if not v.ease_background_colour then\n    v.ease_background_colour = pocket_background\n    v.particles = pocket_particle\n  end\nend\n\nreturn {name = \"Pocket Packs\",\n        list = pack_list\n}"
  },
  {
    "path": "challenges/pokechallenges.lua",
    "content": "local all_cards_enhanced = function(enhancement)\r\nend\r\n\r\nlocal nuzlocke = {\r\n    object_type = \"Challenge\",\r\n    key = \"nuzlocke\",\r\n    rules = {\r\n        custom = {\r\n            {id = 'no_shop_jokers'},\r\n\t\t\t{id = 'all_eternal'},\r\n            {id = 'poke_add_joker_slots'},\r\n            {id = 'poke_nuzlocke'}\r\n        },\r\n        modifiers = {\r\n            {id = 'joker_slots', value = 1},\r\n        }\r\n    },\r\n    restrictions = {\r\n        banned_cards = {\r\n            {id = 'c_judgement'},\r\n            {id = 'c_wraith'},\r\n            {id = 'c_soul'},\r\n            {id = 'c_poke_pokeball'},\r\n            {id = 'c_poke_greatball'},\r\n            {id = 'c_poke_ultraball'},\r\n            {id = 'c_poke_masterball'},\r\n            {id = 'v_antimatter'},\r\n            {id = 'p_buffoon_normal_1', ids = {\r\n                'p_buffoon_normal_1','p_buffoon_normal_2','p_buffoon_jumbo_1','p_buffoon_mega_1',\r\n            }},\r\n            {id = 'j_gros_michel'},\r\n            {id = 'j_ice_cream'},\r\n            {id = 'j_cavendish'},\r\n            {id = 'j_luchador'},\r\n            {id = 'j_turtle_bean'},\r\n            {id = 'j_diet_cola'},\r\n            {id = 'j_popcorn'},\r\n            {id = 'j_ramen'},\r\n            {id = 'j_selzer'},\r\n            {id = 'j_mr_bones'},\r\n            {id = 'j_invisible'},\r\n            {id = 'j_poke_gastly'},\r\n            {id = 'j_poke_haunter'},\r\n            {id = 'j_poke_gengar'},\r\n            {id = 'j_poke_koffing'},\r\n            {id = 'j_poke_weezing'},\r\n            {id = 'j_poke_ditto'},\r\n            {id = 'j_poke_mewtwo'},\r\n            {id = 'j_poke_scyther'},\r\n            {id = 'j_poke_scizor'},\r\n            {id = 'j_poke_jelly_donut'},\r\n        },\r\n        banned_tags = {\r\n            {id = 'tag_rare'},\r\n            {id = 'tag_uncommon'},\r\n            {id = 'tag_holo'},\r\n            {id = 'tag_polychrome'},\r\n            {id = 'tag_negative'},\r\n            {id = 'tag_foil'},\r\n            {id = 'tag_buffoon'},\r\n            {id = 'tag_top_up'},\r\n            {id = 'tag_poke_shiny_tag'},\r\n            {id = 'tag_poke_stage_one_tag'},\r\n            {id = 'tag_poke_safari_tag'},\r\n            {id = 'tag_poke_starter_tag'},\r\n        },\r\n        banned_other = {\r\n            {id = 'bl_final_leaf', type = 'blind'},\r\n            {id = 'bl_poke_mirror', type = 'blind'}\r\n        },\r\n        deck = {\r\n            type = 'Challenge Deck'\r\n        },\r\n    },\r\n    button_colour = HEX('0064B2'),\r\n    text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\n-- add joker slots when ante increases with Nuzlocke\r\n-- todo: insert this in a better spot for mod compat\r\nlocal ea = ease_ante\r\nfunction ease_ante(m)\r\n    ea(m)\r\n    if m > 0 then\r\n        if G.GAME.modifiers.poke_add_joker_slots then\r\n            G.GAME.poke_slots_added = G.GAME.poke_slots_added or 0\r\n            G.GAME.poke_slots_added = G.GAME.poke_slots_added + 1\r\n            if G.GAME.poke_slots_added <= 5 then\r\n                G.jokers.config.card_limit = G.jokers.config.card_limit + 1\r\n            end\r\n        end\r\n        if G.GAME.modifiers.poke_nuzlocke then\r\n            G.GAME.first_shop_buffoon = false\r\n        end\r\n    end\r\nend\r\n\r\nlocal gp = get_pack\r\nfunction get_pack(_key, _type)\r\n    if G.GAME.modifiers.poke_nuzlocke and not G.GAME.first_shop_buffoon then\r\n        G.GAME.first_shop_buffoon = true\r\n        return G.P_CENTERS['p_buffoon_normal_'..(math.random(1, 2))]\r\n    end\r\n    return gp(_key, _type)\r\nend\r\n\r\nlocal goodasgold = {\r\n    object_type = \"Challenge\",\r\n    key = \"goodasgold\",\r\n    rules = {\r\n        modifiers = {\r\n            {id = 'hand_size', value = 6},\r\n            {id = 'dollars', value = 6}\r\n        }\r\n    },\r\n    jokers = {\r\n      {id = \"j_poke_gholdengo\", eternal = true},\r\n    },\r\n    restrictions = {\r\n        banned_cards = {\r\n            {id = 'j_poke_goldeen'},\r\n            {id = 'j_poke_seaking'},\r\n        },\r\n        banned_tags = {\r\n        },\r\n        banned_other = {\r\n            {id = 'bl_final_leaf', type = 'blind'},\r\n            {id = 'bl_poke_mirror', type = 'blind'}\r\n        },\r\n    },\r\n    deck = {\r\n      type = 'Challenge Deck',\r\n      enhancement = 'm_gold',\r\n    },\r\n    button_colour = HEX('0064B2'),\r\n    text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\nlocal parenthood = {\r\n    object_type = \"Challenge\",\r\n    key = \"parenthood\",\r\n    name = \"Parenthood\",\r\n    rules = {\r\n        custom = {\r\n            {id = 'no_shop_jokers'},\r\n            {id = 'no_interest'}\r\n        },\r\n        modifiers = {\r\n            {id = 'joker_slots', value = 2},\r\n        }\r\n    },\r\n    jokers = {\r\n      {id = 'j_poke_mystery_egg'},\r\n      {id = 'j_poke_mystery_egg'},\r\n    },\r\n    consumeables = {\r\n    },\r\n    vouchers = {\r\n    },\r\n    deck = {\r\n        type = 'Challenge Deck'\r\n    },\r\n    restrictions = {\r\n        banned_cards = {\r\n            {id = 'c_judgement'},\r\n            {id = 'c_poke_pokeball'},\r\n            {id = 'c_poke_greatball'},\r\n            {id = 'c_poke_ultraball'},\r\n            {id = 'c_poke_masterball'},\r\n            {id = 'c_wraith'},\r\n            {id = 'c_soul'},\r\n            {id = 'v_blank'},\r\n            {id = 'v_antimatter'},\r\n            {id = 'p_buffoon_normal_1', ids = {\r\n                'p_buffoon_normal_1','p_buffoon_normal_2','p_buffoon_jumbo_1','p_buffoon_mega_1',\r\n            }},\r\n        },\r\n        banned_tags = {\r\n            {id = 'tag_rare'},\r\n            {id = 'tag_uncommon'},\r\n            {id = 'tag_holo'},\r\n            {id = 'tag_polychrome'},\r\n            {id = 'tag_negative'},\r\n            {id = 'tag_foil'},\r\n            {id = 'tag_buffoon'},\r\n            {id = 'tag_top_up'},\r\n            {id = 'tag_poke_shiny_tag'},\r\n            {id = 'tag_poke_stage_one_tag'},\r\n            {id = 'tag_poke_safari_tag'},\r\n            {id = 'tag_poke_starter_tag'},\r\n        },\r\n        banned_other = {\r\n            {id = 'bl_final_heart', type = 'blind'},\r\n            {id = 'bl_final_leaf', type = 'blind'},\r\n            {id = 'bl_poke_mirror', type = 'blind'}\r\n        }\r\n    },\r\n    button_colour = HEX('0064B2'),\r\n    text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\nlocal littlecup = {\r\n    object_type = \"Challenge\",\r\n    key = \"littlecup\",\r\n    rules = {\r\n        custom = {\r\n          {id = 'no_reward_specific', value = 'Small'},\r\n          {id = 'no_reward_specific', value = 'Big'},\r\n        },\r\n        modifiers = {\r\n            {id = 'joker_slots', value = 3},\r\n        }\r\n    },\r\n    jokers = {\r\n      {id = \"j_poke_everstone\", eternal = true, edition = 'negative'},\r\n    },\r\n    restrictions = {\r\n        banned_cards = {\r\n        },\r\n        banned_tags = {\r\n        },\r\n        banned_other = {\r\n          {id = 'bl_poke_mirror', type = 'blind'}\r\n        },\r\n    },\r\n    deck = {\r\n      type = 'Challenge Deck',\r\n    },\r\n    button_colour = HEX('0064B2'),\r\n    text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\nlocal hammertime = {\r\n    object_type = \"Challenge\",\r\n    key = \"hammertime\",\r\n    rules = {\r\n        modifiers = {\r\n            {id = 'hands', value = 2},\r\n            {id = 'discards', value = 1},\r\n        }\r\n    },\r\n    jokers = {\r\n      {id = \"j_poke_tinkaton\", eternal = true},\r\n    },\r\n    restrictions = {\r\n        banned_cards = {\r\n        },\r\n        banned_tags = {\r\n        },\r\n        banned_other = {\r\n          {id = 'bl_poke_mirror', type = 'blind'}\r\n        },\r\n    },\r\n    deck = {\r\n      cards = {{s='D',r='2',},{s='D',r='3',},{s='D',r='4',},{s='D',r='5',},{s='D',r='A'},\r\n                {s='H',r='2',},{s='H',r='3',},{s='H',r='4',},{s='H',r='5',},{s='H',r='A'},\r\n                {s='C',r='2',},{s='C',r='3',},{s='C',r='4',},{s='C',r='5',},{s='C',r='A'},\r\n                {s='S',r='2',},{s='S',r='3',},{s='S',r='4',},{s='S',r='5',},{s='S',r='A',e='m_steel'},\r\n        },\r\n      type = 'Challenge Deck',\r\n    },\r\n    button_colour = HEX('0064B2'),\r\n    text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\nlocal lonesome = {\r\n    object_type = \"Challenge\",\r\n    key = 'lonesome',\r\n    rules = {\r\n        custom = {\r\n            { id = 'no_shop_jokers' },\r\n        },\r\n        modifiers = {\r\n            { id = 'joker_slots', value = 1 },\r\n\t\t\t{ id = 'consumable_slots', value = 10 },\r\n        }\r\n    },\r\n    jokers = {\r\n        { id = 'j_poke_cubone', eternal = true},\r\n\t},\r\n    restrictions = {\r\n        banned_cards = {\r\n            {id = 'c_judgement'},\r\n            {id = 'c_wraith'},\r\n            {id = 'c_soul'},\r\n            {id = 'c_poke_pokeball'},\r\n            {id = 'c_poke_greatball'},\r\n            {id = 'c_poke_ultraball'},\r\n            {id = 'c_poke_masterball'},\r\n\t\t\t{id = 'v_blank'},\r\n            {id = 'v_antimatter'},\r\n            {id = 'p_buffoon_normal_1', ids = {'p_buffoon_normal_1','p_buffoon_normal_2','p_buffoon_jumbo_1','p_buffoon_mega_1',}},\r\n        },\r\n        banned_tags = {\r\n            {id = 'tag_rare'},\r\n            {id = 'tag_uncommon'},\r\n            {id = 'tag_holo'},\r\n            {id = 'tag_polychrome'},\r\n            {id = 'tag_negative'},\r\n            {id = 'tag_foil'},\r\n            {id = 'tag_buffoon'},\r\n            {id = 'tag_top_up'},\r\n            {id = 'tag_poke_shiny_tag'},\r\n            {id = 'tag_poke_stage_one_tag'},\r\n            {id = 'tag_poke_safari_tag'},\r\n            {id = 'tag_poke_starter_tag'},\r\n        },\r\n        banned_other = {\r\n            { id = 'bl_final_heart', type = 'blind' },\r\n            { id = 'bl_final_leaf',  type = 'blind' },\r\n            { id = 'bl_final_acorn', type = 'blind' },\r\n            {id = 'bl_poke_mirror', type = 'blind'}\r\n        }\r\n    },\r\n    button_colour = HEX('0064B2'),\r\n    text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\nlocal randomizer = {\r\n    object_type = \"Challenge\",\r\n    key = \"randomizer\",\r\n    rules = {\r\n        custom = {\r\n            { id = 'apply_randomizer' },\r\n        },\r\n    },\r\n    jokers = {\r\n    },\r\n    restrictions = {\r\n        banned_cards = {\r\n        },\r\n        banned_tags = {\r\n        },\r\n        banned_other = {\r\n        },\r\n    },\r\n    deck = {\r\n      type = 'Challenge Deck',\r\n    },\r\n    button_colour = HEX('0064B2'),\r\n    text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\nlocal delibird_delimma = {\r\n    key = 'delibird_delimma',\r\n    rules = {\r\n        custom = {\r\n            { id = 'no_reward' },\r\n            { id = 'no_extra_hand_money' },\r\n            { id = 'no_interest' },\r\n        }\r\n    },\r\n    jokers = {\r\n        { id = 'j_poke_delibird', eternal = true},\r\n    },\r\n    restrictions = {\r\n        banned_cards = {\r\n            { id = 'v_seed_money' },\r\n            { id = 'v_money_tree' },\r\n            { id = 'j_to_the_moon' },\r\n            { id = 'j_rocket' },\r\n            { id = 'j_satellite' },\r\n        },\r\n        banned_other = {\r\n            {id = 'bl_poke_mirror', type = 'blind'}\r\n        }\r\n    },\r\n    button_colour = HEX('0064B2'),\r\n    text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\nlocal safety_first = {\r\n    key = 'safety_first',\r\n    rules = {\r\n        custom = {\r\n            { id = 'no_shop_jokers' },\r\n            { id = 'no_energy'}\r\n        },\r\n        modifiers = {\r\n            { id = 'joker_slots', value = 3 },\r\n        }\r\n    },\r\n    jokers = {\r\n        { id = 'j_poke_mudkip', eternal = true},\r\n        { id = 'j_poke_roggenrola', eternal = true},\r\n        { id = 'j_poke_espeon', eternal = true},\r\n\t},\r\n    restrictions = {\r\n        banned_cards = {\r\n            {id = 'c_judgement'},\r\n            {id = 'c_soul'},\r\n            {id = 'c_pluto'},\r\n            {id = 'c_black_hole'},\r\n            {id = 'c_poke_moonstone'},\r\n            {id = 'c_poke_double_rainbow_energy'},\r\n            {id = 'c_poke_transformation'},\r\n            {id = 'c_poke_teraorb'},\r\n            {id = 'c_poke_obituary'},\r\n            {id = 'c_poke_nightmare'},\r\n            {id = 'c_ankh'},\r\n            {id = 'c_hex'},\r\n            {id = 'c_wraith'},\r\n            {id = 'c_wheel_of_fortune'},\r\n            {id = 'c_poke_berry_juice_energy'},\r\n            {id = 'c_poke_berry_juice_planet'},\r\n            {id = 'c_poke_pokeball'},\r\n            {id = 'c_poke_greatball'},\r\n            {id = 'c_poke_ultraball'},\r\n            {id = 'c_poke_masterball'},\r\n            {id = 'c_poke_heavyboots'},\r\n\t\t\t{id = 'v_blank'},\r\n            {id = 'v_antimatter'},\r\n            {id = 'v_poke_energysearch'},\r\n            {id = 'v_poke_energyresearch'},\r\n            {id = 'p_buffoon_normal_1', ids = {'p_buffoon_normal_1','p_buffoon_normal_2','p_buffoon_jumbo_1','p_buffoon_mega_1',}},\r\n        },\r\n        banned_tags = {\r\n            {id = 'tag_rare'},\r\n            {id = 'tag_uncommon'},\r\n            {id = 'tag_holo'},\r\n            {id = 'tag_polychrome'},\r\n            {id = 'tag_negative'},\r\n            {id = 'tag_foil'},\r\n            {id = 'tag_buffoon'},\r\n            {id = 'tag_top_up'},\r\n            {id = 'tag_orbital'},\r\n            {id = 'tag_poke_shiny_tag'},\r\n            {id = 'tag_poke_stage_one_tag'},\r\n            {id = 'tag_poke_safari_tag'},\r\n            {id = 'tag_poke_starter_tag'},\r\n        },\r\n        banned_other = {\r\n            { id = 'bl_final_bell', type = 'blind' },\r\n            { id = 'bl_final_acorn', type = 'blind' },\r\n            {id = 'bl_poke_mirror', type = 'blind'},\r\n            {id = 'bl_eye', type = 'blind'},\r\n            {id = 'bl_club', type = 'blind'},\r\n            {id = 'bl_window', type = 'blind'},\r\n            {id = 'bl_head', type = 'blind'},\r\n            {id = 'bl_goad', type = 'blind'},\r\n            {id = 'bl_plant', type = 'blind'},\r\n            {id = 'bl_mark', type = 'blind'},\r\n            {id = 'bl_poke_gray_godfather', type = 'blind'},\r\n        }\r\n    },\r\n    deck = {\r\n      type = 'Challenge Deck',\r\n      enhancement = 'm_poke_hazard'\r\n    },\r\n    button_colour = HEX('0064B2'),\r\n    text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\nlocal mystery_dungeon = {\r\n  key = \"mystery_dungeon\",\r\n  rules = {\r\n    custom = {\r\n      {id = 'poke_mystery_dungeon'},\r\n      {id = 'poke_mystery_dungeon2'},\r\n      {id = 'poke_mystery_dungeon3'},\r\n    },\r\n  },\r\n  apply = function (self)\r\n    G.E_MANAGER:add_event(Event({\r\n      func = function()\r\n        local target_id = \"Pokermon\"\r\n        local pokermon_decks = {}\r\n        for i, v in ipairs(G.P_CENTER_POOLS.Back) do\r\n            if v.mod and v.mod.id == target_id and not v.legacy_deck then\r\n                pokermon_decks[#pokermon_decks + 1] = v\r\n            end\r\n        end\r\n\r\n        local seed = \"poke_\"..tostring(os.date(\"!%d%m%Y\"))\r\n\r\n        local deck = pseudorandom_element(pokermon_decks, seed)\r\n\r\n        if deck then\r\n          local deck_key = deck.key\r\n\r\n          if deck_key == \"b_poke_vendingdeck\" then\r\n            G.GAME.modifiers.vending = true\r\n          else\r\n            Back(G.P_CENTERS[deck_key]):apply_to_run()\r\n          end\r\n\r\n          G.GAME.poke_mystery_dungeon_deck_key = deck_key\r\n\r\n          G.E_MANAGER:add_event(Event({\r\n            func = function()\r\n              play_sound('tarot1')\r\n              G.deck.cards[1]:juice_up(0.3, 0.3)\r\n              -- Handles drawing the new deck sprite on top of the challenge deck\r\n              poke_set_mystery_dungeon_back_sprites()\r\n              return true\r\n            end\r\n          }))\r\n        end\r\n\r\n        local card = SMODS.add_card({area = G.jokers, set = \"Joker\"})\r\n        SMODS.Stickers[\"eternal\"]:apply(card, true)\r\n\r\n        return true\r\n      end\r\n    }))\r\n  end,\r\n  button_colour = HEX('0064B2'),\r\n  text_colour = HEX(\"FFCB01\"),\r\n}\r\n\r\nreturn {name = \"Challenges\", \r\n        list = {nuzlocke, goodasgold, parenthood, littlecup, hammertime, lonesome, randomizer, delibird_delimma, safety_first, mystery_dungeon}\r\n}\r\n\r\n\r\n"
  },
  {
    "path": "config.lua",
    "content": "return {\n  [\"shiny_playing_cards\"]=false,\n  [\"detailed_tooltips\"]=true,\n  [\"precise_energy\"]=true,\n  [\"pokeballs\"]=true,\n  [\"no_evos\"]=false,\n  [\"pokemon_only\"]=true,\n  [\"pokemon_splash\"]=true,\n  [\"pokemon_title\"]=true,\n  [\"pokemon_num\"]=true,\n  [\"unlimited_energy\"]=false,\n  [\"jokers_only\"]=false,\n  [\"gen_one\"]=true,\n  [\"gen_oneb\"]=true,\n  [\"gen_two\"]=true,\n  [\"gen_three\"]=true,\n  [\"gen_four\"]=true,\n  [\"gen_five\"]=true,\n  [\"gen_six\"]=true,\n  [\"gen_seven\"]=true,\n  [\"gen_eight\"]=true,\n  [\"gen_nine\"]=true,\n  [\"hazards_on\"]=true,\n  [\"pokemon_discovery\"]=true,\n  [\"pokemon_altart\"]=true,\n  [\"previous_evo_stickers\"]=true,\n  [\"poke_enable_animations\"]=true,\n  [\"pokemon_aprilfools\"]=false,\n  [\"pokemon_legacy\"]=false,\n  [\"pokemon_spritesheet_id\"]=2,\n  [\"pokemon_spritesheet_atlas\"]=\"SeriesA\",\n  [\"pokemon_spritesheet_overrides\"] = {}\n}"
  },
  {
    "path": "consumable types/type1.lua",
    "content": "local energy = {\n  key = \"Energy\",\n  primary_colour = HEX(\"4F6367\"),\n  secondary_colour = HEX(\"4ABA8D\"),\n  loc_txt =  \t{\n \t\tname = 'Energy', -- used on card type badges\n \t\tcollection = 'Energy Cards', -- label for the button to access the collection\n \t},\n  collection_row = {6, 6},\n  shop_rate = 2,\n  default = \"c_poke_grass_energy\"\n}\n\nlocal item = {\n  key = \"Item\",\n  primary_colour = HEX(\"4F6367\"),\n  secondary_colour = HEX(\"9AA4B7\"),\n  loc_txt =  \t{\n \t\tname = 'Item', -- used on card type badges\n \t\tcollection = 'Item Cards', -- label for the button to access the collection\n \t},\n  collection_row = {6, 6},\n  shop_rate = 4,\n  default = \"c_poke_pokeball\"\n}\n\nreturn {name = \"Pokemon Consumable Types\",\n        list = {energy, item}\n}"
  },
  {
    "path": "consumables/00_mart_balls.lua",
    "content": "local pokeball = {\n  name = \"pokeball\",\n  key = \"pokeball\",\n  set = \"Item\",\n  loc_vars = function(self, info_queue, center)\n   info_queue[#info_queue+1] = {set = 'Other', key = 'basic'}\n  end,\n  pos = { x = 0, y = 3 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 3,\n  pokeball = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if #G.jokers.cards < G.jokers.config.card_limit or self.area == G.jokers then\n        return true\n    else\n        return false\n    end\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n        play_sound('timpani')\n        local _card = create_random_poke_joker(\"pokeball\", \"Basic\")\n        _card:add_to_deck()\n        G.jokers:emplace(_card)\n        return true end }))\n    delay(0.6)\n  end\n}\n\nlocal greatball = {\n  name = \"greatball\",\n  key = \"greatball\",\n  set = \"Item\",\n  loc_vars = function(self, info_queue, center)\n   info_queue[#info_queue+1] = {set = 'Other', key = 'stage1'}\n  end,\n  pos = { x = 1, y = 3 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  pokeball = true,\n  hidden = true,\n  soul_set = \"Tarot\",\n  soul_rate = .025,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if #G.jokers.cards < G.jokers.config.card_limit or self.area == G.jokers then\n        return true\n    else\n        return false\n    end\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n        play_sound('timpani')\n        local _card = create_random_poke_joker(\"greatball\", \"One\")\n        _card:add_to_deck()\n        G.jokers:emplace(_card)\n        return true end }))\n    delay(0.6)\n  end\n}\n\nlocal ultraball = {\n  name = \"ultraball\",\n  key = \"ultraball\",\n  set = \"Spectral\",\n  loc_vars = function(self, info_queue, center)\n   info_queue[#info_queue+1] = {set = 'Other', key = 'stage2'}\n  end,\n  pos = { x = 2, y = 3 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  pokeball = true,\n  hidden = true,\n  soul_set = \"Item\",\n  soul_rate = .01,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if #G.jokers.cards < G.jokers.config.card_limit or self.area == G.jokers then\n        return true\n    else\n        return false\n    end\n  end,\n  use = function(self, card, area, copier)\n    G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n        play_sound('timpani')\n        local _card = create_random_poke_joker(\"ultraball\", \"Two\")\n        _card:add_to_deck()\n        G.jokers:emplace(_card)\n        return true end }))\n    delay(0.6)\n  end\n}\n\nlocal masterball = {\n  name = \"masterball\",\n  key = \"masterball\",\n  set = \"Spectral\",\n  pos = { x = 3, y = 3 },\n  soul_pos = { x = 4, y = 2},\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  pokeball = true,\n  hidden = true,\n  soul_set = \"Item\",\n  soul_rate = .003,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if #G.jokers.cards < G.jokers.config.card_limit or self.area == G.jokers then\n        return true\n    else\n        return false\n    end\n  end,\n  use = function(self, card, area, copier)\n    G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n        play_sound('timpani')\n        local _card = create_random_poke_joker(\"masterball\", \"Legendary\")\n        _card:add_to_deck()\n        G.jokers:emplace(_card)\n        return true end }))\n    delay(0.6)\n  end\n}\n\nlocal list = {pokeball, greatball, ultraball, masterball,}\n\nreturn {name = \"AtlasConsumablesBasic 0\",\n        list = list\n}"
  },
  {
    "path": "consumables/01_mart_energy.lua",
    "content": "-- We can initialize the 12 basic energies (not bird) with this template and a good for loop\nlocal energy_template = {\n  set = \"Energy\",\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'energize'}\n    return {vars = {(pokermon_config.unlimited_energy and localize(\"poke_unlimited_energy\")) or energy_max + (G.GAME.energy_plus or 0)}}\n  end,\n  pos = { x = 0, y = 0 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    return energy_can_use(self, card)\n  end,\n  use = function(self, card, area, copier)\n    return energy_use(self, card, area, copier)\n  end\n}\n\nlocal basic_etypes = {\"Grass\", \"Fire\", \"Water\", \"Lightning\", \"Psychic\", \"Fighting\", \"Colorless\", \"Dark\", \"Metal\", \"Fairy\", \"Dragon\", \"Earth\"}\nlocal basic_energies = {}\nfor k, etype in ipairs(basic_etypes) do\n  local energy = copy_table(energy_template)\n  energy.key = etype == 'Dark' and string.lower(etype) .. 'ness_energy' or string.lower(etype) .. '_energy'\n  energy.etype = etype\n  energy.pos = { x = (k - 1) % 10, y = math.floor((k - 1) / 10) }\n  table.insert(basic_energies, energy)\nend\n\nlocal bird_energy = {\n  name = \"bird_energy\",\n  key = \"bird_energy\",\n  set = \"Energy\",\n  animated = true,\n  artist = \"Catzzadilla\",\n  pos = { x = 0, y = 0 },\n  atlas = \"AtlasConsumablesBirdEnergy\",\n  cost = 4,\n  etype = \"Bird\",\n  no_collection = true,\n  unlocked = true,\n  discovered = true,\n  loc_vars = function(self, info_queue, card)\n        local r_mults = {}\n        for i = 1, 23 do\n            r_mults[#r_mults + 1] = tostring(i)\n        end\n        local gives_strings = {{ string = localize('poke_water_gun_ex'), colour = G.ARGS.LOC_COLOURS.water }, { string = localize('poke_sky_attack_ex'), colour = G.ARGS.LOC_COLOURS.colorless },\n                               { string = 'HEX(\"FF7ABF\")', colour = G.C.JOKER_GREY}, { string = '?????', colour = G.C.JOKER_GREY}\n                             }\n        local energy_strings = {{ string = '?????', colour = G.C.JOKER_GREY}, { string = self.name, colour = G.C.JOKER_GREY}, { string = localize('k_poke_pp'), colour = G.C.JOKER_GREY},\n                                { string = localize('k_mult'), colour = G.C.MULT}, { string = 'ERROR', colour = G.C.CHIPS}\n                               }\n        local energy_strings2 = {{ string = '?????', colour = G.C.JOKER_GREY}, { string = self.name, colour = G.C.JOKER_GREY}, { string = localize('k_poke_pp'), colour = G.C.JOKER_GREY},\n                        { string = localize('k_mult'), colour = G.C.MULT}, { string = 'ERROR', colour = G.C.CHIPS}\n                       }\n        main_start = {\n          {n = G.UIT.R,\n          config = {\n            align = \"cm\",\n            padding = 0.05,\n            colour = G.C.CLEAR,\n          },\n          nodes = {\n              { n = G.UIT.O, config = { object = DynaText(poke_random_text(gives_strings, {poke_rep_string = localize('k_poke_gives'), poke_rep_num = 5})) } },\n              { n = G.UIT.T, config = { text = ' +'..(energy_max + (G.GAME.energy_plus or 0))..' ', colour = HEX(\"FF7ABF\"), scale = 0.32 } },\n              { n = G.UIT.O, config = { object = DynaText(poke_random_text(energy_strings, {poke_rep_string = localize('k_energy'), poke_rep_num = 5})) } },\n            }\n          },\n          {n = G.UIT.R,\n          config = {\n            align = \"cm\",\n            padding = 0.05,\n            colour = G.C.CLEAR,\n          },\n          nodes = {\n              { n = G.UIT.T, config = { text = '('..localize('k_poke_ignores')..' ', colour = G.C.JOKER_GREY, scale = 0.32 } },\n              { n = G.UIT.O, config = { object = DynaText(poke_random_text(energy_strings2, {poke_rep_string = localize('k_energy'), poke_rep_num = 5})) } },\n              { n = G.UIT.T, config = { text = ' '..localize('k_poke_limit')..')', colour = G.C.JOKER_GREY, scale = 0.32 } },\n            }\n          },\n        }\n        return { main_start = main_start }\n    end,\n  can_use = function(self, card)\n    return energy_can_use(self, card)\n  end,\n  use = function(self, card, area, copier)\n    local choice = energy_can_use(self, card)\n    if choice then\n      increment_energy(choice, self.etype, energy_max + (G.GAME.energy_plus or 0))\n    end\n    G.GAME.energies_used = G.GAME.energies_used and (G.GAME.energies_used + 1) or 1\n  end,\n  in_pool = function(self)\n    return false\n  end\n}\n\nlocal double_rainbow_energy = {\n  name = \"double_rainbow_energy\",\n  key = \"double_rainbow_energy\",\n  set = \"Spectral\",\n  artist = \"MyDude_YT\",\n  config = {},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'energize'}\n    return {vars = {(pokermon_config.unlimited_energy and localize(\"poke_unlimited_energy\")) or energy_max + (G.GAME.energy_plus or 0)}}\n  end,\n  pos = { x = 0, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  etype = \"Trans\",\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    return energy_can_use(self, card)\n  end,\n  use = function(self, card, area, copier)\n    G.GAME.energies_used = G.GAME.energies_used and (G.GAME.energies_used + 1) or 1\n    local choice = poke_find_leftmost_or_highlighted(function(joker) return can_apply_energy(joker, self.etype) end)\n    for _ = 1, 2 do\n      energy_increase(choice, self.etype)\n    end\n    if not G.GAME.modifiers.no_interest then\n      G.GAME.modifiers.reset_no_interest = true\n      G.GAME.modifiers.no_interest = true\n    end\n  end\n}\n\nlocal emergy = {\n  name = \"emergy\",\n  key = \"emergy\",\n  set = \"Energy\",\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n  end,\n  pos = { x = 3, y = 1 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  hidden = true,\n  soul_set = \"Energy\",\n  soul_rate = .01,\n  unlocked = true,\n  discovered = true,\n  use = function(self, card)\n    --Code taken from Cryptid\n    local jollycount = 0\n    for i = 1, #G.jokers.cards do\n      if\n        -- is_jolly() is a cryptid function. It's basically a better Jolly Joker check    -Jevonn\n        G.jokers.cards[i]:is_jolly()\n        or G.jokers.cards[i].ability.effect == \"M Joker\"\n      then\n        jollycount = jollycount + 1\n      end\n    end\n    for i= 1, jollycount do\n      local _card = create_card(\"Energy\", G.consumeables, nil, nil, nil, nil, nil, nil)\n      local edition = {negative = true}\n      _card:set_edition(edition, true)\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n    end\n  end,\n  can_use = function(self, card)\n    return true\n  end,\n  in_pool = function(self)\n    --another Cryptid Function, This checks for M jokers   -Jevonn\n    local mcheck = 0\n    if get_m_jokers then\n      mcheck = get_m_jokers()\n    elseif Cryptid and Cryptid.get_m_jokers then\n      mcheck = Cryptid.get_m_jokers()\n    end\n\t\tif (mcheck + #find_joker('Jolly Joker')) > 0 then\n\t\t\treturn true\n\t\tend\n\t\treturn false\n\tend,\n}\n\nlocal list = {bird_energy, double_rainbow_energy}\n-- Keeping the order of consumables the same as before, the 12 energies get added after masterball\nfor i = 1, #basic_energies do\n  table.insert(list, i, basic_energies[i])\nend\n\n\nif (SMODS.Mods[\"Cryptid\"] or {}).can_load then\n  table.insert(list, emergy)\nend\n\nreturn {name = \"AtlasConsumablesBasic 1\",\n        list = list\n}"
  },
  {
    "path": "consumables/02_mart_spectral.lua",
    "content": "local transformation = {\n  name = \"transformation\",\n  key = \"transformation\",\n  set = \"Spectral\",\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'energize'}\n    return {vars = {(pokermon_config.unlimited_energy and localize(\"poke_unlimited_energy\")) or energy_max + (G.GAME.energy_plus or 0)}}\n  end,\n  pos = { x = 2, y = 1 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  etype = \"Trans\",\n  hidden = true,\n  soul_set = \"Energy\",\n  soul_rate = .025,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    local choice = poke_find_leftmost_or_highlighted()\n    return choice and get_type(choice) or false\n  end,\n  use = function(self, card, area, copier)\n    local choice = poke_find_leftmost_or_highlighted()\n    if get_type(choice) then energy_increase(choice, get_type(choice)) end\n    if not choice.config.center.aux_poke then\n      local highest = get_highest_evo(choice)\n      if highest and type(highest) == \"string\" then\n        local prefix = choice.config.center.poke_custom_prefix or \"poke\"\n        local forced_key = \"j_\"..prefix..\"_\"..highest\n        local context = {}\n        poke_evolve(choice, forced_key)\n      end\n    end\n  end\n}\n\nlocal get_mega_target = function(self)\n  return poke_find_leftmost_or_highlighted(function(joker)\n    return not self.ability.extra.used_on and get_mega(joker) and not joker.debuff\n        or joker.config.center.rarity == \"poke_mega\" and joker.unique_val == self.ability.extra.used_on\n        or G.GAME.modifiers.infinite_megastone and ((get_mega(joker) and not joker.debuff) or joker.config.center.rarity == \"poke_mega\")\n  end)\nend\n\nlocal megastone = {\n  name = \"megastone\",\n  key = \"megastone\",\n  set = \"Spectral\",\n  artist = \"MyDude_YT\",\n  helditem = true,\n  saveable = true,\n  config = {extra = {usable = true, used_on = nil}},\n  loc_vars = function(self, info_queue, card)\n    info_queue[#info_queue + 1] = { set = 'Other', key = 'endless' }\n    if not G.GAME.modifiers.infinite_megastone then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'mega_rule'}\n    end\n    local joker = poke_find_card(function(joker)\n        return joker.config.center.rarity == \"poke_mega\" and joker.unique_val == card.ability.extra.used_on\n      end)\n    if joker then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'mega_used_on', vars = {localize({ type = \"name_text\", set = \"Joker\", key = joker.config.center.key})}}\n    end\n  end,\n  pos = { x = 4, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  hidden = true,\n  soul_set = \"Item\",\n  soul_rate = .005,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    -- location-based usability checks\n    if (#G.consumeables.cards + G.GAME.consumeable_buffer >= G.consumeables.config.card_limit) and card.area == G.pack_cards then return false end\n    if card.area == G.shop_jokers then return false end\n    if not (G.jokers and G.jokers.cards) or #G.jokers.cards == 0 then return false end\n    if not card.ability.extra.usable then return false end\n    -- Find an eligible pokemon (also checks if the mega stone has been used, and on which joker)\n    local target = get_mega_target(card)\n    if not target then return false end\n    -- If none of that nonsense happened you can use it I guess\n    return true\n  end,\n  use = function(self, card, area, copier)\n    local target = get_mega_target(card)\n    local forced_key\n    local prefix = target.config.center.poke_custom_prefix or \"poke\"\n    if get_mega(target) then\n      forced_key = \"j_\"..prefix..\"_\"..get_mega(target)\n      card.ability.extra.used_on = not G.GAME.modifiers.infinite_megastone and target.unique_val\n    else\n      forced_key = get_previous_evo(target, true)\n      card.ability.extra.used_on = nil\n    end\n    card.ability.extra.usable = false\n    poke_evolve(target, forced_key)\n  end,\n  calculate = function(self, card, context)\n    if context.end_of_round then\n      local mega = poke_find_card(function(joker) return joker.config.center.rarity == \"poke_mega\" and joker.unique_val == card.ability.extra.used_on end)\n      if not mega then card.ability.extra.used_on = nil end\n      if not card.ability.extra.usable then\n        card.ability.extra.usable = true\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset')})\n      end\n    end\n  end,\n  keep_on_use = function(self, card)\n    return true\n  end,\n  in_pool = function(self)\n    local mega_poke = G.jokers and poke_find_card(function(joker) return joker.config.center.megas end)\n    return mega_poke\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then card.ability.extra.used_on = nil end\n    card.ability.extra.usable = true\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    local target = poke_find_card(function(joker) return joker.config.center.rarity == \"poke_mega\" and joker.unique_val == card.ability.extra.used_on end)\n    if target then\n      local forced_key = get_previous_evo(target, true)\n      poke_evolve(target, forced_key)\n    end\n  end,\n}\n\nlocal obituary = {\n  name = \"obituary\",\n  key = \"obituary\",\n  set = \"Spectral\",\n  config = {extra = \"Pink\", max_highlighted = 1},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {key = 'poke_pink_seal_seal', set = 'Other'}\n  end,\n  pos = { x = 1, y = 4 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  unlocked = true,\n  discovered = true,\n  use = function(self, card)\n    local conv_card = G.hand.highlighted[1]\n    G.E_MANAGER:add_event(Event({func = function()\n      play_sound('tarot1')\n      return true end }))\n    \n    G.E_MANAGER:add_event(Event({trigger = 'after',delay = 0.1,func = function()\n        conv_card:set_seal(\"poke_pink_seal\", nil, true)\n        return true end }))\n    \n    delay(0.5)\n    poke_unhighlight_cards()\n  end,\n}\n\nlocal revenant = {\n  name = \"revenant\",\n  key = \"revenant\",\n  set = \"Spectral\",\n  config = {extra = \"Silver\", max_highlighted = 1},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {key = 'poke_silver_seal', set = 'Other'}\n  end,\n  pos = { x = 2, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  unlocked = true,\n  discovered = true,\n  use = function(self, card)\n    local conv_card = G.hand.highlighted[1]\n    G.E_MANAGER:add_event(Event({func = function()\n      play_sound('tarot1')\n      return true end }))\n    \n    G.E_MANAGER:add_event(Event({trigger = 'after',delay = 0.1,func = function()\n        conv_card:set_seal(\"poke_silver\", nil, true)\n        return true end }))\n    \n    delay(0.5)\n    poke_unhighlight_cards()\n  end,\n}\n\nlocal nightmare = {\n  name = \"nightmare\",\n  key = \"nightmare\",\n  set = \"Spectral\",\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n  end,\n  pos = { x = 0, y = 4 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 3,\n  unlocked = true,\n  discovered = true,\n  use = function(self, card)\n    local choice = poke_find_leftmost_or_highlighted()\n    if choice then\n      local energy = matching_energy(choice, true) or \"c_poke_colorless_energy\"\n      if energy then\n        local max = (energy == \"c_poke_bird_energy\") and 1 or 2\n        for _ = 1, max do\n          local _card = SMODS.add_card({set = \"Energy\", area = G.consumeables, key = energy, skip_materialize = true, soulable = true})\n          _card:set_edition({negative = true}, true)\n        end\n      end\n      remove(self, choice)\n    end\n  end,\n  can_use = function(self, card)\n    local choice = poke_find_leftmost_or_highlighted()\n    return choice and not choice.ability.eternal\n  end,\n}\n\nlocal list = {obituary, revenant, nightmare, transformation, megastone}\n\nreturn {name = \"AtlasConsumablesBasic 2\",\n        list = list\n}"
  },
  {
    "path": "consumables/03_mart_items.lua",
    "content": "local twisted_spoon = {\n  name = \"twisted_spoon\",\n  key = \"twisted_spoon\",\n  set = \"Item\",\n  pos = { x = 1, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if (#G.consumeables.cards < G.consumeables.config.card_limit or card.area == G.consumeables) and G.GAME.last_poke_item and G.GAME.last_poke_item ~= 'c_poke_twisted_spoon' \n        and G.GAME.last_poke_item ~= 'c_poke_leftovers' and G.GAME.last_poke_item ~= 'c_poke_leek' and G.GAME.last_poke_item ~= 'c_poke_thickclub' then \n      return true \n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    local used_item = copier or card\n    G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n        if G.consumeables.config.card_limit > #G.consumeables.cards then\n            play_sound('timpani')\n            local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, G.GAME.last_poke_item, 'spoon')\n            _card:add_to_deck()\n            G.consumeables:emplace(_card)\n            used_item:juice_up(0.3, 0.5)\n        end\n        return true end }))\n    delay(0.6)\n  end,\n  in_pool = function(self)\n    return true\n  end,\n  generate_ui = function(self, info_queue, card, desc_nodes, specific_vars, full_UI_table)\n    local _c = card and card.config.center or self\n    if not full_UI_table.name then\n\t\t\tfull_UI_table.name = localize({ type = \"name\", set = _c.set, key = _c.key, nodes = full_UI_table.name })\n\t\tend\n    local spoon_c = G.GAME.last_poke_item and G.P_CENTERS[G.GAME.last_poke_item] or nil\n    local last_poke_item = spoon_c and localize{type = 'name_text', key = spoon_c.key, set = spoon_c.set} or localize('k_none')\n    local colour = (not spoon_c or spoon_c.name == 'twisted_spoon' or spoon_c.name == 'leftovers' or spoon_c.name == 'leek' or spoon_c.name == 'thickclub') and G.C.RED or G.C.GREEN\n    local main_end = {\n        {n=G.UIT.C, config={align = \"bm\", padding = 0.02}, nodes={\n            {n=G.UIT.C, config={align = \"m\", colour = colour, r = 0.05, padding = 0.05}, nodes={\n                {n=G.UIT.T, config={text = ' '..last_poke_item ..' ', colour = G.C.UI.TEXT_LIGHT, scale = 0.3, shadow = true}},\n            }}\n        }}\n    }\n   local loc_vars = {last_poke_item}\n   if not (not spoon_c or (spoon_c.name == 'twisted_spoon')) then\n      info_queue[#info_queue+1] = spoon_c\n   end\n   \n   localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = loc_vars}\n   desc_nodes[#desc_nodes+1] = main_end \n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if G.GAME.modifiers.spoon_slots then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          G.consumeables.config.card_limit = G.consumeables.config.card_limit + 1\n          return true\n        end\n      }))\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if G.GAME.modifiers.spoon_slots then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          G.consumeables.config.card_limit = G.consumeables.config.card_limit - 1\n          return true\n        end\n      }))\n    end\n  end,\n}\n\nlocal firestone = {\n  name = \"firestone\",\n  key = \"firestone\",\n  set = \"Item\",\n  config = {max_highlighted = 4, min_highlighted = 4},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_mult\n    return {vars = {self.config.max_highlighted}}\n  end,\n  pos = { x = 4, y = 3 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted == 4 then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if G.hand.highlighted and #G.hand.highlighted == 4 then\n      juice_flip(card)\n      for i = 1, #G.hand.highlighted do\n        G.hand.highlighted[i]:set_ability(G.P_CENTERS.m_mult, nil, true)\n      end\n      juice_flip(card, true)\n      \n      local target = pseudorandom_element(G.hand.highlighted, pseudoseed('firestone'))\n      poke_remove_card(target, card)\n      poke_unhighlight_cards()\n      \n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal waterstone = {\n  name = \"waterstone\",\n  key = \"waterstone\",\n  set = \"Item\",\n  config = {max_highlighted = 1, max_chips = 50},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_bonus\n    return {vars = {self.config.max_highlighted, self.config.max_chips}}\n  end,\n  pos = { x = 5, y = 3 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      local conv_card = G.hand.highlighted[1]\n      juice_flip(card)\n      if conv_card.ability.name == 'Bonus' then\n        local bonus = math.min(self.config.max_chips, poke_total_chips(conv_card))\n        conv_card.ability.perma_bonus = conv_card.ability.perma_bonus or 0\n        conv_card.ability.perma_bonus = conv_card.ability.perma_bonus + bonus\n      else\n        conv_card:set_ability(G.P_CENTERS.m_bonus, nil, true)\n      end\n      juice_flip(card, true)\n      delay(0.5)\n      poke_unhighlight_cards()\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal thunderstone = {\n  name = \"thunderstone\",\n  key = \"thunderstone\",\n  set = \"Item\",\n  config = {max_highlighted = 1},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    return {vars = {self.config.max_highlighted}}\n  end,\n  pos = { x = 6, y = 3 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      local selected = G.hand.highlighted[1]\n      local poss_cards = {}\n      for _, v in pairs(G.P_CARDS) do\n        if v.value == selected.base.value then\n          table.insert(poss_cards, v)\n        end\n      end\n      local cards_added = {}\n      for i = 1, 2 do\n        local area = i == 1 and G.hand or G.deck\n        local _card = create_playing_card({\n              front = pseudorandom_element(poss_cards, pseudoseed('thunderstone')),\n              center = G.P_CENTERS.m_gold}, area, nil, nil, {G.C.SECONDARY_SET.Enhanced})\n        cards_added[#cards_added + 1] = _card\n      end\n      playing_card_joker_effects(cards_added)\n      poke_remove_card(selected, card)\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal leafstone = {\n  name = \"leafstone\",\n  key = \"leafstone\",\n  set = \"Item\",\n  config = {num = 1, dem = 3},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = G.P_CENTERS.m_lucky\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    local num, dem = SMODS.get_probability_vars(center, self.config.num, self.config.dem, 'leafstone')\n    return {vars = {num, dem}}\n  end,\n  pos = { x = 7, y = 3 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    return G.hand.cards and #G.hand.cards > 0\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if G.hand.cards and #G.hand.cards > 0 then\n      juice_flip_hand(card)\n      for i = 1, #G.hand.cards do\n        if SMODS.pseudorandom_probability(card, 'leafstone', self.config.num, self.config.dem, 'leafstone') then\n          G.hand.cards[i]:set_ability(G.P_CENTERS.m_lucky, nil, true)\n        end\n      end\n      juice_flip_hand(card, true)\n      poke_unhighlight_cards()\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal moonstone = {\n  name = \"moonstone\",\n  key = \"moonstone\",\n  set = \"Item\",\n  config = {min_highlighted = 1, num = 1, dem = 2},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    local handtext = localize('poke_none')\n    if G.hand and G.hand.highlighted and #G.hand.highlighted > 0 then\n      local text,disp_text,poker_hands,scoring_hand,non_loc_disp_text = G.FUNCS.get_poker_hand_info(G.hand.highlighted)\n      handtext = localize(text, 'poker_hands') or localize('poke_none')\n      for k, v in pairs(G.hand.highlighted) do\n        if v.facing == \"back\" then\n          handtext = \"????\"\n          break\n        end\n      end\n    end\n    local num, dem = SMODS.get_probability_vars(center, self.config.num, self.config.dem, 'moonstone')\n    return {vars = {handtext, num, dem}}\n  end,\n  pos = { x = 8, y = 3 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted >= self.config.min_highlighted then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if #G.hand.highlighted >= self.config.min_highlighted then\n      if SMODS.pseudorandom_probability(card, 'moonstone', self.config.num, self.config.dem, 'moonstone') then\n        local hand = G.FUNCS.get_poker_hand_info(G.hand.highlighted)\n        SMODS.smart_level_up_hand(card, hand)\n      else\n        G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n            attention_text({\n                text = localize('k_nope_ex'),\n                scale = 1.3, \n                hold = 1.4,\n                major = card,\n                backdrop_colour = G.C.SECONDARY_SET.Tarot,\n                align = (G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK) and 'tm' or 'cm',\n                offset = {x = 0, y = (G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK) and -0.2 or 0},\n                silent = true\n                })\n                G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.06*G.SETTINGS.GAMESPEED, blockable = false, blocking = false, func = function()\n                    play_sound('tarot2', 0.76, 0.4);return true end}))\n                play_sound('tarot2', 1, 0.4)\n                card:juice_up(0.3, 0.5)\n        return true end }))\n      end\n      poke_unhighlight_cards()\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal sunstone = {\n  name = \"sunstone\",\n  key = \"sunstone\",\n  set = \"Item\",\n  config = {max_highlighted = 2, min_highlighted = 1},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_wild\n    return {vars = {self.config.max_highlighted}}\n  end,\n  pos = { x = 9, y = 3 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted >= self.config.min_highlighted and #G.hand.highlighted <= self.config.max_highlighted then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if G.hand.highlighted and #G.hand.highlighted >= self.config.min_highlighted then\n      juice_flip(card)\n      for i = 1, #G.hand.highlighted do\n        G.hand.highlighted[i]:set_ability(G.P_CENTERS.m_wild, nil, true)\n        poke_vary_rank(G.hand.highlighted[i], nil, \"sunstone\")\n      end\n      juice_flip(card, true)\n      poke_unhighlight_cards()\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal shinystone = {\n  name = \"shinystone\",\n  key = \"shinystone\",\n  set = \"Item\",\n  config = {max_highlighted = 1},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n    info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n    info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    return {vars = {self.config.max_highlighted, self.config.drain_amt}}\n  end,\n  pos = { x = 2, y = 4 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if #G.hand.highlighted == 1 then\n      G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n          local over = false\n          local edition = poll_edition('aura', nil, true, true)\n          local shiny_card = G.hand.highlighted[1]\n          shiny_card:set_edition(edition, true)\n          shiny_card:set_ability(G.P_CENTERS.c_base, nil, true)\n          card:juice_up(0.3, 0.5)\n      return true end }))\n\n      poke_unhighlight_cards()\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal duskstone = {\n  name = \"duskstone\",\n  key = \"duskstone\",\n  set = \"Item\",\n  config = {extra = {money = 4, max = 30, round_target = 3, rounds = 0}},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    info_queue[#info_queue+1] = {set = 'Other', key = 'poke_drain_item'}\n    local card_info = center and center.ability.extra or self.config.extra\n    local jokers = (G.jokers and G.jokers.cards) and #G.jokers.cards or 0\n    local joker_count = 0\n    for i = 1, jokers do\n      if G.jokers.cards[i].sell_cost > 1 or ((card_info.round_target - card_info.rounds) <= 0) then\n        joker_count = joker_count + 1\n      end\n    end\n    return {vars = {card_info.money, card_info.round_target, math.max(0, card_info.round_target - card_info.rounds), math.min(card_info.max, card_info.money * joker_count), card_info.max,}}\n  end,\n  pos = { x = 3, y = 4 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 3,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    return true\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    local joker_count = 0\n    for i = 1, #G.jokers.cards do\n      if G.jokers.cards[i].sell_cost > 1 or ((card.ability.extra.round_target - card.ability.extra.rounds) <= 0) then\n        joker_count = joker_count + 1\n        if not ((card.ability.extra.round_target - card.ability.extra.rounds) <= 0) then\n          poke_drain(card, G.jokers.cards[i], 1, true)\n        end\n      end\n    end\n    local money = math.min(card.ability.extra.max, card.ability.extra.money * joker_count)\n    ease_dollars(money)\n    evo_item_use_total(self, card, area, copier)\n  end,\n  calculate = function(self, card, context)\n    if context.setting_blind and not context.blueprint then\n      card.ability.extra.rounds = card.ability.extra.rounds + 1\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      if ((card.ability.extra.round_target - card.ability.extra.rounds) <= 0) and not card.ability.extra.juiced then\n        card.ability.extra.juiced = true\n        local eval = function(card) return not card.REMOVED and not G.RESET_JIGGLES end\n        juice_card_until(card, eval, true)\n      end\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal dawnstone = {\n  name = \"dawnstone\",\n  key = \"dawnstone\",\n  set = \"Item\",\n  config = {extra = {hand_played = nil, money_limit = 40}},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    local money = 0\n    local message = localize('poke_dawn_info2')\n    local hand_played = center and center.ability.extra.hand_played or self.config.extra.hand_played\n    local money_limit = center and center.ability.extra.money_limit or self.config.extra.money_limit\n    \n    if hand_played then\n      local mult = nil\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        mult = to_big(G.GAME.hands[hand_played].mult)\n        money = mult * 2\n        if to_big(money) > to_big(money_limit) then\n          money = money_limit\n        end\n      elseif not (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        mult = G.GAME.hands[hand_played].mult\n        money = mult * 2\n      end\n    end\n    if not hand_played then\n      message = localize('poke_dawn_info1')\n    end\n  \n    return {vars = {hand_played and localize(hand_played, 'poker_hands') or localize('poke_none'), math.min(money_limit, money), money_limit, message}}\n  end,\n  pos = { x = 4, y = 4 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 3,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    return card.ability.extra.hand_played\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if card.ability.extra.hand_played then\n      local money = 0\n      local hand_played = card.ability.extra.hand_played\n      local money_limit = card.ability.extra.money_limit\n      \n      if hand_played then\n        local mult = nil\n        if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n          mult = to_big(G.GAME.hands[hand_played].mult)\n          money = mult * 2\n          if to_big(money) > to_big(money_limit) then\n            ease_dollars(money_limit) \n          else\n            ease_dollars(to_number(money))\n          end\n        elseif not (SMODS.Mods[\"Talisman\"] or {}).can_load then\n          mult = G.GAME.hands[hand_played].mult\n          money = mult * 2\n          money = math.min(money, money_limit)\n          ease_dollars(money)\n        end\n      end\n      \n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and not card.ability.extra.hand_played then\n        card.ability.extra.hand_played = context.scoring_name\n        card:juice_up()\n      end\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal icestone = {\n  name = \"icestone\",\n  key = \"icestone\",\n  set = \"Item\",\n  config = {max_highlighted = 2, min_highlighted = 1, num = 1, dem = 4},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_glass\n    local num, dem = SMODS.get_probability_vars(center, self.config.num, self.config.dem, 'icestone')\n    return {vars = {self.config.max_highlighted, num, dem}}\n  end,\n  pos = { x = 5, y = 4 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted >= self.config.min_highlighted and #G.hand.highlighted <= self.config.max_highlighted then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if #G.hand.highlighted >= self.config.min_highlighted then\n      juice_flip(card)\n      for i = 1, #G.hand.highlighted do\n        G.hand.highlighted[i]:set_ability(G.P_CENTERS.m_glass, nil, true)\n      end\n      juice_flip(card, true)\n      for i = 1, #G.hand.highlighted do\n        if SMODS.pseudorandom_probability(card, 'icestone', self.config.num, self.config.dem, 'icestone') then\n          poke_remove_card(G.hand.highlighted[i], card)\n        end\n      end\n\n      poke_unhighlight_cards()\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal linkcable = {\n  name = \"linkcable\",\n  key = \"linkcable\",\n  set = \"Item\",\n  config = {max_highlighted = 2, min_highlighted = 2},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    return {vars = {self.config.max_highlighted}}\n  end,\n  pos = { x = 6, y = 4 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted == 2 then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if G.hand.highlighted and #G.hand.highlighted == 2 then\n      local rightmost = G.hand.highlighted[1]\n      for i=1, #G.hand.highlighted do if G.hand.highlighted[i].T.x > rightmost.T.x then rightmost = G.hand.highlighted[i] end end\n      juice_flip(card)\n      for i=1, #G.hand.highlighted do\n        if G.hand.highlighted[i] ~= rightmost then\n          poke_vary_rank(G.hand.highlighted[i], false)\n        else\n          poke_vary_rank(G.hand.highlighted[i], true)\n        end\n      end\n      juice_flip(card, true)\n      delay(0.5)\n      poke_unhighlight_cards()\n      \n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal metalcoat = {\n  name = \"metalcoat\",\n  key = \"metalcoat\",\n  set = \"Item\",\n  config = {max_highlighted = 1},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'typechanger', vars = {\"Metal\", colours = {G.ARGS.LOC_COLOURS.metal}}}\n    return {vars = {self.config.max_highlighted}}\n  end,\n  pos = { x = 6, y = 2 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  unlocked = true,\n  discovered = true,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    local choice = nil\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 then\n      choice = G.jokers.highlighted[1]\n    elseif G.jokers and G.jokers.cards and #G.jokers.cards > 0 then\n      choice = G.jokers.cards[1]\n    end\n    \n    if choice then\n      apply_type_sticker(choice, \"Metal\")\n      card_eval_status_text(choice, 'extra', nil, nil, nil, {message = localize(\"poke_metal_ex\"), colour = G.ARGS.LOC_COLOURS[\"metal\"]})\n    end\n    \n    local copy = copy_card(G.hand.highlighted[1], nil, nil, G.playing_card)\n    copy:set_ability(G.P_CENTERS.m_steel, nil, true)\n    poke_add_card(copy, card)\n    poke_unhighlight_cards()\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal dragonscale = {\n  name = \"dragonscale\",\n  key = \"dragonscale\",\n  set = \"Item\",\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'typechanger', vars = {\"Dragon\", colours = {G.ARGS.LOC_COLOURS.dragon}}}\n  end,\n  pos = { x = 7, y = 2 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    return #G.jokers.cards > 0\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    local choice = nil\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 then\n      choice = G.jokers.highlighted[1]\n    else\n      choice = G.jokers.cards[1]\n    end\n    \n    apply_type_sticker(choice, \"Dragon\")\n    card_eval_status_text(choice, 'extra', nil, nil, nil, {localize(\"poke_dragon_ex\"), colour = G.ARGS.LOC_COLOURS[\"dragon\"]})\n    \n    for i = 1, 3 do\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        local card_type = nil\n        if pseudorandom(pseudoseed('dragonscale')) > .50 or G.GAME.modifiers.no_energy then\n          card_type = \"Item\"\n        else\n          card_type = \"Energy\"\n        end\n        \n        local _card = create_card(card_type, G.consumeables, nil, nil, nil, nil, nil)\n        _card:add_to_deck()\n        G.consumeables:emplace(_card)\n      end\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal kingsrock = {\n  name = \"kingsrock\",\n  key = \"kingsrock\",\n  set = \"Item\",\n  config = {max_highlighted = 1},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    return {vars = {self.config.max_highlighted}}\n  end,\n  pos = { x = 5, y = 2 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      local conv_card = G.hand.highlighted[1]\n      juice_flip(card)\n      G.E_MANAGER:add_event(Event({\n          trigger = 'after',\n          delay = 0.2,\n          func = function()\n              SMODS.change_base(conv_card, nil, \"King\")\n              return true\n          end\n      }))\n      delay(0.5)\n      juice_flip(card, true)\n      poke_unhighlight_cards()\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal upgrade = {\n  name = \"upgrade\",\n  key = \"upgrade\",\n  set = \"Item\",\n  config = {max_highlighted = 2, min_highlighted = 1,},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    return {vars = {self.config.max_highlighted}}\n  end,\n  pos = { x = 8, y = 2 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted >= self.config.min_highlighted and #G.hand.highlighted <= self.config.max_highlighted then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if #G.hand.highlighted >= self.config.min_highlighted then\n      local enhancement = SMODS.poll_enhancement({options = {\"m_bonus\", \"m_mult\", \"m_wild\", \"m_glass\", \"m_steel\", \"m_gold\", \"m_lucky\"}, guaranteed = true})\n      juice_flip(card)\n      for i = 1, #G.hand.highlighted do\n        G.hand.highlighted[i]:set_ability(G.P_CENTERS[enhancement], nil, true)\n      end\n      juice_flip(card, true)\n      poke_unhighlight_cards()\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return not next(find_joker(\"porygon2\"))\n  end\n}\n\nlocal hardstone = {\n  name = \"hardstone\",\n  key = \"hardstone\",\n  set = \"Item\",\n  artist = \"Sonfive\",\n  config = {max_highlighted = 1, max_chips = 10},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    return {vars = {self.config.max_highlighted, self.config.max_chips}}\n  end,\n  pos = { x = 5, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      local conv_card = G.hand.highlighted[1]\n      juice_flip(card)\n      conv_card:set_ability(G.P_CENTERS.m_stone, nil, true)\n      local bonus = self.config.max_chips * #find_pokemon_type(\"Earth\")\n      if bonus > 0 then\n        conv_card.ability.perma_bonus = conv_card.ability.perma_bonus or 0\n        conv_card.ability.perma_bonus = conv_card.ability.perma_bonus + bonus\n      end\n      juice_flip(card, true)\n      delay(0.5)\n      poke_unhighlight_cards()\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal miracleseed = {\n  name = \"miracleseed\",\n  key = \"miracleseed\",\n  set = \"Item\",\n  config = {max_highlighted = 1, min_highlighted = 1},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_seed\n    return {vars = {self.config.max_highlighted}}\n  end,\n  pos = { x = 2, y = 7 },\n  atlas = \"AtlasConsumablesBasic\",\n  artist = {\"Emma\", \"Catzzadilla\"},\n  cost = 4,\n  unlocked = true,\n  discovered = true,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    juice_flip(card)\n    for i = 1, #G.hand.highlighted do\n      G.hand.highlighted[i]:set_ability(G.P_CENTERS.m_poke_seed, nil, true)\n    end\n    juice_flip(card, true)\n    poke_unhighlight_cards()\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal prismscale = {\n  name = \"prismscale\",\n  key = \"prismscale\",\n  set = \"Item\",\n  config = {max_highlighted = 1, converted = 4},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n    return {vars = {self.config.max_highlighted, self.config.converted}}\n  end,\n  pos = { x = 3, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    if G.hand.highlighted and #G.hand.highlighted == 1 then\n      return true\n    end\n    return false\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if #G.hand.highlighted == 1 then\n      local selected_suit = G.hand.highlighted[1].base.suit\n      \n      local cards_held = {}\n      for k, v in ipairs(G.hand.cards) do\n        if v ~= G.hand.highlighted[1] then\n          table.insert(cards_held, v)\n        end\n      end\n      \n      pseudoshuffle(cards_held, pseudoseed('prism'))\n      \n      local limit = math.min(#cards_held, self.config.converted)\n      juice_flip_table(card, cards_held, false, limit)\n      for i = 1, limit do\n        G.E_MANAGER:add_event(Event({trigger = 'after',delay = 0.1,func = function() cards_held[i]:change_suit(selected_suit);return true end }))\n      end\n      juice_flip_table(card, cards_held, true, limit)\n      poke_unhighlight_cards()\n      \n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal list = {twisted_spoon, firestone, waterstone, thunderstone, leafstone, moonstone, sunstone, shinystone, duskstone, dawnstone, icestone,\n              linkcable, metalcoat, dragonscale, kingsrock, upgrade, hardstone, miracleseed, prismscale}\n\nreturn {name = \"AtlasConsumablesBasic 3\",\n        list = list\n}"
  },
  {
    "path": "consumables/04_mart_rare.lua",
    "content": "local leftovers = {\n  name = \"leftovers\",\n  key = \"leftovers\",\n  set = \"Item\",\n  helditem = true,\n  config = {extra = {joker_highlighted = 1, money_mod = 2, usable = true}},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'endless'}\n    return {vars = {self.config.extra.joker_highlighted, self.config.extra.money_mod}}\n  end,\n  pos = { x = 7, y = 4 },\n  soul_pos = { x = 6, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 3,\n  unlocked = true,\n  discovered = true,\n  hidden = true,\n  soul_set = \"Item\",\n  soul_rate = .025,\n  can_use = function(self, card)\n    if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n       or G.STATE == G.STATES.STANDARD_PACK then \n      if (#G.consumeables.cards + G.GAME.consumeable_buffer >= G.consumeables.config.card_limit) and card.area == G.pack_cards then return false end\n    end\n    if card.area == G.shop_jokers then return false end\n    if not (G.jokers and G.jokers.cards) then return false end\n    if #G.jokers.cards == 0 then return false end\n    return card.ability.extra.usable\n  end,\n  use = function(self, card, area, copier)\n    local target = nil\n    if not G.jokers.highlighted or #G.jokers.highlighted ~= 1 then\n      target = G.jokers.cards[1]\n    else\n      target = G.jokers.highlighted[1]\n    end\n    target.ability.extra_value = target.ability.extra_value + card.ability.extra.money_mod\n    target:set_cost()\n    G.E_MANAGER:add_event(Event({\n      func = function() card_eval_status_text(target, 'extra', nil, nil, nil, {message = localize('k_val_up')}); return true\n    end}))\n    card.ability.extra.usable = false\n    card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n  end,\n  calculate = function(self, card, context)\n    if context.end_of_round and not card.ability.extra.usable then\n      card.ability.extra.usable = true\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset')})\n      card.children.floating_sprite:set_sprite_pos({ x = 6, y = 5 })\n    end\n  end,\n  set_sprites = function(self, card, front)\n    if card.no_load_reusable_sprite then\n      card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n      card.no_load_reusable_sprite = nil\n    end\n  end,\n  load = function(self, card, card_table, other_card)\n    if not card_table.ability.extra.usable then\n      card.no_load_reusable_sprite = true\n    end\n  end,\n  keep_on_use = function(self, card)\n    return true\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal heavyboots = {\n  name = \"heavyboots\",\n  key = \"heavyboots\",\n  set = \"Item\",\n  helditem = true,\n  config = {extra = {usable = true, hazard_off = false}},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'endless'}\n    return {vars = {}}\n  end,\n  pos = { x = 3, y = 7 },\n  soul_pos = { x = 4, y = 7 },\n  atlas = \"AtlasConsumablesBasic\",\n  artist = {{name = \"Emma\", layer = \"soul\"}, {name = \"Catzzadilla\", layer = \"center\"}},\n  cost = 4,\n  unlocked = true,\n  discovered = true,\n  hidden = true,\n  soul_set = \"Item\",\n  soul_rate = .01,\n  can_use = function(self, card)\n    if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n       or G.STATE == G.STATES.STANDARD_PACK then \n      if (#G.consumeables.cards + G.GAME.consumeable_buffer >= G.consumeables.config.card_limit) and card.area == G.pack_cards then return false end\n    end\n    return card.ability.extra.usable\n  end,\n  use = function(self, card, area, copier)\n    card.ability.extra.usable = false\n    card.ability.extra.hazard_off = true\n    card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n  end,\n  calculate = function(self, card, context)\n    if context.fix_probability and card.ability.extra.hazard_off and context.identifier == 'hazard' then\n      return {\n        numerator = 0,\n      }\n    end\n    if context.end_of_round and not card.ability.extra.usable then\n      card.ability.extra.usable = true\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset')})\n      card.children.floating_sprite:set_sprite_pos({ x = 4, y = 7 })\n      G.E_MANAGER:add_event(Event({\n        trigger = 'after',\n        delay = 0.1,\n        func = function()\n          card.ability.extra.hazard_off = false\n          return true\n        end\n      }))\n      \n    end\n  end,\n  set_sprites = function(self, card, front)\n    if card.no_load_reusable_sprite then\n      card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n      card.no_load_reusable_sprite = nil\n    end\n  end,\n  load = function(self, card, card_table, other_card)\n    if not card_table.ability.extra.usable then\n      card.no_load_reusable_sprite = true\n    end\n  end,\n  keep_on_use = function(self, card)\n    return true\n  end,\n  in_pool = function(self)\n    return G.GAME.round_resets.hazard_level and G.GAME.round_resets.hazard_level > 0\n  end,\n}\n\nlocal teraorb = {\n  name = \"teraorb\",\n  key = \"teraorb\",\n  set = \"Item\",\n  config = {extra = {change_to_type = \"Grass\"}},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'energize'}\n    local info = center.ability.extra or self.config.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'typechanger', vars = {info.change_to_type, colours = {G.ARGS.LOC_COLOURS[string.lower(info.change_to_type)]}}}\n    local highlight_colour = info.change_to_type ~= \"Lightning\" and G.C.WHITE or G.C.BLACK\n    return {vars = {info.change_to_type, colours = {G.ARGS.LOC_COLOURS[string.lower(info.change_to_type)], highlight_colour}}}\n  end,\n  pos = { x = 2, y = 9 },\n  soul_pos = { x = 3, y = 9 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 3,\n  soul_set = \"Item\",\n  soul_rate = .045,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    return #G.jokers.cards > 0\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    local choice = poke_find_leftmost_or_highlighted()\n    if is_type(choice, card.ability.extra.change_to_type) then\n      energy_increase(choice, get_type(choice))\n    end\n    apply_type_sticker(choice, card.ability.extra.change_to_type)\n    card_eval_status_text(choice, 'extra', nil, nil, nil, {message = localize(\"poke_tera_ex\"), colour = G.C.SECONDARY_SET.Spectral})\n  end,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local poketype_list = {\"Grass\", \"Fire\", \"Water\", \"Lightning\", \"Psychic\", \"Fighting\", \"Colorless\", \"Dark\", \"Metal\", \"Fairy\", \"Dragon\", \"Earth\"}\n        local change_list = {}\n        for i = 1, #poketype_list do\n          if card.ability.extra.change_to_type ~= poketype_list[i] then\n            change_list[#change_list + 1] = poketype_list[i]\n          end\n        end\n        card.ability.extra.change_to_type = pseudorandom_element(change_list, 'tera')\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            self:set_sprites(card)\n            return true\n          end\n        }))\n  \n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = card.ability.extra.change_to_type, colour = G.ARGS.LOC_COLOURS[string.lower(card.ability.extra.change_to_type)]})\n      end\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      local poketype_list = {\"Grass\", \"Fire\", \"Water\", \"Lightning\", \"Psychic\", \"Fighting\", \"Colorless\", \"Dark\", \"Metal\", \"Fairy\", \"Dragon\", \"Earth\"}\n      card.ability.extra.change_to_type = pseudorandom_element(poketype_list, 'tera')\n      \n      self:set_sprites(card)\n    end\n  end,\n  set_sprites = function(self, card, front)\n    local info = card.ability and card.ability.extra or self.config.extra\n    local sprite_locations = {grass = {x = 2, y = 9}, fire = {x = 0, y = 9}, water = {x = 2, y = 10}, lightning = {x = 4, y = 9}, psychic = {x = 8, y = 9}, fighting = {x = 8, y = 8},\n                              colorless = {x = 0, y = 10}, dark = {x = 0, y = 8}, metal = {x = 6, y = 9}, fairy = {x = 6, y = 8}, dragon = {x = 2, y = 8}, earth = {x = 4, y = 8}}\n    local sprite_x = sprite_locations[string.lower(info.change_to_type)].x\n    local sprite_y = sprite_locations[string.lower(info.change_to_type)].y\n    \n    card.children.center:set_sprite_pos({x = sprite_x, y = sprite_y})\n    card.children.floating_sprite:set_sprite_pos({x = sprite_x + 1, y = sprite_y})\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\nlocal thickclub = {\n  name = \"thickclub\",\n  key = \"thickclub\",\n  set = \"Item\",\n  helditem = true,\n  config = {max_highlighted = 1, bonus = 10, extra = {usable = true}},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'endless'}\n    return {vars = {self.config.max_highlighted, self.config.bonus}}\n  end,\n  pos = { x = 9, y = 4 },\n  soul_pos = { x = 8, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 3,\n  unlocked = true,\n  discovered = true,\n  hidden = true,\n  soul_set = \"Item\",\n  soul_rate = .025,\n  can_use = function(self, card)\n    if card.area == G.shop_jokers then return false end\n    if G.hand.highlighted and #G.hand.highlighted ~= 1 then return false end\n    if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n       or G.STATE == G.STATES.STANDARD_PACK then \n      if (#G.consumeables.cards + G.GAME.consumeable_buffer >= G.consumeables.config.card_limit) and card.area == G.pack_cards then return false end\n    end\n    \n    return card.ability.extra.usable\n  end,\n  use = function(self, card, area, copier)\n    local conv_card = G.hand.highlighted[1]\n    local current_bonus = conv_card.ability.perma_bonus or 0\n    juice_flip(card)\n    conv_card.ability.perma_bonus = current_bonus + self.config.bonus\n    juice_flip(card, true)\n    delay(0.5)\n    poke_unhighlight_cards()\n    card.ability.extra.usable = false\n    card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n  end,\n  calculate = function(self, card, context)\n    if context.end_of_round and not card.ability.extra.usable then\n      card.ability.extra.usable = true\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset')})\n      card.children.floating_sprite:set_sprite_pos({ x = 8, y = 5 })\n    end\n  end,\n  set_sprites = function(self, card, front)\n    if card.no_load_reusable_sprite then\n      card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n      card.no_load_reusable_sprite = nil\n    end\n  end,\n  load = function(self, card, card_table, other_card)\n    if not card_table.ability.extra.usable then\n      card.no_load_reusable_sprite = true\n    end\n  end,\n  keep_on_use = function(self, card)\n    return true\n  end,\n  in_pool = function(self)\n    return true\n  end\n}\n\n\nlocal list = {leftovers, heavyboots, teraorb, thickclub}\n\nreturn {name = \"AtlasConsumablesBasic 4\",\n        list = list\n}"
  },
  {
    "path": "consumables/05_mart_specific.lua",
    "content": "local leek = {\n  name = \"leek\",\n  key = \"leek\",\n  set = \"Item\",\n  helditem = true,\n  config = {extra = {num = 1, dem = 2, usable = true}},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'endless'}\n    local card = center or self\n    if not card.edition or (card.edition and not card.edition.foil) then\n      info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n    end\n    if not card.edition or (card.edition and not card.edition.holo) then\n      info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n    end\n    if not card.edition or (card.edition and not card.edition.polychrome) then\n      info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n    end\n    local num, dem = SMODS.get_probability_vars(center, card.ability.extra.num, card.ability.extra.dem, 'leek')\n    return {vars = {num, dem}}\n  end,\n  pos = { x = 8, y = 4 },\n  soul_pos = { x = 7, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 3,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n       or G.STATE == G.STATES.STANDARD_PACK then \n      if (#G.consumeables.cards + G.GAME.consumeable_buffer >= G.consumeables.config.card_limit) and card.area == G.pack_cards then return false end\n    end\n    if card.area == G.shop_jokers then return false end\n    return card.ability.extra.usable\n  end,\n  use = function(self, card, area, copier)\n    local removed = nil\n    \n    if SMODS.pseudorandom_probability(card, 'leek', card.ability.extra.num, card.ability.extra.dem, 'leek') then\n      local edition = poll_edition('wheel_of_fortune', nil, true, true)\n      card:set_edition(edition, true)\n    else\n      G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n          attention_text({\n              text = localize('k_nope_ex'),\n              scale = 1.3, \n              hold = 1.4,\n              major = card,\n              backdrop_colour = G.C.SECONDARY_SET.Tarot,\n              align = (G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK) and 'tm' or 'cm',\n              offset = {x = 0, y = (G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK) and -0.2 or 0},\n              silent = true\n              })\n              G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.06*G.SETTINGS.GAMESPEED, blockable = false, blocking = false, func = function()\n                  play_sound('tarot2', 0.76, 0.4);return true end}))\n              play_sound('tarot2', 1, 0.4)\n              card:juice_up(0.3, 0.5)\n      return true end }))\n    end\n    card.ability.extra.usable = false\n    card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n  end,\n  calculate = function(self, card, context)\n    if context.end_of_round and card.edition then\n      card:set_edition(nil, true)\n    end\n    if context.end_of_round and not card.ability.extra.usable then\n      card.ability.extra.usable = true\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset')})\n      card.children.floating_sprite:set_sprite_pos({ x = 7, y = 5 })\n    end\n  end,\n  set_sprites = function(self, card, front)\n    if card.no_load_reusable_sprite then\n      card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n      card.no_load_reusable_sprite = nil\n    end\n  end,\n  load = function(self, card, card_table, other_card)\n    if not card_table.ability.extra.usable then\n      card.no_load_reusable_sprite = true\n    end\n  end,\n  keep_on_use = function(self, card)\n    return true\n  end,\n  in_pool = function(self)\n    return false\n  end\n}\n\nlocal dubious_disc = {\n  name = \"dubious_disc\",\n  key = \"dubious_disc\",\n  set = \"Item\",\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'eitem'}\n  end,\n  pos = { x = 0, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 4,\n  evo_item = true,\n  unlocked = true,\n  discovered = true,\n  can_use = function(self, card)\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 and is_evo_item_for(self, G.jokers.highlighted[1]) then\n      return true\n    end\n    return G.hand.cards and #G.hand.cards > 0\n  end,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    if G.hand.cards and #G.hand.cards > 0 then\n      juice_flip_hand(card)\n      for i = 1, #G.hand.cards do\n        local enhancement = SMODS.poll_enhancement({guaranteed = true})\n        G.hand.cards[i]:set_ability(enhancement, nil, true)\n      end\n      juice_flip_hand(card, true)\n      evo_item_use_total(self, card, area, copier)\n    else\n      highlighted_evo_item(self, card, area, copier)\n    end\n  end,\n  in_pool = function(self)\n    return next(find_joker(\"porygon2\"))\n  end\n}\n\nlocal heartscale = {\n  name = \"heartscale\",\n  key = \"heartscale\",\n  set = \"Item\",\n  config = {max_highlighted = 2, min_highlighted = 2, suit = \"Hearts\"},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {self.config.max_highlighted, localize(self.config.suit, 'suits_plural')}}\n  end,\n  pos = { x = 9, y = 5 },\n  atlas = \"AtlasConsumablesBasic\",\n  artist = \"MyDude_YT\",\n  cost = 2,\n  unlocked = true,\n  discovered = true,\n  use = function(self, card, area, copier)\n    set_spoon_item(card)\n    juice_flip(card)\n    local rightmost = G.hand.highlighted[1]\n    for i = 1, #G.hand.highlighted do\n      if G.hand.highlighted[i].T.x > rightmost.T.x then\n          rightmost = G.hand.highlighted[i]\n      end\n    end\n    for i = 1, #G.hand.highlighted do\n      G.E_MANAGER:add_event(Event({\n          trigger = 'after',\n          delay = 0.1,\n          func = function()\n              if G.hand.highlighted[i] ~= rightmost then\n                  copy_card(rightmost, G.hand.highlighted[i])\n              end\n              return true\n          end\n      }))\n    end\n    for i = 1, #G.hand.highlighted do\n      G.E_MANAGER:add_event(Event({\n          trigger = 'after',\n          delay = 0.1,\n          func = function()\n            G.hand.highlighted[i]:change_suit(self.config.suit)\n            return true\n          end\n      }))\n    end\n    juice_flip(card, true)\n    delay(0.5)\n    poke_unhighlight_cards()\n  end,\n  in_pool = function(self)\n    return false\n  end\n}\n\nlocal meteorite = {\n  name = \"meteorite\",\n  key = \"meteorite\",\n  set = \"Spectral\",\n  saveable = true,\n  helditem = true,\n  artist = {name = {\"Currently a placeholder!\", \"Want your art here?\", \"Join the Discord!\"}},\n  config = {extra = {destroy = 1, forme = \"Normal\", usable = true}},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'endless'}\n    return {vars = {localize('poke_'..string.lower(center.ability.extra.forme)..'_forme')}}\n  end,\n  pos = { x = 5, y = 7 },\n  soul_pos = { x = 6, y = 7 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 3,\n  unlocked = true,\n  discovered = true,\n  hidden = true,\n  soul_set = \"Planet\",\n  soul_rate = .2,\n  no_collection = true,\n  use = function(self, card, area, copier)\n    card.ability.extra.usable = false\n    card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n    \n    local destroyed_cards = {}\n    local temp_deck = {}\n\n    for _, playing_card in ipairs(G.deck.cards) do temp_deck[#temp_deck + 1] = playing_card end\n    table.sort(temp_deck,\n        function(a, b)\n            return not a.playing_card or not b.playing_card or a.playing_card < b.playing_card\n        end\n    )\n\n    pseudoshuffle(temp_deck, 'meteor')\n\n    for i = 1, card.ability.extra.destroy do destroyed_cards[#destroyed_cards + 1] = temp_deck[i] end\n\n    G.E_MANAGER:add_event(Event({\n        trigger = 'after',\n        delay = 0.4,\n        func = function()\n            play_sound('tarot1')\n            card:juice_up(0.3, 0.5)\n            return true\n        end\n    }))\n    SMODS.destroy_cards(destroyed_cards)\n        \n    local deoxys = poke_find_card(\"j_poke_deoxys\", true)\n    if not deoxys then\n      deoxys = poke_find_card(\"j_poke_deoxys\")\n    end\n    if deoxys then\n      local forme_list = {\"Attack\", \"Defense\", \"Speed\", \"Normal\"}\n      local curr_index = 0\n      for i = 1, #forme_list do\n        if forme_list[i] == card.ability.extra.forme then\n          curr_index = i\n          break\n        end\n      end\n      if deoxys.ability.extra.form ~= curr_index then\n        deoxys.ability.extra.form = curr_index\n        poke_fake_evolve(deoxys, localize(\"poke_transform_success\"), true)\n      end\n    end\n  end,\n  calculate = function(self, card, context)\n    if context.reroll_shop then\n      local forme_list = {\"Attack\", \"Defense\", \"Speed\", \"Normal\"}\n      local next_index = 0\n      for i = 1, #forme_list do\n        if forme_list[i] == card.ability.extra.forme then\n          next_index = i + 1\n          if next_index > #forme_list then next_index = 1 end\n          break\n        end\n      end\n\n      card.ability.extra.forme = forme_list[next_index]\n\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('poke_'..string.lower(card.ability.extra.forme)..'_forme')})\n    end\n    if context.end_of_round and not card.ability.extra.usable then\n      card.ability.extra.usable = true\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset')})\n      card.children.floating_sprite:set_sprite_pos({ x = 6, y = 7 })\n    end\n  end,\n  can_use = function(self, card)\n      if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n       or G.STATE == G.STATES.STANDARD_PACK then \n        if (#G.consumeables.cards + G.GAME.consumeable_buffer >= G.consumeables.config.card_limit) and card.area == G.pack_cards then return false end\n      end\n      return G.deck and #G.deck.cards > 0 and card.ability.extra.usable\n  end,\n  set_sprites = function(self, card, front)\n    if card.no_load_reusable_sprite then\n      card.children.floating_sprite:set_sprite_pos({ x = 99, y = 99 })\n      card.no_load_reusable_sprite = nil\n    end\n  end,\n  load = function(self, card, card_table, other_card)\n    if not card_table.ability.extra.usable then\n      card.no_load_reusable_sprite = true\n    end\n  end,\n  in_pool = function(self)\n    return next(SMODS.find_card('j_poke_deoxys'))\n  end,\n  keep_on_use = function(self, card)\n    return true\n  end,\n}\n\n\nlocal list = {leek, dubious_disc, heartscale, meteorite}\n\nreturn {name = \"AtlasConsumablesBasic 5\",\n        list = list\n}"
  },
  {
    "path": "consumables/06_mart_berry.lua",
    "content": "pokermon.juice_list = {Energy = \"c_poke_berry_juice_energy\", Spectral = \"c_poke_berry_juice_spectral\", Planet = \"c_poke_berry_juice_planet\", Item = \"c_poke_berry_juice_item\",\n                       Tarot = \"c_poke_berry_juice_tarot\"}\n\nlocal berry_juice = {\n  name = \"berry_juice\",\n  key = \"berry_juice\",\n  set = \"Item\",\n  artist = \"Sonfive\",\n  loc_vars = function(self, info_queue, center)\n  end,\n  berry_juice = true,\n  poke_multi_item = true,\n  pos = { x = 1, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 12,\n  poke_always_unlocked = true,\n  unlocked = true,\n  discovered = true,\n  in_pool = function(self)\n    return false\n  end\n}\n\nlocal berry_juice_energy = {\n  name = \"berry_juice_energy\",\n  key = \"berry_juice_energy\",\n  set = \"Item\",\n  artist = \"Sonfive\",\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'energize'}\n    return {vars = {(pokermon_config.unlimited_energy and localize(\"poke_unlimited_energy\")) or energy_max + (G.GAME.energy_plus or 0)}}\n  end,\n  berry_juice = true,\n  poke_multi_item = true,\n  pos = { x = 6, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 12,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  in_pool = function(self)\n    return false\n  end,\n  can_use = function(self, card)\n    local choice = nil\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 then\n      choice = G.jokers.highlighted[1]\n    elseif G.jokers.cards and #G.jokers.cards > 0 then\n      choice = G.jokers.cards[1]\n    else\n      return false\n    end\n    if choice.ability and choice.ability.extra and type(choice.ability.extra) == \"table\" and choice.ability.extra.ptype then\n      return true\n    else\n      return false\n    end\n  end,\n  use = function(self, card, area, copier)\n    local choice = nil\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 then\n      choice = G.jokers.highlighted[1]\n    else\n      choice = G.jokers.cards[1]\n    end\n    play_sound('poke_energy_use', 1, 0.5)\n    if choice.config and choice.config.center.stage and not type_sticker_applied(choice) then\n      energy_increase(choice, choice.ability.extra.ptype)\n    elseif type_sticker_applied(choice) then\n      energy_increase(choice, type_sticker_applied(choice))\n    end\n    if not G.GAME.modifiers.no_interest then\n      G.GAME.modifiers.reset_no_interest = true\n      G.GAME.modifiers.no_interest = true\n    end\n  end\n}\n\nlocal berry_juice_spectral = {\n  name = \"berry_juice_spectral\",\n  key = \"berry_juice_spectral\",\n  set = \"Item\",\n  artist = \"Sonfive\",\n  config = {max_highlighted = 1},\n  loc_vars = function(self, info_queue, center)\n    info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n    info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n    info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n   return {vars = {self.config.max_highlighted}}\n  end,\n  berry_juice = true,\n  poke_multi_item = true,\n  pos = { x = 4, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 12,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  in_pool = function(self)\n    return false\n  end,\n  use = function(self, card, area, copier)\n    local target = G.hand.highlighted[1]\n    local args = {edition = poll_edition('aura', nil, true, true), seal = SMODS.poll_seal({guaranteed = true})}\n    poke_convert_cards_to(target, args, nil, true)\n  end\n}\n\nlocal berry_juice_planet = {\n  name = \"berry_juice_planet\",\n  key = \"berry_juice_planet\",\n  set = \"Item\",\n  artist = \"Sonfive\",\n  loc_vars = function(self, info_queue, center)\n  end,\n  berry_juice = true,\n  poke_multi_item = true,\n  pos = { x = 3, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 12,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  in_pool = function(self)\n    return false\n  end,\n  can_use = function(self, card)\n    return true\n  end,\n  use = function(self, card, area, copier)\n    local temp_hands = {}\n    local sort_function = function(hand1, hand2) return hand1.level > hand2.level end\n    for k, v in pairs(G.GAME.hands) do\n      if v.visible then\n        local hand = v\n        hand.handname = k\n        table.insert(temp_hands, hand)\n      end\n    end\n    table.sort(temp_hands, sort_function)\n    \n    local upgrade_handname = temp_hands[1].handname\n    SMODS.smart_level_up_hand(card, upgrade_handname)\n  end\n}\n\nlocal berry_juice_item = {\n  name = \"berry_juice_item\",\n  key = \"berry_juice_item\",\n  set = \"Item\",\n  artist = \"Sonfive\",\n  config = {num = 1, dem = 2},\n  loc_vars = function(self, info_queue, center)\n   info_queue[#info_queue+1] = { set = 'Item', key = 'c_poke_twisted_spoon', poke_add_desc = true}\n   local num, dem = SMODS.get_probability_vars(center, self.config.num, self.config.dem, 'berry_juice_item')\n   return {vars = {num, dem}}\n  end,\n  berry_juice = true,\n  poke_multi_item = true,\n  pos = { x = 5, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 12,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  in_pool = function(self)\n    return false\n  end,\n  can_use = function(self, card)\n    return true\n  end,\n  use = function(self, card, area, copier)\n    local max = 1\n    if SMODS.pseudorandom_probability(card, 'berry_juice_item', self.config.num, self.config.dem, 'berry_juice_item') then\n      max = max + 1\n    end\n    for i = 1, max do\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        local _card = create_card(\"Item\", G.consumeables, nil, nil, nil, nil, 'c_poke_twisted_spoon')\n        _card:add_to_deck()\n        G.consumeables:emplace(_card)\n      end\n    end\n  end\n}\n\nlocal berry_juice_tarot = {\n  name = \"berry_juice_tarot\",\n  key = \"berry_juice_tarot\",\n  set = \"Item\",\n  artist = \"Sonfive\",\n  config = {money = 5},\n  loc_vars = function(self, info_queue, center)\n   info_queue[#info_queue+1] = { set = 'Tarot', key = 'c_fool'}\n   return {vars = {self.config.money}}\n  end,\n  berry_juice = true,\n  poke_multi_item = true,\n  pos = { x = 2, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 12,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  in_pool = function(self)\n    return false\n  end,\n  can_use = function(self, card)\n    return true\n  end,\n  use = function(self, card, area, copier)\n    if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local _card = create_card(\"Tarot\", G.consumeables, nil, nil, nil, nil, 'c_fool')\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n    end\n    ease_dollars(self.config.money)\n  end\n}\n\nlocal berry_juice_mystery = {\n  name = \"berry_juice_mystery\",\n  key = \"berry_juice_mystery\",\n  set = \"Item\",\n  artist = \"Sonfive\",\n  config = {money = 5},\n  loc_vars = function(self, info_queue, center)\n   info_queue[#info_queue+1] = G.P_CENTERS.c_poke_berry_juice\n  end,\n  berry_juice = true,\n  poke_multi_item = true,\n  pos = { x = 1, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  cost = 12,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  in_pool = function(self)\n    return false\n  end,\n  can_use = function(self, card)\n    return true\n  end,\n  use = function(self, card, area, copier)\n    if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local berry_juices = {}\n      for x, y in pairs(pokermon.juice_list) do\n        table.insert(berry_juices, y)\n      end\n      local key = pseudorandom_element(berry_juices, pseudoseed('berry'))\n      local _card = create_card(\"Item\", G.consumeables, nil, nil, nil, nil, key)\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n    end\n  end\n}\n\n\nreturn {name = \"Items\",\n        list = {berry_juice, berry_juice_tarot, berry_juice_planet, berry_juice_spectral, berry_juice_item, berry_juice_energy, berry_juice_mystery}\n}\n"
  },
  {
    "path": "consumables/07_mart_jirachi.lua",
    "content": "local fake_banker = {\n   name = \"fake_banker\",\n   key = \"fake_banker\",\n   set = \"Spectral\",\n   pos = { x = 4, y = 2 },\n   soul_pos = { x = 5, y = 2 },\n   config = {},\n   loc_vars = function(self, info_queue, center)\n     return {vars = {}}\n   end,\n   atlas = \"AtlasJokersSeriesAGen03\",\n   unlocked = true,\n   discovered = true,\n   no_collection = true,\n   jirachi_item = true,\n   can_use = function(self, card)\n     return true\n   end,\n   use = function(self, card, area, copier)\n      for _,jirachi in pairs(G.jokers.cards) do\n         if (jirachi.name or jirachi.ability.name) == \"jirachi\" then\n            poke_evolve(jirachi, \"j_poke_jirachi_banker\", nil, nil, true)\n            return\n         end\n      end\n   end,\n   in_pool = function(self)\n     return false\n   end\n}\n\nlocal fake_booster = {\n   name = \"fake_booster\",\n   key = \"fake_booster\",\n   set = \"Spectral\",\n   pos = { x = 6, y = 2 },\n   soul_pos = { x = 7, y = 2 },\n   config = {},\n   loc_vars = function(self, info_queue, center)\n     return {vars = {}}\n   end,\n   atlas = \"AtlasJokersSeriesAGen03\",\n   unlocked = true,\n   discovered = true,\n   no_collection = true,\n   jirachi_item = true,\n   can_use = function(self, card)\n     return true\n   end,\n   use = function(self, card, area, copier)\n      for _,jirachi in pairs(G.jokers.cards) do\n         if (jirachi.name or jirachi.ability.name) == \"jirachi\" then\n            poke_evolve(jirachi, \"j_poke_jirachi_booster\", nil, nil, true)\n            return\n         end\n      end\n   end,\n   in_pool = function(self)\n     return false\n   end\n}\n\nlocal fake_power = {\n   name = \"fake_power\",\n   key = \"fake_power\",\n   set = \"Spectral\",\n   pos = { x = 8, y = 2 },\n   soul_pos = { x = 9, y = 2 },\n   config = {},\n   loc_vars = function(self, info_queue, center)\n     return {vars = {}}\n   end,\n   atlas = \"AtlasJokersSeriesAGen03\",\n   unlocked = true,\n   discovered = true,\n   no_collection = true,\n   jirachi_item = true,\n   can_use = function(self, card)\n     return true\n   end,\n   use = function(self, card, area, copier)\n      for _,jirachi in pairs(G.jokers.cards) do\n         if (jirachi.name or jirachi.ability.name) == \"jirachi\" then\n            poke_evolve(jirachi, \"j_poke_jirachi_power\", nil, nil, true)\n            return\n         end\n      end\n   end,\n   in_pool = function(self)\n     return false\n   end\n}\n\nlocal fake_negging = {\n   name = \"fake_negging\",\n   key = \"fake_negging\",\n   set = \"Spectral\",\n   pos = { x = 10, y = 2 },\n   config = {},\n   loc_vars = function(self, info_queue, center)\n     return {vars = {}}\n   end,\n   atlas = \"AtlasJokersSeriesAGen03\",\n   unlocked = true,\n   discovered = true,\n   no_collection = true,\n   jirachi_item = true,\n   can_use = function(self, card)\n     return true\n   end,\n   use = function(self, card, area, copier)\n      for _,jirachi in pairs(G.jokers.cards) do\n         if (jirachi.name or jirachi.ability.name) == \"jirachi\" then\n            poke_evolve(jirachi, \"j_poke_jirachi_negging\", nil, nil, true)\n            return\n         end\n      end\n   end,\n   in_pool = function(self)\n     return false\n   end\n}\n\nlocal fake_copy = {\n   name = \"fake_copy\",\n   key = \"fake_copy\",\n   set = \"Spectral\",\n   pos = { x = 10, y = 2 },\n   soul_pos = { x = 11, y = 2 },\n   config = {},\n   loc_vars = function(self, info_queue, center)\n     return {vars = {}}\n   end,\n   atlas = \"AtlasJokersSeriesAGen03\",\n   unlocked = true,\n   discovered = true,\n   no_collection = true,\n   jirachi_item = true,\n   can_use = function(self, card)\n     return true\n   end,\n   use = function(self, card, area, copier)\n      for _,jirachi in pairs(G.jokers.cards) do\n         if (jirachi.name or jirachi.ability.name) == \"jirachi\" then\n            poke_evolve(jirachi, \"j_poke_jirachi_invis\", nil, nil, true)\n            return\n         end\n      end\n   end,\n   in_pool = function(self)\n     return false\n   end\n}\n\nlocal fake_fixer = {\n   name = \"fake_fixer\",\n   key = \"fake_fixer\",\n   set = \"Spectral\",\n   pos = { x = 0, y = 3 },\n   soul_pos = { x = 1, y = 3 },\n   config = {},\n   loc_vars = function(self, info_queue, center)\n     return {vars = {}}\n   end,\n   atlas = \"AtlasJokersSeriesAGen03\",\n   unlocked = true,\n   discovered = true,\n   no_collection = true,\n   jirachi_item = true,\n   can_use = function(self, card)\n     return true\n   end,\n   use = function(self, card, area, copier)\n      for _,jirachi in pairs(G.jokers.cards) do\n         if (jirachi.name or jirachi.ability.name) == \"jirachi\" then\n            poke_evolve(jirachi, \"j_poke_jirachi_fixer\", nil, nil, true)\n            return\n         end\n      end\n   end,\n   in_pool = function(self)\n     return false\n   end\n}\n\nlocal fake_masterball = {\n   name = \"fake_masterball\",\n   key = \"fake_masterball\",\n   set = \"Spectral\",\n   pos = { x = 3, y = 3 },\n   soul_pos = { x = 4, y = 2},\n   config = {},\n   loc_vars = function(self, info_queue, center)\n     return {vars = {}}\n   end,\n   atlas = \"AtlasConsumablesBasic\",\n   unlocked = true,\n   discovered = true,\n   no_collection = true,\n   jirachi_item = true,\n   can_use = function(self, card)\n     return true\n   end,\n   use = function(self, card, area, copier)\n      for _,jirachi in pairs(G.jokers.cards) do\n         if (jirachi.name or jirachi.ability.name) == \"jirachi\" then\n            local forced_evo = get_random_poke_key(\"masterball\", \"Legendary\", nil, nil, nil, {j_poke_jirachi = true})\n            poke_evolve(jirachi, forced_evo, nil, nil, true)\n            return\n         end\n      end\n   end,\n   in_pool = function(self)\n     return false\n   end\n}\n\nreturn {name = \"Fake Items\",\n      list = {fake_banker, fake_booster, fake_power, fake_negging, fake_copy, fake_fixer, fake_masterball}\n}"
  },
  {
    "path": "consumables/08_mart_machine.lua",
    "content": "local function have_rotom()\n  local in_pool = false\n  local rotom_list = {'rotom', 'rotomh', 'rotomw', 'rotomf', 'rotomfan', 'rotomm'}\n  for i = 1, #rotom_list do\n    if next(SMODS.find_card('j_poke_'..rotom_list[i])) then \n      in_pool = true \n      break\n    end\n  end\n  return in_pool\nend\n\nlocal function is_rotom(key)\n  local rotom = false\n  local rotom_list = {'rotom', 'rotomh', 'rotomw', 'rotomf', 'rotomfan', 'rotomm'}\n  for i = 1, #rotom_list do\n    if key == 'j_poke_'..rotom_list[i] then \n      rotom = true\n      break\n    end\n  end\n  return rotom\nend\n\nlocal function machine_transform(self, card, area, copier, machine)\n  set_spoon_item(card)\n  if not machine then machine = 'oven' end\n  local machine_dict = {oven = 'j_poke_rotomh', washing_machine = 'j_poke_rotomw', fridge = 'j_poke_rotomf', fan = 'j_poke_rotomfan', lawn_mower = 'j_poke_rotomm'}\n  if G.jokers.highlighted and #G.jokers.highlighted == 1 then\n    poke_evolve(G.jokers.highlighted[1], machine_dict[machine], nil, nil, true)\n  else\n    for k, v in pairs(G.jokers.cards) do\n      if is_rotom(v.config.center_key) and v.config.center_key ~= machine_dict[machine] then\n        poke_evolve(v, machine_dict[machine], nil, nil, true)\n        break\n      end\n    end\n  end\nend\n\nlocal function machine_can_use(self, card, machine)\n  local key = nil\n  if not machine then machine = 'oven' end\n  local machine_dict = {oven = 'j_poke_rotomh', washing_machine = 'j_poke_rotomw', fridge = 'j_poke_rotomf', fan = 'j_poke_rotomfan', lawn_mower = 'j_poke_rotomm'}\n  if G.jokers.highlighted and #G.jokers.highlighted == 1 then\n    key = G.jokers.highlighted[1].config.center_key\n    if not is_rotom(key) or key == machine_dict[machine] then\n      return false\n    end\n  end\n  return true\nend\n\nlocal oven = {\n  name = \"oven\",\n  key = \"oven\",\n  set = \"Item\",\n  config = {d_plus = 1},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {self.config.d_plus}}\n  end,\n  pos = { x = 7, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  artist = {name = {\"Currently a placeholder!\", \"Want your art here?\", \"Join the Discord!\"}},\n  cost = 4,\n  poke_always_unlocked = true,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  can_use = function(self, card)\n    return machine_can_use(self, card, self.name)\n  end,\n  use = function(self, card, area, copier)\n    machine_transform(self, card, area, copier, self.name)\n    if G.GAME.blind.in_blind then\n      ease_discard(self.config.d_plus)\n    end\n  end,\n  in_pool = function(self)\n    return have_rotom()\n  end\n}\n\nlocal washing_machine = {\n  name = \"washing_machine\",\n  key = \"washing_machine\",\n  set = \"Item\",\n  config = {hand_plus = 1},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {self.config.hand_plus}}\n  end,\n  pos = { x = 8, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  artist = {name = {\"Currently a placeholder!\", \"Want your art here?\", \"Join the Discord!\"}},\n  cost = 4,\n  poke_always_unlocked = true,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  can_use = function(self, card)\n    return machine_can_use(self, card, self.name)\n  end,\n  use = function(self, card, area, copier)\n    machine_transform(self, card, area, copier, self.name)\n    if G.GAME.blind.in_blind then\n      ease_hands_played(self.config.hand_plus)\n    end\n  end,\n  in_pool = function(self)\n    return have_rotom()\n  end\n}\n\nlocal fridge = {\n  name = \"fridge\",\n  key = \"fridge\",\n  set = \"Item\",\n  config = {},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {self.config.hand_plus}}\n  end,\n  pos = { x = 9, y = 6 },\n  atlas = \"AtlasConsumablesBasic\",\n  artist = {name = {\"Currently a placeholder!\", \"Want your art here?\", \"Join the Discord!\"}},\n  cost = 4,\n  poke_always_unlocked = true,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  can_use = function(self, card)\n    return machine_can_use(self, card, self.name)\n  end,\n  use = function(self, card, area, copier)\n    machine_transform(self, card, area, copier, self.name)\n    for i = 1, 2 do\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        local set = pseudorandom_element(SMODS.ConsumableTypes, pseudoseed('rotomf'))\n        local _card = create_card(set.key, G.consumeables, nil, nil, nil, nil, nil, 'rotomf')\n        _card:add_to_deck()\n        G.consumeables:emplace(_card)\n        card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('poke_plus_consumable'), colour = G.C.FILTER})\n      end\n    end\n  end,\n  in_pool = function(self)\n    return have_rotom()\n  end\n}\n\nlocal fan = {\n  name = \"fan\",\n  key = \"fan\",\n  set = \"Item\",\n  config = {},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {self.config.hand_plus}}\n  end,\n  pos = { x = 0, y = 7 },\n  atlas = \"AtlasConsumablesBasic\",\n  artist = {name = {\"Currently a placeholder!\", \"Want your art here?\", \"Join the Discord!\"}},\n  cost = 4,\n  poke_always_unlocked = true,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  can_use = function(self, card)\n    return machine_can_use(self, card, self.name)\n  end,\n  use = function(self, card, area, copier)\n    machine_transform(self, card, area, copier, self.name)\n    for i = 1, 2 do\n      if G.jokers and #G.jokers.cards < G.jokers.config.card_limit then\n          SMODS.add_card {\n              set = \"Joker\",\n              rarity = \"Common\"\n          }\n      end\n    end\n  end,\n  in_pool = function(self)\n    return have_rotom()\n  end\n}\n\nlocal lawn_mower = {\n  name = \"lawn_mower\",\n  key = \"lawn_mower\",\n  set = \"Item\",\n  config = {hand_size_plus = 1},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {self.config.hand_size_plus}}\n  end,\n  pos = { x = 1, y = 7 },\n  atlas = \"AtlasConsumablesBasic\",\n  artist = {name = {\"Currently a placeholder!\", \"Want your art here?\", \"Join the Discord!\"}},\n  cost = 4,\n  poke_always_unlocked = true,\n  unlocked = true,\n  discovered = true,\n  no_collection = true,\n  can_use = function(self, card)\n    return machine_can_use(self, card, self.name)\n  end,\n  use = function(self, card, area, copier)\n    machine_transform(self, card, area, copier, self.name)\n    if G.GAME.blind.in_blind then\n      G.hand:change_size(self.config.hand_size_plus)\n      G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + self.config.hand_size_plus\n      local hand_space = math.min(#G.deck.cards, self.config.hand_size_plus)\n      delay(0.3)\n      for i=1, hand_space do --draw cards from deck\n        if G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK then \n            draw_card(G.deck,G.hand, i*100/hand_space,'up', true)\n        else\n            draw_card(G.deck,G.hand, i*100/hand_space,'up', true)\n        end\n      end\n    end\n  end,\n  in_pool = function(self)\n    return have_rotom()\n  end\n}\n\nreturn {name = \"Items\",\n        list = {oven, washing_machine, fridge, fan, lawn_mower}\n}\n"
  },
  {
    "path": "editions/editions1.lua",
    "content": "local apply_shader = function ()\n  SMODS.Shader({ key = 'booster', path = 'booster.fs' })\n  SMODS.Shader({ key = 'shiny', path = 'shiny.fs' })\nend\n\nlocal shiny = ({\n    key = \"shiny\",\n    atlas = \"AtlasJokersBasicNatdexShiny\",\n    -- Stop shadow from being rendered under the card\n    disable_shadow = false,\n    -- Stop extra layer from being rendered below the card.\n    -- For edition that modify shape or transparency of the card.\n    disable_base_shader = false,\n    shader = \"shiny\",\n    discovered = true,\n    unlocked = true,\n    config = {},\n    in_shop = true,\n    weight = 2,\n    extra_cost = 5,\n    apply_to_float = true,\n    sound = {\n      sound = \"poke_e_shiny\",\n      per = 1, \n      vol = 0.2\n    },\n    loc_vars = function(self)\n        return { vars = {} }\n    end,\n    on_apply = function(card)\n      G.P_CENTERS.e_poke_shiny.on_load(card)\n\n      --we don't want to do this in the collection screen\n      if card.added_to_deck then\n        SMODS.change_booster_limit(1)\n      end\n    end,\n    on_remove = function(card)\n      if card.added_to_deck then\n        SMODS.change_booster_limit(-1)\n      end\n    end,\n    on_load = function(card)\n      if card.config.center.atlas and SMODS.get_atlas(card.config.center.atlas..'Shiny') and type(card.config.center.atlas) == 'string' then\n        local old_atlas = card.config.center.atlas\n        card.config.center.atlas = card.config.center.atlas..'Shiny'\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = old_atlas\n      end\n      for i = 1, 9 do\n        if card.config.center.atlas == \"poke_Pokedex\"..i then\n          card.config.center.atlas = \"poke_Shinydex\"..i\n          card:set_sprites(card.config.center)\n          card.config.center.atlas = \"poke_Pokedex\"..i\n          break\n        end\n      end\n      if card.config.center.atlas == \"poke_others\" then\n        card.config.center.atlas = \"poke_Shinyothers\"\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = \"poke_others\"\n      end\n      if card.config.center.atlas and string.sub(card.config.center.atlas,1,12) == \"poke_j_poke_\" then\n        local temp_atlas = card.config.center.atlas\n        card.config.center.atlas = card.config.center.atlas..\"_shiny\"\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = temp_atlas\n      end\n      if card.config.center.atlas == \"poke_Megas\" then\n        card.config.center.atlas = \"poke_ShinyMegas\"\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = \"poke_Megas\"\n      end\n      if card.config.center.atlas == \"poke_Gmax\" then\n        card.config.center.atlas = \"poke_ShinyGmax\"\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = \"poke_Gmax\"\n      end\n      if card.config.center.atlas == \"poke_Regionals\" then\n        card.config.center.atlas = \"poke_ShinyRegionals\"\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = \"poke_Regionals\"\n      end\n      if card.config.center.atlas == \"poke_jirachi\" then\n        card.config.center.atlas = \"poke_shinyjirachi\"\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = \"poke_jirachi\"\n      end\n      if card.config.center.atlas == \"poke_altjirachi\" then\n        card.config.center.atlas = \"poke_shinyaltjirachi\"\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = \"poke_altjirachi\"\n      end\n      if card.children.center.atlas.name == \"Joker\" and SMODS.get_atlas(\"poke_AtlasJokersVanillaShiny\") then\n        SMODS.Joker:take_ownership(card.config.center_key, {atlas = \"poke_AtlasJokersVanillaShiny\", discovered = true, unlocked = true}, true)\n        card.config.center.shiny = true\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = \"Joker\"\n      end\n      \n      --support for custom additions\n      if card.config.center.atlas and card.config.center.poke_custom_prefix and not card.config.center.poke_no_custom_atlas then\n        local prev_atlas = card.config.center.atlas\n        local prelength = string.len(card.config.center.poke_custom_prefix) + 1 \n        local noprefix_atlas = string.sub(prev_atlas, prelength)\n        SMODS.Joker:take_ownership(card.config.center_key, {atlas = card.config.center.poke_custom_prefix..'_shiny'..noprefix_atlas, discovered = true, unlocked = true}, true)\n        card:set_sprites(card.config.center)\n        card.config.center.atlas = prev_atlas\n      end\n    end,\n})\n\nreturn {\n  name = \"Editions\",\n  init = apply_shader,\n  list = {shiny,}\n}\n"
  },
  {
    "path": "enhancements/enhancement1.lua",
    "content": "-- Enhancements\r\n\r\nlocal hazard = {\r\n   key = \"hazard\",\r\n   artist = \"PrincessRoxie\",\r\n   atlas = \"AtlasEnhancementsBasic\",\r\n   pos = { x = 0, y = 0 },\r\n   config = {num = 1, dem = 3},\r\n   loc_vars = function(self, info_queue, center)\r\n     local num, dem = SMODS.get_probability_vars(center, self.config.num, self.config.dem, 'hazard')\r\n     return {vars = {num, dem}}\r\n   end,\r\n   no_rank = true,\r\n   no_suit = true,\r\n   always_scores = true,\r\n   replace_base_card = true,\r\n   weight = 0,\r\n   in_pool = function(self, args) return false end,\r\n   calculate = function(self, card, context)\r\n    if context.end_of_round and not context.individual and not context.repetition and context.cardarea == G.hand and context.playing_card_end_of_round then\r\n      if SMODS.pseudorandom_probability(card, 'hazard', self.config.num, self.config.dem, 'hazard') then\r\n        poke_remove_card(card, card)\r\n      end\r\n    end\r\n   end,\r\n}\r\n\r\nlocal seed = {\r\n   key = \"seed\",\r\n   atlas = \"AtlasEnhancementsBasic\",\r\n   artist = 'MyDude_YT',\r\n   pos = { x = 1, y = 0 },\r\n   config = {extra = {level = 0, level_max = 5, money = 15}},\r\n   loc_vars = function(self, info_queue, center)\r\n     info_queue[#info_queue+1] = G.P_CENTERS.m_poke_flower\r\n     return {vars = {center.ability.extra.level_max, math.max(0, center.ability.extra.level_max - center.ability.extra.level), center.ability.extra.money}}\r\n   end,\r\n   weight = 5,\r\n   calculate = function(self, card, context)\r\n     if context.main_scoring and context.cardarea == G.play and card.ability and card.ability.extra and type(card.ability.extra) == 'table' then\r\n      card.temp_level = card.temp_level or card.ability.extra.level -- If this card has yet to score this hand, snapshot the starting level to handle delayed set_sprites calls\r\n      card.ability.extra.level = card.ability.extra.level + 1\r\n\r\n      local level, level_max = card.ability.extra.level, card.ability.extra.level_max\r\n\r\n      if level and level > 0 and level <= level_max then\r\n        if level == level_max then\r\n          return {\r\n            extra = {\r\n              message = localize('k_upgrade_ex'),\r\n              sound = 'poke_seed_'..level,\r\n            },\r\n            func = function()\r\n              ease_dollars(card.ability.extra.money);\r\n              card:set_ability(G.P_CENTERS.m_poke_flower, nil, true)\r\n            end\r\n          }\r\n        else\r\n          return {\r\n            extra = {\r\n              message = localize('k_upgrade_ex'),\r\n              sound = 'poke_seed_'..level,\r\n            },\r\n            func = function()\r\n              G.E_MANAGER:add_event(Event({\r\n                func = function()\r\n                  card.temp_level = level\r\n                  self:set_sprites(card)\r\n                  return true\r\n                end\r\n              }))\r\n            end,\r\n          }\r\n        end\r\n      end\r\n     end\r\n   end,\r\n   set_sprites = function(self, card, front)\r\n    local level = card.temp_level\r\n        or card and card.ability and type(card.ability.extra) == 'table' and card.ability.extra.level\r\n     if level then\r\n       local x_pos = level + 1\r\n       card.children.center:set_sprite_pos({x = x_pos, y = 0})\r\n     end\r\n   end\r\n}\r\n\r\nlocal flower = {\r\n   key = \"flower\",\r\n   atlas = \"AtlasEnhancementsBasic\",\r\n   artist = 'MyDude_YT',\r\n   pos = { x = 6, y = 0 },\r\n   config = {Xmult_flower = 3},\r\n   loc_vars = function(self, info_queue, center)\r\n     return {vars = {center.ability.Xmult_flower}}\r\n   end,\r\n   weight = 0,\r\n   in_pool = function(self, args) return false end,\r\n   calculate = function(self, card, context)\r\n     if context.main_scoring and context.cardarea == G.play then\r\n        local suit_number = next(SMODS.find_card('j_poke_roserade')) and 3 or 4\r\n        if poke_suit_check(context.scoring_hand, suit_number) then\r\n          return\r\n          {\r\n            x_mult = card.ability.Xmult_flower\r\n          }\r\n        end\r\n     end\r\n   end,\r\n}\r\n\r\nlocal ludicolo = {\r\n  key = \"ludicolo\",\r\n  atlas = \"poke_miror_budicolo\",\r\n  pos = { x = 0, y = 0 },\r\n  config = { },\r\n  loc_vars = function(self, info_queue, center)\r\n    return {vars = {}}\r\n  end,\r\n  no_rank = true,\r\n  no_suit = true,\r\n  replace_base_card = true,\r\n  always_scores = true,\r\n  weight = 0,\r\n  calculate = function(self, card, context)\r\n    if context.main_scoring and context.cardarea == G.play then\r\n      return {\r\n        message = localize(\"poke_ludicolo_ex\"),\r\n        sound = 'poke_ludicolo_cry'\r\n      }\r\n    end\r\n  end,\r\n  in_pool = function(self, args) return false end,\r\n}\r\n\r\nlocal elist = { hazard, seed, flower} -- Would be nice to add all of the seed stages here since they are now more detailed than just numbers in the corner\r\n\r\nif pokermon_config.pokemon_aprilfools then\r\n  elist[#elist+1] = ludicolo\r\nend\r\n\r\nreturn {\r\n   name = \"Enhancements\",\r\n   list = elist\r\n}\r\n"
  },
  {
    "path": "functions/apifunctions.lua",
    "content": "pokermon.load_pokemon = function(item)\n  if not item.key then\n    item.key = item.name\n  end\n  if not item.config then\n    item.config = {}\n  end\n  if not item.poke_custom_prefix then\n    poke_load_atlas(item)\n    poke_load_sprites(item)\n  end\n  if item.ptype then\n    if item.config and item.config.extra then\n      item.config.extra.ptype = item.ptype\n    elseif item.config then\n      item.config.extra = {ptype = item.ptype}\n    end\n  end\n  item.set_badges = poke_set_type_badge\n  if item.item_req then\n    if item.config and item.config.extra then\n      item.config.extra.item_req = item.item_req\n    elseif item.config then\n      item.config.extra = {item_req = item.item_req}\n    end\n  end\n  if item.evo_list then\n    if item.config and item.config.extra then\n      item.config.extra.evo_list = item.evo_list\n    elseif item.config then\n      item.config.extra = {evo_list = item.evo_list}\n    end\n  end\n  if not item.discovered then item.discovered = not pokermon_config.pokemon_discovery end\n  local prev_load = item.load\n  item.load = function(self, card, card_table, other_card)\n    card_table.ability.extra.juiced = nil\n    if type(self.calculate) == \"function\" then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          self.calculate(self, card, {poke_load = true})\n          return true\n        end\n      }))\n    end\n    poke_load_individual_sprite(self, card, card_table, other_card)\n    if prev_load then\n      prev_load(self, card, card_table, other_card)\n    end\n  end\n  if item.poke_multi_sprite then\n    local prev_set_sprites = item.set_sprites\n    item.set_sprites = function(self, card, front)\n      poke_set_sprites(self, card, front)\n      if prev_set_sprites then\n        prev_set_sprites(self, card, front)\n      end\n    end\n    local prev_set_ability = item.set_ability\n    item.set_ability = function(self, card, initial, delay_sprites)\n      if prev_set_ability then\n        prev_set_ability(self, card, initial, delay_sprites)\n      end\n      poke_set_sprite_ability(self, card, initial, delay_sprites)\n    end\n  end\n  if item.name == \"articuno\" then poke_debug(item.atlas) end\n  SMODS.Joker(item)\nend\n\npokermon.add_family = function(family)\n  poke_add_to_family(nil, family)\nend\n\npokermon.Pokemon = function(item, custom_prefix, custom_atlas)\n  if custom_prefix then\n    item.poke_custom_prefix = custom_prefix\n  end\n  if not custom_atlas then\n    item.atlas = 'poke_'..item.atlas\n    item.poke_no_custom_atlas = true\n    item.prefix_config = {atlas = false}\n  else\n    item.poke_custom_atlas = true\n  end\n  pokermon.load_pokemon(item)\nend\n\npokermon.Juice = function(item, custom_prefix, set)\n  item.berry_juice = true\n  local prefix = custom_prefix and 'c_'..custom_prefix..'_' or 'c_'\n  local key = item.key or item.name\n  if not pokermon.juice_list[set] then\n    pokermon.juice_list[set] = prefix..key\n  end\n  SMODS.Consumable(item)\nend\n\npokermon.add_stage = function(stage, prev_stage, next_stage)\n  POKE_STAGES[stage] = { prev = prev_stage, next = next_stage }\nend\n"
  },
  {
    "path": "functions/debufffunctions.lua",
    "content": "-- Describe all the logic for debuffing or undebuffing\r\n\r\n-- return values: true, false, or 'prevent_debuff'\r\nSMODS.current_mod.set_debuff = function(card)\r\n   if card and card.ability and card.ability.fainted == G.GAME.round then\r\n      return G.STATE == G.STATES.SELECTING_HAND or G.STATE == G.STATES.HAND_PLAYED or G.STATE == G.STATES.DRAW_TO_HAND\r\n   end\r\n\r\n   -- prevent debuffs\r\n   if card.ability.name == \"gholdengo\" then return 'prevent_debuff' end\r\n   if SMODS.has_enhancement(card, 'm_wild') and next(find_joker(\"tangrowth\")) then return 'prevent_debuff' end\r\n   if card:get_id() == 10 and next(find_joker(\"tentacruel\")) then return 'prevent_debuff' end\r\n\r\n   return false\r\nend\r\n\r\n"
  },
  {
    "path": "functions/dex_order.lua",
    "content": "pokermon.dex_order = {\r\n  \"bulbasaur\",\r\n  \"ivysaur\",\r\n  { \"venusaur\", \"mega_venusaur\", \"gmax_venusaur\" },\r\n  \"charmander\",\r\n  \"charmeleon\",\r\n  { \"charizard\", \"mega_charizard_x\", \"mega_charizard_y\", \"gmax_charizard\" },\r\n  \"squirtle\",\r\n  \"wartortle\",\r\n  { \"blastoise\", \"mega_blastoise\", \"gmax_blastoise\" },\r\n  \"caterpie\",\r\n  \"metapod\",\r\n  {\"butterfree\", \"gmax_butterfree\" },\r\n  \"weedle\",\r\n  \"kakuna\",\r\n  { \"beedrill\", \"mega_beedrill\" },\r\n  \"pidgey\",\r\n  \"pidgeotto\",\r\n  { \"pidgeot\", \"mega_pidgeot\" },\r\n  { \"rattata\", \"alolan_rattata\" },\r\n  { \"raticate\", \"alolan_raticate\" },\r\n  \"spearow\",\r\n  \"fearow\",\r\n  \"ekans\",\r\n  \"arbok\",\r\n  { \"pikachu\", \"gmax_pikachu\" },\r\n  { \"raichu\", \"mega_raichu_x\", \"mega_raichu_y\", \"alolan_raichu\" },\r\n  { \"sandshrew\", \"alolan_sandshrew\" },\r\n  { \"sandslash\", \"alolan_sandslash\" },\r\n  \"nidoranf\",\r\n  \"nidorina\",\r\n  \"nidoqueen\",\r\n  \"nidoranm\",\r\n  \"nidorino\",\r\n  \"nidoking\",\r\n  \"clefairy\",\r\n  { \"clefable\", \"mega_clefable\" },\r\n  { \"vulpix\", \"alolan_vulpix\" },\r\n  { \"ninetales\", \"alolan_ninetales\" },\r\n  \"jigglypuff\",\r\n  \"wigglytuff\",\r\n  \"zubat\",\r\n  \"golbat\",\r\n  \"oddish\",\r\n  \"gloom\",\r\n  \"vileplume\",\r\n  \"paras\",\r\n  \"parasect\",\r\n  \"venonat\",\r\n  \"venomoth\",\r\n  { \"diglett\", \"alolan_diglett\" },\r\n  { \"dugtrio\", \"alolan_dugtrio\" },\r\n  { \"meowth\", \"alolan_meowth\", \"galarian_meowth\", \"gmax_meowth\" },\r\n  { \"persian\", \"alolan_persian\" },\r\n  \"psyduck\",\r\n  \"golduck\",\r\n  \"mankey\",\r\n  \"primeape\",\r\n  { \"growlithe\", \"hisuian_growlithe\" },\r\n  { \"arcanine\", \"hisuian_arcanine\" },\r\n  \"poliwag\",\r\n  \"poliwhirl\",\r\n  \"poliwrath\",\r\n  \"abra\",\r\n  \"kadabra\",\r\n  { \"alakazam\", \"mega_alakazam\" },\r\n  \"machop\",\r\n  \"machoke\",\r\n  { \"machamp\", \"gmax_machamp\" },\r\n  \"bellsprout\",\r\n  \"weepinbell\",\r\n  { \"victreebel\", \"mega_victreebel\" },\r\n  \"tentacool\",\r\n  \"tentacruel\",\r\n  { \"geodude\", \"alolan_geodude\" },\r\n  { \"graveler\", \"alolan_graveler\" },\r\n  { \"golem\", \"alolan_golem\" },\r\n  { \"ponyta\", \"galarian_ponyta\" },\r\n  { \"rapidash\", \"galarian_rapidash\" },\r\n  { \"slowpoke\", \"galarian_slowpoke\" },\r\n  { \"slowbro\", \"mega_slowbro\", \"galarian_slowbro\" },\r\n  \"magnemite\",\r\n  \"magneton\",\r\n  { \"farfetchd\", \"galarian_farfetchd\" },\r\n  \"doduo\",\r\n  \"dodrio\",\r\n  \"seel\",\r\n  \"dewgong\",\r\n  { \"grimer\", \"alolan_grimer\" },\r\n  { \"muk\", \"alolan_muk\" },\r\n  \"shellder\",\r\n  \"cloyster\",\r\n  \"gastly\",\r\n  \"haunter\",\r\n  { \"gengar\", \"mega_gengar\", \"gmax_gengar\" },\r\n  \"onix\",\r\n  \"drowzee\",\r\n  \"hypno\",\r\n  \"krabby\",\r\n  { \"kingler\", \"gmax_kingler\" },\r\n  { \"voltorb\", \"hisuian_voltorb\" },\r\n  { \"electrode\", \"hisuian_electrode\" },\r\n  \"exeggcute\",\r\n  { \"exeggutor\", \"alolan_exeggutor\" },\r\n  \"cubone\",\r\n  { \"marowak\", \"alolan_marowak\" },\r\n  \"hitmonlee\",\r\n  \"hitmonchan\",\r\n  \"lickitung\",\r\n  \"koffing\",\r\n  { \"weezing\", \"galarian_weezing\" },\r\n  \"rhyhorn\",\r\n  \"rhydon\",\r\n  \"chansey\",\r\n  \"tangela\",\r\n  { \"kangaskhan\", \"mega_kangaskhan\" },\r\n  \"horsea\",\r\n  \"seadra\",\r\n  \"goldeen\",\r\n  \"seaking\",\r\n  \"staryu\",\r\n  { \"starmie\", \"mega_starmie\" },\r\n  { \"mrmime\", \"galarian_mrmime\" },\r\n  \"scyther\",\r\n  \"jynx\",\r\n  \"electabuzz\",\r\n  \"magmar\",\r\n  { \"pinsir\", \"mega_pinsir\" },\r\n  { \"tauros\", \"paldean_tauros_combat\", \"paldean_tauros_blaze\", \"paldean_tauros_aqua\" },\r\n  \"magikarp\",\r\n  { \"gyarados\", \"mega_gyarados\" },\r\n  { \"lapras\", \"gmax_lapras\" },\r\n  \"ditto\",\r\n  { \"eevee\", \"gmax_eevee\" },\r\n  \"vaporeon\",\r\n  \"jolteon\",\r\n  \"flareon\",\r\n  \"porygon\",\r\n  \"omanyte\",\r\n  \"omastar\",\r\n  \"kabuto\",\r\n  \"kabutops\",\r\n  { \"aerodactyl\", \"mega_aerodactyl\" },\r\n  { \"snorlax\", \"gmax_snorlax\" },\r\n  { \"articuno\", \"galarian_articuno\" },\r\n  { \"zapdos\", \"galarian_zapdos\" },\r\n  { \"moltres\", \"galarian_moltres\" },\r\n  \"dratini\",\r\n  \"dragonair\",\r\n  { \"dragonite\", \"mega_dragonite\" },\r\n  { \"mewtwo\", \"mega_mewtwo_x\", \"mega_mewtwo_y\" },\r\n  \"mew\",\r\n  \"chikorita\",\r\n  \"bayleef\",\r\n  { \"meganium\", \"mega_meganium\" },\r\n  \"cyndaquil\",\r\n  \"quilava\",\r\n  { \"typhlosion\", \"hisuian_typhlosion\" },\r\n  \"totodile\",\r\n  \"croconaw\",\r\n  { \"feraligatr\", \"mega_feraligatr\" },\r\n  \"sentret\",\r\n  \"furret\",\r\n  \"hoothoot\",\r\n  \"noctowl\",\r\n  \"ledyba\",\r\n  \"ledian\",\r\n  \"spinarak\",\r\n  \"ariados\",\r\n  \"crobat\",\r\n  \"chinchou\",\r\n  \"lanturn\",\r\n  \"pichu\",\r\n  \"cleffa\",\r\n  \"igglybuff\",\r\n  \"togepi\",\r\n  \"togetic\",\r\n  \"natu\",\r\n  \"xatu\",\r\n  \"mareep\",\r\n  \"flaaffy\",\r\n  { \"ampharos\", \"mega_ampharos\" },\r\n  \"bellossom\",\r\n  \"marill\",\r\n  \"azumarill\",\r\n  \"sudowoodo\",\r\n  \"politoed\",\r\n  \"hoppip\",\r\n  \"skiploom\",\r\n  \"jumpluff\",\r\n  \"aipom\",\r\n  \"sunkern\",\r\n  \"sunflora\",\r\n  \"yanma\",\r\n  { \"wooper\", \"paldean_wooper\" },\r\n  \"quagsire\",\r\n  \"espeon\",\r\n  \"umbreon\",\r\n  \"murkrow\",\r\n  { \"slowking\", \"galarian_slowking\" },\r\n  \"misdreavus\",\r\n  \"unown\",\r\n  \"wobbuffet\",\r\n  \"girafarig\",\r\n  \"pineco\",\r\n  \"forretress\",\r\n  \"dunsparce\",\r\n  \"gligar\",\r\n  { \"steelix\", \"mega_steelix\" },\r\n  \"snubbull\",\r\n  \"granbull\",\r\n  { \"qwilfish\", \"hisuian_qwilfish\" },\r\n  { \"scizor\", \"mega_scizor\" },\r\n  \"shuckle\",\r\n  { \"heracross\", \"mega_heracross\" },\r\n  { \"sneasel\", \"hisuian_sneasel\" },\r\n  \"teddiursa\",\r\n  \"ursaring\",\r\n  \"slugma\",\r\n  \"magcargo\",\r\n  \"swinub\",\r\n  \"piloswine\",\r\n  { \"corsola\", \"galarian_corsola\" },\r\n  \"remoraid\",\r\n  \"octillery\",\r\n  \"delibird\",\r\n  \"mantine\",\r\n  { \"skarmory\", \"mega_skarmory\" },\r\n  \"houndour\",\r\n  { \"houndoom\", \"mega_houndoom\" },\r\n  \"kingdra\",\r\n  \"phanpy\",\r\n  \"donphan\",\r\n  \"porygon2\",\r\n  \"stantler\",\r\n  \"smeargle\",\r\n  \"tyrogue\",\r\n  \"hitmontop\",\r\n  \"smoochum\",\r\n  \"elekid\",\r\n  \"magby\",\r\n  \"miltank\",\r\n  \"blissey\",\r\n  \"raikou\",\r\n  \"entei\",\r\n  \"suicune\",\r\n  \"larvitar\",\r\n  \"pupitar\",\r\n  { \"tyranitar\", \"mega_tyranitar\" },\r\n  \"lugia\",\r\n  \"ho_oh\",\r\n  \"celebi\",\r\n  \"treecko\",\r\n  \"grovyle\",\r\n  { \"sceptile\", \"mega_sceptile\" },\r\n  \"torchic\",\r\n  \"combusken\",\r\n  { \"blaziken\", \"mega_blaziken\" },\r\n  \"mudkip\",\r\n  \"marshtomp\",\r\n  { \"swampert\", \"mega_swampert\" },\r\n  \"poochyena\",\r\n  \"mightyena\",\r\n  {\"zigzagoon\", \"galarian_zigzagoon\"},\r\n  {\"linoone\", \"galarian_linoone\"},\r\n  \"wurmple\",\r\n  \"silcoon\",\r\n  \"beautifly\",\r\n  \"cascoon\",\r\n  \"dustox\",\r\n  \"lotad\",\r\n  \"lombre\",\r\n  \"ludicolo\",\r\n  \"seedot\",\r\n  \"nuzleaf\",\r\n  \"shiftry\",\r\n  \"taillow\",\r\n  \"swellow\",\r\n  \"wingull\",\r\n  \"pelipper\",\r\n  \"ralts\",\r\n  \"kirlia\",\r\n  { \"gardevoir\", \"mega_gardevoir\" },\r\n  \"surskit\",\r\n  \"masquerain\",\r\n  \"shroomish\",\r\n  \"breloom\",\r\n  \"slakoth\",\r\n  \"vigoroth\",\r\n  \"slaking\",\r\n  \"nincada\",\r\n  \"ninjask\",\r\n  \"shedinja\",\r\n  \"whismur\",\r\n  \"loudred\",\r\n  \"exploud\",\r\n  \"makuhita\",\r\n  \"hariyama\",\r\n  \"azurill\",\r\n  \"nosepass\",\r\n  \"skitty\",\r\n  \"delcatty\",\r\n  { \"sableye\", \"mega_sableye\" },\r\n  { \"mawile\", \"mega_mawile\" },\r\n  \"aron\",\r\n  \"lairon\",\r\n  { \"aggron\", \"mega_aggron\" },\r\n  \"meditite\",\r\n  { \"medicham\", \"mega_medicham\" },\r\n  \"electrike\",\r\n  { \"manectric\", \"mega_manectric\" },\r\n  \"plusle\",\r\n  \"minun\",\r\n  \"volbeat\",\r\n  \"illumise\",\r\n  \"roselia\",\r\n  \"gulpin\",\r\n  \"swalot\",\r\n  \"carvanha\",\r\n  { \"sharpedo\", \"mega_sharpedo\" },\r\n  \"wailmer\",\r\n  \"wailord\",\r\n  \"numel\",\r\n  { \"camerupt\", \"mega_camerupt\" },\r\n  \"torkoal\",\r\n  \"spoink\",\r\n  \"grumpig\",\r\n  \"spinda\",\r\n  \"trapinch\",\r\n  \"vibrava\",\r\n  \"flygon\",\r\n  \"cacnea\",\r\n  \"cacturne\",\r\n  \"swablu\",\r\n  { \"altaria\", \"mega_altaria\" },\r\n  \"zangoose\",\r\n  \"seviper\",\r\n  \"lunatone\",\r\n  \"solrock\",\r\n  \"barboach\",\r\n  \"whiscash\",\r\n  \"corphish\",\r\n  \"crawdaunt\",\r\n  \"baltoy\",\r\n  \"claydol\",\r\n  \"lileep\",\r\n  \"cradily\",\r\n  \"anorith\",\r\n  \"armaldo\",\r\n  \"feebas\",\r\n  \"milotic\",\r\n  \"castform\",\r\n  \"kecleon\",\r\n  \"shuppet\",\r\n  { \"banette\", \"mega_banette\" },\r\n  \"duskull\",\r\n  \"dusclops\",\r\n  \"tropius\",\r\n  { \"chimecho\", \"mega_chimecho\" },\r\n  { \"absol\", \"mega_absol\", \"mega_absol_z\" },\r\n  \"wynaut\",\r\n  \"snorunt\",\r\n  { \"glalie\", \"mega_glalie\" },\r\n  \"spheal\",\r\n  \"sealeo\",\r\n  \"walrein\",\r\n  \"clamperl\",\r\n  \"huntail\",\r\n  \"gorebyss\",\r\n  \"relicanth\",\r\n  \"luvdisc\",\r\n  \"bagon\",\r\n  \"shelgon\",\r\n  { \"salamence\", \"mega_salamence\" },\r\n  \"beldum\",\r\n  \"metang\",\r\n  { \"metagross\", \"mega_metagross\" },\r\n  \"regirock\",\r\n  \"regice\",\r\n  \"registeel\",\r\n  { \"latias\", \"mega_latias\" },\r\n  { \"latios\", \"mega_latios\" },\r\n  { \"kyogre\", \"primal_kyogre\" },\r\n  { \"groudon\", \"primal_groudon\" },\r\n  { \"rayquaza\", \"mega_rayquaza\" },\r\n  { \"jirachi\", \"jirachi_banker\", \"jirachi_booster\", \"jirachi_invis\", \"jirachi_copy\", \"jirachi_negging\", \"jirachi_power\", \"jirachi_fixer\" },\r\n  { \"deoxys\", \"deoxys_attack\", \"deoxys_defense\", \"deoxys_speed\" },\r\n  \"turtwig\",\r\n  \"grotle\",\r\n  \"torterra\",\r\n  \"chimchar\",\r\n  \"monferno\",\r\n  \"infernape\",\r\n  \"piplup\",\r\n  \"prinplup\",\r\n  \"empoleon\",\r\n  \"starly\",\r\n  \"staravia\",\r\n  { \"staraptor\", \"mega_staraptor\" },\r\n  \"bidoof\",\r\n  \"bibarel\",\r\n  \"kricketot\",\r\n  \"kricketune\",\r\n  \"shinx\",\r\n  \"luxio\",\r\n  \"luxray\",\r\n  \"budew\",\r\n  \"roserade\",\r\n  \"cranidos\",\r\n  \"rampardos\",\r\n  \"shieldon\",\r\n  \"bastiodon\",\r\n  \"burmy\",\r\n  \"wormadam\",\r\n  \"mothim\",\r\n  \"combee\",\r\n  \"vespiquen\",\r\n  \"pachirisu\",\r\n  \"buizel\",\r\n  \"floatzel\",\r\n  \"cherubi\",\r\n  \"cherrim\",\r\n  \"shellos\",\r\n  \"gastrodon\",\r\n  \"ambipom\",\r\n  \"drifloon\",\r\n  \"drifblim\",\r\n  \"buneary\",\r\n  { \"lopunny\", \"mega_lopunny\" },\r\n  \"mismagius\",\r\n  \"honchkrow\",\r\n  \"glameow\",\r\n  \"purugly\",\r\n  \"chingling\",\r\n  \"stunky\",\r\n  \"skuntank\",\r\n  \"bronzor\",\r\n  \"bronzong\",\r\n  \"bonsly\",\r\n  \"mimejr\",\r\n  \"happiny\",\r\n  \"chatot\",\r\n  \"spiritomb\",\r\n  \"gible\",\r\n  \"gabite\",\r\n  { \"garchomp\", \"mega_garchomp\", \"mega_garchomp_z\" },\r\n  \"munchlax\",\r\n  \"riolu\",\r\n  { \"lucario\", \"mega_lucario\", \"mega_lucario_z\" },\r\n  \"hippopotas\",\r\n  \"hippowdon\",\r\n  \"skorupi\",\r\n  \"drapion\",\r\n  \"croagunk\",\r\n  \"toxicroak\",\r\n  \"carnivine\",\r\n  \"finneon\",\r\n  \"lumineon\",\r\n  \"mantyke\",\r\n  \"snover\",\r\n  { \"abomasnow\", \"mega_abomasnow\" },\r\n  \"weavile\",\r\n  \"magnezone\",\r\n  \"lickilicky\",\r\n  \"rhyperior\",\r\n  \"tangrowth\",\r\n  \"electivire\",\r\n  \"magmortar\",\r\n  \"togekiss\",\r\n  \"yanmega\",\r\n  \"leafeon\",\r\n  \"glaceon\",\r\n  \"gliscor\",\r\n  \"mamoswine\",\r\n  \"porygonz\",\r\n  { \"gallade\", \"mega_gallade\" },\r\n  \"probopass\",\r\n  \"dusknoir\",\r\n  { \"froslass\", \"mega_froslass\" },\r\n  { \"rotom\", \"rotomh\", \"rotomw\", \"rotomf\", \"rotomfan\", \"rotomm\" },\r\n  \"uxie\",\r\n  \"mesprit\",\r\n  \"azelf\",\r\n  \"dialga\",\r\n  \"palkia\",\r\n  { \"heatran\", \"mega_heatran\" },\r\n  \"regigigas\",\r\n  \"giratina\",\r\n  \"cresselia\",\r\n  \"phione\",\r\n  \"manaphy\",\r\n  { \"darkrai\", \"mega_darkrai\" },\r\n  { \"shaymin\", \"shaymin_sky\" },\r\n  \"arceus\",\r\n  \"victini\",\r\n  \"snivy\",\r\n  \"servine\",\r\n  \"serperior\",\r\n  \"tepig\",\r\n  \"pignite\",\r\n  { \"emboar\", \"mega_emboar\" },\r\n  \"oshawott\",\r\n  \"dewott\",\r\n  { \"samurott\", \"hisuian_samurott\" },\r\n  \"patrat\",\r\n  \"watchog\",\r\n  \"lillipup\",\r\n  \"herdier\",\r\n  \"stoutland\",\r\n  \"purrloin\",\r\n  \"liepard\",\r\n  \"pansage\",\r\n  \"simisage\",\r\n  \"pansear\",\r\n  \"simisear\",\r\n  \"panpour\",\r\n  \"simipour\",\r\n  \"munna\",\r\n  \"musharna\",\r\n  \"pidove\",\r\n  \"tranquill\",\r\n  \"unfezant\",\r\n  \"blitzle\",\r\n  \"zebstrika\",\r\n  \"roggenrola\",\r\n  \"boldore\",\r\n  \"gigalith\",\r\n  \"woobat\",\r\n  \"swoobat\",\r\n  \"drilbur\",\r\n  { \"excadrill\", \"mega_excadrill\" },\r\n  { \"audino\", \"mega_audino\" },\r\n  \"timburr\",\r\n  \"gurdurr\",\r\n  \"conkeldurr\",\r\n  \"tympole\",\r\n  \"palpitoad\",\r\n  \"seismitoad\",\r\n  \"throh\",\r\n  \"sawk\",\r\n  \"sewaddle\",\r\n  \"swadloon\",\r\n  \"leavanny\",\r\n  \"venipede\",\r\n  \"whirlipede\",\r\n  { \"scolipede\", \"mega_scolipede\" },\r\n  \"cottonee\",\r\n  \"whimsicott\",\r\n  \"petilil\",\r\n  { \"lilligant\", \"hisuian_lilligant\" },\r\n  \"basculin\",\r\n  \"sandile\",\r\n  \"krokorok\",\r\n  \"krookodile\",\r\n  { \"darumaka\", \"galarian_darumaka\" },\r\n  { \"darmanitan\", \"darmanitan_zen\", \"galarian_darmantian\", \"galarian_darmanitan_zen\" },\r\n  \"maractus\",\r\n  \"dwebble\",\r\n  \"crustle\",\r\n  \"scraggy\",\r\n  { \"scrafty\", \"mega_scrafty\" },\r\n  \"sigilyph\",\r\n  { \"yamask\", \"galarian_yamask\" },\r\n  \"cofagrigus\",\r\n  \"tirtouga\",\r\n  \"carracosta\",\r\n  \"archen\",\r\n  \"archeops\",\r\n  \"trubbish\",\r\n  { \"garbodor\", \"gmax_garbodor\" },\r\n  { \"zorua\", \"hisuian_zorua\" },\r\n  { \"zoroark\", \"hisuian_zoroark\" },\r\n  \"minccino\",\r\n  \"cinccino\",\r\n  \"gothita\",\r\n  \"gothorita\",\r\n  \"gothitelle\",\r\n  \"solosis\",\r\n  \"duosion\",\r\n  \"reuniclus\",\r\n  \"ducklett\",\r\n  \"swanna\",\r\n  \"vanillite\",\r\n  \"vanillish\",\r\n  \"vanilluxe\",\r\n  \"deerling\",\r\n  \"sawsbuck\",\r\n  \"emolga\",\r\n  \"karrablast\",\r\n  \"escavalier\",\r\n  \"foongus\",\r\n  \"amoonguss\",\r\n  \"frillish\",\r\n  \"jellicent\",\r\n  \"alomomola\",\r\n  \"joltik\",\r\n  \"galvantula\",\r\n  \"ferroseed\",\r\n  \"ferrothorn\",\r\n  \"klink\",\r\n  \"klang\",\r\n  \"klinklang\",\r\n  \"tynamo\",\r\n  \"eelektrik\",\r\n  { \"eelektross\", \"mega_eelektross\" },\r\n  \"elgyem\",\r\n  \"beheeyem\",\r\n  \"litwick\",\r\n  \"lampent\",\r\n  { \"chandelure\", \"mega_chandelure\" },\r\n  \"axew\",\r\n  \"fraxure\",\r\n  \"haxorus\",\r\n  \"cubchoo\",\r\n  \"beartic\",\r\n  \"cryogonal\",\r\n  \"shelmet\",\r\n  \"accelgor\",\r\n  { \"stunfisk\", \"galarian_stunfisk\" },\r\n  \"mienfoo\",\r\n  \"mienshao\",\r\n  \"druddigon\",\r\n  \"golett\",\r\n  { \"golurk\", \"mega_golurk\" },\r\n  \"pawniard\",\r\n  \"bisharp\",\r\n  \"bouffalant\",\r\n  \"rufflet\",\r\n  { \"braviary\", \"hisuian_braviary\" },\r\n  \"vullaby\",\r\n  \"mandibuzz\",\r\n  \"heatmor\",\r\n  \"durant\",\r\n  \"deino\",\r\n  \"zweilous\",\r\n  \"hydreigon\",\r\n  \"larvesta\",\r\n  \"volcarona\",\r\n  \"cobalion\",\r\n  \"terrakion\",\r\n  \"virizion\",\r\n  { \"tornadus\", \"tornadus_therian\" },\r\n  { \"thundurus\", \"thundurus_therian\" },\r\n  \"reshiram\",\r\n  \"zekrom\",\r\n  { \"landorus\", \"landorus_therian\" },\r\n  { \"kyurem\", \"kyurem_white\", \"kyurem_black\" },\r\n  { \"keldeo\", \"keldeo_resolute\" },\r\n  { \"meloetta\", \"meloetta_pirouette\" },\r\n  \"genesect\",\r\n  \"chespin\",\r\n  \"quilladin\",\r\n  { \"chesnaught\", \"mega_chesnaught\" },\r\n  \"fennekin\",\r\n  \"braixen\",\r\n  { \"delphox\", \"mega_delphox\" },\r\n  \"froakie\",\r\n  \"frogadier\",\r\n  { \"greninja\", \"mega_greninja\", \"greninja_ash\" },\r\n  \"bunnelby\",\r\n  \"diggersby\",\r\n  \"fletchling\",\r\n  \"fletchinder\",\r\n  \"talonflame\",\r\n  \"scatterbug\",\r\n  \"spewpa\",\r\n  \"vivillon\",\r\n  \"litleo\",\r\n  { \"pyroar\", \"mega_pyroar\" },\r\n  \"flabebe\",\r\n  { \"floette\", \"floette_eternal\", \"mega_floette_eternal\" },\r\n  \"florges\",\r\n  \"skiddo\",\r\n  \"gogoat\",\r\n  \"pancham\",\r\n  \"pangoro\",\r\n  \"furfrou\",\r\n  \"espurr\",\r\n  { \"meowstic\", \"mega_meowstic\" },\r\n  \"honedge\",\r\n  \"doublade\",\r\n  \"aegislash\",\r\n  \"spritzee\",\r\n  \"aromatisse\",\r\n  \"swirlix\",\r\n  \"slurpuff\",\r\n  \"inkay\",\r\n  { \"malamar\", \"mega_malamar\" },\r\n  \"binacle\",\r\n  { \"barbaracle\", \"mega_barbaracle\" },\r\n  \"skrelp\",\r\n  { \"dragalge\", \"mega_dragalge\" },\r\n  \"clauncher\",\r\n  \"clawitzer\",\r\n  \"helioptile\",\r\n  \"heliolisk\",\r\n  \"tyrunt\",\r\n  \"tyrantrum\",\r\n  \"amaura\",\r\n  \"aurorus\",\r\n  \"sylveon\",\r\n  { \"hawlucha\", \"mega_hawlucha\" },\r\n  \"dedenne\",\r\n  \"carbink\",\r\n  \"goomy\",\r\n  { \"sliggoo\", \"hisuian_sliggoo\" },\r\n  { \"goodra\", \"hisuian_goodra\" },\r\n  \"klefki\",\r\n  \"phantump\",\r\n  \"trevenant\",\r\n  \"pumpkaboo\",\r\n  \"gourgeist\",\r\n  \"bergmite\",\r\n  { \"avalugg\", \"hisuian_avalugg\" },\r\n  \"noibat\",\r\n  \"noivern\",\r\n  \"xerneas\",\r\n  \"yveltal\",\r\n  { \"zygarde_10\", \"zygarde_50\", \"zygarde_complete\", \"mega_zygarde_complete\" },\r\n  { \"diancie\", \"mega_diancie\" },\r\n  \"hoopa\",\r\n  \"volcanion\",\r\n  \"rowlet\",\r\n  \"dartrix\",\r\n  { \"decidueye\", \"hisuian_decidueye\" },\r\n  \"litten\",\r\n  \"torracat\",\r\n  \"incineroar\",\r\n  \"popplio\",\r\n  \"brionne\",\r\n  \"primarina\",\r\n  \"pikipek\",\r\n  \"trumbeak\",\r\n  \"toucannon\",\r\n  \"yungoos\",\r\n  \"gumshoos\",\r\n  \"grubbin\",\r\n  \"charjabug\",\r\n  \"vikavolt\",\r\n  \"crabrawler\",\r\n  { \"crabominable\", \"mega_crabominable\" },\r\n  { \"oricorio_baile\", \"oricorio_pompom\", \"oricorio_pau\", \"oricorio_sensu\" },\r\n  \"cutiefly\",\r\n  \"ribombee\",\r\n  \"rockruff\",\r\n  { \"lycanroc_day\", \"lycanroc_night\", \"lycanroc_dusk\" },\r\n  { \"wishiwashi\", \"wishiwashi_school\" },\r\n  \"mareanie\",\r\n  \"toxapex\",\r\n  \"mudbray\",\r\n  \"mudsdale\",\r\n  \"dewpider\",\r\n  \"araquanid\",\r\n  \"fomantis\",\r\n  \"lurantis\",\r\n  \"morelull\",\r\n  \"shiinotic\",\r\n  \"salandit\",\r\n  \"salazzle\",\r\n  \"stufful\",\r\n  \"bewear\",\r\n  \"bounsweet\",\r\n  \"steenee\",\r\n  \"tsareena\",\r\n  \"comfey\",\r\n  \"oranguru\",\r\n  \"passimian\",\r\n  \"wimpod\",\r\n  { \"golisopod\", \"mega_golisopod\" },\r\n  \"sandygast\",\r\n  \"palossand\",\r\n  \"pyukumuku\",\r\n  \"type_null\",\r\n  \"silvally\",\r\n  \"minior\",\r\n  \"komala\",\r\n  \"turtonator\",\r\n  \"togedemaru\",\r\n  \"mimikyu\",\r\n  \"bruxish\",\r\n  { \"drampa\", \"mega_drampa\" },\r\n  \"dhelmise\",\r\n  \"jangmoo\",\r\n  \"hakamoo\",\r\n  \"kommoo\",\r\n  \"tapu_koko\",\r\n  \"tapu_lele\",\r\n  \"tapu_bulu\",\r\n  \"tapu_fini\",\r\n  \"cosmog\",\r\n  \"cosmoem\",\r\n  \"solgaleo\",\r\n  \"lunala\",\r\n  \"nihilego\",\r\n  \"buzzwole\",\r\n  \"pheromosa\",\r\n  \"xurkitree\",\r\n  \"celesteela\",\r\n  \"kartana\",\r\n  \"guzzlord\",\r\n  { \"necrozma\", \"necrozma_dusk\", \"necrozma_dawn\", \"ultra_necrozma\" },\r\n  { \"magearna\", \"mega_magearna\" },\r\n  \"marshadow\",\r\n  \"poipole\",\r\n  \"naganadel\",\r\n  \"stakataka\",\r\n  \"blacephalon\",\r\n  { \"zeraora\", \"mega_zeraora\" },\r\n  \"meltan\",\r\n  { \"melmetal\", \"gmax_melmetal\" },\r\n  \"grookey\",\r\n  \"thwackey\",\r\n  { \"rillaboom\", \"gmax_rillaboom\" },\r\n  \"scorbunny\",\r\n  \"raboot\",\r\n  { \"cinderace\", \"gmax_cinderace\" },\r\n  \"sobble\",\r\n  \"drizzile\",\r\n  { \"inteleon\", \"gmax_inteleon\" },\r\n  \"skwovet\",\r\n  \"greedent\",\r\n  \"rookidee\",\r\n  \"corvisquire\",\r\n  { \"corviknight\", \"gmax_corviknight\" },\r\n  \"blipbug\",\r\n  \"dottler\",\r\n  { \"orbeetle\", \"gmax_orbeetle\" },\r\n  \"nickit\",\r\n  \"thievul\",\r\n  \"gossifleur\",\r\n  \"eldegoss\",\r\n  \"wooloo\",\r\n  \"dubwool\",\r\n  \"chewtle\",\r\n  { \"drednaw\", \"gmax_drednaw\" },\r\n  \"yamper\",\r\n  \"boltund\",\r\n  \"rolycoly\",\r\n  \"carkol\",\r\n  { \"coalossal\", \"gmax_coalossal\" },\r\n  \"applin\",\r\n  { \"flapple\", \"gmax_flapple\" },\r\n  { \"appletun\", \"gmax_appletun\" },\r\n  \"silicobra\",\r\n  { \"sandaconda\", \"gmax_sandaconda\" },\r\n  \"cramorant\",\r\n  \"arrokuda\",\r\n  \"barraskewda\",\r\n  \"toxel\",\r\n  { \"toxtricity\", \"gmax_toxtricity\" },\r\n  \"sizzlipede\",\r\n  { \"centiskorch\", \"gmax_centiskorch\" },\r\n  \"clobbopus\",\r\n  \"grapploct\",\r\n  \"sinistea\",\r\n  \"polteageist\",\r\n  \"hatenna\",\r\n  \"hattrem\",\r\n  { \"hatterene\", \"gmax_hatterene\" },\r\n  \"impidimp\",\r\n  \"morgrem\",\r\n  { \"grimmsnarl\", \"gmax_grimmsnarl\" },\r\n  \"obstagoon\",\r\n  \"perrserker\",\r\n  \"cursola\",\r\n  \"sirfetchd\",\r\n  \"mrrime\",\r\n  \"runerigus\",\r\n  \"milcery\",\r\n  { \"alcremie\", \"alcremie_berry\", \"alcremie_love\", \"alcremie_star\", \"alcremie_clover\", \"alcremie_flower\", \"alcremie_ribbon\" },\r\n  { \"falinks\", \"mega_falinks\" },\r\n  \"pincurchin\",\r\n  \"snom\",\r\n  \"frosmoth\",\r\n  \"stonjourner\",\r\n  \"eiscue\",\r\n  { \"indeedee_f\", \"indeedee_m\" },\r\n  \"morpeko\",\r\n  \"cufant\",\r\n  { \"copperajah\", \"gmax_copperajah\" },\r\n  \"dracozolt\",\r\n  \"arctozolt\",\r\n  \"dracovish\",\r\n  \"arctovish\",\r\n  { \"duraludon\", \"gmax_duraludon\" },\r\n  \"dreepy\",\r\n  \"drakloak\",\r\n  \"dragapult\",\r\n  \"zacian\",\r\n  \"zamazenta\",\r\n  \"eternatus\",\r\n  \"kubfu\",\r\n  { \"urshifu_single_strike\", \"urshifu_rapid_strike\", \"gmax_urshifu_single_strike\", \"gmax_urshifu_rapid_strike\" },\r\n  \"zarude\",\r\n  \"regieleki\",\r\n  \"regidrago\",\r\n  \"glastrier\",\r\n  \"spectrier\",\r\n  { \"calyrex\", \"calyrex_ice\", \"calyrex_shadow\" },\r\n  \"wyrdeer\",\r\n  \"kleavor\",\r\n  { \"ursaluna\", \"bloodmoon_ursaluna\" },\r\n  \"basculegion\",\r\n  \"sneasler\",\r\n  \"overqwil\",\r\n  { \"enamorus\", \"enamorus_therian\" },\r\n  \"sprigatito\",\r\n  \"floragato\",\r\n  \"meowscarada\",\r\n  \"fuecoco\",\r\n  \"crocalor\",\r\n  \"skeledirge\",\r\n  \"quaxly\",\r\n  \"quaxwell\",\r\n  \"quaquaval\",\r\n  \"lechonk\",\r\n  \"oinkologne\",\r\n  \"tarountula\",\r\n  \"spidops\",\r\n  \"nymble\",\r\n  \"lokix\",\r\n  \"pawmi\",\r\n  \"pawmo\",\r\n  \"pawmot\",\r\n  \"tandemaus\",\r\n  \"maushold\",\r\n  \"fidough\",\r\n  \"dachsbun\",\r\n  \"smoliv\",\r\n  \"dolliv\",\r\n  \"arboliva\",\r\n  \"squawkabilly\",\r\n  \"nacli\",\r\n  \"naclstack\",\r\n  \"garganacl\",\r\n  \"charcadet\",\r\n  \"armarouge\",\r\n  \"ceruledge\",\r\n  \"tadbulb\",\r\n  \"bellibolt\",\r\n  \"wattrel\",\r\n  \"kilowattrel\",\r\n  \"maschiff\",\r\n  \"mabosstiff\",\r\n  \"shroodle\",\r\n  \"grafaiai\",\r\n  \"bramblin\",\r\n  \"brambleghast\",\r\n  \"toedscool\",\r\n  \"toedscruel\",\r\n  \"klawf\",\r\n  \"capsakid\",\r\n  { \"scovillain\", \"mega_scovillain\" },\r\n  \"rellor\",\r\n  \"rabsca\",\r\n  \"flittle\",\r\n  \"espathra\",\r\n  \"tinkatink\",\r\n  \"tinkatuff\",\r\n  \"tinkaton\",\r\n  \"wiglett\",\r\n  \"wugtrio\",\r\n  \"bombirdier\",\r\n  \"finizen\",\r\n  { \"palafin\", \"palafin_hero\" },\r\n  \"varoom\",\r\n  \"revavroom\",\r\n  \"cyclizar\",\r\n  \"orthworm\",\r\n  \"glimmet\",\r\n  { \"glimmora\", \"mega_glimmora\" },\r\n  \"greavard\",\r\n  \"houndstone\",\r\n  \"flamigo\",\r\n  \"cetoddle\",\r\n  \"cetitan\",\r\n  \"veluza\",\r\n  \"dondozo\",\r\n  { \"tatsugiri\", \"mega_tatsugiri\" },\r\n  \"annihilape\",\r\n  \"clodsire\",\r\n  \"farigiraf\",\r\n  \"dudunsparce\",\r\n  \"kingambit\",\r\n  \"great_tusk\",\r\n  \"scream_tail\",\r\n  \"brute_bonnet\",\r\n  \"flutter_mane\",\r\n  \"slither_wing\",\r\n  \"sandy_shocks\",\r\n  \"iron_treads\",\r\n  \"iron_bundle\",\r\n  \"iron_hands\",\r\n  \"iron_jugulis\",\r\n  \"iron_moth\",\r\n  \"iron_thorns\",\r\n  \"frigibax\",\r\n  \"arctibax\",\r\n  { \"baxcalibur\", \"mega_baxcalibur\" },\r\n  \"gimmighoul\",\r\n  \"gholdengo\",\r\n  \"wo_chien\",\r\n  \"chien_pao\",\r\n  \"ting_lu\",\r\n  \"chi_yu\",\r\n  \"roaring_moon\",\r\n  \"iron_valiant\",\r\n  \"koraidon\",\r\n  \"miraidon\",\r\n  \"walking_wake\",\r\n  \"iron_leaves\",\r\n  \"dipplin\",\r\n  \"poltchageist\",\r\n  \"sinistcha\",\r\n  \"okidogi\",\r\n  \"munkidori\",\r\n  \"fezandipiti\",\r\n  { \"ogerpon\", \"ogerpon_wellspring\", \"ogerpon_hearthflame\", \"ogerpon_cornerstone\" },\r\n  \"archaludon\",\r\n  \"hydrapple\",\r\n  \"gouging_fire\",\r\n  \"raging_bolt\",\r\n  \"iron_boulder\",\r\n  \"iron_crown\",\r\n  { \"terapagos\", \"terapagos_terastal\", \"terapagos_stellar\" },\r\n  \"pecharunt\",\r\n  \"missingno\",\r\n}\r\n\r\npokermon.dex_numbers = {}\r\n-- Dex ordering pokemon in add-ons\r\nfor i, pokemon in ipairs (pokermon.dex_order) do\r\n  if type(pokemon) == \"table\" then\r\n    for j, mon in ipairs(pokemon) do\r\n      pokermon.dex_numbers[mon] = i + (j - 1) / 10\r\n    end\r\n  else\r\n    pokermon.dex_numbers[pokemon] = i\r\n  end\r\nend"
  },
  {
    "path": "functions/displaycard.lua",
    "content": "PokeDisplayCard = Card:extend()\n\nlocal get_default_args_from_existing = function(key, set)\n  local defaults = {\n    ['Seal'] = {\n      existing_obj = G.P_SEALS[key],\n      display_text = localize({type = 'name_text', set = 'Other', key = key .. '_seal'}),\n    },\n    ['Tag'] = {\n      existing_obj = G.P_TAGS[key],\n      w = 0.8,\n      h = 0.8,\n    },\n    ['Blind'] = {\n      existing_obj = G.P_BLINDS[key],\n      w = 1.3,\n      h = 1.3,\n    },\n    ['Booster'] = {\n      w = G.CARD_W*1.27,\n      h = G.CARD_H*1.27,\n      display_text = localize({type = 'name_text', set = 'Other', key = key}),\n      shader = 'booster',\n    },\n    ['Sticker'] = {\n      display_text = localize({type = 'name_text', set = 'Other', key = key}),\n    },\n    ['Voucher'] = {\n      shader = 'voucher',\n    },\n    ['Spectral'] = {\n      shader = 'booster',\n    },\n  }\n\n  local args = defaults[set] or {}\n\n  args.existing_obj = args.existing_obj or G.P_CENTERS[key] or {}\n  args.display_text = args.display_text or localize({type = 'name_text', set = set, key = key})\n\n  args.atlas = args.existing_obj.atlas\n  args.pos = args.existing_obj.pos\n  args.soul_pos = args.existing_obj.soul_pos\n\n  return args\nend\n\nfunction PokeDisplayCard:init(args, x, y, w, h)\n  if args.existing_key then\n    local default_args = get_default_args_from_existing(args.existing_key, args.set)\n    args = SMODS.merge_defaults(args, default_args)\n  end\n\n  self.properties = {\n    atlas = args.atlas,\n    pos = args.pos,\n    soul_pos = args.soul_pos,\n    discovered = true,\n  }\n\n  self.display_text = args.display_text\n  self.shader = args.shader\n  self.soul_shader = args.soul_shader\n\n  -- To disable automatic `no_ui` while using vanilla tooltip functionality, set `display_text` to false\n  if self.display_text == nil then self.no_ui = true end\n\n  x = x or args.x or 0\n  y = y or args.y or 0\n  w = w or args.w or G.CARD_W\n  h = h or args.h or G.CARD_H\n\n  local base = args.base_center or 'c_base'\n  local fake_center = setmetatable({}, {__index = function(_table, key)\n    return self.properties[key] or G.P_CENTERS[base][key]\n  end})\n\n  self.components = {}\n\n  for _, v in ipairs(args.components or {}) do\n    v.display_card = self\n    v:apply(args)\n    self.components[#self.components+1] = v\n  end\n\n  Card.init(self, x, y, w, h, nil, fake_center)\nend\n\nfunction PokeDisplayCard:remove()\n  for _, v in ipairs(self.components) do\n    v.display_card = nil\n  end\n\n  Card.remove(self)\nend\n\nfunction PokeDisplayCard:get_component(component)\n  for _, v in ipairs(self.components) do\n    if v:is(component) then return v end\n  end\nend\n\nfunction PokeDisplayCard:has_component(component)\n  return self:get_component(component) ~= nil\nend\n\nfunction PokeDisplayCard:get_popup_UI()\n  return {n=G.UIT.ROOT, config = {align=\"cm\", colour = G.C.CLEAR}, nodes={\n    {n=G.UIT.R, config={padding = 0.05, r = 0.12, colour = lighten(G.C.JOKER_GREY, 0.5), emboss = 0.07}, nodes={\n      {n=G.UIT.R, config={align = \"cm\", padding = 0.07, r = 0.1, colour = adjust_alpha(darken(G.C.BLACK, 0.1), 0.8)}, nodes=self:get_popup_content()}\n    }}\n  }}\nend\n\nfunction PokeDisplayCard:get_popup_content()\n  local text = self.display_text\n\n  local content = {\n    name_from_rows({{n=G.UIT.T, config={text = text, colour = G.C.UI.TEXT_LIGHT, scale = 0.55 - 0.004 * #text, shadow = true}}})\n  }\n\n  for _, v in ipairs(self.components) do\n    if type(v.get_popup_content) == 'function' then\n      local component_content = v:get_popup_content()\n      if component_content then\n        content[#content+1] = component_content\n      end\n    end\n  end\n\n  return content\nend\n\nfunction PokeDisplayCard:hover()\n  Card.hover(self)\n\n  if self.display_text and not self.no_ui then\n    if self.children.h_popup then\n      self.children.h_popup:remove()\n      self.children.h_popup = nil\n    end\n\n    self.config.h_popup = self:get_popup_UI()\n\n    Node.hover(self)\n  end\nend\n\nSMODS.DrawStep {\n  key = 'display_card_shader',\n  order = 19,\n  func = function(self, layer)\n    if self.shader and self:is(PokeDisplayCard) then\n      self.children.center:draw_shader(self.shader, nil, self.ARGS.send_to_shader)\n    end\n  end,\n  conditions = {vortex = false, facing = 'front'},\n}\n\nSMODS.DrawStep {\n  key = 'display_card_soul_shader',\n  order = 61,\n  func = function(self, layer)\n    if self.soul_shader and self:is(PokeDisplayCard) then\n      local scale_mod = 0.07 + 0.02*math.sin(1.8*G.TIMERS.REAL) + 0.00*math.sin((G.TIMERS.REAL - math.floor(G.TIMERS.REAL))*math.pi*14)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^3\n      local rotate_mod = 0.05*math.sin(1.219*G.TIMERS.REAL) + 0.00*math.sin((G.TIMERS.REAL)*math.pi*5)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^2\n\n      self.children.floating_sprite:draw_shader(self.soul_shader, nil, nil, nil, self.children.center, scale_mod, rotate_mod)\n    end\n  end,\n  conditions = {vortex = false, facing = 'front'},\n}\n\nlocal create_card_ref = SMODS.create_card\nfunction SMODS.create_card(args, ...)\n  if args.poke_display_card_args then\n    return PokeDisplayCard(args.poke_display_card_args)\n  end\n  return create_card_ref(args, ...)\nend\n\n-- Controller support\nlocal game_draw_ref = Game.draw\nfunction Game:draw()\n  game_draw_ref(self)\n  local target = self.CONTROLLER.focused.target\n  if target and target:is(PokeDisplayCard) then\n    love.graphics.push()\n    target:translate_container()\n    target:draw()\n    love.graphics.pop()\n  end\nend\n\n-- Components\nPokeDisplayCardComponent = Object:extend()\n\nlocal Component = PokeDisplayCardComponent\n\nfunction Component:apply(args) return true end\n\n-- -- Toggle Shiny Sprite\nlocal ShinyToggleComponent = Component:extend()\n\nfunction ShinyToggleComponent:apply(args)\n  self.shiny = false\n\n  self.atlas = args.atlas\n  self.shiny_atlas = args.atlas .. 'Shiny'\nend\n\nfunction ShinyToggleComponent:get_popup_content()\n  local text = localize(\"poke_artist_credits_toggle_shiny\")\n  local colour = mix_colours(G.C.UI.TEXT_LIGHT, G.C.UI.TEXT_INACTIVE, 0.65)\n\n  return {n=G.UIT.R, config={align = \"cm\"}, nodes={\n    {n=G.UIT.T, config={text = text, colour = colour, scale = 0.30, shadow = true}}\n  }}\nend\n\nfunction ShinyToggleComponent:toggle()\n  self.shiny = not self.shiny\n\n  local card = self.display_card\n\n  local atlas_key = self.shiny and self.shiny_atlas or self.atlas\n  local atlas = SMODS.get_atlas(atlas_key)\n\n  card.children.center.atlas = atlas\n  if card.children.floating_sprite then\n    -- Remember to update this when `soul_atlas` is implemented\n    card.children.floating_sprite.atlas = atlas\n  end\n\n  card:juice_up(0.05, 0.03)\nend\n\npoke_input_manager:add_listener({ 'right_click', 'right_stick' }, function(target)\n  if target and target:is(PokeDisplayCard) then\n    local shiny_toggle = target:get_component(ShinyToggleComponent)\n    if shiny_toggle then\n      shiny_toggle:toggle()\n    end\n  end\nend)\n\n-- -- Toggle Visible Layer\nlocal LayerToggleComponent = Component:extend()\n\nfunction LayerToggleComponent:init(layer)\n  self.can_hide_center = layer ~= 'center'\n  self.can_hide_soul = layer ~= 'soul'\nend\n\nfunction LayerToggleComponent:apply()\n  local card_soul_pos = self.display_card.properties.soul_pos\n  if card_soul_pos then\n    self.orig_soul_pos_draw = card_soul_pos.draw\n  end\nend\n\nfunction LayerToggleComponent:get_popup_content()\n  local localize_key = (not self.can_hide_soul and \"poke_artist_credits_toggle_center_layer\")\n      or (not self.can_hide_center and \"poke_artist_credits_toggle_soul_layer\")\n      or \"poke_artist_credits_cycle_draw_layers\"\n\n  local text = localize(localize_key)\n  local colour = mix_colours(G.C.UI.TEXT_LIGHT, G.C.UI.TEXT_INACTIVE, 0.65)\n\n  return {n=G.UIT.R, config={align = \"cm\"}, nodes={\n    {n=G.UIT.T, config={text = text, colour = colour, scale = 0.28, shadow = true}}\n  }}\nend\n\nfunction LayerToggleComponent:toggle()\n  local card = self.display_card\n  local center = card.children.center\n  local soul = card.children.floating_sprite\n\n  if self.can_hide_soul and self.can_hide_center then\n    -- Cycles through each permutation of hiding soul and center sprites except hiding both\n    soul.states.visible, center.states.visible = center.states.visible ~= soul.states.visible, soul.states.visible\n  elseif self.can_hide_soul then\n    soul.states.visible = not soul.states.visible\n  elseif self.can_hide_center then\n    center.states.visible = not center.states.visible\n  end\n\n  -- floating_sprite doesn't actually respect `states.visible` so we're gonna have to get creative\n  if card.properties.soul_pos then\n    card.properties.soul_pos.draw = not soul.states.visible\n        and function() end\n        or self.orig_soul_pos_draw\n  end\nend\n\npoke_input_manager:add_listener('double_click', function(target)\n  if target and target:is(PokeDisplayCard) then\n    local layer_toggle = target:get_component(LayerToggleComponent)\n    if layer_toggle then\n      layer_toggle:toggle()\n    end\n  end\nend)\n\nfunction poke_create_art_display_card(args, ...)\n  if args.existing_key then\n    -- here we grab default args early so we can decide which components to add\n    -- you can still pass `existing_key` directly to the PokeDisplayCard constructor\n    -- -- if you need values from existing_obj in your component, consider setting them in `Component:apply()`\n    local default_args = get_default_args_from_existing(args.existing_key, args.set)\n    args = SMODS.merge_defaults(args, default_args)\n    args.existing_key = nil\n  end\n\n  args.components = {}\n\n  if SMODS.get_atlas(args.atlas .. 'Shiny') then\n    args.components[#args.components+1] = ShinyToggleComponent()\n  end\n\n  if args.soul_pos then\n    args.components[#args.components+1] = LayerToggleComponent(args.layer)\n  end\n\n  return PokeDisplayCard(args, ...)\nend\n"
  },
  {
    "path": "functions/energizable_vanilla.lua",
    "content": "local energizable_vanilla = {\n  -- j_joker=            set = \"Joker\", effect = \"Mult\", cost_mult = 1.0, config = {mult = 4},\n  [\"Joker\"] = {\"mult\", \"mult\"},\n  -- j_greedy_joker=     set = \"Joker\", effect = \"Suit Mult\", cost_mult = 1.0, config = {extra = {s_mult = 3, suit = 'Diamonds'}},\n  [\"Greedy Joker\"] = {\"mult_mod\", \"s_mult\"},\n  -- j_lusty_joker=      set = \"Joker\", effect = \"Suit Mult\", cost_mult = 1.0, config = {extra = {s_mult = 3, suit = 'Hearts'}}},\n  [\"Lusty Joker\"] = {\"mult_mod\", \"s_mult\"},\n  -- j_wrathful_joker=   set = \"Joker\", effect = \"Suit Mult\", cost_mult = 1.0, config = {extra = {s_mult = 3, suit = 'Spades'}}},\n  [\"Wrathful Joker\"] = {\"mult_mod\", \"s_mult\"},\n  -- j_gluttenous_joker= set = \"Joker\", effect = \"Suit Mult\", cost_mult = 1.0, config = {extra = {s_mult = 3, suit = 'Clubs'}}},\n  [\"Gluttonous Joker\"] = {\"mult_mod\", \"s_mult\"},\n  -- j_jolly=            set = \"Joker\", effect = \"Type Mult\", cost_mult = 1.0, config = {t_mult = 8, type = 'Pair'}},\n  [\"Jolly Joker\"] = {\"mult\", \"t_mult\"},\n  -- j_zany=             set = \"Joker\", effect = \"Type Mult\", cost_mult = 1.0, config = {t_mult = 12, type = 'Three of a Kind'}},\n  [\"Zany Joker\"] = {\"mult\", \"t_mult\"},\n  -- j_mad=              set = \"Joker\", effect = \"Type Mult\", cost_mult = 1.0, config = {t_mult = 10, type = 'Two Pair'}},\n  [\"Mad Joker\"] = {\"mult\", \"t_mult\"},\n  -- j_crazy=            set = \"Joker\", effect = \"Type Mult\", cost_mult = 1.0, config = {t_mult = 12, type = 'Straight'}},\n  [\"Crazy Joker\"] = {\"mult\", \"t_mult\"},\n  -- j_droll=            set = \"Joker\", effect = \"Type Mult\", cost_mult = 1.0, config = {t_mult = 10, type = 'Flush'}},\n  [\"Droll Joker\"] = {\"mult\", \"t_mult\"},\n  -- j_sly=              set = \"Joker\", config = {t_chips = 50, type = 'Pair'},\n  [\"Sly Joker\"] = {\"chips\", \"t_chips\"},\n  -- j_wily=             set = \"Joker\", config = {t_chips = 100, type = 'Three of a Kind'},\n  [\"Wily Joker\"] = {\"chips\", \"t_chips\"},\n  -- j_clever=           set = \"Joker\", config = {t_chips = 80, type = 'Two Pair'},\n  [\"Clever Joker\"] = {\"chips\", \"t_chips\"},\n  -- j_devious=          set = \"Joker\", config = {t_chips = 100, type = 'Straight'},\n  [\"Devious Joker\"] = {\"chips\", \"t_chips\"},\n  -- j_crafty=           set = \"Joker\", config = {t_chips = 80, type = 'Flush'},\n  [\"Crafty Joker\"] = {\"chips\", \"t_chips\"},\n  -- j_half=             set = \"Joker\", effect = \"Hand Size Mult\", cost_mult = 1.0, config = {extra = {mult = 20, size = 3}}},\n  [\"Half Joker\"] = {\"mult\", \"mult\"},\n  -- j_stencil=          set = \"Joker\", effect = \"Hand Size Mult\", cost_mult = 1.0, config = {}},\n    -- [\"Joker Stencil\"] = {\"Xmult\", nil}, -- Joker Stencil is hardcoded\n\n  -- j_ceremonial=       set = \"Joker\", effect = \"\", config = {mult = 0}},\n  -- [\"Ceremonial Dagger\"] = {\"mult\", \"mult\"}, -- Ceremonial dagger doesn't quite work out, although it maybe could if the sell values weren't hardcoded\n\n  -- j_banner=           set = \"Joker\", effect = \"Discard Chips\", cost_mult = 1.0, config = {extra = 30}},\n  [\"Banner\"] = {\"chip_mod\", \"extra\"},\n  -- j_mystic_summit=    set = \"Joker\", effect = \"No Discard Mult\", cost_mult = 1.0, config = {extra = {mult = 15, d_remaining = 0}}},\n  [\"Mystic Summit\"] = {\"mult\", \"mult\"},\n  -- j_loyalty_card=     set = \"Joker\", effect = \"1 in 10 mult\", cost_mult = 1.0, config = {extra = {Xmult = 4, every = 5, remaining = \"5 remaining\"}}},\n  [\"Loyalty Card\"] = {\"Xmult\", \"Xmult\"},\n  -- j_misprint=         set = \"Joker\", effect = \"Random Mult\", cost_mult = 1.0, config = {extra = {max = 23, min = 0}}},\n  [\"Misprint\"] = {\"mult\", \"max\"},\n  -- j_raised_fist=      set = \"Joker\", effect = \"Socialized Mult\", cost_mult = 1.0, config = {}},\n    -- [\"Raised Fist\"] = {\"mult_mod\", nil}, -- Raised Fist is hardcoded\n\n  -- j_fibonacci=        set = \"Joker\", effect = \"Card Mult\", cost_mult = 1.0, config = {extra = 8}},\n  [\"Fibonacci\"] = {\"mult_mod\", \"extra\"},\n  -- j_steel_joker=      set = \"Joker\", effect = \"Steel Card Buff\", cost_mult = 1.0, config = {extra = 0.2}, enhancement_gate = 'm_steel'},\n  [\"Steel Joker\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_scary_face=       set = \"Joker\", effect = \"Scary Face Cards\", cost_mult = 1.0, config = {extra = 30}},\n  [\"Scary Face\"] = {\"chip_mod\", \"extra\"},\n  -- j_abstract=         set = \"Joker\", effect = \"Joker Mult\", cost_mult = 1.0, config = {extra = 3}},\n  [\"Abstract Joker\"] = {\"mult_mod\", \"extra\"},\n  -- j_delayed_grat=     set = \"Joker\", effect = \"Discard dollars\", cost_mult = 1.0, config = {extra = 2}},\n  [\"Delayed Gratification\"] = {\"money\", \"extra\"},\n  -- j_gros_michel=      set = \"Joker\", effect = \"\", config = {extra = {odds = 6, mult = 15}}, no_pool_flag = 'gros_michel_extinct'},\n  [\"Gros Michel\"] = {\"mult\", \"mult\"},\n  -- j_even_steven=      set = \"Joker\", effect = \"Even Card Buff\", cost_mult = 1.0, config = {extra = 4}},\n  [\"Even Steven\"] = {\"mult_mod\", \"extra\"},\n  -- j_odd_todd=         set = \"Joker\", effect = \"Odd Card Buff\", cost_mult = 1.0, config = {extra = 31}},\n  [\"Odd Todd\"] = {\"chip_mod\", \"extra\"},\n  -- j_scholar=          set = \"Joker\", effect = \"Ace Buff\", cost_mult = 1.0, config = {extra = {mult = 4, chips = 20}}},\n  [\"Scholar\"] = {\"mult_mod\", \"mult\", {field = \"chip_mod\", value = \"chips\"}},\n  -- j_business=         set = \"Joker\", effect = \"Face Card dollar Chance\", cost_mult = 1.0, config = {extra = 2}},\n    -- [\"Business Card\"] = {\"money_mod\", nil}, -- Business card is hardcoded\n\n  -- j_supernova=        set = \"Joker\", effect = \"Hand played mult\", cost_mult = 1.0, config = {extra = 1}},\n  [\"Supernova\"] = {\"mult_mod\", \"extra\"},\n  -- j_ride_the_bus=     set = \"Joker\", effect = \"\", config = {extra = 1}, unlock_condition = {type = 'discard_custom'}},\n  [\"Ride the Bus\"] = {\"mult_mod\", \"extra\"},\n  -- j_egg=              set = 'Joker', config = {extra = 3}},\n  [\"Egg\"] = {\"money\", \"extra\"},\n  -- j_blackboard=       set = 'Joker', config = {extra = 3}},\n  [\"Blackboard\"] = {\"Xmult\", \"extra\"},\n  -- j_runner=           set = 'Joker', config = {extra = {chips = 0, chip_mod = 15}}},\n  [\"Runner\"] = {\"chip_mod\", \"chip_mod\", {field = \"chip_mod\", value = \"chips\"}},\n  -- j_ice_cream=        set = 'Joker', config = {extra = {chips = 100, chip_mod = 5}}},\n  [\"Ice Cream\"] = {\"chips\", \"chips\"},\n  -- j_blue_joker=       set = 'Joker', config = {extra = 2}},\n  [\"Blue Joker\"] = {\"chip_mod\", \"extra\"},\n  -- j_constellation=    set = 'Joker', config = {extra = 0.1, Xmult = 1}},\n  [\"Constellation\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_hiker=            set = 'Joker', config = {extra = 5}},\n  [\"Hiker\"] = {\"chip_mod\", \"extra\"},\n  -- j_faceless=         set = 'Joker', config = {extra = {dollars = 5, faces = 3}}},\n  [\"Faceless Joker\"] = {\"money\", \"dollars\"},\n  -- j_green_joker=      set = 'Joker', config = {extra = {hand_add = 1, discard_sub = 1}}},\n  [\"Green Joker\"] = {\"mult_mod\", \"hand_add\"},\n  -- j_todo_list=        set = 'Joker', config = {extra = {dollars = 4, poker_hand = 'High Card'}}},\n  [\"To Do List\"] = {\"money\", \"dollars\"},\n  -- j_cavendish=        set = \"Joker\", cost_mult = 1.0, config = {extra = {odds = 1000, Xmult = 3}},\n  [\"Cavendish\"] = {\"Xmult\", \"Xmult\"},\n  -- j_card_sharp=       set = \"Joker\", cost_mult = 1.0, config = {extra = {Xmult = 3}}},\n  [\"Card Sharp\"] = {\"Xmult\", \"Xmult\"},\n  -- j_red_card=         set = \"Joker\", cost_mult = 1.0, config = {extra = 3}},\n  [\"Red Card\"] = {\"mult_mod\", \"extra\"},\n  -- j_madness=          set = \"Joker\", cost_mult = 1.0, config = {extra = 0.5}},\n  [\"Madness\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_square=           set = \"Joker\", cost_mult = 1.0, config = {extra = {chips = 0, chip_mod = 4}}},\n  [\"Square Joker\"] = {\"chip_mod\", \"chip_mod\", {field = \"chip_mod\", value = \"chips\"}},\n  -- j_vampire=          set = \"Joker\", config = {extra = 0.1, Xmult = 1},  \n  [\"Vampire\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_hologram=         set = \"Joker\", config = {extra = 0.25, Xmult = 1}, \n  [\"Hologram\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_baron=            set = \"Joker\", config = {extra = 1.5},\n  [\"Baron\"] = {\"Xmult_multi\", \"extra\"},\n  -- j_cloud_9=          set = \"Joker\", config = {extra = 1},\n  [\"Cloud 9\"] = {\"money\", \"extra\"},\n  -- j_rocket=           set = \"Joker\", config = {extra = {dollars = 1, increase = 2}},\n  [\"Rocket\"] = {\"money\", \"dollars\", {field = \"money\", value = \"increase\"}},\n  -- j_obelisk=          set = \"Joker\", config = {extra = 0.2, Xmult = 1},\n  [\"Obelisk\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_photograph=       set = \"Joker\", config = {extra = 2},\n  [\"Photograph\"] = {\"Xmult_multi\", \"extra\"},\n  -- j_gift=             set = \"Joker\", config = {extra = 1},\n  [\"Gift Card\"] = {\"money\", \"extra\"},\n  -- j_erosion=          set = \"Joker\", config = {extra = 4},\n  [\"Erosion\"] = {\"mult_mod\", \"extra\"},\n  -- j_reserved_parking= set = \"Joker\", config = {extra = {odds = 2, dollars = 1}},\n  [\"Reserved Parking\"] = {\"money_mod\", \"dollars\"},\n  -- j_mail=             set = \"Joker\", config = {extra = 5},\n  [\"Mail-In Rebate\"] = {\"money_mod\", \"extra\"},\n  -- j_to_the_moon=      set = \"Joker\", config = {extra = 1},\n  [\"To the Moon\"] = {\"money_mod\", \"extra\"},\n  -- j_fortune_teller=   set = \"Joker\", effect = \"\", config = {extra = 1}},\n  [\"Fortune Teller\"] = {\"mult_mod\", \"extra\"},\n  -- j_stone=            set = \"Joker\", effect = \"Stone Card Buff\", cost_mult = 1.0, config = {extra = 25},\n  [\"Stone Joker\"] = {\"chip_mod\", \"extra\"},\n  -- j_golden=           set = \"Joker\", effect = \"Bonus dollars\", cost_mult = 1.0, config = {extra = 4}},\n  [\"Golden Joker\"] = {\"money\", \"extra\"},\n  -- j_lucky_cat=        set = \"Joker\", config = {Xmult = 1, extra = 0.25},\n  [\"Lucky Cat\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_baseball=         set = \"Joker\", config = {extra = 1.5},\n  [\"Baseball Card\"] = {\"Xmult_multi\", \"extra\"},\n  -- j_bull=             set = \"Joker\", config = {extra = 2},\n  [\"Bull\"] = {\"chip_mod\", \"extra\"},\n  -- j_trading=          set = \"Joker\", config = {extra = 3}\n  [\"Trading Card\"] = {\"money\", \"extra\"},\n  -- j_flash=            set = \"Joker\", config = {extra = 2, mult = 0}\n  [\"Flash Card\"] = {\"mult_mod\", \"extra\"},\n  -- j_popcorn=          set = \"Joker\", config = {mult = 20, extra = 4}, pos = {x=1,y=15}},\n  [\"Popcorn\"] = {\"mult\", \"mult\"},\n  -- j_trousers=         set = \"Joker\", config = {extra = 2},\n  [\"Spare Trousers\"] = {\"mult_mod\", \"extra\"},\n  -- j_ancient=          set = \"Joker\", config = {extra = 1.5},\n  [\"Ancient Joker\"] = {\"Xmult_multi\", \"extra\"},\n  -- j_ramen=            set = \"Joker\", config = {Xmult = 2, extra = 0.01},\n    -- Ramen gets covered by the default case\n\n  -- j_walkie_talkie=    set = \"Joker\", config = {extra = {chips = 10, mult = 4}},\n  [\"Walkie Talkie\"] = {\"mult_mod\", \"mult\", {field = \"chip_mod\", value = \"chips\"}},\n  -- j_castle=           set = \"Joker\", config = {extra = {chips = 0, chip_mod = 3}},\n  [\"Castle\"] = {\"chip_mod\", \"chip_mod\"},\n  -- j_smiley=           set = \"Joker\", config = {extra = 5}, pos = {x=6,y=15}},\n  [\"Smiley Face\"] = {\"mult_mod\", \"extra\"},\n  -- j_campfire=         set = \"Joker\", config = {extra = 0.25},\n  [\"Campfire\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_ticket=           set = \"Joker\", effect = \"dollars for Gold cards\", cost_mult = 1.0, config = {extra = 4},\n  [\"Golden Ticket\"] = {\"money_mod\", \"extra\"},\n  -- j_acrobat=          set = \"Joker\", effect = \"Shop size\", cost_mult = 1.0, config = {extra = 3},\n  [\"Acrobat\"] = {\"Xmult\", \"extra\"},\n  -- j_swashbuckler=     set = \"Joker\", effect = \"Set Mult\", cost_mult = 1.0, config = {mult = 1},\n  [\"Swashbuckler\"] = {\"mult\", \"mult\"},\n  -- j_throwback=        set = \"Joker\", effect = \"\", config = {extra = 0.25},\n  [\"Throwback\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_rough_gem=        set = \"Joker\", effect = \"\", config = {extra = 1},\n  [\"Rough Gem\"] = {\"money_mod\", \"extra\"},\n  -- j_bloodstone=       set = \"Joker\", effect = \"\", config = {extra = {odds = 2, Xmult = 1.5}},\n  [\"Bloodstone\"] = {\"Xmult_multi\", \"Xmult\"},\n  -- j_arrowhead=        set = \"Joker\", effect = \"\", config = {extra = 50},\n  [\"Arrowhead\"] = {\"chip_mod\", \"extra\"},\n  -- j_onyx_agate=       set = \"Joker\", effect = \"\", config = {extra = 7},\n  [\"Onyx Agate\"] = {\"mult_mod\", \"extra\"},\n  -- j_glass=            set = \"Joker\", effect = \"Glass Card\", cost_mult = 1.0, config = {extra = 0.75, Xmult = 1},\n  [\"Glass Joker\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_flower_pot=       set = \"Joker\", effect = \"\", config = {extra = 3},\n  [\"Flower Pot\"] = {\"Xmult\", \"extra\"},\n  -- j_wee=              set = \"Joker\", effect = \"\", config = {extra = {chips = 0, chip_mod = 8}},\n  [\"Wee Joker\"] = {\"chip_mod\", \"chip_mod\"},\n  -- j_idol=             set = \"Joker\", effect = \"\", config = {extra = 2},\n  [\"The Idol\"] = {\"Xmult_multi\", \"extra\"},\n  -- j_seeing_double=    set = \"Joker\", effect = \"X1.5 Mult club 7\", cost_mult = 1.0, config = {extra = 2},\n  [\"Seeing Double\"] = {\"Xmult\", \"extra\"},\n  -- j_matador=          set = \"Joker\", effect = \"\", config = {extra = 8},\n  [\"Matador\"] = {\"money\", \"extra\"},\n  -- j_hit_the_road=     set = \"Joker\", effect = \"Jack Discard Effect\", cost_mult = 1.0, config = {extra = 0.5},\n  [\"Hit the Road\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_duo=              set = \"Joker\", effect = \"X1.5 Mult\", cost_mult = 1.0, config = {Xmult = 2, type = 'Pair'},\n  [\"The Duo\"] = {\"Xmult\", \"Xmult\"},\n  -- j_trio=             set = \"Joker\", effect = \"X2 Mult\", cost_mult = 1.0, config = {Xmult = 3, type = 'Three of a Kind'},\n  [\"The Trio\"] = {\"Xmult\", \"Xmult\"},\n  -- j_family=           set = \"Joker\", effect = \"X3 Mult\", cost_mult = 1.0, config = {Xmult = 4, type = 'Four of a Kind'},\n  [\"The Family\"] = {\"Xmult\", \"Xmult\"},\n  -- j_order=            set = \"Joker\", effect = \"X3 Mult\", cost_mult = 1.0, config = {Xmult = 3, type = 'Straight'},\n  [\"The Order\"] = {\"Xmult\", \"Xmult\"},\n  -- j_tribe=            set = \"Joker\", effect = \"X3 Mult\", cost_mult = 1.0, config = {Xmult = 2, type = 'Flush'},\n  [\"The Tribe\"] = {\"Xmult\", \"Xmult\"},\n  -- j_stuntman=         set = \"Joker\", effect = \"\", config = {extra = {h_size = 2, chip_mod = 250}},\n  [\"Stuntman\"] = {\"chips\", \"chip_mod\"},\n  -- j_satellite=        set = \"Joker\", effect = \"\", config = {extra = 1},\n  [\"Satellite\"] = {\"money\", \"extra\"},\n  -- j_shoot_the_moon=   set = \"Joker\", effect = \"\", config = {extra = 13},\n  [\"Shoot the Moon\"] = {\"mult_mod\", \"extra\"},\n  -- j_drivers_license=  set = \"Joker\", effect = \"\", config = {extra = 3},\n  [\"Driver's License\"] = {\"Xmult\", \"extra\"},\n  -- j_bootstraps=       set = \"Joker\", effect = \"\", config = {extra = {mult = 2, dollars = 5}},\n  [\"Bootstraps\"] = {\"mult_mod\", \"mult\"},\n  -- j_caino=            set = \"Joker\", effect = \"\", config = {extra = 1},\n  [\"Caino\"] = {\"Xmult_mod\", \"extra\"},\n  -- j_triboulet=        set = \"Joker\", effect = \"\", config = {extra = 2},\n  [\"Triboulet\"] = {\"Xmult_multi\", \"extra\"},\n  -- j_yorick=           set = \"Joker\", effect = \"\", config = {extra = {xmult = 1, discards = 23}},\n  [\"Yorick\"] = {\"Xmult_mod\", \"xmult\"},\n}\n\nreturn energizable_vanilla"
  },
  {
    "path": "functions/energyfunctions.lua",
    "content": "energy_values = {\n  mult = .4, mult1 = .4, mult2 = .4,\n  chips = .3, chips1 = .3, chips2 = .3, chips3 = .3,\n  Xmult = .2, Xmult1 = .2, Xmult2 = .2,\n  Xchips = .2, Xchips1 = .2, Xchips2 = .2,\n  money = .3, money1 = .3, money2 = .3,\n  money_mod = .1, money_mod1 = .1, money_mod2 = .1,\n  mult_mod = .2, mult_mod1 = .2, mult_mod2 = .2,\n  chip_mod = .2, chip_mod1 = .2, chip_mod2 = .2,\n  Xmult_mod = .2, Xmult_mod1 = .2, Xmult_mod2 = .2,\n  Xmult_multi = .05, Xmult_multi1 = .05, Xmult_multi2 = .05,\n  Xchips_multi = .05, Xchips_multi1 = .05, Xchips_multi2 = .05,\n}\n\nenergy_max = 3\n\n-- we're gonna need this for the vanilla jokers later\n-- Load list of energizable vanilla jokers\nlocal energizable_vanilla = assert(SMODS.load_file(\"functions/energizable_vanilla.lua\"))()\n\n-- this is a series of checks formerly strewn about the energy functions\n-- namely, is ability.extra a table or a number or nil, is there an energizable value, etc.\nis_energizable = function(card)\n  -- Vanilla Jokers check\n  if energizable_vanilla[card.config.center.name] then\n    return true\n  end\n  -- Regular case\n  if type(card.ability.extra) == \"table\" then\n    for name, _ in pairs(energy_values) do\n      if type(card.ability.extra[name]) == \"number\" then\n        return true\n      end\n    end\n  elseif type(card.ability.extra) == \"number\" then\n    return true\n  -- More generic check for energizable values that aren't in ability.extra\n  else\n    for k, _ in pairs(energy_values) do\n      if card.ability[energy_values[k]] and card.ability[energy_values[k]] > 0 then return true end\n    end\n  end\n  return false\nend\n\ncan_increase_energy = function(card, etype)\n  if pokermon_config.unlimited_energy or card.config.center.no_energy_limit or (etype and etype == \"Bird\") then return true end\n  return get_total_energy(card) < energy_max + (G.GAME.energy_plus or 0) + (type(card.ability.extra) == \"table\" and card.ability.extra.e_limit_up or 0)\nend\n\n-- Checking the type compatibility flowchart\nenergy_matches = function(card, etype, include_colorless)\n  if get_type(card) and (etype == \"Trans\" or etype == \"Bird\") then return true\n  elseif get_type(card) and etype == \"Colorless\" and include_colorless then return true\n  elseif is_type(card, etype) then return true end\n  return false\nend\n\ncan_apply_energy = function(card, etype)\n  return energy_matches(card, etype, true) and is_energizable(card) and can_increase_energy(card, etype)\nend\n\n-- can_use and use are tied to energy cards proper\nenergy_can_use = function(self, card)\n  -- So we've trimmed down the energy checks to about four different functions that all culminate here\n  return poke_find_leftmost_or_highlighted(function(joker) return can_apply_energy(joker, self.etype) end) or false\nend\n\nenergy_use = function(self, card, area, copier, exclude_spoon)\n  G.GAME.energies_used = G.GAME.energies_used and (G.GAME.energies_used + 1) or 1\n  play_sound('poke_energy_use', 1, 0.5)\n  if not exclude_spoon then set_spoon_item(card) end\n  -- check if valid target or not\n  local choice = poke_find_leftmost_or_highlighted(function(joker) return can_apply_energy(joker, self.etype) end)\n  if choice then increment_energy(choice, self.etype) end\nend\n\n-- this is probably now the function to call for energizing effects that aren't tied to energy cards\nenergy_increase = function(card, etype, amount, silent)\n  if not amount then amount = 1 end\n  if can_increase_energy(card) or amount <= energy_max + (G.GAME.energy_plus or 0) +\n      (type(card.ability.extra) == \"table\" and card.ability.extra.e_limit_up or 0) - get_total_energy(card) then\n    increment_energy(card, etype, amount, silent)\n  end\nend\n\n-- increment_energy runs the last type checks, as well as the colorless penalty check for energy type\n-- if for some strange reason there's ever a desire to skip incrementing the energy *counts*, call energize directly\nincrement_energy = function(card, etype, amount, silent)\n  if not amount then amount = 1 end\n  -- checking if the colorless penalty applies\n  local c_penalty = (not G.GAME.modifiers.disable_colorless_penalty and not is_type(card, \"Colorless\") and etype == \"Colorless\") and 2 or 1\n  -- the regular energy increment\n  if (energy_matches(card, etype, false)) then\n    if card.ability.extra and type(card.ability.extra) == \"table\" then\n      card.ability.extra.energy_count = card.ability.extra.energy_count and (card.ability.extra.energy_count + amount) or amount\n      energize(card, etype, false, silent, amount)\n    elseif is_energizable(card) then\n      card.ability.energy_count = card.ability.energy_count and (card.ability.energy_count + amount) or amount\n      energize(card, etype, false, silent, amount)\n    end\n  -- We only need to increase c_energy_count if the colorless penalty applies to that energy in the first place\n  elseif c_penalty then\n    if card.ability.extra and type(card.ability.extra) == \"table\" then\n      card.ability.extra.c_energy_count = card.ability.extra.c_energy_count and (card.ability.extra.c_energy_count + amount) or amount\n      energize(card, etype, false, silent, amount)\n    elseif is_energizable(card) then\n      card.ability.c_energy_count = card.ability.c_energy_count and (card.ability.c_energy_count + amount) or amount\n      energize(card, etype, false, silent, amount)\n    end\n  end\nend\n\nenergize = function(card, etype, evolving, silent, amount, center)\n  if not amount then amount = 1 end\n  if not center then center = card.config.center end\n  local rounded\n  local frac\n  local energy_count, c_energy_count = get_total_energy(card, true)\n  -- colorless type check\n  local c_penalty = (not G.GAME.modifiers.disable_colorless_penalty and not is_type(card, \"Colorless\") and etype == \"Colorless\") and 2 or 1\n  -- vanilla jokers aren't coded well so we're knocking them out first\n  if energizable_vanilla[center.name] then\n    energize_other(card, etype, center, c_penalty, amount)\n  -- base pokermon case\n  elseif type(card.ability.extra) == \"table\" then\n    for name, _ in pairs(energy_values) do\n      local data = card.ability.extra[name]\n      if type(data) == \"number\" then\n        local addition = energy_values[name]\n        local previous_mod = (name == \"mult_mod\" or name == \"chip_mod\") and card.ability.extra[name]\n        local updated_mod = nil\n        if evolving then\n          addition = addition * (energy_count + c_energy_count / 2)\n          card.ability.extra[name] = data + (center.config.extra[name] * addition) * (card.ability.extra.escale or 1)\n          updated_mod = card.ability.extra[name]\n          rounded, frac = round_energy_value(card.ability.extra[name], name)\n          card.ability.extra[name] = rounded\n          if frac then\n            set_frac(card, frac, name, rounded > 0, previous_mod and (updated_mod/previous_mod))\n            frac = nil\n          end\n        else\n          card.ability.extra[name] = data + (center.config.extra[name] * addition / (etype == \"Colorless\" and c_penalty or 1)) * (card.ability.extra.escale or 1) * amount\n          updated_mod = card.ability.extra[name]\n          rounded, frac = round_energy_value(card.ability.extra[name], name)\n          card.ability.extra[name] = rounded\n          if frac then\n            set_frac(card, frac, name, rounded > 0, previous_mod and (updated_mod/previous_mod))\n            frac = nil\n          end\n        end\n      end\n    end\n  -- everything else\n  else\n    energize_other(card, etype, center, c_penalty, amount)\n  end\n  if not silent then\n    card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_energized_ex\"), colour = G.ARGS.LOC_COLOURS.pink})\n  end\nend\n\n-- For Vanilla Jokers and other non-Pokermon Mods\nenergize_other = function(card, etype, center, colorless_penalty, amount)\n  if not amount then amount = 1 end\n  if not center then center = card.config.center end\n  -- We're just gonna make the vanilla jokers their own special little case...\n  if energizable_vanilla[center.name] then\n    -- get the relevant vanilla joker value from the center and ability and energy_value type\n    local field, value = energizable_vanilla[center.name][1], energizable_vanilla[center.name][2]\n    energize_vanilla_values(card, center, field, value, colorless_penalty, amount)\n    -- this checks if a second value needs to be energized\n    local field2, value2\n    if energizable_vanilla[center.name][3] then\n      field2, value2 = energizable_vanilla[center.name][3].field, energizable_vanilla[center.name][3].value\n      energize_vanilla_values(card, center, field2, value2, colorless_penalty, amount)\n    end\n    for k, _ in pairs(energy_values) do\n      local increase = energy_values[k] * amount / colorless_penalty\n      -- energize existing vanilla values if they aren't the target (i.e. ability.x_mult)\n      if card.ability[k] and center.config[k] and field ~= k and not (field2 and field2 == k) then\n        card.ability[k] = card.ability[k] + (center.config[k] * increase)\n        -- apparently Xmult and x_mult get stored from config into ability.x_mult so that's irritating\n        if k == 'Xmult' then card.ability.x_mult = card.ability.x_mult + (center.config[k] * increase) end\n      end\n    end\n  else\n    -- should work for remaining energizable non-vanilla, non-pokermon jokers hopefully\n    for k, _ in pairs(energy_values) do\n      local increase = energy_values[k] / colorless_penalty\n      -- energize existing vanilla values if they aren't the target (i.e. ability.x_mult)\n      if card.ability[k] and center.config[k] then\n        card.ability[k] = card.ability[k] + (center.config[k] * increase)\n        -- apparently Xmult and x_mult get stored from config into ability.x_mult so that's irritating\n        if k == 'Xmult' then card.ability.x_mult = card.ability.x_mult + (center.config[k] * increase) end\n      end\n    end\n  end\nend\n\nenergize_vanilla_values = function(card, center, field, value, colorless_penalty, amount)\n  if not amount then amount = 1 end\n  if not center then center = card.config.center end\n  -- checking if the target value is in ability or ability.extra\n  local config = center.config[value] ~= nil and center.config or center.config.extra\n  local ability = (config == center.config) and card.ability or card.ability.extra\n  -- energy calculations\n  local increase = energy_values[field] * amount / colorless_penalty\n  if (type(config[value]) == \"number\") and (type(ability[value]) == \"number\") then\n    ability[value] = ability[value] + (config[value] * increase)\n  -- compatibility with mods that affect config structure of particular vanilla jokers; i.e. Minty with Fibonacci\n  elseif (type(config[value]) == \"table\") then\n    for u, num in pairs(ability[value]) do\n      if energy_values[u] then\n        for w, base in pairs(config[value]) do\n          if u == w then ability[value][u] = num + (base * increase) end\n        end\n      end\n    end\n  end\nend\n\nget_total_energy = function(card, get_counts)\n  local curr_energy_count = nil\n  local curr_c_energy_count = nil\n  if card.ability.extra and type(card.ability.extra) == \"table\" then\n    curr_energy_count = card.ability.extra.energy_count or 0\n    curr_c_energy_count = card.ability.extra.c_energy_count or 0\n  else\n    curr_energy_count = card.ability.energy_count or 0\n    curr_c_energy_count = card.ability.c_energy_count or 0\n  end\n  if get_counts == true then return curr_energy_count, curr_c_energy_count\n  else return curr_energy_count + curr_c_energy_count end\nend\n\nround_energy_value = function(value, field)\n  local rounded = nil\n  local frac = nil\n  if pokermon_config.precise_energy then\n    return value\n  end\n  if field == \"mult\" or field == \"mult2\" or field == \"chips\" or field == \"chips1\" or field == \"chips2\" or field == \"chips3\" then\n    rounded = math.ceil(value)\n    frac = nil\n  elseif field == \"money\" or field == \"money1\" or field == \"money2\" or field == \"mult_mod\" or field == \"mult_mod2\" or field == \"chip_mod\" or field == \"money_mod\" then\n    rounded, frac = math.modf(value)\n  else\n    rounded = value\n  end\n  return rounded, frac\nend\n\nset_frac = function(card, frac, field, increased, ratio)\n  local frac_name = field..\"_frac\"\n  local bonus_amt = math.ceil(card.ability.extra[field]/(increased and 2 or 1))\n  card.ability[frac_name] = card.ability[frac_name] and (card.ability[frac_name] + frac) or frac\n  if card.ability[frac_name] >= 1 then\n    local int, frac = math.modf(card.ability[frac_name])\n    card.ability.extra[field] = card.ability.extra[field] + int\n    card.ability[frac_name] = frac\n    if not increased then bonus_amt = bonus_amt / 2 end\n  end\n  if field == \"mult_mod\" and card.ability.extra.mult then\n    if ratio then card.ability.extra.mult = math.ceil(card.ability.extra.mult * ratio) end\n    card.ability.extra.mult = card.ability.extra.mult + bonus_amt\n  end\n  if field == \"chip_mod\" and card.ability.extra.chips then\n    if ratio then card.ability.extra.chips = math.ceil(card.ability.extra.chips * ratio) end\n    card.ability.extra.chips = card.ability.extra.chips + bonus_amt\n  end\n  if field == \"money_mod\" and card.ability.extra.money then\n    card.ability.extra.money = card.ability.extra.money + bonus_amt\n  end\nend\n\nmatching_energy = function(card, allow_bird)\n  if not get_type(card) or (get_type(card) == \"Bird\" and not allow_bird) then return end\n  local etype = get_type(card) and string.lower(get_type(card))\n  local e_key = \"c_poke_\"..etype..(etype == 'dark' and 'ness' or '')..'_energy'\n  if G.P_CENTERS[e_key] then return \"c_poke_\"..etype..(etype == 'dark' and 'ness' or '')..'_energy' end\nend\n\nease_poke_dollars = function(card, seed, amt, calc_only)\n  local earned = amt\n  if card.ability.extra and type(card.ability.extra) == \"table\" then\n    if card.ability.money_frac then\n      if card.ability.money_frac > pseudorandom(pseudoseed(seed)) then\n        earned = earned + 1\n      end\n    end\n  end\n  if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n    earned = to_number(earned)\n  end\n  if not calc_only then ease_dollars(earned) end\n  return earned\nend\n"
  },
  {
    "path": "functions/inputmanager.lua",
    "content": "poke_input_manager = {\n  double_click_window = 0.3,\n  last_clicked = {\n    target = nil,\n    time = 0,\n  },\n  subscribers = {\n    ['left_click'] = {},\n    ['right_click'] = {},\n    ['double_click'] = {},\n    ['right_stick'] = {}\n  }\n}\n\nfunction poke_input_manager:add_listener(event, func)\n  if type(event) ~= 'table' then event = { event } end\n  for _, e in ipairs(event) do\n    table.insert(self.subscribers[e], func)\n  end\nend\n\nfunction poke_input_manager:fire_event(event, payload)\n  for _, func in ipairs(self.subscribers[event]) do\n    func(payload)\n  end\nend\n\nfunction poke_input_manager:handle_double_click(target)\n  local current_time = love.timer.getTime()\n  if self.last_clicked.target == target\n      and current_time - self.last_clicked.time <= self.double_click_window then\n    self:double_click(target)\n    self.last_clicked.target = nil\n    self.last_clicked.time = 0\n  else\n    self.last_clicked.target = target\n    self.last_clicked.time = current_time\n  end\nend\n\nfunction poke_input_manager:double_click(target)\n  self:fire_event('double_click', target)\nend\n\nfunction poke_input_manager:left_click(target)\n  if target then\n    self:fire_event('left_click', target)\n    self:handle_double_click(target)\n  end\nend\n\nfunction poke_input_manager:right_click(target)\n  if target then\n    self:fire_event('right_click', target)\n  end\nend\n\nfunction poke_input_manager:right_stick(target)\n  if target then\n    self:fire_event('right_stick', target)\n  end\nend\n\nlocal controller_is_locked = function()\n  return (G.CONTROLLER.locked and (not G.SETTINGS.paused or G.screenwipe))\n      or G.CONTROLLER.locks.frame\nend\n\nlocal L_cursor_press_ref = G.CONTROLLER.L_cursor_press\nG.CONTROLLER.L_cursor_press = function(self, x, y)\n  if not controller_is_locked() then\n    local target = (self.HID.touch and self.cursor_hover.target) or self.hovering.target or self.focused.target\n    poke_input_manager:left_click(target)\n  end\n  return L_cursor_press_ref(self, x, y)\nend\n\nlocal queue_R_cursor_press_ref = G.CONTROLLER.queue_R_cursor_press\nG.CONTROLLER.queue_R_cursor_press = function(self, x, y)\n  if not controller_is_locked() then\n    local target = self.hovering.target or self.focused.target\n    poke_input_manager:right_click(target)\n  end\n  return queue_R_cursor_press_ref(self, x, y)\nend\n\nlocal capture_focused_input_ref = G.CONTROLLER.capture_focused_input\nG.CONTROLLER.capture_focused_input = function(self, button, input_type, dt)\n  if input_type == 'press' and button == 'rightstick' and self.focused then\n    local target = self.focused.target\n    poke_input_manager:right_stick(target)\n  end\n  return capture_focused_input_ref(self, button, input_type, dt)\nend\n"
  },
  {
    "path": "functions/jokerdisplayfunctions.lua",
    "content": "---Returns the second card in a set of cards.\r\n---@param cards table Cards to calculate.\r\n---@return table? # second card in hand if any.\r\nJokerDisplay.calculate_second_card = function(cards)\r\n    local sorted_cards = JokerDisplay.sort_cards(cards)\r\n    return sorted_cards and sorted_cards[2]\r\nend\r\n\r\n---Returns the third card in a set of cards.\r\n---@param cards table Cards to calculate.\r\n---@return table? # third card in hand if any.\r\nJokerDisplay.calculate_third_card = function(cards)\r\n    local sorted_cards = JokerDisplay.sort_cards(cards)\r\n    return sorted_cards and sorted_cards[3]\r\nend\r\n\r\n---Returns the fourth card in a set of cards.\r\n---@param cards table Cards to calculate.\r\n---@return table? # fourth card in hand if any.\r\nJokerDisplay.calculate_fourth_card = function(cards)\r\n    local sorted_cards = JokerDisplay.sort_cards(cards)\r\n    return sorted_cards and sorted_cards[4]\r\nend\r\n"
  },
  {
    "path": "functions/pokecompat.lua",
    "content": "---@deprecated use `SMODS.destroy_cards` instead\nremove = function(self, card, context, check_shiny)\n  SMODS.destroy_cards(card, nil, nil, true)\nend\n\n---@deprecated use `pokermon.add_stage` instead\npoke_add_stage = function (stage, prev_stage, next_stage)\n  pokermon.add_stage(stage, prev_stage, next_stage)\nend\n\n---@deprecated functionality is handled by generation code instead\npokemon_in_pool = function()\n  return true\nend\n\n---@deprecated use `POKE_TYPES` instead\npoketype_list = POKE_TYPES\n\n---@deprecated use `POKE_NATIVE_EVO_ITEMS` instead\nnative_evo_items = POKE_NATIVE_EVO_ITEMS\n\n---@deprecated use `poke_get_evo_overrides` instead\nHIGHEST_EVO_OVERRIDES = setmetatable({}, { __index = function(_, index) return poke_get_evo_overrides(index).highest_evo end})\n\n---@deprecated use `poke_get_evo_overrides` instead\nPREVIOUS_EVO_OVERRIDES = setmetatable({}, { __index = function(_, index) return poke_get_evo_overrides(index).previous_evo end})\n"
  },
  {
    "path": "functions/pokeconstants.lua",
    "content": "POKE_TYPES = {\"Grass\", \"Fire\", \"Water\", \"Lightning\", \"Psychic\", \"Fighting\", \"Colorless\", \"Dark\", \"Metal\", \"Fairy\", \"Dragon\", \"Earth\"}\n\nPOKE_STAGES = {\n  [\"Baby\"] = { prev = nil, next = \"Basic\" },\n  [\"Basic\"] = { prev = \"Baby\", next = \"One\" },\n  [\"One\"] = { prev = \"Basic\", next = \"Two\" },\n  [\"Two\"] = { prev = \"One\", next = nil },\n  [\"Legendary\"] = { prev = \"Legendary\", next = \"Legendary\" },\n  [\"Mega\"] = { prev = nil, next = nil },\n  [\"Other\"] = { prev = nil, next = nil },\n  [\"???\"] = { prev = nil, next = nil },\n}\n\nPOKE_NATIVE_EVO_ITEMS = {\n  \"firestone\", \"waterstone\", \"leafstone\", \"thunderstone\",\n  \"dawnstone\", \"shinystone\", \"moonstone\", \"duskstone\",\n  \"sunstone\", \"icestone\", \"prismscale\", \"upgrade\", \"dubious_disc\",\n  \"linkcable\", \"kingsrock\", \"dragonscale\", \"hardstone\",\n}\n\nPOKE_EVO_OVERRIDES = {\n  { \"cosmog\", \"cosmoem\", { \"solgaleo\", \"lunala\" } },\n  { \"kubfu\", { \"urshifu_single_strike\", \"urshifu_rapid_strike\" } },\n}\n\n-- Helper functions/getters for accessing constants\n\nget_previous_stage = function(stage)\n  return (POKE_STAGES[stage] or {}).prev\nend\n\nget_next_stage = function(stage)\n  return (POKE_STAGES[stage] or {}).next\nend\n\npoke_get_evo_overrides = function(name)\n  for _, evo_line in ipairs(POKE_EVO_OVERRIDES) do\n    for i, evo_stage in ipairs(evo_line) do\n      local pokemon_in_stage = type(evo_stage) == 'table'\n          and evo_stage or { evo_stage }\n\n      for _, pokemon in ipairs(pokemon_in_stage) do\n        if pokemon == name then\n          local overrides = {}\n          if i > 1 then\n            overrides.previous_evo = evo_line[1]\n          end\n          if i < #evo_line then\n            overrides.highest_evo = evo_line[#evo_line]\n          end\n          return overrides\n        end\n      end\n    end\n  end\n  return {}\nend\n"
  },
  {
    "path": "functions/pokedraw.lua",
    "content": "SMODS.Shader({ key = 'zorua', path = 'zorua.fs' }):register()\r\nSMODS.Shader({ key = 'evolution', path = 'evolution.fs' }):register()\r\n\r\nSMODS.DrawStep({\r\n   key = 'zorua_shadow',\r\n   order = 69,\r\n   func = function(card, layer)\r\n      if not card or not card.ability or not card.children.center or (card.ability.name ~= 'zorua' and card.ability.name ~= 'zoroark') then return end\r\n      if card.debuff or (card.ability.name == 'zorua' and not card.ability.extra.active) or poke_is_in_collection(card) then return end\r\n      if G.jokers and card.area == G.jokers then\r\n         local other_joker = G.jokers.cards[#G.jokers.cards]\r\n         if other_joker == card or other_joker.debuff or not other_joker.config.center.blueprint_compat then return end\r\n      end\r\n      local center = card.config.center\r\n      local prev_atlas = card.children.center.atlas\r\n      local prev_pos = card.children.center.sprite_pos\r\n      local new_atlas = (card.edition and card.edition.poke_shiny) and \"poke_AtlasJokersBasicNatdexShiny\" or \"poke_AtlasJokersBasicNatdex\"\r\n\r\n      card.children.center.atlas = SMODS.get_atlas(new_atlas)\r\n      card.children.center:set_sprite_pos(center.pos)\r\n\r\n      card.children.center:draw_shader('poke_zorua', nil, card.ARGS.send_to_shader)\r\n\r\n      card.children.center.atlas = prev_atlas\r\n      card.children.center:set_sprite_pos(prev_pos)\r\n   end,\r\n   conditions = { vortex = false, facing = 'front' },\r\n})\r\n\r\nSMODS.DrawStep({\r\n   key = 'evolution',\r\n   order = 71,\r\n   func = function(card, layer)\r\n      if not card.evolution_timer then return end\r\n\r\n      card.ARGS.send_to_shader = card.ARGS.send_to_shader or {}\r\n      card.ARGS.send_to_shader[1] = math.min(card.VT.r*3, 1) + math.sin(G.TIMERS.REAL/28) + 1 + (card.juice and card.juice.r*20 or 0) + card.tilt_var.amt\r\n      card.ARGS.send_to_shader[2] = G.TIMERS.REAL\r\n      card.ARGS.send_to_shader[3] = card.evolution_timer\r\n      -- Evolution States:\r\n      --   0.0 to 1.0 == Initial Shine\r\n      --   1.0 to 2.0 == Complete coverage with sphere in center\r\n      --   2.0 to 3.0 == Final retractions\r\n\r\n      card.children.center:draw_shader('poke_evolution', nil, card.ARGS.send_to_shader)\r\n   end,\r\n   conditions = { vortex = false, facing = 'front' },\r\n})\r\n\r\nSMODS.DrawStep {\r\n   key = 'mega_sleeve',\r\n   order = 1,\r\n   func = function(self)\r\n      if self.config and self.config.center and self.config.center.key == 'sleeve_poke_megasleeve' then\r\n        self.children.back:draw_shader('booster', nil, self.ARGS.send_to_shader, true)\r\n      end\r\n   end,\r\n   conditions = { vortex = false, facing = 'back' }\r\n}\r\n\r\nif (SMODS.Mods[\"CardSleeves\"] or {}).can_load then\r\n   local cardarea_draw_ref = CardArea.draw\r\n   function CardArea:draw(...)\r\n      cardarea_draw_ref(self, ...)\r\n      if G.GAME.selected_sleeve == 'sleeve_poke_megasleeve' and self.sleeve_sprite then\r\n         self.sleeve_sprite:draw_shader('negative_shine', nil, self.ARGS.send_to_shader, true)\r\n      end\r\n   end\r\nend\r\n\r\n-- Unown Swarm Stickers\r\nSMODS.DrawStep {\r\n  key = 'unown_stickers',\r\n  order = 39,\r\n  func = function(self, layer)\r\n    if self.config.center.key == 'j_poke_unown_swarm' then\r\n      if self.sticker and G.shared_stickers[self.sticker] then\r\n        G.shared_stickers[self.sticker].role.draw_major = self.front_card\r\n        G.shared_stickers[self.sticker]:draw_shader('dissolve', nil, nil, nil, self.front_card.children.center)\r\n        G.shared_stickers[self.sticker]:draw_shader('voucher', nil, self.ARGS.send_to_shader, nil, self.front_card.children.center)\r\n      elseif (self.sticker_run and G.shared_stickers[self.sticker_run]) and G.SETTINGS.run_stake_stickers then\r\n        G.shared_stickers[self.sticker_run].role.draw_major = self.front_card\r\n        G.shared_stickers[self.sticker_run]:draw_shader('dissolve', nil, nil, nil, self.front_card.children.center)\r\n        G.shared_stickers[self.sticker_run]:draw_shader('voucher', nil, self.ARGS.send_to_shader, nil, self.front_card.children.center)\r\n      end\r\n\r\n      for k, v in pairs(SMODS.Stickers) do\r\n        if self.ability[v.key] then\r\n          if v and v.draw and type(v.draw) == 'function' then\r\n            v:draw(self, layer)\r\n          else\r\n            G.shared_stickers[v.key].role.draw_major = self.front_card\r\n            G.shared_stickers[v.key]:draw_shader('dissolve', nil, nil, nil, self.front_card.children.center)\r\n            G.shared_stickers[v.key]:draw_shader('voucher', nil, self.ARGS.send_to_shader, nil, self.front_card.children.center)\r\n          end\r\n        end\r\n      end\r\n    end\r\n  end,\r\n  conditions = { vortex = false, facing = 'front' },\r\n}\r\n\r\nlocal sprite_matches = function(sprite, atlas, x, y)\r\n  return sprite.atlas.name == atlas\r\n      and sprite.sprite_pos.x == (x or 0)\r\n      and sprite.sprite_pos.y == (y or 0)\r\nend\r\n\r\nlocal function should_apply_mystery_dungeon_back_sprite(card)\r\n  return G.GAME.poke_mystery_dungeon_deck_key\r\n      and card.children.back\r\n      and sprite_matches(card.children.back, 'centers', 0, 4) -- Filter for Challenge Deck sprite\r\nend\r\n\r\nlocal function apply_mystery_dungeon_back_sprite(card)\r\n  if card.children.back then card.children.back:remove() end\r\n\r\n  local deck = G.P_CENTERS[G.GAME.poke_mystery_dungeon_deck_key]\r\n  local atlas = deck.atlas or 'centers'\r\n  local pos = deck.pos or {x = 0, y = 0}\r\n\r\n  card.children.back = SMODS.create_sprite(card.T.x, card.T.y, card.T.w, card.T.h, atlas, pos)\r\n  card.children.back.states.hover = card.states.hover\r\n  card.children.back.states.click = card.states.click\r\n  card.children.back.states.drag = card.states.drag\r\n  card.children.back.states.collide.can = false\r\n  card.children.back:set_role({major = card, role_type = 'Glued', draw_major = card})\r\nend\r\n\r\nlocal function handle_mystery_dungeon_sprites(card)\r\n  if should_apply_mystery_dungeon_back_sprite(card) then\r\n    apply_mystery_dungeon_back_sprite(card)\r\n  end\r\nend\r\n\r\n-- Changes the back sprite during the Mystery Dungeon challenge to match your random deck\r\nlocal card_set_sprites_ref = Card.set_sprites\r\nfunction Card:set_sprites(_center, _front)\r\n  card_set_sprites_ref(self, _center, _front)\r\n  handle_mystery_dungeon_sprites(self)\r\nend\r\n\r\n-- Manually update cards that have been created before the random deck was applied\r\nfunction poke_set_mystery_dungeon_back_sprites()\r\n  for _, card in ipairs(G.I.CARD) do\r\n    handle_mystery_dungeon_sprites(card)\r\n  end\r\nend\r\n"
  },
  {
    "path": "functions/pokefamily.lua",
    "content": "local pokermon_family_map = {}\n\nlocal default_family_list = {\n  { \"bulbasaur\", \"ivysaur\", \"venusaur\", \"mega_venusaur\" },\n  { \"charmander\", \"charmeleon\", \"charizard\", \"mega_charizard_x\", \"mega_charizard_y\", },\n  { \"squirtle\", \"wartortle\", \"blastoise\", \"mega_blastoise\" },\n  { \"caterpie\", \"metapod\", \"butterfree\" },\n  { \"weedle\", \"kakuna\", \"beedrill\", \"mega_beedrill\" },\n  { \"pidgey\", \"pidgeotto\", \"pidgeot\", \"mega_pidgeot\" },\n  { \"rattata\", \"raticate\" },\n  { \"spearow\", \"fearow\" },\n  { \"ekans\", \"arbok\" },\n  { \"pichu\", \"pikachu\", \"raichu\" },\n  { \"sandshrew\", \"sandslash\" },\n  { \"nidoranf\", \"nidorina\", \"nidoqueen\" },\n  { \"nidoranm\", \"nidorino\", \"nidoking\" },\n  { \"cleffa\", \"clefairy\", \"clefable\" },\n  { \"vulpix\", \"ninetales\" },\n  { \"igglybuff\", \"jigglypuff\", \"wigglytuff\" },\n  { \"zubat\", \"golbat\", \"crobat\" },\n  { \"oddish\", \"gloom\", \"vileplume\", \"bellossom\" },\n  { \"paras\", \"parasect\" },\n  { \"venonat\", \"venomoth\" },\n  { \"diglett\", \"dugtrio\" },\n  { \"meowth\", \"persian\" },\n  { \"psyduck\", \"golduck\" },\n  { \"mankey\", \"primeape\", \"annihilape\" },\n  { \"growlithe\", \"arcanine\" },\n  { \"poliwag\", \"poliwhirl\", \"poliwrath\", \"politoed\" },\n  { \"abra\", \"kadabra\", \"alakazam\", \"mega_alakazam\" },\n  { \"machop\", \"machoke\", \"machamp\" },\n  { \"bellsprout\", \"weepinbell\", \"victreebel\" },\n  { \"tentacool\", \"tentacruel\" },\n  { \"geodude\", \"graveler\", \"golem\" },\n  { \"ponyta\", \"rapidash\" },\n  { \"slowpoke\", \"slowbro\", \"slowking\", \"shell\", \"mega_slowbro\" },\n  { \"magnemite\", \"magneton\", \"magnezone\" },\n  { \"doduo\", \"dodrio\" },\n  { \"seel\", \"dewgong\" },\n  { \"grimer\", \"muk\" },\n  { \"shellder\", \"cloyster\" },\n  { \"gastly\", \"haunter\", \"gengar\", \"mega_gengar\", },\n  { \"onix\", \"steelix\", \"mega_steelix\" },\n  { \"drowzee\", \"hypno\" },\n  { \"krabby\", \"kingler\" },\n  { \"voltorb\", \"electrode\" },\n  { \"exeggcute\", \"exeggutor\" },\n  { \"cubone\", \"marowak\" },\n  { \"koffing\", \"weezing\" },\n  { \"rhyhorn\", \"rhydon\", \"rhyperior\" },\n  { \"horsea\", \"seadra\", \"kingdra\" },\n  { \"goldeen\", \"seaking\" },\n  { \"staryu\", \"starmie\" },\n  { \"scyther\", \"scizor\", \"mega_scizor\", \"kleavor\" },\n  { \"mimejr\", \"mrmime\" },\n  { \"tauros\", \"taurosh\" },\n  { \"kangaskhan\", \"mega_kangaskhan\" },\n  { \"elekid\", \"electabuzz\", \"electivire\" },\n  { \"magby\", \"magmar\", \"magmortar\" },\n  { \"tangela\", \"tangrowth\" },\n  { \"smoochum\", \"jynx\" },\n  { \"pinsir\", \"mega_pinsir\" },\n  { \"magikarp\", \"gyarados\", \"mega_gyarados\" },\n  { \"munchlax\", \"snorlax\" },\n  { \"aerodactyl\", \"mega_aerodactyl\" },\n  { \"happiny\", \"chansey\", \"blissey\" },\n  { \"lickitung\", \"lickilicky\" },\n  { \"porygon\", \"porygon2\", \"porygonz\" },\n  { \"eevee\", \"vaporeon\", \"jolteon\", \"flareon\", \"espeon\", \"umbreon\", \"glaceon\", \"leafeon\", \"sylveon\" },\n  { \"omanyte\", \"omastar\" },\n  { \"kabuto\", \"kabutops\" },\n  { \"dratini\", \"dragonair\", \"dragonite\" },\n  { \"mewtwo\", \"mega_mewtwo_x\", \"mega_mewtwo_y\" },\n  { \"chikorita\", \"bayleef\", \"meganium\" },\n  { \"cyndaquil\", \"quilava\", \"typhlosion\" },\n  { \"totodile\", \"croconaw\", \"feraligatr\" },\n  { \"tyrogue\", \"hitmonlee\", \"hitmonchan\", \"hitmontop\" },\n  { \"poochyena\", \"mightyena\" },\n  { \"wurmple\", \"silcoon\", \"beautifly\", \"cascoon\", \"dustox\" },\n  { \"taillow\", \"swellow\"},\n  { \"wingull\", \"pelipper\"},\n  { \"ralts\", \"kirlia\", \"gardevoir\", \"gallade\"},\n  { \"surskit\", \"masquerain\"},\n  { \"numel\", \"camerupt\", \"mega_camerupt\" },\n  { \"cacnea\", \"cacturne\"},\n  { \"swablu\", \"altaria\"},\n  {\"corphish\", \"crawdaunt\"},\n  { \"feebas\", \"milotic\" },\n  { \"snorunt\", \"glalie\", \"froslass\" },\n  { \"nosepass\", \"probopass\" },\n  {\"skitty\", \"delcatty\"},\n  {\"chingling\", \"chimecho\"},\n  { \"beldum\", \"metang\", \"metagross\" },\n  { \"jirachi\", \"jirachi_banker\", \"jirachi_booster\", \"jirachi_power\", \"jirachi_invis\", \"jirachi_fixer\" },\n  { { key = \"deoxys\", form = 4 }, { key = \"deoxys\", form = 1 }, { key = \"deoxys\", form = 2 }, { key = \"deoxys\", form = 3 }},\n  { \"sentret\", \"furret\" },\n  { \"hoothoot\", \"noctowl\" },\n  { \"ledyba\", \"ledian\" },\n  { \"spinarak\", \"ariados\" },\n  { \"mareep\", \"flaaffy\", \"ampharos\", \"mega_ampharos\" },\n  { \"wooper\", \"quagsire\" },\n  { \"sneasel\", \"weavile\" },\n  { \"teddiursa\", \"ursaring\", \"ursaluna\" },\n  { \"remoraid\", \"octillery\" },\n  { \"aipom\", \"ambipom\" },\n  { \"heracross\", \"mega_heracross\" },\n  { \"togepi\", \"togetic\", \"togekiss\" },\n  { \"yanma\", \"yanmega\" },\n  { \"natu\", \"xatu\" },\n  { \"azurill\", \"marill\", \"azumarill\" },\n  { \"phanpy\", \"donphan\" },\n  { \"girafarig\", \"farigiraf\" },\n  { \"murkrow\", \"honchkrow\" },\n  { \"bonsly\", \"sudowoodo\", \"weird_tree\" },\n  { \"hoppip\", \"skiploom\", \"jumpluff\" },\n  { \"stantler\", \"wyrdeer\" },\n  { \"sunkern\", \"sunflora\" },\n  { \"houndour\", \"houndoom\", \"mega_houndoom\" },\n  { \"misdreavus\", \"mismagius\" },\n  { \"wynaut\", \"wobbuffet\" },\n  { \"pineco\", \"forretress\" },\n  { \"dunsparce\", { key = \"dudunsparce\", form = 0 }, { key = \"dudunsparce\", form = 1 } },\n  { \"gligar\", \"gliscor\" },\n  { \"slugma\", \"magcargo\" },\n  { \"chinchou\", \"lanturn\" },\n  { \"swinub\", \"piloswine\", \"mamoswine\" },\n  { \"snubbull\", \"granbull\" },\n  { \"mantyke\", \"mantine\" },\n  { \"larvitar\", \"pupitar\", \"tyranitar\", \"mega_tyranitar\" },\n  { \"treecko\", \"grovyle\", \"sceptile\" },\n  { \"torchic\", \"combusken\", \"blaziken\" },\n  { \"mudkip\", \"marshtomp\", \"swampert\" },\n  { \"zigzagoon\", \"linoone\" },\n  { \"shroomish\", \"breloom\" },\n  { \"slakoth\", \"vigoroth\", \"slaking\"},\n  { \"nincada\", \"ninjask\", \"shedinja\" },\n  { \"makuhita\", \"hariyama\"},\n  { \"aron\", \"lairon\", \"aggron\" },\n  { \"meditite\", \"medicham\"},\n  { \"budew\", \"roselia\", \"roserade\" },\n  { \"carvanha\", \"sharpedo\"},\n  { \"duskull\", \"dusclops\", \"dusknoir\" },\n  {\"clamperl\", \"huntail\", \"gorebyss\"},\n  { \"lileep\", \"cradily\" },\n  { \"anorith\", \"armaldo\" },\n  { \"bagon\", \"shelgon\", \"salamence\"},\n  { \"bidoof\", \"bibarel\" },\n  { \"kricketot\", \"kricketune\" },\n  { \"buizel\", \"floatzel\" },\n  { \"buneary\", \"lopunny\", \"mega_lopunny\" },\n  { \"riolu\", \"lucario\", \"mega_lucario\" },\n  { \"rotom\", \"rotomh\", \"rotomw\", \"rotomf\", \"rotomfan\", \"rotomm\" },\n  { \"shaymin\", \"shaymin_sky\" },\n  { \"munna\", \"musharna\"},\n  { \"gothita\", \"gothorita\", \"gothitelle\" },\n  { \"vanillite\", \"vanillish\", \"vanilluxe\" },\n  { \"frillish\", \"jellicent\" },\n  { \"elgyem\", \"beheeyem\" },\n  { \"trubbish\", \"garbodor\" },\n  { \"litwick\", \"lampent\", \"chandelure\" },\n  { \"drilbur\", \"excadrill\" },\n  { \"pansage\", \"simisage\" },\n  { \"pansear\", \"simisear\" },\n  { \"panpour\", \"simipour\" },\n  { \"golett\", \"golurk\" },\n  { \"pawniard\", \"bisharp\", \"kingambit\" },\n  { \"roggenrola\", \"boldore\", \"gigalith\" },\n  { \"ferroseed\", \"ferrothorn\" },\n  { \"zorua\", \"zoroark\" },\n  { \"deino\", \"zweilous\", \"hydreigon\" },\n  { \"litleo\", \"pyroar\" },\n  { { key = \"pumpkaboo\", form = 0 }, { key = \"pumpkaboo\", form = 1 }, { key = \"pumpkaboo\", form = 2 }, { key = \"pumpkaboo\", form = 3 },\n    { key = \"gourgeist\", form = 0 }, { key = \"gourgeist\", form = 1 }, { key = \"gourgeist\", form = 2 }, { key = \"gourgeist\", form = 3 },\n  },\n  { \"grubbin\", \"charjabug\", \"vikavolt\" },\n  { \"rockruff\", \"lycanroc_day\", \"lycanroc_night\", \"lycanroc_dusk\" },\n  { \"dreepy\", \"drakloak\", \"dragapult\", \"dreepy_dart\" },\n  { \"hisuian_qwilfish\", \"overqwil\" },\n  { \"nickit\", \"thievul\" },\n  { \"yamper\", \"boltund\" },\n  { \"tarountula\", \"spidops\" },\n  { \"fidough\", \"dachsbun\" },\n  { \"charcadet\", \"armarouge\", \"ceruledge\" },\n  { \"bramblin\", \"brambleghast\" },\n  { \"tinkatink\", \"tinkatuff\", \"tinkaton\" },\n  { \"wiglett\", \"wugtrio\" },\n  { \"gimmighoul\", \"gholdengo\", \"gimmighoulr\" },\n  { \"ruins_of_alph\" },\n  {{key = \"imposter_professor\", form = 0}, {key = \"imposter_professor\", form = 1}},\n  --{{key = \"oricorio\", form = \"Hearts\"}, {key = \"oricorio\", form = \"Clubs\"}, {key = \"oricorio\", form = \"Diamonds\"}, {key = \"oricorio\", form = \"Spades\"}},\n  { \"rival\", \"bitter_rival\", \"champion\" },\n  { { key = \"unown\", form = \"A\" }, { key = \"unown\", form = \"B\" }, { key = \"unown\", form = \"C\" }, { key = \"unown\", form = \"D\" }, { key = \"unown\", form = \"E\" }, { key = \"unown\", form = \"F\" },\n    { key = \"unown\", form = \"G\" }, { key = \"unown\", form = \"H\" }, { key = \"unown\", form = \"I\" }, { key = \"unown\", form = \"J\" }, { key = \"unown\", form = \"K\" }, { key = \"unown\", form = \"L\" },\n    { key = \"unown\", form = \"M\" }, { key = \"unown\", form = \"N\" }, { key = \"unown\", form = \"O\" }, { key = \"unown\", form = \"P\" }, { key = \"unown\", form = \"Q\" }, { key = \"unown\", form = \"R\" },\n    { key = \"unown\", form = \"S\" }, { key = \"unown\", form = \"T\" }, { key = \"unown\", form = \"U\" }, { key = \"unown\", form = \"V\" }, { key = \"unown\", form = \"W\" }, { key = \"unown\", form = \"X\" },\n    { key = \"unown\", form = \"Y\" }, { key = \"unown\", form = \"Z\" }, { key = \"unown\", form = \"ZEx\" }, { key = \"unown\", form = \"ZQu\" }\n  },\n  { \"berry_juice\", \"berry_juice_tarot\", \"berry_juice_planet\", \"berry_juice_spectral\", \"berry_juice_item\", \"berry_juice_energy\" }\n}\n\nlocal pfm_to_name = function(a) return type(a) == 'string' and a or a.key end\n\n-- Initialize family map with default values\nfor _, family in ipairs(default_family_list) do\n  for _, v in ipairs(family) do\n    pokermon_family_map[pfm_to_name(v)] = family\n  end\nend\n\nlocal pfm_compare = function(a, b)\n  return a == b or\n      (type(a) == table and type(b) == table\n        and a.key == b.key\n        and a.form == b.form)\nend\n\nlocal pfm_to_family = function(a) return (type(a) ~= 'table' or a.key) and { a } or a end\n\nlocal family_contains = function(family, member)\n  for _, v in ipairs(family) do\n    if pfm_compare(v, member) then return true end\n  end\n  return false\nend\n\nlocal get_existing_family = function(family_or_member)\n  for _, v in ipairs(pfm_to_family(family_or_member)) do\n    local existing_family = poke_get_family_list(pfm_to_name(v))\n    if existing_family then return existing_family end\n  end\nend\n\nlocal append_to_family = function(family, new_members, insert_after, allow_duplicates)\n  local index\n  if insert_after then\n    for i, v in ipairs(family) do\n      if pfm_compare(v, insert_after) then index = i end\n      -- keep looping to find the last match\n    end\n  end\n\n  for i, v in ipairs(new_members) do\n    if allow_duplicates or not family_contains(get_existing_family(v), v) then\n      pokermon_family_map[pfm_to_name(v)] = family\n      if index then\n        table.insert(family, index + i, v)\n      else\n        table.insert(family, v)\n      end\n    end\n  end\nend\n\n-- API Functions\n\n--- Extends an existing family, or creates a new one if none exists\npoke_add_to_family = function(insert_after, new_family_or_member, allow_duplicates)\n  local new_family = pfm_to_family(new_family_or_member)\n\n  local family = (insert_after and get_existing_family { insert_after }) or get_existing_family(new_family) or {}\n\n  append_to_family(family, new_family, insert_after, allow_duplicates)\nend\n\n--- Returns the family list associated with the provided name\npoke_get_family_list = function(name)\n  return pokermon_family_map[name] or {}\nend\n\n--- Returns whether any cards present share a family with the provided center\npoke_family_present = function(center)\n  if next(find_joker(\"Showman\")) or next(find_joker(\"pokedex\")) then return false end\n  local family_list = poke_get_family_list(center.name)\n  local prefix = center.poke_custom_prefix or 'poke'\n  for _, fam in pairs(family_list) do\n    if G.GAME.used_jokers['j_' .. prefix .. '_' .. ((type(fam) == \"table\" and fam.key) or fam)] then\n      return true\n    end\n  end\n  return false\nend\n"
  },
  {
    "path": "functions/pokefunctions.lua",
    "content": "extended_family = {\n  tauros = {\"miltank\"},\n  unown = {\"ruins_of_alph\", \"unown_swarm\"},\n  luvdisc = {{item = true, name = \"heartscale\"}},\n  shuckle = {{item = true, name = \"berry_juice\"}, {item = true, name = \"berry_juice_tarot\"}, {item = true, name = \"berry_juice_planet\"}, {item = true, name = \"berry_juice_spectral\"}, \n             {item = true, name = \"berry_juice_item\"}, {item = true, name = \"berry_juice_energy\"}, {item = true, name = \"berry_juice_mystery\"}},\n  rotom = {{item = true, name = \"oven\"}, {item = true, name = \"washing_machine\"}, {item = true, name = \"fridge\"}, {item = true, name = \"fan\"}, {item = true, name = \"lawn_mower\"}},\n  rotomh = {{item = true, name = \"oven\"}, {item = true, name = \"washing_machine\"}, {item = true, name = \"fridge\"}, {item = true, name = \"fan\"}, {item = true, name = \"lawn_mower\"}},\n  rotomw = {{item = true, name = \"oven\"}, {item = true, name = \"washing_machine\"}, {item = true, name = \"fridge\"}, {item = true, name = \"fan\"}, {item = true, name = \"lawn_mower\"}},\n  rotomf = {{item = true, name = \"oven\"}, {item = true, name = \"washing_machine\"}, {item = true, name = \"fridge\"}, {item = true, name = \"fan\"}, {item = true, name = \"lawn_mower\"}},\n  rotomfan = {{item = true, name = \"oven\"}, {item = true, name = \"washing_machine\"}, {item = true, name = \"fridge\"}, {item = true, name = \"fan\"}, {item = true, name = \"lawn_mower\"}},\n  rotomm = {{item = true, name = \"oven\"}, {item = true, name = \"washing_machine\"}, {item = true, name = \"fridge\"}, {item = true, name = \"fan\"}, {item = true, name = \"lawn_mower\"}},\n  deoxys = {{item = true, name = \"meteorite\"}}\n}\n\ntype_sticker_applied = function(card)\n  if not card then return false end\n  for _, ptype in ipairs(POKE_TYPES) do\n    if card.ability[ptype:lower() .. '_sticker'] then\n      return ptype\n    end\n  end\n  return false\nend\n\nfind_pokemon_type = function(target_type, exclude_card, exclude_name)\n  local found = {}\n  if G.jokers and G.jokers.cards then\n    for k, v in pairs(G.jokers.cards) do\n      if is_type(v, target_type) and v ~= exclude_card and v.ability.name ~= exclude_name then\n        table.insert(found, v)\n      end\n    end\n  end\n  return found\nend\n\nis_type = function(card, target_type)\n  return card and get_type(card) == target_type\nend\n\nget_type = function(card)\n  if card and card.ability then\n    local sticker = type_sticker_applied(card)\n    if sticker then\n      return sticker\n    elseif type(card.ability.extra) == \"table\" and card.ability.extra.ptype then\n      return card.ability.extra.ptype\n    end\n  end\n  return nil\nend\n\ncopy_scaled_values = function(card)\n  local values = {mult = 0, chips = 0, Xmult = 0, Xmult_multi = 0, money = 0}\n  if card.ability and card.ability.extra and type(card.ability.extra) == \"table\" then\n    for l, v in pairs(values) do\n      if card.ability.extra[l] and (card.ability.extra[l..\"_mod\"] or card.ability.extra[string.sub(l, 1, -2)..\"_mod\"]) or card.config.center.copy_scaled then\n        values[l] = card.ability.extra[l]\n      end\n    end\n  end\n  return values\nend\n\npoke_fake_evolve = function(card, evolve_message, set_sprites)\n    G.E_MANAGER:add_event(Event({\n      func = function()\n        if card.evolution_timer then return true end\n        card.evolution_timer = 0\n        G.E_MANAGER:add_event(Event({\n            trigger = 'ease',\n            ref_table = card,\n            ref_value = 'evolution_timer',\n            ease_to = 1.5,\n            delay = 2.0,\n            func = (function(t) return t end)\n        }))\n        if set_sprites then\n          G.E_MANAGER:add_event(Event({\n            func = function()\n              card:set_sprites(card.config.center)\n              return true\n            end\n          }))\n        end\n        G.E_MANAGER:add_event(Event({\n            trigger = 'ease',\n            ref_table = card,\n            ref_value = 'evolution_timer',\n            ease_to = 2.25,\n            delay = 1.0,\n            func = (function(t) return t end)\n        }))\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            card.evolution_timer = nil\n            play_sound('tarot1')\n            card_eval_status_text(card, 'extra', nil, nil, nil, { message = evolve_message or localize(\"poke_evolve_success\"), colour = G.C.FILTER, instant = true})\n            return true\n          end\n        }))\n        return true\n      end\n    }))\nend\n\npoke_evolve = function(card, to_key, immediate, evolve_message, transformation, energize_amount)\n  if G.GAME.modifiers.apply_randomizer and not transformation then\n    to_key = get_random_poke_key('randomizer')\n  end\n  if immediate then\n    poke_backend_evolve(card, to_key, energize_amount)\n  else\n    G.E_MANAGER:add_event(Event({\n      func = function()\n        if card.evolution_timer or G.P_CENTERS[to_key] == card.config.center then return true end\n        card.evolution_timer = 0\n        G.E_MANAGER:add_event(Event({\n            trigger = 'ease',\n            ref_table = card,\n            ref_value = 'evolution_timer',\n            ease_to = 1.5,\n            delay = 2.0,\n            func = (function(t) return t end)\n        }))\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            poke_backend_evolve(card, to_key, energize_amount)\n            return true\n          end\n        }))\n        G.E_MANAGER:add_event(Event({\n            trigger = 'ease',\n            ref_table = card,\n            ref_value = 'evolution_timer',\n            ease_to = 2.25,\n            delay = 1.0,\n            func = (function(t) return t end)\n        }))\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            card.evolution_timer = nil\n            play_sound('tarot1')\n            card_eval_status_text(card, 'extra', nil, nil, nil, { message = evolve_message or localize(\"poke_evolve_success\"), colour = G.C.FILTER, instant = true})\n            return true\n          end\n        }))\n        return true\n      end\n    }))\n  end\nend\n\n-- Stolen from Cardsauce\n-- Based on code from Ortalab\npoke_backend_evolve = function(card, to_key, energize_amount)\n  local custom_values_to_keep = {}\n  local has_custom_values_to_keep = nil\n  local trigger_add = nil\n  local new_card = G.P_CENTERS[to_key]\n  if card.config.center == new_card then return end\n  \n  local old_key = card.config.center.key\n  \n  --turn off multisprite on evolution\n  if card.config.center.poke_multi_sprite and card.ability and card.ability.extra then\n    card.ability.extra.loaded_pos = nil\n    card.ability.extra.loaded_sprite = nil\n  end\n  \n  -- if it's not a mega and not a devolution and still has rounds left, reset perish tally\n  if card.ability.perishable and card.config.center.rarity ~= \"poke_mega\" then\n    if card.ability.perish_tally == 0 then trigger_add = true end\n    card.ability.perish_tally = G.GAME.perishable_rounds\n    card.debuff = false\n  end\n\n  local names_to_keep = {\"targets\", \"rank\", \"id\", \"cards_scored\", \"cards_drawn\", \"upgrade\", \"hazards_drawn\", \"energy_count\", \"c_energy_count\", \"e_limit_up\", \"form\", \"jack_target\",                         \"jacks_discarded\"}\n  if type_sticker_applied(card) then\n    table.insert(names_to_keep, \"ptype\")\n  end\n  local values_to_keep = copy_scaled_values(card)\n  if type(card.ability.extra) == \"table\" then\n    for _, k in pairs(names_to_keep) do\n      values_to_keep[k] = card.ability.extra[k]\n    end\n  end\n  \n  -- value filtering\n  if values_to_keep.hazards_drawn then\n    values_to_keep.hazards_drawn = values_to_keep.hazards_drawn % 2\n  end\n  \n  if card.config.center.poke_custom_values_to_keep then\n    for k, v in pairs(card.config.center.poke_custom_values_to_keep) do\n      custom_values_to_keep[v] = card.ability.extra[v]\n    end\n    has_custom_values_to_keep = true\n  end\n  \n  card.children.center = Sprite(card.T.x, card.T.y, card.T.w, card.T.h, SMODS.get_atlas(new_card.atlas or \"Joker\"), new_card.pos)\n  card.children.center.states.hover = card.states.hover\n  card.children.center.states.click = card.states.click\n  card.children.center.states.drag = card.states.drag\n  card.children.center.states.collide.can = false\n  card.children.center:set_role({major = card, role_type = 'Glued', draw_major = card})\n  card:set_ability(new_card, true)\n  card:set_cost()\n\n  if type(card.ability.extra) == \"table\" then\n    for k,v in pairs(values_to_keep) do\n      if card.ability.extra[k] or k == \"energy_count\" or k == \"c_energy_count\" or k == \"e_limit_up\" then\n        if type(card.ability.extra[k]) ~= \"number\" or (type(v) == \"number\" and v > card.ability.extra[k]) or k == \"form\" or k == \"jack_target\" then\n          card.ability.extra[k] = v\n        end\n      end\n    end\n    if values_to_keep[\"form\"] and type(new_card.set_ability) == 'function' then\n      new_card:set_ability(card)\n    end\n    if card.ability.extra.energy_count or card.ability.extra.c_energy_count then\n      energize(card, nil, true, true)\n    end\n  end\n  \n  if has_custom_values_to_keep then\n    for k, v in pairs(custom_values_to_keep) do\n      card.ability.extra[k] = v\n    end\n  end\n\n  if new_card.soul_pos then\n    card.children.floating_sprite = Sprite(card.T.x, card.T.y, card.T.w, card.T.h, SMODS.get_atlas(new_card.atlas or \"Joker\"), new_card.soul_pos)\n    card.children.floating_sprite.role.draw_major = card\n    card.children.floating_sprite.states.hover.can = false\n    card.children.floating_sprite.states.click.can = false\n  elseif card.children.floating_sprite then\n    card.children.floating_sprite:remove()\n    card.children.floating_sprite = nil\n  end\n\n  if not card.edition then\n    card:juice_up()\n    play_sound('generic1')\n  else\n    card:juice_up(1, 0.5)\n    if card.edition.foil then play_sound('foil1', 1.2, 0.4) end\n    if card.edition.holo then play_sound('holo1', 1.2*1.58, 0.4) end\n    if card.edition.polychrome then play_sound('polychrome1', 1.2, 0.7) end\n    if card.edition.negative then play_sound('negative', 1.5, 0.4) end\n    if card.edition.poke_shiny then\n      play_sound('poke_e_shiny', 1, 0.2)\n      G.P_CENTERS.e_poke_shiny.on_load(card)\n    end\n  end\n  \n  if trigger_add then\n    card:add_to_deck()\n  end\n  \n  if energize_amount then\n    energy_increase(card, 'Trans', energize_amount)\n  end\nend\n\ncan_evolve = function(self, card, context, forced_key, ignore_step, allow_level)\n  if not G.P_CENTERS[forced_key] then return false end\n  if next(find_joker(\"everstone\")) and not allow_level then return false end\n  if (context.evolution or ignore_step) and not context.blueprint and not card.gone then\n    return true\n  else\n    return false\n  end\nend\n\nlevel_evo = function(self, card, context, forced_key)\n    if not card.ability.extra.rounds then return end\n    if card.debuff then return end\n    if can_evolve(self, card, context, forced_key) then\n      if card.ability.extra.rounds > 0 then\n        card.ability.extra.rounds = card.ability.extra.rounds - 1\n      end\n      if card.ability.extra.rounds <= 0 then\n        return {\n          message = poke_evolve(card, forced_key)\n        }\n      elseif card.ability.extra.rounds > 0 then\n        card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize(\"poke_evolve_level\")})\n      end\n    elseif can_evolve(self, card, context, forced_key, nil, true) then\n      if card.ability.extra.rounds > 0 then\n        card.ability.extra.rounds = card.ability.extra.rounds - 1\n        card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize(\"poke_evolve_level\")})\n      end\n    end\n    if can_evolve(self, card, context, forced_key, true) and card.ability.extra.rounds <= 1 and not card.ability.extra.juiced then\n      card.ability.extra.juiced = true\n      local eval = function(card) return card.ability.extra.rounds and card.ability.extra.rounds <= 1 and not next(find_joker(\"everstone\")) and card.ability.extra.juiced end\n      juice_card_until(card, eval, true)\n    end\nend\n\nitem_evo = function(self, card, context, forced_key)\n    if (card.ability.extra.evolve and ((card.ability.extra.evolve == true) or type(card.ability.extra.evolve) == \"string\")) then\n      if type(card.ability.extra.evolve) == \"string\" then\n        forced_key = card.ability.extra.evo_list[card.ability.extra.evolve]\n      end\n      if forced_key and can_evolve(self, card, context, forced_key) then\n        card.ability.extra.evolve = nil\n        return {\n          message = poke_evolve(card, forced_key)\n        }\n      end\n\n      if can_evolve(self, card, context, forced_key, true) then\n        if not card.ability.extra.juiced then\n          card.ability.extra.juiced = true\n          local eval = function(card) return card.ability.extra.evolve and not card.REMOVED and not G.RESET_JIGGLES end\n          juice_card_until(card, eval, true)\n        end\n      end\n      \n    end\nend\n\nscaling_evo = function (self, card, context, forced_key, current, target, evo_message)\n  if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n    current = to_big(current)\n    target = to_big(target)\n  end\n  if can_evolve(self, card, context, forced_key) and current >= target then\n    return {\n      message = poke_evolve(card, forced_key, nil, evo_message)\n    }\n  end\n  if can_evolve(self, card, context, forced_key, true) and current >= target then\n    if not card.ability.extra.juiced then\n      card.ability.extra.juiced = true\n      local eval = function(card) return current >= target and not card.REMOVED and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n  end\nend\n\ntype_evo = function (self, card, context, forced_key, type_req)\n  if can_evolve(self, card, context, forced_key) and card.ability[type_req..\"_sticker\"] then\n    return {\n      message = poke_evolve(card, forced_key)\n    }\n  elseif can_evolve(self, card, context, forced_key, true) and card.ability[type_req..\"_sticker\"] then\n    if not card.ability.extra.juiced then\n      card.ability.extra.juiced = true\n      local eval = function(card) return card.ability[type_req..\"_sticker\"] and not card.REMOVED and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n  end\nend\n\ndeck_suit_evo = function (self, card, context, forced_key, suit, percentage)\n  if can_evolve(self, card, context, forced_key) then\n    local suit_count = 0\n    for k, v in pairs(G.playing_cards) do\n      if v:is_suit(suit) then suit_count = suit_count + 1 end\n    end\n    if suit_count/#G.playing_cards >= percentage then\n      return {\n        message = poke_evolve(card, forced_key)\n      }\n    end\n  end\nend\n\ndeck_enhance_evo = function (self, card, context, forced_key, enhancement, percentage, flat)\n  if can_evolve(self, card, context, forced_key) then\n    local enhance_count = 0\n    for k, v in pairs(G.playing_cards) do\n      if v.ability.name == enhancement..\" Card\" then enhance_count  = enhance_count  + 1 end\n    end\n    if percentage and (enhance_count/#G.playing_cards >= percentage) then\n      return {\n        message = poke_evolve(card, forced_key)\n      }\n    elseif flat and (enhance_count >= flat) then\n      return {\n        message = poke_evolve(card, forced_key)\n      }\n    end\n  end\nend\n\ndeck_seal_evo = function (self, card, context, forced_key, seal, percentage, flat)\n  if can_evolve(self, card, context, forced_key) then\n    local seal_count = 0\n    for k, v in pairs(G.playing_cards) do\n      if seal and v.seal == seal then \n        seal_count = seal_count + 1 \n      elseif not seal and v.seal then\n        seal_count = seal_count + 1 \n      end\n    end\n    if percentage and (seal_count/#G.playing_cards >= percentage) then\n      return {\n        message = poke_evolve(card, forced_key)\n      }\n    elseif flat and (seal_count >= flat) then\n      return {\n        message = poke_evolve(card, forced_key)\n      }\n    end\n  end\nend\n\nget_lowest_evo = function(card)\n  local name = card.name or card.ability.name or \"bulbasaur\"\n  local prefix = \"j_\"..(card.config.center.poke_custom_prefix or \"poke\")..\"_\"\n  \n  local family = poke_get_family_list(name)\n  \n  --Nice and simple, we just want the lowest value, which should be the first\n  --In the case the family is one joker, just return the name\n  return (type(family[1]) == \"table\" and family[1].key) or family[1] or name\nend\n\nget_highest_evo = function(card)\n  local name = card.name or card.ability.name or \"bulbasaur\"\n  local prefix = \"j_\"..(card.config.center.poke_custom_prefix or \"poke\")..\"_\"\n\n  -- if there's an override then return early\n  if HIGHEST_EVO_OVERRIDES[name] then\n    local evos = HIGHEST_EVO_OVERRIDES[name]\n    return (#evos == 1 and evos[1]) or pseudorandom_element(evos, pseudoseed('highest'))\n  end\n  -- if already at highest stage, return early\n  if POKE_STAGES[card.config.center.stage].next == nil then return end\n\n  -- find the pokermon's family list\n  local family = poke_get_family_list(name)\n  -- if pokermon isn't in a family, return false\n  if #family < 2 then return false end\n  -- Check for max evo in family list, ignoring megas and aux pokermon\n  local max = #family\n  local max_evo_name = (type(family[max]) == \"table\" and family[max].key) or family[max]\n  local max_stage = POKE_STAGES[G.P_CENTERS[prefix..max_evo_name].stage]\n\n  while max > 1 and (max_stage.prev == nil or G.P_CENTERS[prefix..max_evo_name].aux_poke) do\n    max = max - 1\n    max_evo_name = (type(family[max]) == \"table\" and family[max].key) or family[max]\n    max_stage = POKE_STAGES[G.P_CENTERS[prefix..max_evo_name].stage]\n  end\n  max_stage = G.P_CENTERS[prefix..max_evo_name].stage\n\n  -- check if max stage is the same as card's, and check split evo weirdness\n  if max_stage ~= \"Legendary\" and card.config.center.stage == max_stage then return\n  elseif max_stage ~= \"Legendary\" and POKE_STAGES[card.config.center.stage].next == max_stage\n    and get_previous_evo_from_center(G.P_CENTERS[prefix..max_evo_name], true) ~= card.config.center_key then return\n  end\n\n  -- find pokermon in family list with max stage\n  local evos = {max_evo_name}\n  for _, v in pairs(family) do\n    local curr_name = (type(v) == \"table\" and v.key) or v\n    if G.P_CENTERS[prefix..curr_name].stage == max_stage and curr_name ~= max_evo_name\n      and G.P_CENTERS[prefix..curr_name].stage ~= \"Legendary\"\n      and G.P_CENTERS[prefix..curr_name].aux_poke ~= true then\n        table.insert(evos, curr_name)\n    end\n  end\n  return (#evos == 1 and evos[1]) or pseudorandom_element(evos, pseudoseed('highest'))\nend\n\nget_mega = function(card)\n  if not card.config.center.megas then return end\n  if #card.config.center.megas == 1 then return card.config.center.megas[1] end\n  -- Leftmost = X, Rightmost = Y, Middle = Random\n  local mega\n  if #G.jokers.cards == 1 then mega = pseudorandom_element(card.config.center.megas, pseudoseed('megastone'))\n  elseif card == G.jokers.cards[1] then mega = card.config.center.megas[1]\n  elseif card == G.jokers.cards[#G.jokers.cards] then mega = card.config.center.megas[2]\n  else mega = pseudorandom_element(card.config.center.megas, pseudoseed('megastone')) end\n  return mega\nend\n\nget_previous_from_mega = function(name, prefix, full_key)\n  local prev = string.sub(name, 6, -1)\n  -- string.match here wants to catch '_x', '_y' and '_z' at the end of the key\n  prev = string.gsub(prev, '_%a$', '')\n  local prev_key = \"j_\"..prefix..\"_\"..prev\n  return G.P_CENTERS[\"j_\"..prefix..\"_\"..prev] and (full_key and prev_key or prev)\nend\n\nget_previous_evo = function(card, full_key)\n  local center = card.config.center\n  return get_previous_evo_from_center(center, full_key)\nend\n\nget_previous_evo_from_center = function(center, full_key)\n  local name = center.name or \"bulbasaur\"\n  local index, prev\n  local prefix = center.poke_custom_prefix or \"poke\"\n\n  if PREVIOUS_EVO_OVERRIDES[name] then\n    prev = PREVIOUS_EVO_OVERRIDES[name]\n    return full_key and \"j_\"..prefix..\"_\"..prev or prev\n  end\n\n  if center.stage == \"Mega\" then\n    local mega = get_previous_from_mega(name, prefix, full_key)\n    if mega then return mega end\n  end\n\n  local list = poke_get_family_list(name)\n  if #list < 2 then return end\n  for i, v in pairs(list) do\n    if name == (type(v) == 'table' and v.key or v) then index = i; break end\n  end\n  while index > 1 do\n    index = index - 1\n    local prev_name = type(list[index]) == 'table' and list[index].key or list[index]\n    local prev_center = G.P_CENTERS['j_'..prefix..'_'..prev_name]\n    if prev_center.stage == get_previous_stage(center.stage) and not center.aux_poke then\n      prev = prev_center.name\n      break\n    end\n  end\n\n  if not prev then return end\n  return full_key and \"j_\"..prefix..\"_\"..prev or prev\nend\n\nget_family_keys = function(card)\n  local keys = {}\n  local center = card.config.center\n  local line = poke_get_family_list(center.name)\n  local prefix = center.poke_custom_prefix or 'poke'\n  local full_prefix = (center.poke_multi_item and 'c_' or 'j_')..prefix..'_'\n  if #line > 1 then\n    for i = 1, #line do\n      if type(line[i]) == \"table\" then\n        local new_table = copy_table(line[i])\n        new_table.key = full_prefix..line[i].key\n        table.insert(keys, new_table)\n      else\n        table.insert(keys, full_prefix..line[i])\n      end\n    end\n  else\n    table.insert(keys, full_prefix..center.name)\n  end\n  for k, v in pairs(extended_family) do\n    if k == center.name then\n      for _, y in pairs(v) do\n        if type(y) == \"table\" then\n          if y.item then\n            local item_prefix = y.custom_prefix or \"c_poke_\"\n            table.insert(keys, item_prefix..y.name)\n          else\n            table.insert(keys, full_prefix..y.name)\n          end\n        else\n          table.insert(keys, full_prefix..y)\n        end\n      end\n    end\n  end\n  if center.name == \"smeargle\" then\n    local copy = center:get_copy(card)\n    if copy then\n      table.insert(keys, copy.config.center.key)\n    end\n  end\n  if center.name == \"ruins_of_alph\" then\n    for _, v in pairs(card.ability.extra.forms) do\n      local form = {key = \"j_poke_unown\", form = v}\n      table.insert(keys, form)\n    end\n  end\n  local evo_item_keys = get_evo_item_keys(card)\n  table.append(keys, evo_item_keys)\n  return keys\nend\n\nget_evo_item_keys = function(card)\n  local keys = {}\n  if card and card.config and card.config.center and card.config.center.item_req then\n    local prefix = card.config.center.poke_custom_prefix\n    local item_key, evo_item_prefix\n    if type(card.config.center.item_req) == \"table\" then\n      for i = 1, #card.config.center.item_req do\n        evo_item_prefix = table.contains(native_evo_items, card.config.center.item_req[i]) and 'poke' or prefix\n        item_key = 'c_'..(evo_item_prefix)..'_'..card.config.center.item_req[i]\n        table.insert(keys, item_key)\n      end\n    else\n      evo_item_prefix = table.contains(native_evo_items, card.config.center.item_req) and 'poke' or prefix\n      item_key = 'c_'..(evo_item_prefix)..'_'..card.config.center.item_req\n      table.insert(keys, item_key)\n    end\n  end\n  return keys\nend\n\nevo_item_use = function(self, card, area, copier)\n    local applied = false\n    local evolve = false\n    for k, v in pairs(G.jokers.cards) do\n      if applied ~= true and not v.debuff then\n        if v.ability and v.ability.extra and type(v.ability.extra) == \"table\" and type(v.ability.extra.item_req) ~= \"table\" and v.ability.extra.item_req == self.name and not v.ability.extra.evolve then\n          evolve = true\n        elseif v.ability and v.ability.extra and type(v.ability.extra) == \"table\" and type(v.ability.extra.item_req) == \"table\" and not v.ability.extra.evolve then\n          for l, p in pairs(v.ability.extra.item_req) do\n            if p == self.name then\n              evolve = p\n            end\n          end\n        end\n        \n        if evolve then\n          v.ability.extra.evolve = evolve\n          applied = true\n          local eval = function(v) return v.ability.extra.evolve end\n          juice_card_until(v, eval, true)\n        end\n      end\n    end\n    return evolve\nend\n\nhighlighted_evo_item = function(self, card, area, copier)\n    local evolve = false\n    if not G.jokers.highlighted or #G.jokers.highlighted ~= 1 then return false end\n    local choice = G.jokers.highlighted[1]\n    if choice.debuff then return false end\n    if choice.ability and choice.ability.extra and type(choice.ability.extra) == \"table\" and type(choice.ability.extra.item_req) ~= \"table\" and choice.ability.extra.item_req == self.name and \n       not choice.ability.extra.evolve then\n      evolve = true\n    elseif choice.ability and choice.ability.extra and type(choice.ability.extra) == \"table\" and type(choice.ability.extra.item_req) == \"table\" and not choice.ability.extra.evolve then\n      for l, p in pairs(choice.ability.extra.item_req) do\n        if p == self.name then\n          evolve = p\n        end\n      end\n    end\n    \n    if evolve then\n      choice.ability.extra.evolve = evolve\n      local eval = function(choice) return choice.ability.extra.evolve end\n      juice_card_until(choice, eval, true)\n    end\n    return evolve\nend\n\nfunction is_evo_item_for(self, card)\n  if not card.ability or type(card.ability.extra) ~= \"table\" or card.ability.extra.evolve then return false end\n\n  if type(card.ability.extra.item_req) == \"table\" then\n    for _, item in pairs(card.ability.extra.item_req) do\n      if item == self.name then\n        return true\n      end\n    end\n  end\n  return card.ability.extra.item_req == self.name\nend\n\nevo_item_use_total = function(self, card, area, copier)\n    local evolve = nil\n    if G.jokers.highlighted and #G.jokers.highlighted == 1 then\n      evolve = highlighted_evo_item(self, card, area, copier)\n    end\n    if not evolve then\n      evolve = evo_item_use(self, card, area, copier)\n    end\n    return evolve\nend\n\nevo_item_in_pool = function(self)\n    if G.jokers then\n      for k, v in pairs(G.jokers.cards) do\n        if v.ability and v.ability.extra and type(v.ability.extra) == \"table\" and type(v.ability.extra.item_req) ~= \"table\" and v.ability.extra.item_req == self.name then\n          return true\n        elseif v.ability and v.ability.extra and type(v.ability.extra) == \"table\" and type(v.ability.item_req) == \"table\" then\n          for l, p in pairs(v.ability.extra.item_req) do\n            if p == self.name then\n              return true\n            end\n          end\n        end\n      end\n    end\n    return false\nend\n\ntype_tooltip = function(self, info_queue, center)\n  local percent\n  if (center.ability and center.ability.extra and type(center.ability.extra) == \"table\" and (get_total_energy(center) ~= 0)) then\n      info_queue[#info_queue+1] = {set = 'Other', key = \"energy\", vars = {get_total_energy(center), energy_max + (G.GAME.energy_plus or 0) + (center.ability.extra.e_limit_up or 0)}}\n      if center.ability.money_frac and center.ability.money_frac > 0 then\n        percent = tonumber(string.format('%.3f', center.ability.money_frac)) * 100\n        if percent ~= 100 and percent ~= 0 then\n          info_queue[#info_queue+1] = {set = 'Other', key = \"money_chance\", vars = {percent}}\n        end\n      end\n      if center.ability.money_mod_frac and center.ability.money_mod_frac > 0 then\n        percent = tonumber(string.format('%.3f', center.ability.money_mod_frac)) * 100\n        if percent ~= 100 and percent ~= 0 then\n          info_queue[#info_queue+1] = {set = 'Other', key = \"money_progress\", vars = {percent}}\n        end\n      end\n      if center.ability.mult_mod_frac and center.ability.mult_mod_frac > 0 then\n        percent = tonumber(string.format('%.3f', center.ability.mult_mod_frac)) * 100\n        if percent ~= 100 and percent ~= 0 then\n          info_queue[#info_queue+1] = {set = 'Other', key = \"mult_progress\", vars = {percent}}\n        end\n      end\n      if center.ability.chip_mod_frac and center.ability.chip_mod_frac > 0 then\n        percent = tonumber(string.format('%.3f', center.ability.chip_mod_frac)) * 100\n        if percent ~= 100 and percent ~= 0 then\n          info_queue[#info_queue+1] = {set = 'Other', key = \"chip_progress\", vars = {percent}}\n        end\n      end\n  elseif (center.ability and (get_total_energy(center) > 0)) then\n      info_queue[#info_queue+1] = {set = 'Other', key = \"energy\", vars = {get_total_energy(center), energy_max + (G.GAME.energy_plus or 0)}}\n      if center.ability.money_frac then\n        percent = tonumber(string.format('%.3f', center.ability.money_frac)) * 100\n        if percent ~= 100 and percent ~= 0 then\n          info_queue[#info_queue+1] = {set = 'Other', key = \"money_chance\", vars = {percent}}\n        end\n      end\n  end\n  if self.megas and pokermon_config.detailed_tooltips then\n    info_queue[#info_queue+1] = {set = 'Other', key = 'mega_poke'}\n    if #self.megas > 1 and next(SMODS.find_card('c_poke_megastone')) then\n      local mega_names = {}\n      for _, mega in ipairs(self.megas) do\n        local prefix = self.poke_custom_prefix or \"poke\"\n        local key = \"j_\"..prefix..\"_\"..mega\n        mega_names[#mega_names+1] = localize({type = \"name_text\", set = \"Joker\", key = key})\n      end\n      info_queue[#info_queue+1] = {set = 'Other', key = 'split_mega', vars = mega_names}\n    end\n  end\nend\n\npoke_set_type_badge = function(self, card, badges)\n  local ptype = get_type(card)\n  if ptype then\n    local lower_ptype = string.lower(ptype)\n    local text_colour = G.C.WHITE\n    if ptype == \"Lightning\" then\n      text_colour = G.C.BLACK\n    end\n    ptype = localize('poke_'..lower_ptype..'_badge')\n    if type_sticker_applied(card) then\n      ptype = ptype..\" \"..localize(\"poke_tera\")\n    end\n    if lower_ptype == \"bird\" then\n      if math.random(0,5) == 5 then ptype = nil end\n    end\n    badges[#badges+1] = create_badge(ptype, G.ARGS.LOC_COLOURS[lower_ptype], text_colour, 1.2 )\n  end\nend\n\napply_type_sticker = function(card, sticker_type)\n  local apply_type = nil\n  \n  if sticker_type then\n    apply_type = sticker_type\n    card.ability[string.lower(apply_type)..\"_sticker\"] = true\n  else\n    apply_type = pseudorandom_element(poketype_list, pseudoseed(\"tera\"))\n    card.ability[string.lower(apply_type)..\"_sticker\"] = true\n  end\n  \n  for l, v in pairs(poketype_list) do\n    if string.lower(v) ~= string.lower(apply_type) then\n      card.ability[string.lower(v)..\"_sticker\"] = false\n    end\n  end\n  \n  if card.ability and card.ability.extra and type(card.ability.extra) == \"table\" and card.ability.extra.ptype then\n    card.ability.extra.ptype = apply_type \n  end\n  \n  if card.config and type(card.config) == \"table\" and card.config.center and type(card.config.center) == \"table\" and not card.config.center.stage \n     and not G.P_CENTERS[card.config.center_key].taken_ownership then\n    if G.P_CENTERS[card.config.center_key].loc_vars and type(G.P_CENTERS[card.config.center_key].loc_vars) == \"function\" then\n      local lv = G.P_CENTERS[card.config.center_key].loc_vars\n      local badge = G.P_CENTERS[card.config.center_key].set_badges\n      SMODS.Joker:take_ownership(card.config.center_key, {\n        unlocked = true, \n        discovered = true,\n        loc_vars = function(self, info_queue, center)\n          type_tooltip(self, info_queue, center)\n          return lv(self, info_queue, center)\n        end,\n        set_badges = function(self, card, badges)\n          if badge then badge(self, card, badges) end\n          poke_set_type_badge(self, card, badges)          \n        end,\n      }, true)\n    else\n      local badge = G.P_CENTERS[card.config.center_key].set_badges\n      SMODS.Joker:take_ownership(card.config.center_key, {\n        unlocked = true,\n        discovered = true,\n        loc_vars = function(self, info_queue, center)\n          type_tooltip(self, info_queue, center)\n        end,\n        set_badges = function(self, card, badges)\n          if badge then badge(self, card, badges) end\n          poke_set_type_badge(self, card, badges)\n        end,\n      }, true)\n    end\n  end\n\n  if card.area and card.area == G.jokers and G.GAME.facing_blind then\n    SMODS.recalc_debuff(card)\n  end\nend\n\nget_random_poke_key = function(pseed, stage, pokerarity, _area, poketype, exclude_keys)\n  local poke_keys = {}\n  local poke_key\n  exclude_keys = exclude_keys or {}\n\n  if pokerarity then\n    local rarities = { common = 1, uncommon = 2, rare = 3, legendary = 4 }\n    if type(pokerarity) == 'table' then\n      for k, v in ipairs(pokerarity) do\n        pokerarity[k] = type(v) == 'string' and rarities[v:lower()] or v\n      end\n    elseif type(pokerarity) == 'string' then\n      pokerarity = rarities[pokerarity:lower()] or pokerarity\n    end\n  end\n\n  local valid_stages = poke_convert_to_set(stage)\n  local valid_rarities = poke_convert_to_set(pokerarity)\n\n  for k, v in pairs(G.P_CENTER_POOLS.Joker) do\n    if v.stage and v.stage ~= \"Other\" and (not valid_stages or valid_stages[v.stage]) and (not valid_rarities or valid_rarities[v.rarity]) and get_gen_allowed(v)\n       and not (poketype and poketype ~= v.ptype) and not poke_family_present(v) and (not (type(v.in_pool) == 'function') or v:in_pool()) and not v.aux_poke and v.rarity ~= \"poke_mega\" and not exclude_keys[v.key]\n       and not G.GAME.banned_keys[v.key] and not (G.GAME.used_jokers[v.key] and not SMODS.showman(v.key)) then\n\n      if v.enhancement_gate then\n        if G.playing_cards then\n          for kk, vv in pairs(G.playing_cards) do\n            if SMODS.has_enhancement(vv, v.enhancement_gate) then\n              table.insert(poke_keys, v.key)\n              break\n            end\n          end\n        end\n      else\n        table.insert(poke_keys, v.key)\n      end\n    end\n  end\n  \n  if #poke_keys > 0 then\n    poke_key = pseudorandom_element(poke_keys, pseudoseed(pseed))\n  else\n    poke_key = \"j_poke_caterpie\"\n  end\n\n  return poke_key\nend\n\nget_random_poke_key_options = function(options)\n  local pseed = options.seed or options.pseed or options.key_append\n  local stage = options.stage or options.pokestage\n  local pokerarity = options.rarity or options.pokerarity\n  local poketype = options.type or options.poketype\n  local exclude_keys = options.exclude_keys\n  return get_random_poke_key(pseed, stage, pokerarity, nil, poketype, exclude_keys)\nend\n\ncreate_random_poke_joker = function(pseed, stage, pokerarity, area, poketype)\n  local create_args = {set = \"Joker\", area = pokearea, key = ''}\n  create_args.key = get_random_poke_key(pseed, stage, pokerarity, area, poketype)\n\n  return SMODS.create_card(create_args)\nend\n\nget_gen_allowed = function(card)\n  local gen_allowed = false\n  if card.gen then\n    local gen = card.gen\n    if gen == 1 and pokermon_config.gen_oneb then gen_allowed = true end\n    if gen == 2 and pokermon_config.gen_two then gen_allowed = true end\n    if gen == 3 and pokermon_config.gen_three then gen_allowed = true end\n    if gen == 4 and pokermon_config.gen_four then gen_allowed = true end\n    if gen == 5 and pokermon_config.gen_five then gen_allowed = true end\n    if gen == 6 and pokermon_config.gen_six then gen_allowed = true end\n    if gen == 7 and pokermon_config.gen_seven then gen_allowed = true end\n    if gen == 8 and pokermon_config.gen_eight then gen_allowed = true end\n    if gen == 9 and pokermon_config.gen_nine then gen_allowed = true end\n  else\n    gen_allowed = true\n  end\n  return gen_allowed\nend\n\nget_poke_target_card_ranks = function(seed, num, default, use_deck)\n  local target_ranks = {}\n  local valid_cards = {}\n  if not G.playing_cards then\n    return default\n  end\n  if use_deck then\n    for i = 1, num do\n      for k, v in ipairs(G.playing_cards) do\n        if not SMODS.has_no_rank(v) then\n            local already_picked = false\n            for j = 1, #target_ranks do\n              if target_ranks[j].id == v.base.id then already_picked = true; break end\n            end\n            if not already_picked then\n              valid_cards[#valid_cards+1] = v\n            end\n        end\n      end\n      if #valid_cards > 0 then\n        local picked = pseudorandom_element(valid_cards, pseudoseed(seed))\n        target_ranks[#target_ranks+1] = {value = picked.base.value, id = picked.base.id}\n        valid_cards = {}\n      elseif #target_ranks > 0 then\n        target_ranks[#target_ranks+1] = target_ranks[1]\n      else\n         target_ranks[#target_ranks+1] = {value = \"Ace\", id = 14}\n      end\n    end\n  else\n    local random = {}\n    local cvalue = nil\n    for i = 2, 14 do\n      if i == 11 then cvalue = 'Jack'\n      elseif i == 12 then cvalue = 'Queen'\n      elseif i == 13 then cvalue = 'King'\n      elseif i == 14 then cvalue = 'Ace'\n      else cvalue = ''..i end\n      random[#random+1] = {value = cvalue, id = i}\n    end\n    local args = {array = random, amt = num}\n    target_ranks = pseudorandom_multi(args)\n  end\n  local sort_function = function(card1, card2) return card1.id < card2.id end\n  table.sort(target_ranks, sort_function)\n  return target_ranks\nend\n\nget_poke_target_card_suit = function(seed, use_deck, default, limit_suits)\n  local suit = default or 'Spades'\n  local allowed_suits = limit_suits or SMODS.Suits\n  local valid_cards = {}\n  if not G.playing_cards then\n    return {{suit = suit}}\n  end\n  if use_deck then\n    for k, v in ipairs(G.playing_cards) do\n      if not SMODS.has_no_suit(v) and not SMODS.has_any_suit(v) then\n        for x, y in pairs(allowed_suits) do\n          if (y.key and v:is_suit(y.key)) or v:is_suit(y) then\n            valid_cards[#valid_cards+1] = v\n            break\n          end\n        end\n      end\n    end\n    if #valid_cards > 0 then\n      local picked = pseudorandom_element(valid_cards, pseudoseed(seed))\n      return {{suit = picked.base.suit}}\n    else\n      return {{suit = suit}}\n    end\n  else\n    local picked = pseudorandom_element(allowed_suits, pseudoseed(seed))\n    return {{suit = picked.key or picked}}\n  end\nend\n\nget_poke_target_card_enhancements = function(seed, num, options)\n  local enhancements = {}\n  local enhance_options = options or {\"m_bonus\", \"m_mult\", \"m_wild\", \"m_glass\", \"m_steel\", \"m_gold\", \"m_lucky\"}       \n  \n  for i = 1, num do\n    local enhancement = pseudorandom_element(enhance_options, pseudoseed(seed))\n    enhancements[#enhancements + 1] = enhancement\n    \n    for j = 1, #enhance_options do\n      if enhance_options[j] == enhancement then\n        table.remove(enhance_options, j)\n      end\n    end\n  end\n  \n  return enhancements\nend\n\nadd_target_cards_to_vars = function(vars, targets)\n  for i=1, #targets do\n    vars[#vars+1] = localize(targets[i].value or \"Ace\", 'ranks')\n  end\nend\n\nfind_other_poke_or_energy_type = function(card, poke_type, count_self)\n  local energy = nil\n  local type_count = 0\n  if string.lower(poke_type) == \"dark\" then\n    energy = \"darkness_energy\"\n  else\n    energy = string.lower(poke_type)..\"_energy\"\n  end\n  type_count = #find_pokemon_type(poke_type)\n  if is_type(card, poke_type) and not count_self then\n    type_count = type_count - 1\n  end\n  \n  if type_count > 0 or #find_joker(energy) > 0 then\n    return type_count + #find_joker(energy)\n  else\n    return 0\n  end\nend\n\nfaint_baby_poke = function(self, card, context)\n  if context.cardarea == G.jokers and context.scoring_hand and not context.blueprint then\n    if context.joker_main then\n      local alive = true\n      local self_pos = 0\n      local adult_pos = 0\n      local rightmost_stage = G.jokers.cards[#G.jokers.cards].config.center.stage\n      if not rightmost_stage or (rightmost_stage and rightmost_stage ~= \"Baby\") then alive = false end\n      if alive then\n        local stage = nil\n        for i = 1, #G.jokers.cards do\n          local stage = G.jokers.cards[i].config.center.stage\n          if G.jokers.cards[i] == card then\n            self_pos = i\n          end\n          if not stage or stage and stage ~= \"Baby\" then\n            adult_pos = i\n          end\n        end\n        if adult_pos > self_pos then alive = false end\n      end\n      if not alive then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            card.ability.fainted = G.GAME.round\n            card:set_debuff()\n            return true\n          end\n        })) \n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('poke_faint_ex'), colour = G.C.MULT})\n      end\n    end\n  end\nend\n\nvolatile_active = function(self, card, direction)\n  local active = true\n  local first_pos = nil\n  local self_pos = 0\n  local normal_pos = 0\n  for i = 1, #G.jokers.cards do\n    local volatile = G.jokers.cards[i].ability and G.jokers.cards[i].ability.extra and type(G.jokers.cards[i].ability.extra) == 'table' and G.jokers.cards[i].ability.extra.volatile\n    if G.jokers.cards[i] == card then\n      self_pos = i\n    end\n    if not volatile then\n      normal_pos = i\n      if not first_pos then first_pos = i end\n    end\n  end\n  if direction == 'left' and first_pos and first_pos < self_pos then \n    active = false\n  end\n  if direction == 'right' and normal_pos > self_pos then\n    active = false\n  end\n  return active\nend\n\npoke_total_chips = function(card)\n  local total_chips = (card.ability.bonus) + (card.ability.perma_bonus or 0)\n  if card.ability.effect ~= 'Stone Card' and not card.config.center.replace_base_card then\n    total_chips = total_chips + (card.base.nominal)\n  end\n  if card.edition then\n    total_chips = total_chips + (card.edition.chips or 0)\n  end\n  return total_chips\nend\n\npoke_drain = function(card, target, amount, one_way)\n  local drain_amount = math.min(target.sell_cost - 1, amount)\n\n  if drain_amount > 0 then\n    SMODS.scale_card(target, {\n      ref_table = target.ability,\n      ref_value = 'extra_value',\n      operation = function(ref_table, ref_value, initial)\n        ref_table[ref_value] = initial - drain_amount\n      end,\n      scaling_message = {\n        message = localize('poke_val_down'),\n        colour = G.C.RED\n      }\n    })\n    target:set_cost()\n\n    if not one_way then\n      SMODS.scale_card(card, {\n        ref_table = card.ability,\n        ref_value = 'extra_value',\n        operation = function(ref_table, ref_value, initial)\n          ref_table[ref_value] = initial + drain_amount\n        end,\n        scaling_message = {\n          message = localize('k_val_up'),\n          colour = G.C.MONEY\n        }\n      })\n      card:set_cost()\n    end\n  end\nend\n\nfossil_generate_ui = function(self, info_queue, card, desc_nodes, specific_vars, full_UI_table)\n  if not full_UI_table.name then\n    full_UI_table.name = localize({ type = \"name\", set = self.set, key = self.key, nodes = full_UI_table.name })\n  end\n  -- get descriptions\n  local vars = self:loc_vars(info_queue, card).vars\n  local count = #desc_nodes + 1\n  localize{type = 'descriptions', key = self.key, set = self.set, nodes = desc_nodes, vars = vars}\n  -- set count to the first line with a colon\n  while count <= #desc_nodes and not(desc_nodes[count][2] and desc_nodes[count][2].config.text and string.find(desc_nodes[count][2].config.text,\":\")) do\n    count = count + 1\n  end\n\n  local evolution_node = nil\n  local to_replace = {}\n  while #desc_nodes >= count do\n    local new_node = {n=G.UIT.R, config={align = \"tl\", scale = 1.0, colour = G.C.UI.TEXT_LIGHT}, nodes = {}}\n    local nodes = desc_nodes[count]\n    table.remove(desc_nodes, count)\n\n    if nodes[1] and nodes[1].config.text and string.find(nodes[1].config.text,\"%(Evolves\") then\n      evolution_node = nodes\n    else\n      if not (nodes[2] and nodes[2].config.text and string.find(nodes[2].config.text,\":\")) then\n        local last_nodes = to_replace[#to_replace].nodes\n        table.insert(nodes, 1, {n=G.UIT.C, config={align = \"m\", colour = G.C.WHITE, r = 0.05, padding = 0.03, res = 0.15, maxh = 0.2}, nodes={\n          {n=G.UIT.T, config={text = \"99 \", colour = G.C.WHITE, scale = last_nodes[1].nodes[1].config.scale}},\n        }})\n        local text_extract = string.match(last_nodes[2].config.text,\"%s*:%s*\")\n        table.insert(nodes, 2, {n=G.UIT.T, config={text = text_extract, colour = G.C.WHITE, scale = last_nodes[2].config.scale, maxh = 0.2}})\n      end\n      new_node.nodes = nodes\n      table.insert(to_replace, new_node)\n    end\n  end\n\n  desc_nodes[#desc_nodes+1] = {{n=G.UIT.C, config = {align = \"tl\", scale = 1.0, colour = G.C.UI.TEXT_LIGHT, padding = 0.05}, nodes = to_replace}}\n  if evolution_node then\n    desc_nodes[#desc_nodes+1] = evolution_node\n  end\nend\n\n-- code copied from function G.FUNCS.draw_from_deck_to_hand(e)\npoke_draw_one = function()\n  SMODS.drawn_cards = SMODS.drawn_cards or {}\n  draw_card(G.deck, G.hand, nil, nil, true)\n  -- double delay event so that it happens after all cards are drawn\n  G.E_MANAGER:add_event(Event({\n    trigger = 'immediate',\n    func = function()\n      G.E_MANAGER:add_event(Event({\n        trigger = 'immediate',\n        func = function()\n          if #SMODS.drawn_cards > 0 then\n            SMODS.calculate_context({first_hand_drawn = not G.GAME.current_round.any_hand_drawn and G.GAME.facing_blind,\n                                    hand_drawn = G.GAME.facing_blind and SMODS.drawn_cards,\n                                    other_drawn = not G.GAME.facing_blind and SMODS.drawn_cards})\n            SMODS.drawn_cards = {}\n            if G.GAME.facing_blind then G.GAME.current_round.any_hand_drawn = true end\n          end\n          return true\n        end\n      }))\n      return true\n    end\n  }))\nend\n\ngenerate_pickup_item_key = function(seed)\n  local item_key = 'c_poke_transformation'\n  local item_chance = pseudorandom(seed)\n  if item_chance < .34 then item_key = nil\n  elseif item_chance < .59 then item_key = 'evo'\n  elseif item_chance < .79 then item_key = 'c_poke_leftovers'\n  elseif item_chance < .99 then item_key = 'c_poke_twisted_spoon'\n  end\n  \n  if item_key == \"evo\" then\n    local evo_item_keys = {}\n    for k, v in pairs(G.jokers.cards) do\n      if v.config.center.item_req then\n        if type(v.config.center.item_req) == \"table\" then\n          item_key = \"c_poke_\"..pseudorandom_element(v.config.center.item_req, pseudoseed(seed))\n        else\n          item_key = \"c_poke_\"..v.config.center.item_req\n        end\n        table.insert(evo_item_keys, item_key)\n      end\n    end\n    if #evo_item_keys > 0 then\n      item_key = pseudorandom_element(evo_item_keys, pseudoseed(seed))\n    else\n      item_key = nil\n    end\n  end\n  \n  return item_key\nend\n\ncreate_holding_item = function(key, edition, has_evolved)\n  if (#G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit or edition.negative) and not has_evolved then\n    local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, key)\n    if edition then\n      _card:set_edition(edition, true)\n    end\n    _card:add_to_deck()\n    G.consumeables:emplace(_card)\n    card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('poke_plus_pokeitem'), colour = G.ARGS.LOC_COLOURS.item})\n  end\nend\n\npoke_set_sprites = function(self, card, front)\n  if card and card.ability and card.ability.extra then\n    if not card.ability.extra.loaded_pos and card.ability.extra.loaded_sprite then\n      card.ability.extra.loaded_pos = card.config.center.pos\n    end\n    if card.ability.extra.loaded_pos then \n      card.children.center:set_sprite_pos(card.ability.extra.loaded_pos) \n    end\n  end\nend\n\npoke_set_sprite_ability = function(self, card, initial, delay_sprites)\n  if initial and card and card.ability and card.ability.extra and not card.ability.extra.loaded_pos then\n    card.ability.extra.loaded_pos = card.config.center.pos\n  end\nend\n\npoke_load_individual_sprite = function(self, card, card_table, other_card)\n  if card and card.ability and card.ability.extra then\n    card.ability.extra.loaded_sprite = true\n  end\nend\n\npoke_change_poli_suit = function()\n  if G.GAME.poke_poli_suit then\n    local suits = {\"Spades\", \"Hearts\", \"Clubs\", \"Diamonds\"}\n    local i = get_index(suits, G.GAME.poke_poli_suit)\n    if i == #suits then i = 0 end\n    G.GAME.poke_poli_suit = suits[i+1]\n  else\n    G.GAME.poke_poli_suit = \"Hearts\"\n  end\nend\n\npoke_reset_rank = function(name)\n  G.GAME.current_round[name] = {rank = 'Ace'}\n  local valid_cards = {}\n  for k, v in ipairs(G.playing_cards) do\n    if not SMODS.has_no_rank(v) then\n      valid_cards[#valid_cards+1] = v\n    end\n  end\n  if valid_cards[1] then\n    local card = pseudorandom_element(valid_cards, pseudoseed(name..G.GAME.round_resets.ante))\n    G.GAME.current_round[name].rank = card.base.value\n    G.GAME.current_round[name].id = card.base.id\n  end\nend\n\npoke_reset_type = function(name, exclude_names)\n  G.GAME.current_round[name] = \"Grass\"\n  local valid_types = {}\n  for k, v in ipairs(G.jokers.cards) do\n    local excluded = nil\n    for i = 1, #exclude_names do\n      if v.ability.name == exclude_names[i] then\n        excluded = true\n        break\n      end\n    end\n    \n    if get_type(v) and not excluded then\n      valid_types[#valid_types + 1] = get_type(v)\n    end\n  end\n  if #valid_types > 0 then\n    G.GAME.current_round[name] = pseudorandom_element(valid_types, pseudoseed(name..G.GAME.round_resets.ante))\n  end\nend\n\nreset_espeon_card = function()\n  G.GAME.current_round.espeon_rank = 'Ace'\n  G.GAME.current_round.espeon_id = 14\n  G.GAME.current_round.espeon_suit = 'Spades'\n  \n  local valid_espeon_cards = {}\n  for _, playing_card in ipairs(G.playing_cards) do\n    if not SMODS.has_no_suit(playing_card) and not SMODS.has_no_rank(playing_card) then\n      valid_espeon_cards[#valid_espeon_cards + 1] = playing_card\n    end\n  end\n  local espeon_card = pseudorandom_element(valid_espeon_cards, 'espeon' .. G.GAME.round_resets.ante)\n  if espeon_card then\n    G.GAME.current_round.espeon_rank = espeon_card.base.value\n    G.GAME.current_round.espeon_id = espeon_card.base.id\n    G.GAME.current_round.espeon_suit = espeon_card.base.suit\n  end\nend\n\nreset_gligar_suit = function()\n  local gligar_suits = {}\n  for k, v in ipairs({'Spades','Hearts','Clubs','Diamonds'}) do\n      if v ~= G.GAME.current_round.gligar_suit then gligar_suits[#gligar_suits + 1] = v end\n  end\n  local gligar_card = pseudorandom_element(gligar_suits, pseudoseed('gligar'..G.GAME.round_resets.ante))\n  G.GAME.current_round.gligar_suit = gligar_card\nend\n\npoke_create_treasure = function(card, seed, megastone)\n  local treasure = pseudorandom(pseudoseed(seed))\n  local money = 0\n  local stone_max = 0\n  local mega = nil\n  if treasure > .70 then\n    stone_max = 1\n  elseif treasure > .40 then\n    money = 5\n  elseif treasure > .20 then\n    stone_max = 2\n  elseif treasure > .05 then\n    money = 10\n  elseif (megastone and treasure > 0.01) or not megastone then\n    money = 20\n  else\n    mega = true\n  end\n  if money > 0 then\n    ease_poke_dollars(card, seed, money)\n  end\n  if stone_max > 0 then\n    for i = 1, stone_max do\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n          func = (function()\n            local evo_stones = {'moonstone', 'sunstone', 'waterstone', 'leafstone', 'firestone', 'thunderstone', 'shinystone', 'dawnstone', 'duskstone'}\n            local avail_evo_stones = {}\n            for k = 1, #evo_stones do\n              if not next(SMODS.find_card('c_poke_'..evo_stones[k])) then\n                avail_evo_stones[#avail_evo_stones + 1] = evo_stones[k]\n              end\n            end\n            local stone_key = pseudorandom_element(avail_evo_stones, pseudoseed('evostone_drill'))\n            if stone_key then\n              stone_key = 'c_poke_'..stone_key\n            end\n            SMODS.add_card{set = 'Item', key = stone_key}\n            G.GAME.consumeable_buffer = 0\n            return true\n          end)\n        }))\n      end\n    end\n  end\n  if mega then\n    if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n          SMODS.add_card{set = 'Spectral', key = 'c_poke_megastone'}\n          G.GAME.consumeable_buffer = 0\n          return true\n        end)\n      }))\n    end\n  end\nend\n\nget_ancient_amount = function(hand, id, append_to_card)\n  local count = 0\n  for i = 1, #hand do\n    if hand[i]:get_id() == id then count = count + 1 end\n  end\n  \n  if append_to_card then\n    append_to_card.ability.extra.ancient_count = count\n  end\n  return count\nend\n\npoke_can_save_consumable = function(card)\n  return (G.STATE == G.STATES.SMODS_BOOSTER_OPENED and SMODS.OPENED_BOOSTER.label:find(\"Pocket\"))\n      or (G.GAME.poke_save_all and not (G.STATE == G.STATES.SMODS_BOOSTER_OPENED and SMODS.OPENED_BOOSTER.label:find(\"Wish\")))\n      or (card.config.center.saveable)\nend\n\npoke_get_consumeables = function()\n  local consumeables = {}\n  if G.STAGE ~= G.STAGES.RUN then return consumeables end\n  local count = 0\n  local areas = {G.jokers.cards, G.consumeables.cards}\n  for i = 1, #areas do\n    local area = areas[i]\n    for j = 1, #area do\n      if area[j].ability.consumeable then\n        consumeables[#consumeables + 1] = area[j]\n      end\n    end\n  end\n  return consumeables\nend\n"
  },
  {
    "path": "functions/pokespriteload.lua",
    "content": "PokemonSprites = {\n  lookup = {},\n  artist_lookup = {},\n  list = {\n{name = \"bulbasaur\", base = {pos = {x = 0, y = 0}},},\n{name = \"ivysaur\", base = {pos = {x = 2, y = 0}},},\n{name = \"venusaur\", base = {pos = {x = 4, y = 0}},},\n{name = \"mega_venusaur\", base = {pos = {x = 4, y = 0}, soul_pos = {x = 5, y = 0}},gen_atlas = 1},\n{name = \"gmax_venusaur\", base = {pos = {x = 12, y = 6}, soul_pos = {x = 13, y = 6}},gen_atlas = 1},\n{name = \"charmander\", base = {pos = {x = 6, y = 0}},},\n{name = \"charmeleon\", base = {pos = {x = 8, y = 0}},},\n{name = \"charizard\", base = {pos = {x = 10, y = 0}},},\n{name = \"mega_charizard_x\", base = {pos = {x = 6, y = 0}, soul_pos = {x = 7, y = 0}},gen_atlas = 1},\n{name = \"mega_charizard_y\", base = {pos = {x = 8, y = 0}, soul_pos = {x = 9, y = 0}},gen_atlas = 1},\n{name = \"gmax_charizard\", base = {pos = {x = 0, y = 7}, soul_pos = {x = 1, y = 7}},gen_atlas = 1},\n{name = \"squirtle\", base = {pos = {x = 12, y = 0}},},\n{name = \"wartortle\", base = {pos = {x = 14, y = 0}},},\n{name = \"blastoise\", base = {pos = {x = 16, y = 0}},},\n{name = \"mega_blastoise\", base = {pos = {x = 10, y = 0}, soul_pos = {x = 11, y = 0}},gen_atlas = 1},\n{name = \"gmax_blastoise\", base = {pos = {x = 14, y = 6}, soul_pos = {x = 15, y = 6}},gen_atlas = 1},\n{name = \"caterpie\", base = {pos = {x = 18, y = 0}}, alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"metapod\", base = {pos = {x = 20, y = 0}},},\n{name = \"butterfree\", base = {pos = {x = 22, y = 0}},},\n{name = \"gmax_butterfree\", base = {pos = {x = 2, y = 7}, soul_pos = {x = 3, y = 7}},gen_atlas = 1},\n{name = \"weedle\", base = {pos = {x = 24, y = 0}},},\n{name = \"kakuna\", base = {pos = {x = 26, y = 0}},},\n{name = \"beedrill\", base = {pos = {x = 28, y = 0}},},\n{name = \"mega_beedrill\", base = {pos = {x = 12, y = 0}, soul_pos = {x = 13, y = 0}},gen_atlas = 1},\n{name = \"pidgey\", base = {pos = {x = 0, y = 1}},},\n{name = \"pidgeotto\", base = {pos = {x = 2, y = 1}},},\n{name = \"pidgeot\", base = {pos = {x = 4, y = 1}},},\n{name = \"mega_pidgeot\", base = {pos = {x = 14, y = 0}, soul_pos = {x = 15, y = 0}},gen_atlas = 1},\n{name = \"rattata\", base = {pos = {x = 6, y = 1}},},\n{name = \"alolan_rattata\", base = {pos = {x = 2, y = 2}},gen_atlas = 1},\n{name = \"raticate\", base = {pos = {x = 8, y = 1}},},\n{name = \"alolan_raticate\", base = {pos = {x = 4, y = 2}},gen_atlas = 1},\n{name = \"spearow\", base = {pos = {x = 10, y = 1}},},\n{name = \"fearow\", base = {pos = {x = 12, y = 1}},},\n{name = \"ekans\", base = {pos = {x = 14, y = 1}},},\n{name = \"arbok\", base = {pos = {x = 16, y = 1}},},\n{name = \"pikachu\", base = {pos = {x = 18, y = 1}}, alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"gmax_pikachu\", base = {pos = {x = 4, y = 7}, soul_pos = {x = 5, y = 7}},gen_atlas = 1},\n{name = \"raichu\", base = {pos = {x = 20, y = 1}}, alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"alolan_raichu\", base = {pos = {x = 6, y = 2}},gen_atlas = 1, alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"mega_raichu_x\", base = {pos = {x = 2, y = 9}, soul_pos = {x = 3, y = 9}},gen_atlas = 1, alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"mega_raichu_y\", base = {pos = {x = 4, y = 9}, soul_pos = {x = 5, y = 9}},gen_atlas = 1, alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"sandshrew\", base = {pos = {x = 22, y = 1}},},\n{name = \"alolan_sandshrew\", base = {pos = {x = 8, y = 2}},gen_atlas = 1},\n{name = \"sandslash\", base = {pos = {x = 24, y = 1}},},\n{name = \"alolan_sandslash\", base = {pos = {x = 10, y = 2}},gen_atlas = 1},\n{name = \"nidoranf\", base = {pos = {x = 26, y = 1}},},\n{name = \"nidorina\", base = {pos = {x = 28, y = 1}},},\n{name = \"nidoqueen\", base = {pos = {x = 0, y = 2}},},\n{name = \"nidoranm\", base = {pos = {x = 2, y = 2}},},\n{name = \"nidorino\", base = {pos = {x = 4, y = 2}},},\n{name = \"nidoking\", base = {pos = {x = 6, y = 2}},},\n{name = \"clefairy\", base = {pos = {x = 8, y = 2}}, alts = {AtlasJokersSeriesA = {artist = 'RibbonOnline'}}},\n{name = \"clefable\", base = {pos = {x = 10, y = 2}},alts = {AtlasJokersSeriesA = {artist = 'RibbonOnline'}}},\n{name = \"mega_clefable\", base = {pos = {x = 6, y = 9}, soul_pos = {x = 7, y = 9}}, gen_atlas = 1},\n{name = \"vulpix\", base = {pos = {x = 12, y = 2}},},\n{name = \"alolan_vulpix\", base = {pos = {x = 12, y = 2}},gen_atlas = 1},\n{name = \"ninetales\", base = {pos = {x = 14, y = 2}},alts = {AtlasJokersSeriesA = {artist = 'Celsie_RS'}}},\n{name = \"alolan_ninetales\", base = {pos = {x = 14, y = 2}},gen_atlas = 1},\n{name = \"jigglypuff\", base = {pos = {x = 16, y = 2}},alts = {AtlasJokersSeriesA = {artist = 'RibbonOnline'}}},\n{name = \"wigglytuff\", base = {pos = {x = 18, y = 2}},alts = {AtlasJokersSeriesA = {artist = 'RibbonOnline'}}},\n{name = \"zubat\", base = {pos = {x = 20, y = 2}},},\n{name = \"golbat\", base = {pos = {x = 22, y = 2}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"oddish\", base = {pos = {x = 24, y = 2}},alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"gloom\", base = {pos = {x = 26, y = 2}},},\n{name = \"vileplume\", base = {pos = {x = 28, y = 2}},},\n{name = \"paras\", base = {pos = {x = 0, y = 3}},},\n{name = \"parasect\", base = {pos = {x = 2, y = 3}},},\n{name = \"venonat\", base = {pos = {x = 4, y = 3}},},\n{name = \"venomoth\", base = {pos = {x = 6, y = 3}},},\n{name = \"diglett\", base = {pos = {x = 8, y = 3}},},\n{name = \"alolan_diglett\", base = {pos = {x = 0, y = 3}},gen_atlas = 1},\n{name = \"dugtrio\", base = {pos = {x = 10, y = 3}},},\n{name = \"alolan_dugtrio\", base = {pos = {x = 2, y = 3}},gen_atlas = 1},\n{name = \"meowth\", base = {pos = {x = 12, y = 3}},},\n{name = \"alolan_meowth\", base = {pos = {x = 4, y = 3}},gen_atlas = 1},\n{name = \"galarian_meowth\", base = {pos = {x = 8, y = 4}},gen_atlas = 1},\n{name = \"gmax_meowth\", base = {pos = {x = 6, y = 7}, soul_pos = {x = 7, y = 7}},gen_atlas = 1},\n{name = \"persian\", base = {pos = {x = 14, y = 3}},},\n{name = \"alolan_persian\", base = {pos = {x = 6, y = 3}},gen_atlas = 1},\n{name = \"psyduck\", base = {pos = {x = 16, y = 3}},},\n{name = \"golduck\", base = {pos = {x = 18, y = 3}},},\n{name = \"mankey\", base = {pos = {x = 20, y = 3}},},\n{name = \"primeape\", base = {pos = {x = 22, y = 3}},},\n{name = \"growlithe\", base = {pos = {x = 24, y = 3}},alts = {AtlasJokersSeriesA = {artist = 'Xenellia'}}},\n{name = \"hisuian_growlithe\", base = {pos = {x = 14, y = 5}},gen_atlas = 1},\n{name = \"arcanine\", base = {pos = {x = 26, y = 3}},alts = {AtlasJokersSeriesA = {artist = 'Xenellia'}}},\n{name = \"hisuian_arcanine\", base = {pos = {x = 0, y = 6}},gen_atlas = 1},\n{name = \"poliwag\", base = {pos = {x = 28, y = 3}},},\n{name = \"poliwhirl\", base = {pos = {x = 0, y = 4}},},\n{name = \"poliwrath\", base = {pos = {x = 2, y = 4}},},\n{name = \"abra\", base = {pos = {x = 4, y = 4}},},\n{name = \"kadabra\", base = {pos = {x = 6, y = 4}},},\n{name = \"alakazam\", base = {pos = {x = 8, y = 4}},},\n{name = \"mega_alakazam\", base = {pos = {x = 0, y = 1}, soul_pos = {x = 1, y = 1}},gen_atlas = 1},\n{name = \"machop\", base = {pos = {x = 10, y = 4}},},\n{name = \"machoke\", base = {pos = {x = 12, y = 4}},},\n{name = \"machamp\", base = {pos = {x = 14, y = 4}},},\n{name = \"gmax_machamp\", base = {pos = {x = 8, y = 7}, soul_pos = {x = 9, y = 7}},gen_atlas = 1},\n{name = \"bellsprout\", base = {pos = {x = 16, y = 4}},},\n{name = \"weepinbell\", base = {pos = {x = 18, y = 4}},},\n{name = \"victreebel\", base = {pos = {x = 20, y = 4}},},\n{name = \"mega_victreebel\", base = {pos = {x = 8, y = 9}, soul_pos = {x = 9, y = 9}}, gen_atlas = 1},\n{name = \"tentacool\", base = {pos = {x = 22, y = 4}},},\n{name = \"tentacruel\", base = {pos = {x = 24, y = 4}},},\n{name = \"geodude\", base = {pos = {x = 26, y = 4}},},\n{name = \"alolan_geodude\", base = {pos = {x = 8, y = 3}},gen_atlas = 1},\n{name = \"graveler\", base = {pos = {x = 28, y = 4}},},\n{name = \"alolan_graveler\", base = {pos = {x = 10, y = 3}},gen_atlas = 1},\n{name = \"golem\", base = {pos = {x = 0, y = 5}},},\n{name = \"alolan_golem\", base = {pos = {x = 12, y = 3}},gen_atlas = 1},\n{name = \"ponyta\", base = {pos = {x = 2, y = 5}},alts = {AtlasJokersSeriesA = {artist = 'Xenellia'}}},\n{name = \"galarian_ponyta\", base = {pos = {x = 10, y = 4}},gen_atlas = 1},\n{name = \"rapidash\", base = {pos = {x = 4, y = 5}},alts = {AtlasJokersSeriesA = {artist = 'Xenellia'}}},\n{name = \"galarian_rapidash\", base = {pos = {x = 12, y = 4}},gen_atlas = 1},\n{name = \"slowpoke\", base = {pos = {x = 6, y = 5}},},\n{name = \"galarian_slowpoke\", base = {pos = {x = 14, y = 4}},gen_atlas = 1},\n{name = \"slowbro\", base = {pos = {x = 8, y = 5}},},\n{name = \"galarian_slowbro\", base = {pos = {x = 0, y = 5}},gen_atlas = 1},\n{name = \"mega_slowbro\", base = {pos = {x = 2, y = 1}, soul_pos = {x = 3, y = 1}},gen_atlas = 1},\n{name = \"shell\", base = {pos = {x = 4, y = 8}}, gen_atlas = 1,},\n{name = \"magnemite\", base = {pos = {x = 10, y = 5}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"magneton\", base = {pos = {x = 12, y = 5}},},\n{name = \"farfetchd\", base = {pos = {x = 14, y = 5}},},\n{name = \"galarian_farfetchd\", base = {pos = {x = 2, y = 5}},gen_atlas = 1},\n{name = \"doduo\", base = {pos = {x = 16, y = 5}},},\n{name = \"dodrio\", base = {pos = {x = 18, y = 5}},},\n{name = \"seel\", base = {pos = {x = 20, y = 5}},},\n{name = \"dewgong\", base = {pos = {x = 22, y = 5}},},\n{name = \"grimer\", base = {pos = {x = 24, y = 5}},},\n{name = \"alolan_grimer\", base = {pos = {x = 14, y = 3}},gen_atlas = 1},\n{name = \"muk\", base = {pos = {x = 26, y = 5}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"alolan_muk\", base = {pos = {x = 0, y = 4}},gen_atlas = 1},\n{name = \"shellder\", base = {pos = {x = 28, y = 5}},},\n{name = \"cloyster\", base = {pos = {x = 0, y = 6}},},\n{name = \"gastly\", base = {pos = {x = 2, y = 6}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"haunter\", base = {pos = {x = 4, y = 6}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT', soul_pos = {x = 5, y = 6, apply_edition = true}}}},\n{name = \"gengar\", base = {pos = {x = 6, y = 6}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT', soul_pos = {x = 7, y = 6}}}},\n{name = \"mega_gengar\", base = {pos = {x = 4, y = 1}, soul_pos = {x = 5, y = 1}},gen_atlas = 1, alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"gmax_gengar\", base = {pos = {x = 10, y = 7}, soul_pos = {x = 11, y = 7}},gen_atlas = 1},\n{name = \"onix\", base = {pos = {x = 8, y = 6}},},\n{name = \"drowzee\", base = {pos = {x = 10, y = 6}},},\n{name = \"hypno\", base = {pos = {x = 12, y = 6}},},\n{name = \"krabby\", base = {pos = {x = 14, y = 6}},},\n{name = \"kingler\", base = {pos = {x = 16, y = 6}},},\n{name = \"gmax_kingler\", base = {pos = {x = 12, y = 7}, soul_pos = {x = 13, y = 7}},gen_atlas = 1},\n{name = \"voltorb\", base = {pos = {x = 18, y = 6}},alts = {\n    AtlasJokersSeriesA = {artist = 'Maelmc', anim_atlas = \"AtlasJokersSeriesAVoltorb\"},\n    AtlasJokersSeriesB = {artist = 'MyDude_YT'}\n}},\n{name = \"hisuian_voltorb\", base = {pos = {x = 2, y = 6}},gen_atlas = 1, alts = {AtlasJokersSeriesA = {artist = 'PigeonPie'}}},\n{name = \"electrode\", base = {pos = {x = 20, y = 6}},alts = {AtlasJokersSeriesA = {artist = 'Maelmc',anim_atlas = \"AtlasJokersSeriesAElectrode\"}}},\n{name = \"hisuian_electrode\", base = {pos = {x = 4, y = 6}},gen_atlas = 1},\n{name = \"exeggcute\", base = {pos = {x = 22, y = 6}},},\n{name = \"exeggutor\", base = {pos = {x = 24, y = 6}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"alolan_exeggutor\", base = {pos = {x = 2, y = 4}},gen_atlas = 1},\n{name = \"cubone\", base = {pos = {x = 26, y = 6}},},\n{name = \"marowak\", base = {pos = {x = 28, y = 6}},},\n{name = \"alolan_marowak\", base = {pos = {x = 6, y = 4}},gen_atlas = 1},\n{name = \"hitmonlee\", base = {pos = {x = 0, y = 7}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"hitmonchan\", base = {pos = {x = 2, y = 7}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"lickitung\", base = {pos = {x = 4, y = 7}},},\n{name = \"koffing\", base = {pos = {x = 6, y = 7}},},\n{name = \"weezing\", base = {pos = {x = 8, y = 7}},},\n{name = \"galarian_weezing\", base = {pos = {x = 4, y = 5}},gen_atlas = 1},\n{name = \"rhyhorn\", base = {pos = {x = 10, y = 7}},},\n{name = \"rhydon\", base = {pos = {x = 12, y = 7}},},\n{name = \"chansey\", base = {pos = {x = 14, y = 7}},},\n{name = \"tangela\", base = {pos = {x = 16, y = 7}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"kangaskhan\", base = {pos = {x = 18, y = 7}},},\n{name = \"mega_kangaskhan\", base = {pos = {x = 6, y = 1}, soul_pos = {x = 7, y = 1}},gen_atlas = 1},\n{name = \"horsea\", base = {pos = {x = 20, y = 7}},},\n{name = \"seadra\", base = {pos = {x = 22, y = 7}},},\n{name = \"goldeen\", base = {pos = {x = 24, y = 7}},},\n{name = \"seaking\", base = {pos = {x = 26, y = 7}},},\n{name = \"staryu\", base = {pos = {x = 28, y = 7}},alts = {AtlasJokersSeriesA = {artist = {'Chartreuse_Chamber', 'Xenellia'}}}},\n{name = \"starmie\", base = {pos = {x = 0, y = 8}},alts = {AtlasJokersSeriesA = {artist = {'MyDude_YT', 'Chartreuse_Chamber'}}}},\n{name = \"mega_starmie\", base = {pos = {x = 10, y = 9}, soul_pos = {x = 11, y = 9}}, gen_atlas = 1},\n{name = \"mrmime\", base = {pos = {x = 2, y = 8}},alts = {AtlasJokersSeriesA = {artist = 'RedHaering', soul_pos = {x = 3, y = 8, apply_edition = true}}}},\n{name = \"galarian_mrmime\", base = {pos = {x = 6, y = 5}},gen_atlas = 1},\n{name = \"scyther\", base = {pos = {x = 4, y = 8}},},\n{name = \"jynx\", base = {pos = {x = 6, y = 8}},},\n{name = \"electabuzz\", base = {pos = {x = 8, y = 8}},},\n{name = \"magmar\", base = {pos = {x = 10, y = 8}},},\n{name = \"pinsir\", base = {pos = {x = 12, y = 8}},},\n{name = \"mega_pinsir\", base = {pos = {x = 8, y = 1}, soul_pos = {x = 9, y = 1}},gen_atlas = 1},\n{name = \"tauros\", base = {pos = {x = 14, y = 8}},alts= {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"taurosh\", base = {pos = {x = 0, y = 0}}, gen_atlas = 1,alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"paldean_tauros\", base = {pos = {x = 6, y = 6}},gen_atlas = 1},\n{name = \"paldean_tauros_blaze\", base = {pos = {x = 8, y = 6}},gen_atlas = 1},\n{name = \"paldean_tauros_aqua\", base = {pos = {x = 10, y = 6}},gen_atlas = 1},\n{name = \"magikarp\", base = {pos = {x = 16, y = 8}},},\n{name = \"gyarados\", base = {pos = {x = 18, y = 8}},},\n{name = \"mega_gyarados\", base = {pos = {x = 10, y = 1}, soul_pos = {x = 11, y = 1}},gen_atlas = 1},\n{name = \"lapras\", base = {pos = {x = 20, y = 8}},alts = {AtlasJokersSeriesA = {artist = 'Celsie_RS'}}},\n{name = \"gmax_lapras\", base = {pos = {x = 14, y = 7}, soul_pos = {x = 15, y = 7}},gen_atlas = 1},\n{name = \"ditto\", base = {pos = {x = 22, y = 8}}, alts = {AtlasJokersSeriesA = {artist = 'CBMX'}}},\n{name = \"eevee\", base = {pos = {x = 24, y = 8}},alts = {AtlasJokersSeriesA = {artist = 'Desnik'}}},\n{name = \"gmax_eevee\", base = {pos = {x = 0, y = 8}, soul_pos = {x = 1, y = 8}},gen_atlas = 1},\n{name = \"vaporeon\", base = {pos = {x = 26, y = 8}},},\n{name = \"jolteon\", base = {pos = {x = 28, y = 8}},},\n{name = \"flareon\", base = {pos = {x = 0, y = 9}},alts = {AtlasJokersSeriesA = {artist = 'Dudelings'}}},\n{name = \"porygon\", base = {pos = {x = 2, y = 9}},alts = {\n    AtlasJokersSeriesA = {artist = 'Captain_Slime'}, \n    AtlasJokersSeriesB = {artist = 'MyDude_YT'}\n}},\n{name = \"omanyte\", base = {pos = {x = 4, y = 9}},},\n{name = \"omastar\", base = {pos = {x = 6, y = 9}},},\n{name = \"kabuto\", base = {pos = {x = 8, y = 9}},},\n{name = \"kabutops\", base = {pos = {x = 10, y = 9}},},\n{name = \"aerodactyl\", base = {pos = {x = 12, y = 9}},},\n{name = \"mega_aerodactyl\", base = {pos = {x = 12, y = 1}, soul_pos = {x = 13, y = 1}},gen_atlas = 1},\n{name = \"snorlax\", base = {pos = {x = 14, y = 9}},},\n{name = \"gmax_snorlax\", base = {pos = {x = 2, y = 8}, soul_pos = {x = 3, y = 8}},gen_atlas = 1},\n{name = \"articuno\", base = {pos = {x = 16, y = 9}, soul_pos = {x = 17, y = 9}},alts = {AtlasJokersSeriesA = {artist = {name = 'bt', layer = 'center'}}}},\n{name = \"galarian_articuno\", base = {pos = {x = 8, y = 5}, soul_pos = {x = 9, y = 5}},gen_atlas = 1},\n{name = \"zapdos\", base = {pos = {x = 18, y = 9}, soul_pos = {x = 19, y = 9}},alts = {AtlasJokersSeriesA = {artist = {name = 'Sonfive', layer = 'center'}}}},\n{name = \"galarian_zapdos\", base = {pos = {x = 10, y = 5}, soul_pos = {x = 11, y = 5}},gen_atlas = 1},\n{name = \"moltres\", base = {pos = {x = 20, y = 9}, soul_pos = {x = 21, y = 9}},alts = {AtlasJokersSeriesA = {artist = {name = {'Currently a placeholder!', 'Want your art here?', 'Join our Discord!'}}}}},\n{name = \"galarian_moltres\", base = {pos = {x = 12, y = 5}, soul_pos = {x = 13, y = 5}},gen_atlas = 1},\n{name = \"dratini\", base = {pos = {x = 22, y = 9}},alts = {AtlasJokersSeriesA = {artist = 'Desnik'}}},\n{name = \"dragonair\", base = {pos = {x = 24, y = 9}},},\n{name = \"dragonite\", base = {pos = {x = 26, y = 9}},},\n{name = \"mega_dragonite\", base = {pos = {x = 12, y = 9}, soul_pos = {x = 13, y = 9}}, gen_atlas = 1},\n{name = \"mewtwo\", base = {pos = {x = 28, y = 9}, soul_pos = {x = 29, y = 9}},alts = {AtlasJokersSeriesA = {artist = {name = 'Catzzadilla', layer = 'center'}}}},\n{name = \"mega_mewtwo_x\", base = {pos = {x = 14, y = 1}, soul_pos = {x = 15, y = 1}},gen_atlas = 1},\n{name = \"mega_mewtwo_y\", base = {pos = {x = 0, y = 2}, soul_pos = {x = 1, y = 2}},gen_atlas = 1},\n{name = \"mew\", base = {pos = {x = 0, y = 10}, soul_pos = {x = 1, y = 10}},alts = {AtlasJokersSeriesA = {artist = {name = 'Catzzadilla', layer = 'center'}}}},\n{name = \"missingno\", base = {pos = {x = 2, y = 0}, soul_pos = {x = 3, y = 0}}, gen_atlas = 1, alts = {AtlasJokersSeriesA = {artist = {name = 'Catzzadilla', layer = 'center'}}}},\n{name = \"chikorita\", base = {pos = {x = 2, y = 10}},},\n{name = \"bayleef\", base = {pos = {x = 4, y = 10}},},\n{name = \"meganium\", base = {pos = {x = 6, y = 10}},},\n{name = \"mega_meganium\", base = {pos = {x = 0, y = 6}, soul_pos = {x = 1, y = 6}}, gen_atlas = 2},\n{name = \"cyndaquil\", base = {pos = {x = 8, y = 10}},},\n{name = \"quilava\", base = {pos = {x = 10, y = 10}},},\n{name = \"typhlosion\", base = {pos = {x = 12, y = 10}},},\n{name = \"hisuian_typhlosion\", base = {pos = {x = 0, y = 5}},gen_atlas = 2},\n{name = \"totodile\", base = {pos = {x = 14, y = 10}},},\n{name = \"croconaw\", base = {pos = {x = 16, y = 10}},},\n{name = \"feraligatr\", base = {pos = {x = 18, y = 10}},},\n{name = \"mega_feraligatr\", base = {pos = {x = 2, y = 6}, soul_pos = {x = 3, y = 6}}, gen_atlas = 2},\n{name = \"sentret\", base = {pos = {x = 20, y = 10}},},\n{name = \"furret\", base = {pos = {x = 22, y = 10}},},\n{name = \"hoothoot\", base = {pos = {x = 24, y = 10}},},\n{name = \"noctowl\", base = {pos = {x = 26, y = 10}},},\n{name = \"ledyba\", base = {pos = {x = 28, y = 10}},},\n{name = \"ledian\", base = {pos = {x = 0, y = 11}},},\n{name = \"spinarak\", base = {pos = {x = 2, y = 11}},},\n{name = \"ariados\", base = {pos = {x = 4, y = 11}},},\n{name = \"crobat\", base = {pos = {x = 6, y = 11}},},\n{name = \"chinchou\", base = {pos = {x = 8, y = 11}},},\n{name = \"lanturn\", base = {pos = {x = 10, y = 11}},},\n{name = \"pichu\", base = {pos = {x = 12, y = 11}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"cleffa\", base = {pos = {x = 14, y = 11}},alts = {AtlasJokersSeriesA = {artist = 'RibbonOnline'}}},\n{name = \"igglybuff\", base = {pos = {x = 16, y = 11}},alts = {AtlasJokersSeriesA = {artist = 'RibbonOnline'}}},\n{name = \"togepi\", base = {pos = {x = 18, y = 11}},},\n{name = \"togetic\", base = {pos = {x = 20, y = 11}},},\n{name = \"natu\", base = {pos = {x = 22, y = 11}},},\n{name = \"xatu\", base = {pos = {x = 24, y = 11}},},\n{name = \"mareep\", base = {pos = {x = 26, y = 11}},},\n{name = \"flaaffy\", base = {pos = {x = 28, y = 11}},},\n{name = \"ampharos\", base = {pos = {x = 0, y = 12}},},\n{name = \"mega_ampharos\", base = {pos = {x = 4, y = 3}, soul_pos = {x = 5, y = 3}},gen_atlas = 2},\n{name = \"bellossom\", base = {pos = {x = 2, y = 12}},},\n{name = \"marill\", base = {pos = {x = 4, y = 12}},},\n{name = \"azumarill\", base = {pos = {x = 6, y = 12}},},\n{name = \"sudowoodo\", base = {pos = {x = 8, y = 12}},},\n{name = \"weird_tree\", base = {pos = {x = 0, y = 3}}, alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}},gen_atlas = 2},\n{name = \"politoed\", base = {pos = {x = 10, y = 12}},alts = {AtlasJokersSeriesA = {artist = 'Sonfive'}}},\n{name = \"hoppip\", base = {pos = {x = 12, y = 12}},},\n{name = \"skiploom\", base = {pos = {x = 14, y = 12}},},\n{name = \"jumpluff\", base = {pos = {x = 16, y = 12}},alts = {AtlasJokersSeriesA = {artist = 'Celsie_RS'}}},\n{name = \"aipom\", base = {pos = {x = 18, y = 12}},alts = {AtlasJokersSeriesA = {artist = 'Sunny'}}},\n{name = \"sunkern\", base = {pos = {x = 20, y = 12}},},\n{name = \"sunflora\", base = {pos = {x = 22, y = 12}},},\n{name = \"yanma\", base = {pos = {x = 24, y = 12}},},\n{name = \"wooper\", base = {pos = {x = 26, y = 12}},alts = {AtlasJokersSeriesA = {artist = 'Desnik'}}},\n{name = \"paldean_wooper\", base = {pos = {x = 6, y = 5}},gen_atlas = 2},\n{name = \"quagsire\", base = {pos = {x = 28, y = 12}},alts = {AtlasJokersSeriesA = {artist = 'Desnik'}}},\n{name = \"espeon\", base = {pos = {x = 0, y = 13}},},\n{name = \"umbreon\", base = {pos = {x = 2, y = 13}},},\n{name = \"murkrow\", base = {pos = {x = 4, y = 13}},},\n{name = \"slowking\", base = {pos = {x = 6, y = 13}},},\n{name = \"galarian_slowking\", base = {pos = {x = 6, y = 4}},gen_atlas = 2},\n{name = \"misdreavus\", base = {pos = {x = 8, y = 13}},},\n{name = \"unown\", base = {pos = {x = 0, y = 0}, soul_pos = {x = 1, y = 0}}, alts = {AtlasJokersSeriesA = {artist = {{name = 'Catzzadilla', layer = 'center'}, {name = 'LocalThunk', layer = 'center'}}}},gen_atlas = 2},\n{name = \"wobbuffet\", base = {pos = {x = 12, y = 13}},},\n{name = \"girafarig\", base = {pos = {x = 14, y = 13}},},\n{name = \"pineco\", base = {pos = {x = 16, y = 13}},},\n{name = \"forretress\", base = {pos = {x = 18, y = 13}},},\n{name = \"dunsparce\", base = {pos = {x = 20, y = 13}},},\n{name = \"gligar\", base = {pos = {x = 22, y = 13}},},\n{name = \"steelix\", base = {pos = {x = 24, y = 13}},},\n{name = \"mega_steelix\", base = {pos = {x = 6, y = 3}, soul_pos = {x = 7, y = 3}},gen_atlas = 2},\n{name = \"snubbull\", base = {pos = {x = 26, y = 13}},},\n{name = \"granbull\", base = {pos = {x = 28, y = 13}},},\n{name = \"qwilfish\", base = {pos = {x = 0, y = 14}},},\n{name = \"hisuian_qwilfish\", base = {pos = {x = 2, y = 5}},gen_atlas = 2},\n{name = \"scizor\", base = {pos = {x = 2, y = 14}},},\n{name = \"mega_scizor\", base = {pos = {x = 8, y = 3}, soul_pos = {x = 9, y = 3}},gen_atlas = 2},\n{name = \"shuckle\", base = {pos = {x = 4, y = 14}},},\n{name = \"heracross\", base = {pos = {x = 6, y = 14}},},\n{name = \"mega_heracross\", base = {pos = {x = 0, y = 4}, soul_pos = {x = 1, y = 4}},gen_atlas = 2},\n{name = \"sneasel\", base = {pos = {x = 8, y = 14}},},\n{name = \"hisuian_sneasel\", base = {pos = {x = 4, y = 5}},gen_atlas = 2},\n{name = \"teddiursa\", base = {pos = {x = 10, y = 14}},},\n{name = \"ursaring\", base = {pos = {x = 12, y = 14}},},\n{name = \"slugma\", base = {pos = {x = 14, y = 14}},},\n{name = \"magcargo\", base = {pos = {x = 16, y = 14}},},\n{name = \"swinub\", base = {pos = {x = 18, y = 14}},},\n{name = \"piloswine\", base = {pos = {x = 20, y = 14}},},\n{name = \"corsola\", base = {pos = {x = 22, y = 14}},},\n{name = \"galarian_corsola\", base = {pos = {x = 8, y = 4}},gen_atlas = 2},\n{name = \"remoraid\", base = {pos = {x = 24, y = 14}},},\n{name = \"octillery\", base = {pos = {x = 26, y = 14}},},\n{name = \"delibird\", base = {pos = {x = 28, y = 14}},},\n{name = \"mantine\", base = {pos = {x = 0, y = 15}},},\n{name = \"skarmory\", base = {pos = {x = 2, y = 15}},},\n{name = \"mega_skarmory\", base = {pos = {x = 4, y = 6}, soul_pos = {x = 5, y = 6}}, gen_atlas = 2},\n{name = \"houndour\", base = {pos = {x = 4, y = 15}},},\n{name = \"houndoom\", base = {pos = {x = 6, y = 15}},},\n{name = \"mega_houndoom\", base = {pos = {x = 2, y = 4}, soul_pos = {x = 3, y = 4}},gen_atlas = 2},\n{name = \"kingdra\", base = {pos = {x = 8, y = 15}},},\n{name = \"phanpy\", base = {pos = {x = 10, y = 15}},},\n{name = \"donphan\", base = {pos = {x = 12, y = 15}},},\n{name = \"porygon2\", base = {pos = {x = 14, y = 15}},alts = {AtlasJokersSeriesA = {artist = 'Captain_Slime'}}},\n{name = \"stantler\", base = {pos = {x = 16, y = 15}},},\n{name = \"smeargle\", base = {pos = {x = 18, y = 15}},},\n{name = \"tyrogue\", base = {pos = {x = 20, y = 15}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"hitmontop\", base = {pos = {x = 22, y = 15}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"smoochum\", base = {pos = {x = 24, y = 15}},},\n{name = \"elekid\", base = {pos = {x = 26, y = 15}},},\n{name = \"magby\", base = {pos = {x = 28, y = 15}},},\n{name = \"miltank\", base = {pos = {x = 0, y = 16}},},\n{name = \"blissey\", base = {pos = {x = 2, y = 16}},},\n{name = \"raikou\", base = {pos = {x = 4, y = 16}, soul_pos = {x = 5, y = 16}},alts = {AtlasJokersSeriesA = {artist = {name = 'Tovivi', layer = 'center'}}}},\n{name = \"entei\", base = {pos = {x = 6, y = 16}, soul_pos = {x = 7, y = 16}},alts = {AtlasJokersSeriesA = {artist = {name = 'bt', layer = 'center'}}}},\n{name = \"suicune\", base = {pos = {x = 8, y = 16}, soul_pos = {x = 9, y = 16}},alts = {AtlasJokersSeriesA = {artist = {name = 'bt', layer = 'center'}}}},\n{name = \"larvitar\", base = {pos = {x = 10, y = 16}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"pupitar\", base = {pos = {x = 12, y = 16}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"tyranitar\", base = {pos = {x = 14, y = 16}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"mega_tyranitar\", base = {pos = {x = 4, y = 4}, soul_pos = {x = 5, y = 4}},gen_atlas = 2, alts = {AtlasJokersSeriesA = {artist = {'MyDude_YT', 'Silverfish07'}, soul_pos = {x = 5, y = 4, apply_edition = true}}}},\n{name = \"lugia\", base = {pos = {x = 16, y = 16}, soul_pos = {x = 17, y = 16}},alts = {AtlasJokersSeriesA = {artist = {name = 'Tovivi', layer = 'center'}}}},\n{name = \"ho_oh\", base = {pos = {x = 18, y = 16}, soul_pos = {x = 19, y = 16}},alts = {AtlasJokersSeriesA = {artist = {name = {'Currently a placeholder!', 'Want your art here?', 'Join our Discord!'}}}}},\n{name = \"celebi\", base = {pos = {x = 20, y = 16}, soul_pos = {x = 21, y = 16}},alts = {AtlasJokersSeriesA = {artist = {name = {'Currently a placeholder!', 'Want your art here?', 'Join our Discord!'}}}}},\n{name = \"treecko\", base = {pos = {x = 22, y = 16}},},\n{name = \"grovyle\", base = {pos = {x = 24, y = 16}},},\n{name = \"sceptile\", base = {pos = {x = 26, y = 16}},},\n{name = \"mega_sceptile\", base = {pos = {x = 0, y = 4}, soul_pos = {x = 1, y = 4}},gen_atlas = 3},\n{name = \"torchic\", base = {pos = {x = 28, y = 16}},},\n{name = \"combusken\", base = {pos = {x = 0, y = 17}},},\n{name = \"blaziken\", base = {pos = {x = 2, y = 17}},},\n{name = \"mega_blaziken\", base = {pos = {x = 2, y = 4}, soul_pos = {x = 3, y = 4}},gen_atlas = 3},\n{name = \"mudkip\", base = {pos = {x = 4, y = 17}},},\n{name = \"marshtomp\", base = {pos = {x = 6, y = 17}},},\n{name = \"swampert\", base = {pos = {x = 8, y = 17}},},\n{name = \"mega_swampert\", base = {pos = {x = 4, y = 4}, soul_pos = {x = 5, y = 4}},gen_atlas = 3},\n{name = \"poochyena\", base = {pos = {x = 10, y = 17}},},\n{name = \"mightyena\", base = {pos = {x = 12, y = 17}},},\n{name = \"zigzagoon\", base = {pos = {x = 14, y = 17}},},\n{name = \"galarian_zigzagoon\", base = {pos = {x = 8, y = 7}},gen_atlas = 3},\n{name = \"linoone\", base = {pos = {x = 16, y = 17}},},\n{name = \"galarian_linoone\", base = {pos = {x = 10, y = 7}},gen_atlas = 3},\n{name = \"wurmple\", base = {pos = {x = 18, y = 17}},},\n{name = \"silcoon\", base = {pos = {x = 20, y = 17}},},\n{name = \"beautifly\", base = {pos = {x = 22, y = 17}},},\n{name = \"cascoon\", base = {pos = {x = 24, y = 17}},},\n{name = \"dustox\", base = {pos = {x = 26, y = 17}},},\n{name = \"lotad\", base = {pos = {x = 28, y = 17}}, alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"lombre\", base = {pos = {x = 0, y = 18}},},\n{name = \"ludicolo\", base = {pos = {x = 2, y = 18}},},\n{name = \"seedot\", base = {pos = {x = 4, y = 18}},},\n{name = \"nuzleaf\", base = {pos = {x = 6, y = 18}},},\n{name = \"shiftry\", base = {pos = {x = 8, y = 18}},},\n{name = \"taillow\", base = {pos = {x = 10, y = 18}},},\n{name = \"swellow\", base = {pos = {x = 12, y = 18}},},\n{name = \"wingull\", base = {pos = {x = 14, y = 18}},},\n{name = \"pelipper\", base = {pos = {x = 16, y = 18}},},\n{name = \"ralts\", base = {pos = {x = 18, y = 18}},},\n{name = \"kirlia\", base = {pos = {x = 20, y = 18}},},\n{name = \"gardevoir\", base = {pos = {x = 22, y = 18}},alts = {AtlasJokersSeriesA = {artist = 'Sunny'}}},\n{name = \"mega_gardevoir\", base = {pos = {x = 6, y = 4}, soul_pos = {x = 7, y = 4}},gen_atlas = 3},\n{name = \"surskit\", base = {pos = {x = 24, y = 18}},},\n{name = \"masquerain\", base = {pos = {x = 26, y = 18}},},\n{name = \"shroomish\", base = {pos = {x = 28, y = 18}},},\n{name = \"breloom\", base = {pos = {x = 0, y = 19}},},\n{name = \"slakoth\", base = {pos = {x = 2, y = 19}},},\n{name = \"vigoroth\", base = {pos = {x = 4, y = 19}},},\n{name = \"slaking\", base = {pos = {x = 6, y = 19}},},\n{name = \"nincada\", base = {pos = {x = 8, y = 19}},},\n{name = \"ninjask\", base = {pos = {x = 10, y = 19}},},\n{name = \"shedinja\", base = {pos = {x = 12, y = 19}},},\n{name = \"whismur\", base = {pos = {x = 14, y = 19}},},\n{name = \"loudred\", base = {pos = {x = 16, y = 19}},},\n{name = \"exploud\", base = {pos = {x = 18, y = 19}},},\n{name = \"makuhita\", base = {pos = {x = 20, y = 19}},},\n{name = \"hariyama\", base = {pos = {x = 22, y = 19}},},\n{name = \"azurill\", base = {pos = {x = 24, y = 19}},},\n{name = \"nosepass\", base = {pos = {x = 26, y = 19}},},\n{name = \"skitty\", base = {pos = {x = 28, y = 19}},alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"delcatty\", base = {pos = {x = 0, y = 20}},},\n{name = \"sableye\", base = {pos = {x = 2, y = 20}},},\n{name = \"mega_sableye\", base = {pos = {x = 8, y = 4}, soul_pos = {x = 9, y = 4}},gen_atlas = 3},\n{name = \"mawile\", base = {pos = {x = 4, y = 20}},},\n{name = \"mega_mawile\", base = {pos = {x = 10, y = 4}, soul_pos = {x = 11, y = 4}},gen_atlas = 3},\n{name = \"aron\", base = {pos = {x = 6, y = 20}},},\n{name = \"lairon\", base = {pos = {x = 8, y = 20}},},\n{name = \"aggron\", base = {pos = {x = 10, y = 20}},},\n{name = \"mega_aggron\", base = {pos = {x = 0, y = 5}, soul_pos = {x = 1, y = 5}},gen_atlas = 3},\n{name = \"meditite\", base = {pos = {x = 12, y = 20}},},\n{name = \"medicham\", base = {pos = {x = 14, y = 20}},},\n{name = \"mega_medicham\", base = {pos = {x = 2, y = 5}, soul_pos = {x = 3, y = 5}},gen_atlas = 3},\n{name = \"electrike\", base = {pos = {x = 16, y = 20}},},\n{name = \"manectric\", base = {pos = {x = 18, y = 20}},},\n{name = \"mega_manectric\", base = {pos = {x = 4, y = 5}, soul_pos = {x = 5, y = 5}},gen_atlas = 3},\n{name = \"plusle\", base = {pos = {x = 20, y = 20}},},\n{name = \"minun\", base = {pos = {x = 22, y = 20}},},\n{name = \"volbeat\", base = {pos = {x = 24, y = 20}},},\n{name = \"illumise\", base = {pos = {x = 26, y = 20}},},\n{name = \"roselia\", base = {pos = {x = 28, y = 20}},},\n{name = \"gulpin\", base = {pos = {x = 0, y = 21}},},\n{name = \"swalot\", base = {pos = {x = 2, y = 21}},},\n{name = \"carvanha\", base = {pos = {x = 4, y = 21}},},\n{name = \"sharpedo\", base = {pos = {x = 6, y = 21}},},\n{name = \"mega_sharpedo\", base = {pos = {x = 10, y = 5}, soul_pos = {x = 11, y = 5}},gen_atlas = 3},\n{name = \"wailmer\", base = {pos = {x = 8, y = 21}},},\n{name = \"wailord\", base = {pos = {x = 10, y = 21}},alts = {AtlasJokersSeriesA = {artist = 'Celsie_RS'}}},\n{name = \"numel\", base = {pos = {x = 12, y = 21}},},\n{name = \"camerupt\", base = {pos = {x = 14, y = 21}},},\n{name = \"mega_camerupt\", base = {pos = {x = 0, y = 6}, soul_pos = {x = 1, y = 6}},gen_atlas = 3},\n{name = \"torkoal\", base = {pos = {x = 16, y = 21}},},\n{name = \"spoink\", base = {pos = {x = 18, y = 21}},},\n{name = \"grumpig\", base = {pos = {x = 20, y = 21}},},\n{name = \"spinda\", base = {pos = {x = 22, y = 21}},},\n{name = \"trapinch\", base = {pos = {x = 24, y = 21}},},\n{name = \"vibrava\", base = {pos = {x = 26, y = 21}},},\n{name = \"flygon\", base = {pos = {x = 28, y = 21}},},\n{name = \"cacnea\", base = {pos = {x = 0, y = 22}},},\n{name = \"cacturne\", base = {pos = {x = 2, y = 22}},},\n{name = \"swablu\", base = {pos = {x = 4, y = 22}},},\n{name = \"altaria\", base = {pos = {x = 6, y = 22}},},\n{name = \"mega_altaria\", base = {pos = {x = 2, y = 6}, soul_pos = {x = 3, y = 6}},gen_atlas = 3},\n{name = \"zangoose\", base = {pos = {x = 8, y = 22}}, alts = {AtlasJokersSeriesA = {artist = 'CBMX'}}},\n{name = \"seviper\", base = {pos = {x = 10, y = 22}}, alts = {AtlasJokersSeriesA = {artist = 'CBMX'}}},\n{name = \"lunatone\", base = {pos = {x = 12, y = 22}},},\n{name = \"solrock\", base = {pos = {x = 14, y = 22}},},\n{name = \"barboach\", base = {pos = {x = 16, y = 22}},},\n{name = \"whiscash\", base = {pos = {x = 18, y = 22}},},\n{name = \"corphish\", base = {pos = {x = 20, y = 22}},},\n{name = \"crawdaunt\", base = {pos = {x = 22, y = 22}},},\n{name = \"baltoy\", base = {pos = {x = 24, y = 22}},},\n{name = \"claydol\", base = {pos = {x = 26, y = 22}},},\n{name = \"lileep\", base = {pos = {x = 28, y = 22}},},\n{name = \"cradily\", base = {pos = {x = 0, y = 23}},},\n{name = \"anorith\", base = {pos = {x = 2, y = 23}},},\n{name = \"armaldo\", base = {pos = {x = 4, y = 23}},},\n{name = \"feebas\", base = {pos = {x = 6, y = 23}},},\n{name = \"milotic\", base = {pos = {x = 8, y = 23}},},\n{name = \"castform\", base = {pos = {x = 10, y = 23}},},\n{name = \"kecleon\", base = {pos = {x = 12, y = 23}},},\n{name = \"shuppet\", base = {pos = {x = 14, y = 23}},},\n{name = \"banette\", base = {pos = {x = 16, y = 23}},},\n{name = \"mega_banette\", base = {pos = {x = 6, y = 5}, soul_pos = {x = 7, y = 5}},gen_atlas = 3},\n{name = \"duskull\", base = {pos = {x = 18, y = 23}},},\n{name = \"dusclops\", base = {pos = {x = 20, y = 23}},},\n{name = \"tropius\", base = {pos = {x = 22, y = 23}},},\n{name = \"chimecho\", base = {pos = {x = 24, y = 23}},},\n{name = \"absol\", base = {pos = {x = 26, y = 23}},},\n{name = \"mega_absol\", base = {pos = {x = 8, y = 5}, soul_pos = {x = 9, y = 5}},gen_atlas = 3},\n{name = \"wynaut\", base = {pos = {x = 28, y = 23}},},\n{name = \"snorunt\", base = {pos = {x = 0, y = 24}},},\n{name = \"glalie\", base = {pos = {x = 2, y = 24}},},\n{name = \"mega_glalie\", base = {pos = {x = 4, y = 6}, soul_pos = {x = 5, y = 6}},gen_atlas = 3},\n{name = \"spheal\", base = {pos = {x = 4, y = 24}},},\n{name = \"sealeo\", base = {pos = {x = 6, y = 24}},},\n{name = \"walrein\", base = {pos = {x = 8, y = 24}},},\n{name = \"clamperl\", base = {pos = {x = 10, y = 24}},},\n{name = \"huntail\", base = {pos = {x = 12, y = 24}},},\n{name = \"gorebyss\", base = {pos = {x = 14, y = 24}},},\n{name = \"relicanth\", base = {pos = {x = 16, y = 24}},},\n{name = \"luvdisc\", base = {pos = {x = 18, y = 24}}, alts = {AtlasJokersSeriesA = {artist = 'Emma'}}},\n{name = \"bagon\", base = {pos = {x = 20, y = 24}},},\n{name = \"shelgon\", base = {pos = {x = 22, y = 24}},},\n{name = \"salamence\", base = {pos = {x = 24, y = 24}},},\n{name = \"mega_salamence\", base = {pos = {x = 8, y = 6}, soul_pos = {x = 9, y = 6}},gen_atlas = 3},\n{name = \"beldum\", base = {pos = {x = 26, y = 24}},},\n{name = \"metang\", base = {pos = {x = 28, y = 24}},},\n{name = \"metagross\", base = {pos = {x = 0, y = 25}},},\n{name = \"mega_metagross\", base = {pos = {x = 6, y = 6}, soul_pos = {x = 7, y = 6}},gen_atlas = 3},\n{name = \"regirock\", base = {pos = {x = 2, y = 25}, soul_pos = {x = 3, y = 25}},},\n{name = \"regice\", base = {pos = {x = 4, y = 25}, soul_pos = {x = 5, y = 25}},},\n{name = \"registeel\", base = {pos = {x = 6, y = 25}, soul_pos = {x = 7, y = 25}},},\n{name = \"latias\", base = {pos = {x = 8, y = 25}, soul_pos = {x = 9, y = 25}},},\n{name = \"mega_latias\", base = {pos = {x = 10, y = 6}, soul_pos = {x = 11, y = 6}},gen_atlas = 3},\n{name = \"latios\", base = {pos = {x = 10, y = 25}, soul_pos = {x = 11, y = 25}},},\n{name = \"mega_latios\", base = {pos = {x = 0, y = 7}, soul_pos = {x = 3, y = 7}},gen_atlas = 3},\n{name = \"kyogre\", base = {pos = {x = 12, y = 25}, soul_pos = {x = 13, y = 25}},},\n{name = \"primal_kyogre\", base = {pos = {x = 4, y = 7}, soul_pos = {x = 5, y = 7}},gen_atlas = 3},\n{name = \"groudon\", base = {pos = {x = 14, y = 25}, soul_pos = {x = 15, y = 25}},},\n{name = \"primal_groudon\", base = {pos = {x = 2, y = 7}, soul_pos = {x = 3, y = 7}},gen_atlas = 3},\n{name = \"rayquaza\", base = {pos = {x = 16, y = 25}, soul_pos = {x = 17, y = 25}},},\n{name = \"mega_rayquaza\", base = {pos = {x = 6, y = 7}, soul_pos = {x = 7, y = 7}},gen_atlas = 3},\n{name = \"jirachi\", base = {pos = {x = 18, y = 25}, soul_pos = {x = 19, y = 25}},},\n{name = \"jirachi_banker\", base = {pos = {x = 4, y = 2}, soul_pos =  {x = 5, y = 2}}, gen_atlas = 3, alts = {AtlasJokersSeriesA = {artist = 'PrincessRoxie'}}},\n{name = \"jirachi_booster\", base = {pos = {x = 6, y = 2}, soul_pos =  {x = 7, y = 2}}, gen_atlas = 3, alts = {AtlasJokersSeriesA = {artist = 'PrincessRoxie'}}},\n{name = \"jirachi_power\", base = {pos = {x = 8, y = 2}, soul_pos =  {x = 9, y = 2}}, gen_atlas = 3, alts = {AtlasJokersSeriesA = {artist = 'PrincessRoxie'}}},\n{name = \"jirachi_invis\", base = {pos = {x = 10, y = 2}, soul_pos =  {x = 11, y = 2}}, gen_atlas = 3, alts = {AtlasJokersSeriesA = {artist = 'PrincessRoxie'}}},\n{name = \"jirachi_fixer\", base = {pos = {x = 0, y = 3}, soul_pos =  {x = 1, y = 3}}, gen_atlas = 3, alts = {AtlasJokersSeriesA = {artist = 'PrincessRoxie'}}},\n{name = \"deoxys\", base = {pos = {x = 2, y = 3}, soul_pos = {x = 3, y = 3}}, gen_atlas = 3},\n{name = \"deoxys_attack\", base = {pos = {x = 4, y = 3}, soul_pos = {x = 5, y = 3}}, gen_atlas = 3},\n{name = \"deoxys_defense\", base = {pos = {x = 6, y = 3}, soul_pos = {x = 7, y = 3}}, gen_atlas = 3},\n{name = \"deoxys_speed\", base = {pos = {x = 8, y = 3}, soul_pos = {x = 9, y = 3}}, gen_atlas = 3},\n{name = \"turtwig\", base = {pos = {x = 22, y = 25}},},\n{name = \"grotle\", base = {pos = {x = 24, y = 25}},},\n{name = \"torterra\", base = {pos = {x = 26, y = 25}},},\n{name = \"chimchar\", base = {pos = {x = 28, y = 25}},},\n{name = \"monferno\", base = {pos = {x = 0, y = 26}},},\n{name = \"infernape\", base = {pos = {x = 2, y = 26}},},\n{name = \"piplup\", base = {pos = {x = 4, y = 26}},},\n{name = \"prinplup\", base = {pos = {x = 6, y = 26}},},\n{name = \"empoleon\", base = {pos = {x = 8, y = 26}},},\n{name = \"starly\", base = {pos = {x = 10, y = 26}},},\n{name = \"staravia\", base = {pos = {x = 12, y = 26}},},\n{name = \"staraptor\", base = {pos = {x = 14, y = 26}},},\n{name = \"bidoof\", base = {pos = {x = 16, y = 26}},},\n{name = \"bibarel\", base = {pos = {x = 18, y = 26}},},\n{name = \"kricketot\", base = {pos = {x = 20, y = 26}},},\n{name = \"kricketune\", base = {pos = {x = 22, y = 26}},},\n{name = \"shinx\", base = {pos = {x = 24, y = 26}},},\n{name = \"luxio\", base = {pos = {x = 26, y = 26}},},\n{name = \"luxray\", base = {pos = {x = 28, y = 26}},},\n{name = \"budew\", base = {pos = {x = 0, y = 27}},},\n{name = \"roserade\", base = {pos = {x = 2, y = 27}},},\n{name = \"cranidos\", base = {pos = {x = 4, y = 27}},},\n{name = \"rampardos\", base = {pos = {x = 6, y = 27}},},\n{name = \"shieldon\", base = {pos = {x = 8, y = 27}},},\n{name = \"bastiodon\", base = {pos = {x = 10, y = 27}},},\n{name = \"burmy\", base = {pos = {x = 0, y = 0}},gen_atlas = 4},\n{name = \"wormadam\", base = {pos = {x = 6, y = 0}},gen_atlas = 4},\n{name = \"mothim\", base = {pos = {x = 16, y = 27}},},\n{name = \"combee\", base = {pos = {x = 18, y = 27}},},\n{name = \"vespiquen\", base = {pos = {x = 20, y = 27}},},\n{name = \"pachirisu\", base = {pos = {x = 22, y = 27}},},\n{name = \"buizel\", base = {pos = {x = 24, y = 27}},},\n{name = \"floatzel\", base = {pos = {x = 26, y = 27}},},\n{name = \"cherubi\", base = {pos = {x = 28, y = 27}},},\n{name = \"cherrim\", base = {pos = {x = 0, y = 1}},gen_atlas = 4},\n{name = \"shellos\", base = {pos = {{x = 4, y = 1}, {x = 6, y = 1}}},gen_atlas = 4},\n{name = \"gastrodon\", base = {pos = {{x = 8, y = 1}, {x = 10, y = 1}}},gen_atlas = 4},\n{name = \"ambipom\", base = {pos = {x = 6, y = 28}},},\n{name = \"drifloon\", base = {pos = {x = 8, y = 28}},},\n{name = \"drifblim\", base = {pos = {x = 10, y = 28}},},\n{name = \"buneary\", base = {pos = {x = 12, y = 28}},},\n{name = \"lopunny\", base = {pos = {x = 14, y = 28}},},\n{name = \"mega_lopunny\", base = {pos = {x = 8, y = 6}, soul_pos = {x = 9, y = 6}},gen_atlas = 4},\n{name = \"mismagius\", base = {pos = {x = 16, y = 28}},},\n{name = \"honchkrow\", base = {pos = {x = 18, y = 28}},},\n{name = \"glameow\", base = {pos = {x = 20, y = 28}},},\n{name = \"purugly\", base = {pos = {x = 22, y = 28}},},\n{name = \"chingling\", base = {pos = {x = 24, y = 28}},},\n{name = \"stunky\", base = {pos = {x = 26, y = 28}},},\n{name = \"skuntank\", base = {pos = {x = 28, y = 28}},},\n{name = \"bronzor\", base = {pos = {x = 0, y = 29}},},\n{name = \"bronzong\", base = {pos = {x = 2, y = 29}},},\n{name = \"bonsly\", base = {pos = {x = 4, y = 29}},alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"mimejr\", base = {pos = {x = 6, y = 29}},alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"happiny\", base = {pos = {x = 8, y = 29}},},\n{name = \"chatot\", base = {pos = {x = 10, y = 29}},alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"spiritomb\", base = {pos = {x = 12, y = 29}},alts = {AtlasJokersSeriesA = {artist = 'Maelmc', soul_pos = {x = 13, y = 29}}}},\n{name = \"gible\", base = {pos = {x = 14, y = 29}},},\n{name = \"gabite\", base = {pos = {x = 16, y = 29}},},\n{name = \"garchomp\", base = {pos = {x = 18, y = 29}},},\n{name = \"mega_garchomp\", base = {pos = {x = 2, y = 7}, soul_pos = {x = 3, y = 7}},gen_atlas = 4},\n{name = \"munchlax\", base = {pos = {x = 20, y = 29}},alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"riolu\", base = {pos = {x = 22, y = 29}},},\n{name = \"lucario\", base = {pos = {x = 24, y = 29}},},\n{name = \"mega_lucario\", base = {pos = {x = 6, y = 6}, soul_pos = {x = 7, y = 6}},gen_atlas = 4},\n{name = \"hippopotas\", base = {pos = {x = 26, y = 29}},},\n{name = \"hippowdon\", base = {pos = {x = 28, y = 29}},},\n{name = \"skorupi\", base = {pos = {x = 0, y = 30}},},\n{name = \"drapion\", base = {pos = {x = 2, y = 30}},},\n{name = \"croagunk\", base = {pos = {x = 4, y = 30}}, alts = {AtlasJokersSeriesA = {artist = 'Sonfive'}}},\n{name = \"toxicroak\", base = {pos = {x = 6, y = 30}},},\n{name = \"carnivine\", base = {pos = {x = 8, y = 30}},},\n{name = \"finneon\", base = {pos = {x = 10, y = 30}},},\n{name = \"lumineon\", base = {pos = {x = 12, y = 30}},},\n{name = \"mantyke\", base = {pos = {x = 14, y = 30}},},\n{name = \"snover\", base = {pos = {x = 16, y = 30}},},\n{name = \"abomasnow\", base = {pos = {x = 18, y = 30}},},\n{name = \"mega_abomasnow\", base = {pos = {x = 10, y = 6}, soul_pos = {x = 11, y = 6}},gen_atlas = 4},\n{name = \"weavile\", base = {pos = {x = 20, y = 30}},},\n{name = \"magnezone\", base = {pos = {x = 22, y = 30}},},\n{name = \"lickilicky\", base = {pos = {x = 24, y = 30}},},\n{name = \"rhyperior\", base = {pos = {x = 26, y = 30}},},\n{name = \"tangrowth\", base = {pos = {x = 28, y = 30}},},\n{name = \"electivire\", base = {pos = {x = 0, y = 31}},},\n{name = \"magmortar\", base = {pos = {x = 2, y = 31}},},\n{name = \"togekiss\", base = {pos = {x = 4, y = 31}},},\n{name = \"yanmega\", base = {pos = {x = 6, y = 31}},},\n{name = \"leafeon\", base = {pos = {x = 8, y = 31}},},\n{name = \"glaceon\", base = {pos = {x = 10, y = 31}},},\n{name = \"gliscor\", base = {pos = {x = 12, y = 31}},},\n{name = \"mamoswine\", base = {pos = {x = 14, y = 31}},},\n{name = \"porygonz\", base = {pos = {x = 16, y = 31}},alts = {AtlasJokersSeriesA = {artist = 'Captain_Slime'}}},\n{name = \"gallade\", base = {pos = {x = 18, y = 31}},},\n{name = \"mega_gallade\", base = {pos = {x = 0, y = 7}, soul_pos = {x = 1, y = 7}},gen_atlas = 4},\n{name = \"probopass\", base = {pos = {x = 20, y = 31}},},\n{name = \"dusknoir\", base = {pos = {x = 22, y = 31}},},\n{name = \"froslass\", base = {pos = {x = 24, y = 31}},},\n{name = \"rotom\", base = {pos = {x = 26, y = 31}},},\n{name = \"rotomh\", base = {pos = {x = 0, y = 2}},gen_atlas = 4},\n{name = \"rotomw\", base = {pos = {x = 8, y = 2}},gen_atlas = 4},\n{name = \"rotomf\", base = {pos = {x = 6, y = 2}},gen_atlas = 4},\n{name = \"rotomfan\", base = {pos = {x = 4, y = 2}},gen_atlas = 4},\n{name = \"rotomm\", base = {pos = {x = 2, y = 2}},gen_atlas = 4},\n{name = \"uxie\", base = {pos = {x = 28, y = 31}, soul_pos = {x = 29, y = 31}},},\n{name = \"mesprit\", base = {pos = {x = 0, y = 32}, soul_pos = {x = 1, y = 32}},},\n{name = \"azelf\", base = {pos = {x = 2, y = 32}, soul_pos = {x = 3, y = 32}},},\n{name = \"dialga\", base = {pos = {x = 10, y = 2}, soul_pos = {x = 11, y = 2}},gen_atlas = 4},\n{name = \"dialga_origin\", base = {pos = {x = 0, y = 3}, soul_pos = {x = 1, y = 3}},gen_atlas = 4},\n{name = \"palkia\", base = {pos = {x = 4, y = 3}, soul_pos = {x = 5, y = 3}},gen_atlas = 4},\n{name = \"palkia_origin\", base = {pos = {x = 6, y = 3}, soul_pos = {x = 7, y = 3}},gen_atlas = 4},\n{name = \"heatran\", base = {pos = {x = 8, y = 32}, soul_pos = {x = 9, y = 32}},},\n{name = \"regigigas\", base = {pos = {x = 10, y = 32}, soul_pos = {x = 11, y = 32}},},\n{name = \"giratina\", base = {pos = {x = 8, y = 3}, soul_pos = {x = 9, y = 3}},gen_atlas = 4},\n{name = \"giratina_origin\", base = {pos = {x = 10, y = 3}, soul_pos = {x = 11, y = 3}},gen_atlas = 4},\n{name = \"cresselia\", base = {pos = {x = 14, y = 32}, soul_pos = {x = 15, y = 32}},},\n{name = \"phione\", base = {pos = {x = 16, y = 32}, soul_pos = {x = 17, y = 32}},},\n{name = \"manaphy\", base = {pos = {x = 18, y = 32}, soul_pos = {x = 19, y = 32}},},\n{name = \"darkrai\", base = {pos = {x = 20, y = 32}, soul_pos = {x = 21, y = 32}},},\n{name = \"shaymin\", base = {pos = {x = 0, y = 4}, soul_pos = {x = 1, y = 4}},gen_atlas = 4},\n{name = \"shaymin_sky\", base = {pos = {x = 2, y = 4}, soul_pos = {x = 3, y = 4}},gen_atlas = 4},\n{name = \"arceus\", base = {pos = {x = 4, y = 4}, soul_pos = {x = 5, y = 4}},gen_atlas = 4},\n{name = \"victini\", base = {pos = {x = 26, y = 32}, soul_pos = {x = 27, y = 32}},},\n{name = \"snivy\", base = {pos = {x = 28, y = 32}},},\n{name = \"servine\", base = {pos = {x = 0, y = 33}},},\n{name = \"serperior\", base = {pos = {x = 2, y = 33}},},\n{name = \"tepig\", base = {pos = {x = 4, y = 33}},},\n{name = \"pignite\", base = {pos = {x = 6, y = 33}},},\n{name = \"emboar\", base = {pos = {x = 8, y = 33}},},\n{name = \"oshawott\", base = {pos = {x = 10, y = 33}},},\n{name = \"dewott\", base = {pos = {x = 12, y = 33}},},\n{name = \"samurott\", base = {pos = {x = 14, y = 33}},},\n{name = \"hisuian_samurott\", base = {pos = {x = 8, y = 8}},gen_atlas = 5},\n{name = \"patrat\", base = {pos = {x = 16, y = 33}},},\n{name = \"watchog\", base = {pos = {x = 18, y = 33}},},\n{name = \"lillipup\", base = {pos = {x = 20, y = 33}},},\n{name = \"herdier\", base = {pos = {x = 22, y = 33}},},\n{name = \"stoutland\", base = {pos = {x = 24, y = 33}},},\n{name = \"purrloin\", base = {pos = {x = 26, y = 33}},},\n{name = \"liepard\", base = {pos = {x = 28, y = 33}},},\n{name = \"pansage\", base = {pos = {x = 0, y = 34}},},\n{name = \"simisage\", base = {pos = {x = 2, y = 34}},},\n{name = \"pansear\", base = {pos = {x = 4, y = 34}},},\n{name = \"simisear\", base = {pos = {x = 6, y = 34}},},\n{name = \"panpour\", base = {pos = {x = 8, y = 34}},},\n{name = \"simipour\", base = {pos = {x = 10, y = 34}},},\n{name = \"munna\", base = {pos = {x = 12, y = 34}},},\n{name = \"musharna\", base = {pos = {x = 14, y = 34}},},\n{name = \"pidove\", base = {pos = {x = 16, y = 34}},},\n{name = \"tranquill\", base = {pos = {x = 18, y = 34}},},\n{name = \"unfezant\", base = {pos = {{x = 0, y = 0}, {x = 2, y = 0}}},gen_atlas = 5},\n{name = \"blitzle\", base = {pos = {x = 22, y = 34}},},\n{name = \"zebstrika\", base = {pos = {x = 24, y = 34}},},\n{name = \"roggenrola\", base = {pos = {x = 26, y = 34}}, alts = {AtlasJokersSeriesA = {artist = 'Sunny'}}},\n{name = \"boldore\", base = {pos = {x = 28, y = 34}}, alts = {AtlasJokersSeriesA = {artist = 'Sunny'}}},\n{name = \"gigalith\", base = {pos = {x = 0, y = 35}}, alts = {AtlasJokersSeriesA = {artist = 'Sunny'}}},\n{name = \"woobat\", base = {pos = {x = 2, y = 35}},},\n{name = \"swoobat\", base = {pos = {x = 4, y = 35}},},\n{name = \"drilbur\", base = {pos = {x = 6, y = 35}},},\n{name = \"excadrill\", base = {pos = {x = 8, y = 35}},},\n{name = \"audino\", base = {pos = {x = 10, y = 35}},},\n{name = \"mega_audino\", base = {pos = {x = 6, y = 7},soul_pos = {x = 7, y = 7}},gen_atlas = 5},\n{name = \"timburr\", base = {pos = {x = 12, y = 35}},},\n{name = \"gurdurr\", base = {pos = {x = 14, y = 35}},},\n{name = \"conkeldurr\", base = {pos = {x = 16, y = 35}},},\n{name = \"tympole\", base = {pos = {x = 18, y = 35}},},\n{name = \"palpitoad\", base = {pos = {x = 20, y = 35}},},\n{name = \"seismitoad\", base = {pos = {x = 22, y = 35}},},\n{name = \"throh\", base = {pos = {x = 24, y = 35}},},\n{name = \"sawk\", base = {pos = {x = 26, y = 35}},},\n{name = \"sewaddle\", base = {pos = {x = 28, y = 35}},},\n{name = \"swadloon\", base = {pos = {x = 0, y = 36}},},\n{name = \"leavanny\", base = {pos = {x = 2, y = 36}},},\n{name = \"venipede\", base = {pos = {x = 4, y = 36}},},\n{name = \"whirlipede\", base = {pos = {x = 6, y = 36}}, alts = {AtlasJokersSeriesA = {artist = 'Maelmc'}}},\n{name = \"scolipede\", base = {pos = {x = 8, y = 36}},},\n{name = \"cottonee\", base = {pos = {x = 10, y = 36}},},\n{name = \"whimsicott\", base = {pos = {x = 12, y = 36}},},\n{name = \"petilil\", base = {pos = {x = 14, y = 36}},},\n{name = \"lilligant\", base = {pos = {x = 16, y = 36}},},\n{name = \"hisuian_lilligant\", base = {pos = {x = 10, y = 8}},gen_atlas = 5},\n{name = \"basculin\", base = {pos = {x = 4, y = 0}},gen_atlas = 5},\n{name = \"sandile\", base = {pos = {x = 20, y = 36}},},\n{name = \"krokorok\", base = {pos = {x = 22, y = 36}},},\n{name = \"krookodile\", base = {pos = {x = 24, y = 36}},},\n{name = \"darumaka\", base = {pos = {x = 26, y = 36}},},\n{name = \"galarian_darumaka\", base = {pos = {x = 10, y = 7}},gen_atlas = 5},\n{name = \"darmanitan\", base = {pos = {x = 10, y = 0}},gen_atlas = 5},\n{name = \"galarian_darmanitan\", base = {pos = {x = 0, y = 8}},gen_atlas = 5},\n{name = \"maractus\", base = {pos = {x = 0, y = 37}},},\n{name = \"dwebble\", base = {pos = {x = 2, y = 37}},},\n{name = \"crustle\", base = {pos = {x = 4, y = 37}},},\n{name = \"scraggy\", base = {pos = {x = 6, y = 37}},},\n{name = \"scrafty\", base = {pos = {x = 8, y = 37}},},\n{name = \"sigilyph\", base = {pos = {x = 10, y = 37}},},\n{name = \"yamask\", base = {pos = {x = 12, y = 37}},},\n{name = \"galarian_yamask\", base = {pos = {x = 4, y = 8}},gen_atlas = 5},\n{name = \"cofagrigus\", base = {pos = {x = 14, y = 37}},},\n{name = \"tirtouga\", base = {pos = {x = 16, y = 37}},},\n{name = \"carracosta\", base = {pos = {x = 18, y = 37}},},\n{name = \"archen\", base = {pos = {x = 20, y = 37}},},\n{name = \"archeops\", base = {pos = {x = 22, y = 37}},},\n{name = \"trubbish\", base = {pos = {x = 24, y = 37}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"garbodor\", base = {pos = {x = 26, y = 37}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"gmax_garbodor\", base = {pos = {x = 8, y = 7},soul_pos = {x = 9, y = 7}},gen_atlas = 5},\n{name = \"zorua\", base = {pos = {x = 28, y = 37}},},\n{name = \"hisuian_zorua\", base = {pos = {x = 0, y = 9}},gen_atlas = 5},\n{name = \"zoroark\", base = {pos = {x = 0, y = 38}},},\n{name = \"hisuian_zoroark\", base = {pos = {x = 2, y = 9}},gen_atlas = 5},\n{name = \"minccino\", base = {pos = {x = 2, y = 38}},},\n{name = \"cinccino\", base = {pos = {x = 4, y = 38}},},\n{name = \"gothita\", base = {pos = {x = 6, y = 38}}, alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"gothorita\", base = {pos = {x = 8, y = 38}}, alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"gothitelle\", base = {pos = {x = 10, y = 38}},},\n{name = \"solosis\", base = {pos = {x = 12, y = 38}},},\n{name = \"duosion\", base = {pos = {x = 14, y = 38}},},\n{name = \"reuniclus\", base = {pos = {x = 16, y = 38}},},\n{name = \"ducklett\", base = {pos = {x = 18, y = 38}},},\n{name = \"swanna\", base = {pos = {x = 20, y = 38}},},\n{name = \"vanillite\", base = {pos = {x = 22, y = 38}},},\n{name = \"vanillish\", base = {pos = {x = 24, y = 38}},},\n{name = \"vanilluxe\", base = {pos = {x = 26, y = 38}},},\n{name = \"deerling\", base = {pos = {x = 2, y = 1}},gen_atlas = 5},\n{name = \"sawsbuck\", base = {pos = {x = 10, y = 1}},gen_atlas = 5},\n{name = \"emolga\", base = {pos = {x = 2, y = 39}},},\n{name = \"karrablast\", base = {pos = {x = 4, y = 39}},},\n{name = \"escavalier\", base = {pos = {x = 6, y = 39}},},\n{name = \"foongus\", base = {pos = {x = 8, y = 39}},},\n{name = \"amoonguss\", base = {pos = {x = 10, y = 39}},},\n{name = \"frillish\", base = {pos = {{x = 6, y = 2}, {x= 8, y = 2}}}, gen_atlas = 5,},\n{name = \"jellicent\", base = {pos = {{x = 10, y = 2}, {x= 0, y = 3}}}, gen_atlas = 5,},\n{name = \"alomomola\", base = {pos = {x = 16, y = 39}},},\n{name = \"joltik\", base = {pos = {x = 18, y = 39}},alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"galvantula\", base = {pos = {x = 20, y = 39}},},\n{name = \"ferroseed\", base = {pos = {x = 22, y = 39}},},\n{name = \"ferrothorn\", base = {pos = {x = 24, y = 39}},},\n{name = \"klink\", base = {pos = {x = 26, y = 39}},},\n{name = \"klang\", base = {pos = {x = 28, y = 39}},},\n{name = \"klinklang\", base = {pos = {x = 0, y = 40}},},\n{name = \"tynamo\", base = {pos = {x = 2, y = 40}},},\n{name = \"eelektrik\", base = {pos = {x = 4, y = 40}},},\n{name = \"eelektross\", base = {pos = {x = 6, y = 40}},},\n{name = \"elgyem\", base = {pos = {x = 8, y = 40}},},\n{name = \"beheeyem\", base = {pos = {x = 10, y = 40}},},\n{name = \"litwick\", base = {pos = {x = 12, y = 40}}, alts = {AtlasJokersSeriesA = {artist = 'RedHaering'}}},\n{name = \"lampent\", base = {pos = {x = 14, y = 40}},},\n{name = \"chandelure\", base = {pos = {x = 16, y = 40}},},\n{name = \"axew\", base = {pos = {x = 18, y = 40}},},\n{name = \"fraxure\", base = {pos = {x = 20, y = 40}},},\n{name = \"haxorus\", base = {pos = {x = 22, y = 40}},},\n{name = \"cubchoo\", base = {pos = {x = 24, y = 40}},},\n{name = \"beartic\", base = {pos = {x = 26, y = 40}},alts = {AtlasJokersSeriesA = {artist = 'TunaBear'}}},\n{name = \"cryogonal\", base = {pos = {x = 28, y = 40}},},\n{name = \"shelmet\", base = {pos = {x = 0, y = 41}},},\n{name = \"accelgor\", base = {pos = {x = 2, y = 41}},},\n{name = \"stunfisk\", base = {pos = {x = 4, y = 41}},},\n{name = \"galarian_stunfisk\", base = {pos = {x = 6, y = 8}},gen_atlas = 5},\n{name = \"mienfoo\", base = {pos = {x = 6, y = 41}},},\n{name = \"mienshao\", base = {pos = {x = 8, y = 41}},},\n{name = \"druddigon\", base = {pos = {x = 10, y = 41}},},\n{name = \"golett\", base = {pos = {x = 12, y = 41}},},\n{name = \"golurk\", base = {pos = {x = 14, y = 41}},},\n{name = \"pawniard\", base = {pos = {x = 16, y = 41}},},\n{name = \"bisharp\", base = {pos = {x = 18, y = 41}},},\n{name = \"bouffalant\", base = {pos = {x = 20, y = 41}},},\n{name = \"rufflet\", base = {pos = {x = 22, y = 41}},},\n{name = \"braviary\", base = {pos = {x = 24, y = 41}},},\n{name = \"hisuian_braviary\", base = {pos = {x = 4, y = 9}},gen_atlas = 5},\n{name = \"vullaby\", base = {pos = {x = 26, y = 41}},},\n{name = \"mandibuzz\", base = {pos = {x = 28, y = 41}},},\n{name = \"heatmor\", base = {pos = {x = 0, y = 42}},},\n{name = \"durant\", base = {pos = {x = 2, y = 42}},},\n{name = \"deino\", base = {pos = {x = 4, y = 42}},},\n{name = \"zweilous\", base = {pos = {x = 6, y = 42}},},\n{name = \"hydreigon\", base = {pos = {x = 8, y = 42}},},\n{name = \"larvesta\", base = {pos = {x = 10, y = 42}},},\n{name = \"volcarona\", base = {pos = {x = 12, y = 42}},},\n{name = \"cobalion\", base = {pos = {x = 14, y = 42}, soul_pos = {x = 15, y = 42}},},\n{name = \"terrakion\", base = {pos = {x = 16, y = 42}, soul_pos = {x = 17, y = 42}},},\n{name = \"virizion\", base = {pos = {x = 18, y = 42}, soul_pos = {x = 19, y = 42}},},\n{name = \"tornadus\", base = {pos = {x = 6, y = 3}, soul_pos = {x = 7, y = 3}},gen_atlas = 5},\n{name = \"tornadus_therian\", base = {pos = {x = 8, y = 3}, soul_pos = {x = 9, y = 3}},gen_atlas = 5},\n{name = \"thundurus\", base = {pos = {x = 10, y = 3}, soul_pos = {x = 11, y = 3}},gen_atlas = 5},\n{name = \"thundurus_therian\", base = {pos = {x = 0, y = 4}, soul_pos = {x = 1, y = 4}},gen_atlas = 5},\n{name = \"reshiram\", base = {pos = {x = 2, y = 4}, soul_pos = {x = 3, y = 4}},gen_atlas = 5},\n{name = \"zekrom\", base = {pos = {x = 6, y = 4}, soul_pos = {x = 7, y = 4}},gen_atlas = 5},\n{name = \"landorus\", base = {pos = {x = 10, y = 4}, soul_pos = {x = 11, y = 4}},gen_atlas = 5},\n{name = \"landorus_therian\", base = {pos = {x = 0, y = 5}, soul_pos = {x = 1, y = 5}},gen_atlas = 5},\n{name = \"kyurem\", base = {pos = {x = 2, y = 5}, soul_pos = {x = 3, y = 5}},gen_atlas = 5},\n{name = \"kyurem_black\", base = {pos = {x = 4, y = 5}, soul_pos = {x = 5, y = 5}},gen_atlas = 5},\n{name = \"kyurem_white\", base = {pos = {x = 8, y = 5}, soul_pos = {x = 9, y = 5}},gen_atlas = 5},\n{name = \"keldeo\", base = {pos = {x = 0, y = 6}, soul_pos = {x = 1, y = 6}},gen_atlas = 5},\n{name = \"keldeo_resolute\", base = {pos = {x = 2, y = 6}, soul_pos = {x = 3, y = 6}},gen_atlas = 5},\n{name = \"meloetta\", base = {pos = {x = 4, y = 6}, soul_pos = {x = 5, y = 6}},gen_atlas = 5},\n{name = \"meloetta_pirouette\", base = {pos = {x = 6, y = 6}, soul_pos = {x = 7, y = 6}},gen_atlas = 5},\n{name = \"genesect\", base = {pos = {x = 8, y = 6}, soul_pos = {x = 9, y = 6}},gen_atlas = 5},\n{name = \"chespin\", base = {pos = {x = 8, y = 43}},},\n{name = \"quilladin\", base = {pos = {x = 10, y = 43}},},\n{name = \"chesnaught\", base = {pos = {x = 12, y = 43}},},\n{name = \"fennekin\", base = {pos = {x = 14, y = 43}},},\n{name = \"braixen\", base = {pos = {x = 16, y = 43}},},\n{name = \"delphox\", base = {pos = {x = 18, y = 43}},},\n{name = \"froakie\", base = {pos = {x = 20, y = 43}},},\n{name = \"frogadier\", base = {pos = {x = 22, y = 43}},},\n{name = \"greninja\", base = {pos = {x = 24, y = 43}},},\n{name = \"bunnelby\", base = {pos = {x = 26, y = 43}},},\n{name = \"diggersby\", base = {pos = {x = 28, y = 43}},},\n{name = \"fletchling\", base = {pos = {x = 0, y = 44}}, alts = {AtlasJokersSeriesA = {artist = 'Alber_Pro'}}},\n{name = \"fletchinder\", base = {pos = {x = 2, y = 44}}, alts = {AtlasJokersSeriesA = {artist = 'Alber_Pro'}}},\n{name = \"talonflame\", base = {pos = {x = 4, y = 44}}, alts = {AtlasJokersSeriesA = {artist = 'Alber_Pro'}}},\n{name = \"scatterbug\", base = {pos = {x = 6, y = 44}},},\n{name = \"spewpa\", base = {pos = {x = 8, y = 44}},},\n{name = \"vivillon\", base = {pos = {\n  {x = 2, y = 0},\n  {x = 4, y = 0},\n  {x = 6, y = 0},\n  {x = 8, y = 0},\n  {x = 10, y = 0},\n  {x = 0, y = 1},\n  {x = 2, y = 1},\n  {x = 4, y = 1},\n  {x = 6, y = 1},\n  {x = 8, y = 1},\n  {x = 10, y = 1},\n  {x = 0, y = 2},\n  {x = 2, y = 2},\n  {x = 4, y = 2},\n  {x = 6, y = 2},\n  {x = 8, y = 2},\n  {x = 10, y = 2},\n  {x = 0, y = 3},\n  {x = 2, y = 3},\n  {x = 4, y = 3}}},gen_atlas = 6},\n{name = \"litleo\", base = {pos = {x = 12, y = 44}},alts = {AtlasJokersSeriesA = {artist = 'Xenellia'}}},\n{name = \"pyroar\", base = {pos = {{x = 6, y = 3}, {x= 8, y = 3}}}, gen_atlas = 6,},\n{name = \"flabebe\", base = {pos = {{x = 10, y = 3}, {x = 0, y = 4}, {x = 2, y = 4}, {x = 4, y = 4}, {x = 6, y = 4}}},gen_atlas = 6},\n{name = \"floette\", base = {pos = {{x = 8, y = 4}, {x = 10, y = 4}, {x = 0, y = 5}, {x = 2, y = 5}, {x = 4, y = 5}}},gen_atlas = 6},\n{name = \"floette_eternal\", base = {pos = {x = 6, y = 5}},gen_atlas = 6},\n{name = \"florges\", base = {pos = {{x = 8, y = 5}, {x = 10, y = 5}, {x = 0, y = 6}, {x = 2, y = 6}, {x = 4, y = 6}}},gen_atlas = 6},\n{name = \"skiddo\", base = {pos = {x = 22, y = 44}},},\n{name = \"gogoat\", base = {pos = {x = 24, y = 44}},},\n{name = \"pancham\", base = {pos = {x = 26, y = 44}},},\n{name = \"pangoro\", base = {pos = {x = 28, y = 44}},},\n{name = \"furfrou\", base = {pos = {x = 6, y = 6}},gen_atlas = 6},\n{name = \"espurr\", base = {pos = {x = 2, y = 45}},},\n{name = \"meowstic\", base = {pos = {x = 2, y = 8}},gen_atlas = 6},\n{name = \"honedge\", base = {pos = {x = 6, y = 45}},},\n{name = \"doublade\", base = {pos = {x = 8, y = 45}},},\n{name = \"aegislash\", base = {pos = {x = 6, y = 8}},gen_atlas = 6},\n{name = \"spritzee\", base = {pos = {x = 12, y = 45}},},\n{name = \"aromatisse\", base = {pos = {x = 14, y = 45}},},\n{name = \"swirlix\", base = {pos = {x = 16, y = 45}},},\n{name = \"slurpuff\", base = {pos = {x = 18, y = 45}},},\n{name = \"inkay\", base = {pos = {x = 20, y = 45}},},\n{name = \"malamar\", base = {pos = {x = 22, y = 45}},},\n{name = \"binacle\", base = {pos = {x = 24, y = 45}},},\n{name = \"barbaracle\", base = {pos = {x = 26, y = 45}},},\n{name = \"skrelp\", base = {pos = {x = 28, y = 45}},},\n{name = \"dragalge\", base = {pos = {x = 0, y = 46}},},\n{name = \"clauncher\", base = {pos = {x = 2, y = 46}},},\n{name = \"clawitzer\", base = {pos = {x = 4, y = 46}},},\n{name = \"helioptile\", base = {pos = {x = 6, y = 46}},},\n{name = \"heliolisk\", base = {pos = {x = 8, y = 46}},},\n{name = \"tyrunt\", base = {pos = {x = 10, y = 46}},},\n{name = \"tyrantrum\", base = {pos = {x = 12, y = 46}},},\n{name = \"amaura\", base = {pos = {x = 14, y = 46}},},\n{name = \"aurorus\", base = {pos = {x = 16, y = 46}},},\n{name = \"sylveon\", base = {pos = {x = 18, y = 46}},},\n{name = \"hawlucha\", base = {pos = {x = 20, y = 46}},},\n{name = \"dedenne\", base = {pos = {x = 22, y = 46}},},\n{name = \"carbink\", base = {pos = {x = 24, y = 46}},alts = {AtlasJokersSeriesA = {artist = 'MyDude_YT'}}},\n{name = \"goomy\", base = {pos = {x = 26, y = 46}},},\n{name = \"sliggoo\", base = {pos = {x = 28, y = 46}},},\n{name = \"hisuian_sliggoo\", base = {pos = {x = 2, y = 12}},gen_atlas = 6},\n{name = \"goodra\", base = {pos = {x = 0, y = 47}},},\n{name = \"hisuian_goodra\", base = {pos = {x = 4, y = 12}},gen_atlas = 6},\n{name = \"klefki\", base = {pos = {x = 2, y = 47}},},\n{name = \"phantump\", base = {pos = {x = 4, y = 47}},},\n{name = \"trevenant\", base = {pos = {x = 6, y = 47}},},\n{name = \"pumpkaboo\", base = {pos = {x = 2, y = 9}},gen_atlas = 6},\n{name = \"gourgeist\", base = {pos = {x = 10, y = 9}},gen_atlas = 6},\n{name = \"bergmite\", base = {pos = {x = 12, y = 47}},},\n{name = \"avalugg\", base = {pos = {x = 14, y = 47}},},\n{name = \"hisuian_avalugg\", base = {pos = {x = 6, y = 12}},gen_atlas = 6},\n{name = \"noibat\", base = {pos = {x = 16, y = 47}},},\n{name = \"noivern\", base = {pos = {x = 18, y = 47}},},\n{name = \"xerneas\", base = {pos = {x = 8, y = 10}, soul_pos = {x = 9, y = 10}},gen_atlas = 6},\n{name = \"yveltal\", base = {pos = {x = 22, y = 47}, soul_pos = {x = 23, y = 47}},},\n{name = \"zygarde\", base = {pos = {x = 4, y = 11}, soul_pos = {x = 5, y = 11}},gen_atlas = 6},\n{name = \"zygarde_10\", base = {pos = {x = 2, y = 11}, soul_pos = {x = 3, y = 11}},gen_atlas = 6},\n{name = \"zygarde_complete\", base = {pos = {x = 6, y = 11}, soul_pos = {x = 7, y = 11}},gen_atlas = 6},\n{name = \"diancie\", base = {pos = {x = 26, y = 47}, soul_pos = {x = 27, y = 47}},},\n{name = \"mega_diancie\", base = {pos = {x = 0, y = 12}, soul_pos = {x = 1, y = 12}},gen_atlas = 6},\n{name = \"hoopa\", base = {pos = {x = 8, y = 11}, soul_pos = {x = 9, y = 11}},gen_atlas = 6},\n{name = \"hoopa_unbound\", base = {pos = {x = 10, y = 11}, soul_pos = {x = 11, y = 11}},gen_atlas = 6},\n{name = \"volcanion\", base = {pos = {x = 0, y = 48}, soul_pos = {x = 1, y = 48}},},\n{name = \"rowlet\", base = {pos = {x = 2, y = 48}},alts = {AtlasJokersSeriesA = {artist = 'Sunny'}}},\n{name = \"dartrix\", base = {pos = {x = 4, y = 48}},},\n{name = \"decidueye\", base = {pos = {x = 6, y = 48}},},\n{name = \"hisuian_decidueye\", base = {pos = {x = 6, y = 5}},gen_atlas = 7},\n{name = \"litten\", base = {pos = {x = 8, y = 48}},},\n{name = \"torracat\", base = {pos = {x = 10, y = 48}},},\n{name = \"incineroar\", base = {pos = {x = 12, y = 48}},},\n{name = \"popplio\", base = {pos = {x = 14, y = 48}},},\n{name = \"brionne\", base = {pos = {x = 16, y = 48}},},\n{name = \"primarina\", base = {pos = {x = 18, y = 48}},},\n{name = \"pikipek\", base = {pos = {x = 20, y = 48}},},\n{name = \"trumbeak\", base = {pos = {x = 22, y = 48}},},\n{name = \"toucannon\", base = {pos = {x = 24, y = 48}},},\n{name = \"yungoos\", base = {pos = {x = 26, y = 48}},},\n{name = \"gumshoos\", base = {pos = {x = 28, y = 48}},},\n{name = \"grubbin\", base = {pos = {x = 0, y = 49}}, alts= {AtlasJokersSeriesA = {artist = 'Gappie'}}},\n{name = \"charjabug\", base = {pos = {x = 2, y = 49}}, alts= {AtlasJokersSeriesA = {artist = 'Gappie'}}},\n{name = \"vikavolt\", base = {pos = {x = 4, y = 49}},},\n{name = \"crabrawler\", base = {pos = {x = 6, y = 49}},},\n{name = \"crabominable\", base = {pos = {x = 8, y = 49}},},\n{name = \"oricorio\", base = {pos = {x = 0, y = 0}},gen_atlas = 7},\n{name = \"cutiefly\", base = {pos = {x = 12, y = 49}},},\n{name = \"ribombee\", base = {pos = {x = 14, y = 49}},},\n{name = \"rockruff\", base = {pos = {x = 16, y = 49}},},\n{name = \"lycanroc_day\", base = {pos = {x = 8, y = 0}},gen_atlas = 7},\n{name = \"lycanroc_night\", base = {pos = {x = 10, y = 0}},gen_atlas = 7},\n{name = \"lycanroc_dusk\", base = {pos = {x = 0, y = 1}},gen_atlas = 7},\n{name = \"wishiwashi\", base = {pos = {x = 2, y = 1}},gen_atlas = 7},\n{name = \"mareanie\", base = {pos = {x = 22, y = 49}},},\n{name = \"toxapex\", base = {pos = {x = 24, y = 49}},},\n{name = \"mudbray\", base = {pos = {x = 26, y = 49}},},\n{name = \"mudsdale\", base = {pos = {x = 28, y = 49}},},\n{name = \"dewpider\", base = {pos = {x = 0, y = 50}},alts= {AtlasJokersSeriesA = {artist = 'Gappie'}}},\n{name = \"araquanid\", base = {pos = {x = 2, y = 50}},alts = {AtlasJokersSeriesA = {artist = 'Gappie'}}},\n{name = \"fomantis\", base = {pos = {x = 4, y = 50}},},\n{name = \"lurantis\", base = {pos = {x = 6, y = 50}},},\n{name = \"morelull\", base = {pos = {x = 8, y = 50}},},\n{name = \"shiinotic\", base = {pos = {x = 10, y = 50}},},\n{name = \"salandit\", base = {pos = {x = 12, y = 50}},},\n{name = \"salazzle\", base = {pos = {x = 14, y = 50}},},\n{name = \"stufful\", base = {pos = {x = 16, y = 50}},},\n{name = \"bewear\", base = {pos = {x = 18, y = 50}},},\n{name = \"bounsweet\", base = {pos = {x = 20, y = 50}},alts = {AtlasJokersSeriesA = {artist = 'Gappie'}}},\n{name = \"steenee\", base = {pos = {x = 22, y = 50}},},\n{name = \"tsareena\", base = {pos = {x = 24, y = 50}},},\n{name = \"comfey\", base = {pos = {x = 26, y = 50}},},\n{name = \"oranguru\", base = {pos = {x = 28, y = 50}},},\n{name = \"passimian\", base = {pos = {x = 0, y = 51}},},\n{name = \"wimpod\", base = {pos = {x = 2, y = 51}},},\n{name = \"golisopod\", base = {pos = {x = 4, y = 51}},},\n{name = \"sandygast\", base = {pos = {x = 6, y = 51}},alts = {AtlasJokersSeriesA = {artist = 'Gappie'}}},\n{name = \"palossand\", base = {pos = {x = 8, y = 51}},alts = {AtlasJokersSeriesA = {artist = 'Gappie'}}},\n{name = \"pyukumuku\", base = {pos = {x = 10, y = 51}}, alts = {AtlasJokersSeriesA = {artist = 'Gappie'}}},\n{name = \"typenull\", base = {pos = {x = 12, y = 51}, soul_pos =  {x = 13, y = 51}},},\n{name = \"silvally\", base = {pos = {x = 6, y = 1}, soul_pos =  {x = 7, y = 1}},gen_atlas = 7},\n{name = \"minior\", base = {pos = {x = 6, y = 3}, soul_pos =  {x = 7, y = 3}},gen_atlas = 7},\n{name = \"komala\", base = {pos = {x = 18, y = 51}},},\n{name = \"turtonator\", base = {pos = {x = 20, y = 51}},},\n{name = \"togedemaru\", base = {pos = {x = 22, y = 51}},},\n{name = \"mimikyu\", base = {pos = {x = 24, y = 51}},lookup_gen_atlas = 7},\n{name = \"bruxish\", base = {pos = {x = 26, y = 51}},},\n{name = \"drampa\", base = {pos = {x = 28, y = 51}},},\n{name = \"dhelmise\", base = {pos = {x = 0, y = 52}},},\n{name = \"jangmoo\", base = {pos = {x = 2, y = 52}},},\n{name = \"hakamoo\", base = {pos = {x = 4, y = 52}},},\n{name = \"kommoo\", base = {pos = {x = 6, y = 52}},},\n{name = \"tapu_koko\", base = {pos = {x = 8, y = 52}, soul_pos =  {x = 9, y = 52}},},\n{name = \"tapu_lele\", base = {pos = {x = 10, y = 52}, soul_pos =  {x = 11, y = 52}},},\n{name = \"tapu_bulu\", base = {pos = {x = 12, y = 52}, soul_pos =  {x = 13, y = 52}},},\n{name = \"tapu_fini\", base = {pos = {x = 14, y = 52}, soul_pos =  {x = 15, y = 52}},},\n{name = \"cosmog\", base = {pos = {x = 16, y = 52}, soul_pos =  {x = 17, y = 52}},},\n{name = \"cosmoem\", base = {pos = {x = 18, y = 52}, soul_pos =  {x = 19, y = 52}},},\n{name = \"solgaleo\", base = {pos = {x = 20, y = 52}, soul_pos =  {x = 21, y = 52}},},\n{name = \"lunala\", base = {pos = {x = 22, y = 52}, soul_pos =  {x = 23, y = 52}},},\n{name = \"nihilego\", base = {pos = {x = 24, y = 52}, soul_pos =  {x = 25, y = 52}},},\n{name = \"buzzwole\", base = {pos = {x = 26, y = 52}, soul_pos =  {x = 27, y = 52}},},\n{name = \"pheromosa\", base = {pos = {x = 28, y = 52}, soul_pos =  {x = 29, y = 52}},},\n{name = \"xurkitree\", base = {pos = {x = 0, y = 53}, soul_pos =  {x = 1, y = 53}},},\n{name = \"celesteela\", base = {pos = {x = 2, y = 53}, soul_pos =  {x = 3, y = 53}},},\n{name = \"kartana\", base = {pos = {x = 4, y = 53}, soul_pos =  {x = 5, y = 53}},},\n{name = \"guzzlord\", base = {pos = {x = 6, y = 53}, soul_pos =  {x = 7, y = 53}},},\n{name = \"necrozma\", base = {pos = {x = 6, y = 4}, soul_pos =  {x = 7, y = 4}},gen_atlas = 7},\n{name = \"necrozma_dusk_mane\", base = {pos = {x = 8, y = 4}, soul_pos =  {x = 9, y = 4}},gen_atlas = 7},\n{name = \"necrozma_dawn_wings\", base = {pos = {x = 10, y = 4}, soul_pos =  {x = 11, y = 4}},gen_atlas = 7},\n{name = \"ultra_necrozma\", base = {pos = {x = 0, y = 5}, soul_pos =  {x = 1, y = 5}},gen_atlas = 7},\n{name = \"magearna\", base = {pos = {x = 10, y = 53}, soul_pos =  {x = 11, y = 53}},},\n{name = \"marshadow\", base = {pos = {x = 2, y = 5}, soul_pos =  {x = 3, y = 5}},gen_atlas = 7},\n{name = \"poipole\", base = {pos = {x = 14, y = 53}, soul_pos =  {x = 15, y = 53}},},\n{name = \"naganadel\", base = {pos = {x = 16, y = 53}, soul_pos =  {x = 17, y = 53}},},\n{name = \"stakataka\", base = {pos = {x = 18, y = 53}, soul_pos =  {x = 19, y = 53}},},\n{name = \"blacephalon\", base = {pos = {x = 20, y = 53}, soul_pos =  {x = 21, y = 53}},},\n{name = \"zeraora\", base = {pos = {x = 22, y = 53}, soul_pos =  {x = 23, y = 53}},},\n{name = \"meltan\", base = {pos = {x = 24, y = 53}, soul_pos =  {x = 25, y = 53}},},\n{name = \"melmetal\", base = {pos = {x = 26, y = 53}, soul_pos =  {x = 27, y = 53}},},\n{name = \"gmax_melmetal\", base = {pos = {x = 8, y = 5}, soul_pos =  {x = 9, y = 5}},gen_atlas = 7},\n{name = \"grookey\", base = {pos = {x = 28, y = 53}},},\n{name = \"thwackey\", base = {pos = {x = 0, y = 54}},},\n{name = \"rillaboom\", base = {pos = {x = 2, y = 54}},},\n{name = \"gmax_rillaboom\", base = {pos = {x = 10, y = 11}, soul_pos = {x = 11, y = 11}},gen_atlas = 8},\n{name = \"scorbunny\", base = {pos = {x = 4, y = 54}},},\n{name = \"raboot\", base = {pos = {x = 6, y = 54}},},\n{name = \"cinderace\", base = {pos = {x = 8, y = 54}},},\n{name = \"gmax_cinderace\", base = {pos = {x = 12, y = 11}, soul_pos = {x = 13, y = 11}},gen_atlas = 8},\n{name = \"sobble\", base = {pos = {x = 10, y = 54}},},\n{name = \"drizzile\", base = {pos = {x = 12, y = 54}},},\n{name = \"inteleon\", base = {pos = {x = 14, y = 54}},},\n{name = \"gmax_inteleon\", base = {pos = {x = 14, y = 11}, soul_pos = {x = 15, y = 11}},gen_atlas = 8},\n{name = \"skwovet\", base = {pos = {x = 16, y = 54}},},\n{name = \"greedent\", base = {pos = {x = 18, y = 54}},},\n{name = \"rookidee\", base = {pos = {x = 20, y = 54}},},\n{name = \"corvisquire\", base = {pos = {x = 22, y = 54}},},\n{name = \"corviknight\", base = {pos = {x = 24, y = 54}},},\n{name = \"gmax_corviknight\", base = {pos = {x = 0, y = 12}, soul_pos = {x = 1, y = 12}},gen_atlas = 8},\n{name = \"blipbug\", base = {pos = {x = 26, y = 54}},},\n{name = \"dottler\", base = {pos = {x = 28, y = 54}},},\n{name = \"orbeetle\", base = {pos = {x = 0, y = 55}},},\n{name = \"gmax_orbeetle\", base = {pos = {x = 2, y = 12}, soul_pos = {x = 3, y = 12}},gen_atlas = 8},\n{name = \"nickit\", base = {pos = {x = 2, y = 55}},},\n{name = \"thievul\", base = {pos = {x = 4, y = 55}},},\n{name = \"gossifleur\", base = {pos = {x = 6, y = 55}},},\n{name = \"eldegoss\", base = {pos = {x = 8, y = 55}},},\n{name = \"wooloo\", base = {pos = {x = 10, y = 55}},},\n{name = \"dubwool\", base = {pos = {x = 12, y = 55}},},\n{name = \"chewtle\", base = {pos = {x = 14, y = 55}},},\n{name = \"drednaw\", base = {pos = {x = 16, y = 55}},},\n{name = \"gmax_drednaw\", base = {pos = {x = 4, y = 12}, soul_pos = {x = 5, y = 12}},gen_atlas = 8},\n{name = \"yamper\", base = {pos = {x = 18, y = 55}},},\n{name = \"boltund\", base = {pos = {x = 20, y = 55}},},\n{name = \"rolycoly\", base = {pos = {x = 22, y = 55}},},\n{name = \"carkol\", base = {pos = {x = 24, y = 55}},},\n{name = \"coalossal\", base = {pos = {x = 26, y = 55}},},\n{name = \"gmax_coalossal\", base = {pos = {x = 6, y = 12}, soul_pos = {x = 7, y = 12}},gen_atlas = 8},\n{name = \"applin\", base = {pos = {x = 28, y = 55}},},\n{name = \"flapple\", base = {pos = {x = 0, y = 56}},alts = {AtlasJokersSeriesA = {artist = 'Celsie_RS'}}},\n{name = \"gmax_flapple\", base = {pos = {x = 8, y = 12}, soul_pos = {x = 9, y = 12}},gen_atlas = 8},\n{name = \"appletun\", base = {pos = {x = 2, y = 56}},},\n{name = \"gmax_appletun\", base = {pos = {x = 10, y = 12}, soul_pos = {x = 11, y = 12}},gen_atlas = 8},\n{name = \"silicobra\", base = {pos = {x = 4, y = 56}},},\n{name = \"sandaconda\", base = {pos = {x = 6, y = 56}},},\n{name = \"gmax_sandaconda\", base = {pos = {x = 12, y = 12}, soul_pos = {x = 13, y = 12}},gen_atlas = 8},\n{name = \"cramorant\", base = {pos = {x = 0, y = 0}},gen_atlas = 8},\n{name = \"arrokuda\", base = {pos = {x = 10, y = 56}},},\n{name = \"barraskewda\", base = {pos = {x = 12, y = 56}},},\n{name = \"toxel\", base = {pos = {x = 14, y = 56}},},\n{name = \"toxtricity\", base = {pos = {x = 6, y = 0}},gen_atlas = 8},\n{name = \"gmax_toxtricity\", base = {pos = {x = 14, y = 12}, soul_pos = {x = 15, y = 12}},gen_atlas = 8},\n{name = \"sizzlipede\", base = {pos = {x = 18, y = 56}},},\n{name = \"centiskorch\", base = {pos = {x = 20, y = 56}},},\n{name = \"gmax_centiskorch\", base = {pos = {x = 0, y = 13}, soul_pos = {x = 1, y = 13}},gen_atlas = 8},\n{name = \"clobbopus\", base = {pos = {x = 22, y = 56}},},\n{name = \"grapploct\", base = {pos = {x = 24, y = 56}},},\n{name = \"sinistea\", base = {pos = {x = 26, y = 56}},},\n{name = \"polteageist\", base = {pos = {x = 28, y = 56}},},\n{name = \"hatenna\", base = {pos = {x = 0, y = 57}},},\n{name = \"hattrem\", base = {pos = {x = 2, y = 57}},},\n{name = \"hatterene\", base = {pos = {x = 4, y = 57}},},\n{name = \"gmax_hatterene\", base = {pos = {x = 2, y = 13}, soul_pos = {x = 3, y = 13}},gen_atlas = 8},\n{name = \"impidimp\", base = {pos = {x = 6, y = 57}},},\n{name = \"morgrem\", base = {pos = {x = 8, y = 57}},},\n{name = \"grimmsnarl\", base = {pos = {x = 10, y = 57}},},\n{name = \"gmax_grimmsnarl\", base = {pos = {x = 4, y = 13}, soul_pos = {x = 5, y = 13}},gen_atlas = 8},\n{name = \"obstagoon\", base = {pos = {x = 12, y = 57}},},\n{name = \"perrserker\", base = {pos = {x = 14, y = 57}},},\n{name = \"cursola\", base = {pos = {x = 16, y = 57}},},\n{name = \"sirfetchd\", base = {pos = {x = 18, y = 57}},},\n{name = \"mrrime\", base = {pos = {x = 20, y = 57}},},\n{name = \"runerigus\", base = {pos = {x = 22, y = 57}},},\n{name = \"milcery\", base = {pos = {x = 24, y = 57}},},\n{name = \"alcremie\", base = {pos = {x = 10, y = 0}},gen_atlas = 8},\n{name = \"gmax_alcremie\", base = {pos = {x = 6, y = 13}, soul_pos = {x = 7, y = 13}},gen_atlas = 8},\n{name = \"falinks\", base = {pos = {x = 28, y = 57}},},\n{name = \"pincurchin\", base = {pos = {x = 0, y = 58}},},\n{name = \"snom\", base = {pos = {x = 2, y = 58}},},\n{name = \"frosmoth\", base = {pos = {x = 4, y = 58}},},\n{name = \"stonjourner\", base = {pos = {x = 6, y = 58}},},\n{name = \"eiscue\", base = {pos = {x = 8, y = 8}},gen_atlas = 8},\n{name = \"indeedee\", base = {pos = {x = 12, y = 8}},gen_atlas = 8},\n{name = \"morpeko\", base = {pos = {x = 0, y = 9}},gen_atlas = 8},\n{name = \"cufant\", base = {pos = {x = 14, y = 58}},},\n{name = \"copperajah\", base = {pos = {x = 16, y = 58}},},\n{name = \"gmax_copperajah\", base = {pos = {x = 8, y = 13}, soul_pos = {x = 9, y = 13}},gen_atlas = 8},\n{name = \"dracozolt\", base = {pos = {x = 18, y = 58}},},\n{name = \"arctozolt\", base = {pos = {x = 20, y = 58}},},\n{name = \"dracovish\", base = {pos = {x = 22, y = 58}},},\n{name = \"arctovish\", base = {pos = {x = 24, y = 58}},},\n{name = \"duraludon\", base = {pos = {x = 26, y = 58}},},\n{name = \"gmax_duraludon\", base = {pos = {x = 10, y = 13}, soul_pos = {x = 11, y = 13}},gen_atlas = 8},\n{name = \"dreepy\", base = {pos = {x = 28, y = 58}},},\n{name = \"dreepy_dart\", base = {pos = {x = 4, y = 9}},gen_atlas = 8},\n{name = \"drakloak\", base = {pos = {x = 0, y = 59}},},\n{name = \"dragapult\", base = {pos = {x = 2, y = 59}},},\n{name = \"zacian\", base = {pos = {x = 6, y = 9}, soul_pos =  {x = 7, y = 9}},gen_atlas = 8},\n{name = \"zacian_crowned\", base = {pos = {x = 8, y = 9}, soul_pos =  {x = 9, y = 9}},gen_atlas = 8},\n{name = \"zamazenta\", base = {pos = {x = 10, y = 9}, soul_pos =  {x = 11, y = 9}},gen_atlas = 8},\n{name = \"zamazenta_crowned\", base = {pos = {x = 12, y = 9}, soul_pos =  {x = 13, y = 9}},gen_atlas = 8},\n{name = \"eternatus\", base = {pos = {x = 8, y = 59}, soul_pos =  {x = 9, y = 59}},},\n{name = \"eternamax_eternatus\", base = {pos = {x = 0, y = 10}, soul_pos = {x = 1, y = 10}},gen_atlas = 8},\n{name = \"kubfu\", base = {pos = {x = 10, y = 59}, soul_pos =  {x = 11, y = 59}},},\n{name = \"urshifu_single_strike\", base = {pos = {x = 2, y = 10}, soul_pos = {x = 3, y = 10}},gen_atlas = 8},\n{name = \"urshifu_rapid_strike\", base = {pos = {x = 4, y = 10}, soul_pos = {x = 5, y = 10}},gen_atlas = 8},\n{name = \"gmax_urshifu_single_strike\", base = {pos = {x = 12, y = 13}, soul_pos = {x = 13, y = 13}},gen_atlas = 8},\n{name = \"gmax_urshifu_rapid_strike\", base = {pos = {x = 14, y = 13}, soul_pos = {x = 15, y = 13}},gen_atlas = 8},\n{name = \"zarude\", base = {pos = {x = 6, y = 10}, soul_pos =  {x = 7, y = 10}},gen_atlas = 8},\n{name = \"regieleki\", base = {pos = {x = 16, y = 59}, soul_pos =  {x = 17, y = 59}},},\n{name = \"regidrago\", base = {pos = {x = 18, y = 59}, soul_pos =  {x = 19, y = 59}},},\n{name = \"glastrier\", base = {pos = {x = 20, y = 59}, soul_pos =  {x = 21, y = 59}},},\n{name = \"spectrier\", base = {pos = {x = 22, y = 59}, soul_pos =  {x = 23, y = 59}},},\n{name = \"calyrex\", base = {pos = {x = 10, y = 10}, soul_pos =  {x = 11, y = 10}},gen_atlas = 8},\n{name = \"calyrex_ice\", base = {pos = {x = 12, y = 10}, soul_pos =  {x = 13, y = 10}},gen_atlas = 8},\n{name = \"calyrex_shadow\", base = {pos = {x = 14, y = 10}, soul_pos =  {x = 15, y = 10}},gen_atlas = 8},\n{name = \"wyrdeer\", base = {pos = {x = 26, y = 59}},},\n{name = \"kleavor\", base = {pos = {x = 28, y = 59}},},\n{name = \"ursaluna\", base = {pos = {x = 0, y = 60}},},\n{name = \"bloodmoon_ursaluna\", base = {pos = {x = 0, y = 11}},gen_atlas = 8},\n{name = \"basculegion\", base = {pos = {x = 2, y = 11}},gen_atlas = 8},\n{name = \"sneasler\", base = {pos = {x = 4, y = 60}},},\n{name = \"overqwil\", base = {pos = {x = 6, y = 60}},},\n{name = \"enamorus\", base = {pos = {x = 6, y = 11}, soul_pos =  {x = 7, y = 11}},gen_atlas = 8},\n{name = \"enamorus_therian\", base = {pos = {x = 8, y = 11}, soul_pos =  {x = 9, y = 11}},gen_atlas = 8},\n{name = \"sprigatito\", base = {pos = {x = 10, y = 60}},},\n{name = \"floragato\", base = {pos = {x = 12, y = 60}},},\n{name = \"meowscarada\", base = {pos = {x = 14, y = 60}},},\n{name = \"fuecoco\", base = {pos = {x = 16, y = 60}},},\n{name = \"crocalor\", base = {pos = {x = 18, y = 60}},},\n{name = \"skeledirge\", base = {pos = {x = 20, y = 60}},},\n{name = \"quaxly\", base = {pos = {x = 22, y = 60}},},\n{name = \"quaxwell\", base = {pos = {x = 24, y = 60}},},\n{name = \"quaquaval\", base = {pos = {x = 26, y = 60}},},\n{name = \"lechonk\", base = {pos = {x = 28, y = 60}},alts = {AtlasJokersSeriesA = {artist = 'Sonfive'}}},\n{name = \"oinkologne\", base = {pos = {{x = 0, y = 0}, {x = 2, y = 0}}}, gen_atlas = 9},\n{name = \"tarountula\", base = {pos = {x = 2, y = 61}},},\n{name = \"spidops\", base = {pos = {x = 4, y = 61}},},\n{name = \"nymble\", base = {pos = {x = 6, y = 61}},},\n{name = \"lokix\", base = {pos = {x = 8, y = 61}},},\n{name = \"pawmi\", base = {pos = {x = 10, y = 61}},},\n{name = \"pawmo\", base = {pos = {x = 12, y = 61}},},\n{name = \"pawmot\", base = {pos = {x = 14, y = 61}},},\n{name = \"tandemaus\", base = {pos = {x = 16, y = 61}},},\n{name = \"maushold\", base = {pos = {x = 6, y = 0}},gen_atlas = 9},\n{name = \"fidough\", base = {pos = {x = 20, y = 61}},},\n{name = \"dachsbun\", base = {pos = {x = 22, y = 61}},},\n{name = \"smoliv\", base = {pos = {x = 24, y = 61}},},\n{name = \"dolliv\", base = {pos = {x = 26, y = 61}},},\n{name = \"arboliva\", base = {pos = {x = 28, y = 61}},},\n{name = \"squawkabilly\", base = {pos = {x = 8, y = 0}},gen_atlas = 9},\n{name = \"nacli\", base = {pos = {x = 2, y = 62}},},\n{name = \"naclstack\", base = {pos = {x = 4, y = 62}},},\n{name = \"garganacl\", base = {pos = {x = 6, y = 62}},},\n{name = \"charcadet\", base = {pos = {x = 8, y = 62}},},\n{name = \"armarouge\", base = {pos = {x = 10, y = 62}},},\n{name = \"ceruledge\", base = {pos = {x = 12, y = 62}},},\n{name = \"tadbulb\", base = {pos = {x = 14, y = 62}},},\n{name = \"bellibolt\", base = {pos = {x = 16, y = 62}},},\n{name = \"wattrel\", base = {pos = {x = 18, y = 62}},},\n{name = \"kilowattrel\", base = {pos = {x = 20, y = 62}},},\n{name = \"maschiff\", base = {pos = {x = 22, y = 62}},},\n{name = \"mabosstiff\", base = {pos = {x = 24, y = 62}},},\n{name = \"shroodle\", base = {pos = {x = 26, y = 62}},},\n{name = \"grafaiai\", base = {pos = {x = 28, y = 62}},},\n{name = \"bramblin\", base = {pos = {x = 0, y = 63}},},\n{name = \"brambleghast\", base = {pos = {x = 2, y = 63}},},\n{name = \"toedscool\", base = {pos = {x = 4, y = 63}},},\n{name = \"toedscruel\", base = {pos = {x = 6, y = 63}},},\n{name = \"klawf\", base = {pos = {x = 8, y = 63}},},\n{name = \"capsakid\", base = {pos = {x = 10, y = 63}},},\n{name = \"scovillain\", base = {pos = {x = 12, y = 63}},},\n{name = \"rellor\", base = {pos = {x = 14, y = 63}},},\n{name = \"rabsca\", base = {pos = {x = 16, y = 63}},},\n{name = \"flittle\", base = {pos = {x = 18, y = 63}},},\n{name = \"espathra\", base = {pos = {x = 20, y = 63}},},\n{name = \"tinkatink\", base = {pos = {x = 22, y = 63}},},\n{name = \"tinkatuff\", base = {pos = {x = 24, y = 63}},},\n{name = \"tinkaton\", base = {pos = {x = 26, y = 63}},},\n{name = \"wiglett\", base = {pos = {x = 28, y = 63}},},\n{name = \"wugtrio\", base = {pos = {x = 0, y = 64}},},\n{name = \"bombirdier\", base = {pos = {x = 2, y = 64}},},\n{name = \"finizen\", base = {pos = {x = 4, y = 64}},},\n{name = \"palafin\", base = {pos = {x = 6, y = 1}},gen_atlas = 9},\n{name = \"varoom\", base = {pos = {x = 8, y = 64}},},\n{name = \"revavroom\", base = {pos = {x = 10, y = 64}},},\n{name = \"cyclizar\", base = {pos = {x = 12, y = 64}},},\n{name = \"orthworm\", base = {pos = {x = 14, y = 64}},},\n{name = \"glimmet\", base = {pos = {x = 16, y = 64}},},\n{name = \"glimmora\", base = {pos = {x = 18, y = 64}},},\n{name = \"greavard\", base = {pos = {x = 20, y = 64}},},\n{name = \"houndstone\", base = {pos = {x = 22, y = 64}},},\n{name = \"flamigo\", base = {pos = {x = 24, y = 64}},},\n{name = \"cetoddle\", base = {pos = {x = 26, y = 64}},alts = {AtlasJokersSeriesA = {artist = {'Sonfive', 'Ayako Ozaki'}}}},\n{name = \"cetitan\", base = {pos = {x = 28, y = 64}},},\n{name = \"veluza\", base = {pos = {x = 0, y = 65}},},\n{name = \"dondozo\", base = {pos = {x = 2, y = 65}},},\n{name = \"tatsugiri\", base = {pos = {x = 0, y = 3}},gen_atlas = 9},\n{name = \"annihilape\", base = {pos = {x = 6, y = 65}},},\n{name = \"clodsire\", base = {pos = {x = 8, y = 65}},},\n{name = \"farigiraf\", base = {pos = {x = 10, y = 65}},},\n{name = \"dudunsparce\", base = {pos = {x = 6, y = 3}}, gen_atlas = 9,},\n{name = \"kingambit\", base = {pos = {x = 14, y = 65}},},\n{name = \"great_tusk\", base = {pos = {x = 16, y = 65}, soul_pos =  {x = 17, y = 65}},},\n{name = \"scream_tail\", base = {pos = {x = 18, y = 65}, soul_pos =  {x = 19, y = 65}},},\n{name = \"brute_bonnet\", base = {pos = {x = 20, y = 65}, soul_pos =  {x = 21, y = 65}},},\n{name = \"flutter_mane\", base = {pos = {x = 22, y = 65}, soul_pos =  {x = 23, y = 65}},},\n{name = \"slither_wing\", base = {pos = {x = 24, y = 65}, soul_pos =  {x = 25, y = 65}},},\n{name = \"sandy_shocks\", base = {pos = {x = 26, y = 65}, soul_pos =  {x = 27, y = 65}},},\n{name = \"iron_treads\", base = {pos = {x = 28, y = 65}, soul_pos =  {x = 29, y = 65}},},\n{name = \"iron_bundle\", base = {pos = {x = 0, y = 66}, soul_pos =  {x = 1, y = 66}},},\n{name = \"iron_hands\", base = {pos = {x = 2, y = 66}, soul_pos =  {x = 3, y = 66}},},\n{name = \"iron_jugulis\", base = {pos = {x = 4, y = 66}, soul_pos =  {x = 5, y = 66}},},\n{name = \"iron_moth\", base = {pos = {x = 6, y = 66}, soul_pos =  {x = 7, y = 66}},},\n{name = \"iron_thorns\", base = {pos = {x = 8, y = 66}, soul_pos =  {x = 9, y = 66}},},\n{name = \"frigibax\", base = {pos = {x = 10, y = 66}},},\n{name = \"arctibax\", base = {pos = {x = 12, y = 66}},},\n{name = \"baxcalibur\", base = {pos = {x = 14, y = 66}},},\n{name = \"gimmighoul\", base = {pos = {x = 16, y = 66}},},\n{name = \"gimmighoulr\", base = {pos = {x = 0, y = 4}}, gen_atlas = 9,},\n{name = \"gholdengo\", base = {pos = {x = 18, y = 66}},},\n{name = \"wochien\", base = {pos = {x = 20, y = 66}, soul_pos =  {x = 21, y = 66}},},\n{name = \"chienpao\", base = {pos = {x = 22, y = 66}, soul_pos =  {x = 23, y = 66}},},\n{name = \"tinglu\", base = {pos = {x = 24, y = 66}, soul_pos =  {x = 25, y = 66}},},\n{name = \"chiyu\", base = {pos = {x = 26, y = 66}, soul_pos =  {x = 27, y = 66}},},\n{name = \"roaring_moon\", base = {pos = {x = 28, y = 66}, soul_pos =  {x = 29, y = 66}},},\n{name = \"iron_valiant\", base = {pos = {x = 0, y = 67}, soul_pos =  {x = 1, y = 67}},},\n{name = \"koraidon\", base = {pos = {x = 2, y = 67}, soul_pos =  {x = 1, y = 67}},},\n{name = \"miraidon\", base = {pos = {x = 4, y = 67}, soul_pos =  {x = 3, y = 67}},},\n{name = \"walking_wake\", base = {pos = {x = 6, y = 67}, soul_pos =  {x = 5, y = 67}},},\n{name = \"iron_leaves\", base = {pos = {x = 8, y = 67}, soul_pos =  {x = 7, y = 67}},},\n{name = \"dipplin\", base = {pos = {x = 10, y = 67}},},\n{name = \"poltchageist\", base = {pos = {x = 12, y = 67}},},\n{name = \"sinistcha\", base = {pos = {x = 14, y = 67}},},\n{name = \"okidogi\", base = {pos = {x = 16, y = 67}, soul_pos =  {x = 17, y = 67}},},\n{name = \"munkidori\", base = {pos = {x = 18, y = 67}, soul_pos =  {x = 19, y = 67}},},\n{name = \"fezandipiti\", base = {pos = {x = 20, y = 67}, soul_pos =  {x = 21, y = 67}},},\n{name = \"ogerpon\", base = {pos = {x = 4, y = 4}, soul_pos =  {x = 5, y = 4}},gen_atlas = 9},\n{name = \"ogerpon_wellspring\", base = {pos = {x = 2, y = 5}, soul_pos =  {x = 3, y = 5}},gen_atlas = 9},\n{name = \"ogerpon_hearthflame\", base = {pos = {x = 8, y = 4}, soul_pos =  {x = 9, y = 4}},gen_atlas = 9},\n{name = \"ogerpon_cornerstone\", base = {pos = {x = 6, y = 5}, soul_pos =  {x = 7, y = 5}},gen_atlas = 9},\n{name = \"archaludon\", base = {pos = {x = 24, y = 67}},},\n{name = \"hydrapple\", base = {pos = {x = 26, y = 67}},},\n{name = \"gouging_fire\", base = {pos = {x = 28, y = 67}, soul_pos =  {x = 29, y = 67}},},\n{name = \"raging_bolt\", base = {pos = {x = 0, y = 68}, soul_pos =  {x = 1, y = 68}},},\n{name = \"iron_boulder\", base = {pos = {x = 2, y = 68}, soul_pos =  {x = 3, y = 68}},},\n{name = \"iron_crown\", base = {pos = {x = 4, y = 68}, soul_pos =  {x = 5, y = 68}},},\n{name = \"terapagos\", base = {pos = {x = 0, y = 6}, soul_pos =  {x = 1, y = 6}},gen_atlas = 9},\n{name = \"terapagos_terastal\", base = {pos = {x = 2, y = 6}, soul_pos =  {x = 3, y = 6}},gen_atlas = 9},\n{name = \"terapagos_stellar\", base = {pos = {x = 4, y = 6}, soul_pos =  {x = 5, y = 6}},gen_atlas = 9},\n{name = \"pecharunt\", base = {pos = {x = 8, y = 68}, soul_pos =  {x = 9, y = 68}},},\n{name = \"pokedex\", base = {pos = {x = 0, y = 0}}, others_atlas = true,},\n{name = \"rotomdex\", base = {pos = {x = 0, y = 4}}, others_atlas = true,},\n{name = \"everstone\", base = {pos = {x = 2, y = 0}}, others_atlas = true,},\n{name = \"tall_grass\", base = {pos = {x = 4, y = 0}}, others_atlas = true,},\n{name = \"jelly_donut\", base = {pos = {x = 6, y = 0}}, others_atlas = true,},\n{name = \"treasure_eatery\", base = {pos = {x = 6, y = 2}}, others_atlas = true,},\n{name = \"mystery_egg\", base = {pos = {x = 0, y = 1}}, others_atlas = true,},\n{name = \"rival\", base = {pos = {x = 0, y = 2}}, others_atlas = true,},\n{name = \"bitter_rival\", base = {pos = {x = 2, y = 2}}, others_atlas = true,},\n{name = \"champion\", base = {pos = {x = 4, y = 2}}, others_atlas = true,},\n\n{name = \"ruins_of_alph\", base = {pos = {x = 0, y = 3}}, others_atlas = true,},\n{name = \"professor\", base = {pos = {x = 4, y = 1}}, others_atlas = true,},\n{name = \"imposter_professor\", base = {pos = {x = 6, y = 1}}, others_atlas = true,},\n{name = \"oologist\", base = {pos = {x = 4, y = 4}}, others_atlas = true,},\n{name = \"daycare\", base = {pos = {x = 2,y = 4}}, others_atlas = true,},\n{name = \"billion_lions\", base = {pos = {x = 4, y = 3}, soul_pos = {x = 5, y = 3}}, others_atlas = true,},\n{name = \"spiclops\", base = {pos = {x = 6, y = 4}}, others_atlas = true,},\n  }\n}\n\nfor i, sprite in ipairs(PokemonSprites.list) do\n  PokemonSprites.lookup[sprite.name] = i\nend\n\nsetmetatable(PokemonSprites, {\n  __index = function(_, key)\n    return PokemonSprites.list[PokemonSprites.lookup[key]]\n  end\n})\n\nlocal poke_artist_info = {\n  Alber_Pro = {display_name = 'Alber_Pro', artist_colour = HEX('FFAE00'), links = {\n    {url = 'https://discord.com/users/348471005704093697', account = 'alber_propoke'}\n  }},\n  bt = {display_name = 'bt', artist_colour = HEX(\"2C4522\"), highlight_colour = HEX(\"efead8\")},\n  Captain_Slime = {display_name = 'Captain Slime', artist_colour = HEX(\"F7C429\")},\n  Catzzadilla = {display_name = 'Catzzadilla', artist_colour = HEX(\"F3CC3C\"), highlight_colour = HEX(\"A400FF\")},\n  CBMX = {display_name = 'CBMX', artist_colour = HEX(\"FFFFFF\"), highlight_colour = HEX(\"27BBF5\")},\n  Celsie_RS = {display_name = 'Celsie_RS', artist_colour = HEX(\"FA8F0B\")},\n  Chartreuse_Chamber = {display_name = 'Chartreuse Chamber', artist_colour = HEX(\"B0D820\")},\n  Desnik = {display_name = 'Desnik', artist_colour = HEX(\"FDDF00\")},\n  Dudelings = {display_name = 'Dudelings', artist_colour = HEX(\"F0493A\"), links = {\n    {url = 'https://dudelings.carrd.co/', account = 'Dudelings'}\n  }},\n  Emma = {display_name = 'Emma', artist_colour = HEX(\"FFFFFF\"), highlight_colour = HEX(\"F5A9B8\")},\n  Gappie = {display_name = 'Gappie', artist_colour = HEX('FFE062'), links = {\n{url = 'https://x.com/just_smol_child'},\n{url = 'https://bsky.app/profile/justsmolchild.bsky.social', site = 'Bluesky', account = 'justsmolchild'}\n  }},\n  InertSteak = {display_name = 'InertSteak', artist_colour = HEX('77A5BC'), highlight_colour = HEX('C1C3C2')},\n  KatRoman = {display_name = 'KatRoman', artist_colour = HEX('0455FE')},\n  Maelmc = {display_name = 'Maelmc', artist_colour = HEX(\"EA6F22\")},\n  MyDude_YT = {display_name = 'MyDude YT', artist_colour = HEX(\"FFFFFF\"), highlight_colour = HEX(\"4428BC\"), links = {\n  {url = 'https://www.youtube.com/@mydudestudios6244', account = 'MyDude Studios'},\n  {url = 'https://www.reddit.com/user/My_Dude_CBC/', account = 'My_Dude_CBC'},\n  {url = 'https://x.com/MyDude81058128'},\n  {url = 'https://steamcommunity.com/profiles/76561198905899441',site = 'Steam', account = 'MyDude'},\n  {url = 'https://pacmanforever.itch.io/', account = 'My Dude Studios', site = 'Itch.io', colour = HEX(\"FA5C5C\")},\n  {url = 'https://ko-fi.com/mydudestudios', account = 'MyDude', site = 'Ko-fi', colour = HEX(\"72A5F2\")}\n  }},\n  PigeonPie = {display_name = 'PigeonPie', artist_colour = HEX(\"FFED24\"), highlight_colour = HEX(\"DE26FF\"), links = {\n    {url = 'https://www.instagram.com/pigeonpie08'},\n    {url = 'https://www.tiktok.com/@pigeon_pie', account = 'pigeon_pie'}\n  }},\n  PrincessRoxie = {display_name = 'PrincessRoxie', artist_colour = HEX(\"FF88FF\")},\n  --[[PurpleZaffre = {display_name = 'PurpleZaffre', artist_colour = G.C.WHITE, highlight_colour = HEX(\"6441A5\"), links = {\n    {url = 'https://www.purplezaffre.com/', site = 'Website', account = 'PurpleZaffre.com', colour = HEX(\"6441A5\")},\n    {url = 'https://www.deviantart.com/purplezaffre', site = 'Deviantart', account = 'PurpleZaffre'},\n    {url = 'https://bsky.app/profile/purplezaffre.bsky.social', site = 'Bluesky', account = 'PurpleZaffre'},\n    {URL = 'https://x.com/PurpleZaffre'}\n  }}, --]]\n  RedHaering = {display_name = 'RedHaering', artist_colour = HEX(\"D44540\"), links = {\n    {url = 'https://redhaering.carrd.co/', account = 'RedHaering'}\n  }},\n  RibbonOnline = {display_name = 'RibbonOnline', artist_colour = HEX(\"F11250\")},\n  Sonfive = {display_name = 'Sonfive', artist_colour = HEX(\"87DEFF\")},\n  Silverfish07 = {display_name = 'Silverfish07', artist_colour = HEX('FFAE00')},\n  Sunny = {display_name = 'Sunny', artist_colour = HEX(\"078D70\"), highlight_colour = HEX(\"98E8C1\"), links = {\n    {url = 'https://x.com/sunnydasun1'},\n    {url = 'https://discord.com/users/997552363940368426', account = 'sunny_draws'}\n  }},\n  Tovivi = {display_name = 'Tovivi', artist_colour = HEX(\"FFF700\")},\n  TunaBear = {display_name = 'TunaBear', artist_colour = HEX(\"5FEDED\")},\n  Xenellia = {display_name = 'Xenellia', artist_colour = HEX(\"9B0000\")}\n}\n\npoke_load_sprites = function(item)\n  if item.animated then return end\n  local sprite_info = PokemonSprites[item.name]\n  local sprite = nil\n  local new_pos = {}\n  if sprite_info then\n    sprite = pokermon_config.pokemon_altart and sprite_info.alt or sprite_info.base\n    local position = sprite.pos.x and sprite.pos or nil\n    if not position then\n      position = sprite.pos[math.random(#sprite.pos)]\n      new_pos.x = position.x\n      new_pos.y = position.y\n      item.poke_multi_sprite = true\n    else\n      new_pos.x = position.x\n      new_pos.y = position.y\n    end\n    local soul_position = sprite.soul_pos\n    \n    if position then item.pos = new_pos end\n    if soul_position then item.soul_pos = soul_position end\n  end\nend\n\npoke_get_atlas_prefix = function(name, sprite_info)\n  local atlas_prefix = nil\n  if pokermon_config.pokemon_spritesheet_overrides[name] then return pokermon_config.pokemon_spritesheet_overrides[name] end\n  if sprite_info.alts and sprite_info.alts[pokermon_config.pokemon_spritesheet_atlas] then\n    atlas_prefix = pokermon_config.pokemon_spritesheet_atlas\n  else\n    atlas_prefix = \"AtlasJokersBasic\"\n  end\n  return atlas_prefix\nend\n\npoke_get_atlas_string = function(atlas_prefix, gen_atlas, others_atlas)\n  if gen_atlas then\n    local gen_string\n    if gen_atlas < 10 then\n      gen_string = 'Gen0'..gen_atlas\n    else\n      gen_string = 'Gen'..gen_atlas\n    end\n    return atlas_prefix..gen_string\n  elseif others_atlas then\n    return atlas_prefix..\"Others\"\n  else\n    return atlas_prefix..\"Natdex\"\n  end\nend\n\npoke_load_atlas = function(item)\n  if not item.poke_custom_atlas and PokemonSprites[item.name] then\n    local sprite_info = PokemonSprites[item.name]\n    local atlas_prefix = poke_get_atlas_prefix(item.name, sprite_info)\n    if sprite_info.alts and sprite_info.alts[atlas_prefix] and sprite_info.alts[atlas_prefix].artist then\n      item.artist = sprite_info.alts[atlas_prefix].artist\n      local soul_pos = sprite_info.alts[atlas_prefix].soul_pos\n      if soul_pos then\n        item.soul_pos = soul_pos\n        item.poke_apply_soul_edition = soul_pos.apply_edition\n      end\n      if sprite_info.alts[atlas_prefix].anim_atlas then\n        item.animated = true\n        item.atlas = sprite_info.alts[atlas_prefix].anim_atlas\n        item.pos = {x = 0, y = 0}\n      end\n    elseif atlas_prefix == \"AtlasJokersBasic\" and sprite_info.base.artist then\n      item.artist = sprite_info.base.artist\n    end\n    if not item.animated then\n      item.atlas = poke_get_atlas_string(atlas_prefix, sprite_info.gen_atlas, sprite_info.others_atlas)\n      if sprite_info.lookup_gen_atlas then\n        item.poke_lookup_atlas = poke_get_atlas_string(atlas_prefix, sprite_info.lookup_gen_atlas)\n      end\n    end\n  end\nend\n\nlocal artistname = function(record)\n  return type(record) == 'table' and record.name or record\nend\n\npoke_get_artist_info = function(name_or_record)\n  return poke_artist_info[artistname(name_or_record)]\nend\n\npoke_get_artist_list = function()\n  local list = {}\n  for artist, _ in pairs(poke_artist_info) do\n    list[#list+1] = artist\n  end\n  table.sort(list, function(a,b) return a:lower() < b:lower() end)\n  return list\nend\n\nfunction poke_get_artist_layer(obj, by_artist)\n  local artists = (type(obj.artist) == 'table' and not obj.artist.name)\n      and obj.artist\n      or { obj.artist }\n\n  for _, _artist in ipairs(artists) do\n    local artist_name = artistname(_artist)\n    if by_artist == artist_name then\n      return _artist.layer or 'both'\n    end\n  end\nend\n\npoke_get_artist_sprites = function(artist)\n  local sprites = {}\n\n  local add_sprite_to_list = function(sprite, layer, atlas_prefix, alt)\n    local anim_atlas = alt and alt.anim_atlas\n    if not alt then anim_atlas = sprite.base.anim_atlas end -- prevent base anim_atlas to be used as a fallback\n\n    local display_text = alt and alt.display_text or sprite.base.display_text or sprite.display_text\n\n    if type(display_text) == 'table' then\n      -- Default to Joker name text localization for keys, pass `false` to either type or set to disable at will\n      if display_text.key and display_text.type == nil and display_text.set == nil then\n        display_text.type = 'name_text'\n        display_text.set = 'Joker'\n      end\n      -- Support simple localizations for ex. dictionary entries, just providing a string instead of `{ _localize = 'text' }` will make it render as is\n      if display_text._localize then\n        display_text = display_text._localize\n      end\n      display_text = localize(display_text)\n    end\n\n    table.insert(sprites, {\n      name = sprite.name,\n      pos = sprite.base.pos,\n      soul_pos = alt and alt.soul_pos or sprite.base.soul_pos,\n      atlas_prefix = atlas_prefix,\n      display_text = display_text,\n      gen_atlas = sprite.gen_atlas,\n      others_atlas = sprite.others_atlas,\n      anim_atlas = anim_atlas,\n      layer = layer\n    })\n  end\n\n  for _, sprite in ipairs(PokemonSprites.list) do\n    if sprite.base and sprite.base.artist then\n      local layer = poke_get_artist_layer(sprite.base, artist)\n      if layer then\n        add_sprite_to_list(sprite, layer, \"AtlasJokersBasic\")\n      end\n    end\n    if sprite.alts then\n      for atlas_prefix, alt in pairs(sprite.alts) do\n        local layer = poke_get_artist_layer(alt, artist)\n\n        if layer then\n          add_sprite_to_list(sprite, layer, atlas_prefix, alt)\n        end\n      end\n    end\n  end\n\n  return sprites\nend\n\npoke_get_sprite_artists = function(name)\n  local sprite_info = PokemonSprites[name]\n  local artists = {}\n  if sprite_info then\n    if sprite_info.base.artist then\n      artists[#artists+1] = sprite_info.base.artist\n    end\n    for _, alt in pairs(sprite_info.alts or {}) do\n      if alt.artist then\n        artists[#artists+1] = alt.artist\n      end\n    end\n  end\n  return artists\nend\n"
  },
  {
    "path": "functions/pokeutils.lua",
    "content": "pseudorandom_multi = function(args)\n  --Args: array(table), amt(num), seed(string), add_con(function), mod_func(function)\n  local elements = {}\n  local result = {}\n  if args.array then\n    for i = 1, #args.array do\n      if not args.add_con or args.add_con(args.array[i]) then\n        elements[#elements+1] = args.array[i]\n      end\n    end\n    pseudoshuffle(elements, args.seed and pseudoseed(args.seed) or pseudoseed('default'))\n    local amt = args.amt and math.min(#elements, args.amt) or #elements\n    for j = 1, amt do\n      if args.mod_func then\n        args.mod_func(elements[j])\n      end\n      result[#result+1] = elements[j]\n    end\n  end\n  return result\nend\n\njuice_flip = function(card, second)\n  local sound = 'card1'\n  local base_percent = 1.15\n  local extra = nil\n  if second then sound = 'tarot2' end\n  if second then base_percent = 0.85 end\n  if second then extra = .6 end\n  G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n      play_sound('tarot1')\n      card:juice_up(0.3, 0.5)\n      return true end }))\n  for i=1, #G.hand.highlighted do\n      local percent = nil\n      if second then\n        percent = base_percent + (i-0.999)/(#G.hand.highlighted-0.998)*0.3\n      else\n        percent = base_percent - (i-0.999)/(#G.hand.highlighted-0.998)*0.3\n      end\n      G.E_MANAGER:add_event(Event({trigger = 'after',delay = 0.15,func = function() G.hand.highlighted[i]:flip();play_sound(sound, percent, extra);G.hand.highlighted[i]:juice_up(0.3, 0.3);return true      end }))\n  end\n  delay(0.2)\nend\n\njuice_flip_hand = function(card, second)\n  local sound = 'card1'\n  local base_percent = 1.15\n  local extra = nil\n  if second then sound = 'tarot2' end\n  if second then base_percent = 0.85 end\n  if second then extra = .6 end\n  G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n      play_sound('tarot1')\n      card:juice_up(0.3, 0.5)\n      return true end }))\n  for i=1, #G.hand.cards do\n      local percent = nil\n      if second then\n        percent = base_percent + (i-0.999)/(#G.hand.cards-0.998)*0.3\n      else\n        percent = base_percent - (i-0.999)/(#G.hand.cards-0.998)*0.3\n      end\n      G.E_MANAGER:add_event(Event({trigger = 'after',delay = 0.15,func = function() G.hand.cards[i]:flip();play_sound(sound, percent, extra);G.hand.cards[i]:juice_up(0.3, 0.3);return true end }))\n  end\n  delay(0.2)\nend\n\njuice_flip_table = function(card, targets, second, limit)\n  local sound = 'card1'\n  local base_percent = 1.15\n  local extra = nil\n  if not limit then limit = #targets end\n  if second then sound = 'tarot2' end\n  if second then base_percent = 0.85 end\n  if second then extra = .6 end\n  G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n      play_sound('tarot1')\n      card:juice_up(0.3, 0.5)\n      return true end }))\n  for i=1, limit do\n      local percent = nil\n      if second then\n        percent = base_percent + (i-0.999)/(#targets-0.998)*0.3\n      else\n        percent = base_percent - (i-0.999)/(#targets-0.998)*0.3\n      end\n      G.E_MANAGER:add_event(Event({trigger = 'after',delay = 0.15,func = function() targets[i]:flip();play_sound(sound, percent, extra);targets[i]:juice_up(0.3, 0.3);return true end }))\n  end\n  delay(0.2)\nend\n\njuice_flip_single = function(card, index)\n  G.E_MANAGER:add_event(Event({\n      trigger = 'after',\n      delay = 0.4,\n      func = function()\n          play_sound('tarot1')\n          card:juice_up(0.3, 0.5)\n          return true\n      end\n  }))\n  local percent = 1.15 - (index - 0.999) / (#G.hand.cards - 0.998) * 0.3\n  G.E_MANAGER:add_event(Event({\n      trigger = 'after',\n      delay = 0.15,\n      func = function()\n          card:flip(); play_sound('card1', percent); card:juice_up(0.3, 0.3); return true\n      end\n  }))\nend\n\npoke_add_card = function(add_card, card, area)\n      if not area then area = G.hand end\n      add_card:add_to_deck()\n      G.deck.config.card_limit = G.deck.config.card_limit + 1\n      table.insert(G.playing_cards, add_card)\n      area:emplace(add_card)\n      add_card.states.visible = nil\n      G.E_MANAGER:add_event(Event({\n        func = function()\n            add_card:start_materialize()\n            return true\n        end\n      })) \n      playing_card_joker_effects({add_card})\n      return {\n          message = localize('k_copied_ex'),\n          colour = G.C.CHIPS,\n          card = card,\n          playing_cards_created = {true}\n      }\nend\n\npoke_add_playing_card = function(t, no_joker_effect)\n  local playing_card = SMODS.add_card(t)\n  if not no_joker_effect then\n    playing_card_joker_effects({playing_card})\n  end\n  return playing_card\nend\n\npoke_add_shop_card = function(add_card, card)\n    if G.GAME.shop.joker_max == 1 then\n      G.shop_jokers.config.card_limit = G.GAME.shop.joker_max + 1\n      G.shop_jokers.T.w = math.min((G.GAME.shop.joker_max + 1)*1.02*G.CARD_W,4.08*G.CARD_W)\n      G.shop:recalculate()\n    end\n    add_card.states.visible = false\n    G.shop_jokers:emplace(add_card)\n    add_card:start_materialize()\n    add_card:set_cost()\n    create_shop_card_ui(add_card)\n    \n    if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n      if Talisman.config_file.disable_anims then \n        add_card.states.visible = true\n      end\n    end\n    card:juice_up()\n    card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('poke_plus_shop'), colour = G.C.GREEN})\nend\n\npoke_remove_card = function(target, card, trigger)\n  G.E_MANAGER:add_event(Event({\n    trigger = 'after',\n    delay = 0.4,\n    func = function()\n      play_sound('tarot1')\n      card:juice_up(0.3, 0.5)\n      return true\n    end\n  }))\n  G.E_MANAGER:add_event(Event({\n    trigger = trigger and trigger or 'after',\n    delay = 0.2,\n    func = function()\n      SMODS.destroy_cards(target, nil, true)\n      return true\n    end\n  }))\n  delay(0.3)\nend\n\npoke_debug = function(message, verbose, depth)\n  if verbose then\n    sendDebugMessage(\"The type of the message variable is [\"..type(message)..\"]\")\n  end\n  if type(message) == \"table\" then\n    if depth then\n      sendDebugMessage(inspectDepth(message))\n    else\n      sendDebugMessage(inspect(message))\n    end\n  else\n    sendDebugMessage(message)\n  end\nend\n\nfunction poke_find_card(key_or_function, use_highlighted)\n  local is_target = function(card)\n    return (type(key_or_function) == \"function\") and key_or_function(card)\n      or card.config.center.key == key_or_function\n  end\n  for _, cardarea in pairs(SMODS.get_card_areas(\"jokers\")) do\n    if use_highlighted and cardarea.highlighted and #cardarea.highlighted == 1 then\n      local highlighted = cardarea.highlighted[1]\n      if is_target(highlighted) then return highlighted end\n    elseif cardarea.cards then\n      for _, card in pairs(cardarea.cards) do\n        if is_target(card) then return card end\n      end\n    end\n  end\nend\n\nfunction poke_find_leftmost_or_highlighted(key_or_function)\n  if not key_or_function then\n    return G.jokers.highlighted[1] or G.jokers.cards[1]\n  end\n  return poke_find_card(key_or_function, true)\nend\n\npoke_vary_rank = function(card, decrease, seed, immediate)\n  -- if it doesn't have a rank/suit within SMODS, don't do anything\n  if not card.base or not card.base.value or not card.base.suit or not SMODS.Ranks[card.base.value] then return end\n\n  local next_rank = nil\n  if decrease == nil then\n    next_rank = pseudorandom_element(SMODS.Ranks, pseudoseed(seed or 'random_rank')).key\n  elseif decrease then\n    if #SMODS.Ranks[card.base.value].prev > 0 then\n      next_rank = pseudorandom_element(SMODS.Ranks[card.base.value].prev, pseudoseed(seed or 'decrease_rank'))\n    end\n  else\n    if #SMODS.Ranks[card.base.value].next > 0 then\n      next_rank = pseudorandom_element(SMODS.Ranks[card.base.value].next, pseudoseed(seed or 'increase_rank'))\n    end\n  end\n\n  if immediate then\n    SMODS.change_base(card, nil, next_rank)\n  else\n    G.E_MANAGER:add_event(Event({\n      func = function()\n        SMODS.change_base(card, nil, next_rank)\n        return true\n      end\n    }))\n  end\nend\n\npoke_create_base_copy = function(selected)\n  for j = 1, 2 do\n    create_playing_card({front = selected.config.card, center = G.P_CENTERS.c_base}, G.hand, nil, nil, {G.C.PURPLE})\n  end\nend\n\npoke_get_adjacent_jokers = function(card)\n  local jokers = {}\n  if #G.jokers.cards > 1 then\n    local pos = 0\n    for i = 1, #G.jokers.cards do\n      if G.jokers.cards[i] == card then\n        pos = i\n        break\n      end\n    end\n    if pos > 1 and G.jokers.cards[pos-1] then \n      table.insert(jokers, G.jokers.cards[pos-1])\n    end\n    if pos < #G.jokers.cards and G.jokers.cards[pos+1] then \n      table.insert(jokers, G.jokers.cards[pos+1])\n    end\n  end\n  return jokers\nend\n\npoke_next_highest_rank = function(id, rank)\n  local rank_list = {}\n  local owned_ranks = {}\n  for _, v in pairs(G.playing_cards) do\n    if v.base and v.base.value and not SMODS.has_no_rank(v) then\n      if not owned_ranks[v.base.value] then\n        table.insert(rank_list, v.base.value)\n        owned_ranks[v.base.value] = true\n      end\n    end\n  end\n\n  if #rank_list == 1 then\n    return SMODS.Ranks[rank].id, rank\n  end\n\n  local curr_rank = rank\n  local found_next_rank = nil\n  while not found_next_rank do\n    local next_ranks = SMODS.Ranks[curr_rank].next or {}\n    curr_rank = next_ranks[1]\n\n    if not curr_rank or curr_rank == rank then\n      -- if there's nothing next (probably broke something) or we've looped a round, then fail out\n      found_next_rank = rank\n    elseif owned_ranks[curr_rank] then\n      -- if this rank is in your deck, select it!\n      found_next_rank = curr_rank\n    end\n    -- if there's something next, it's not the current rank, and the next rank isn't in your deck, go check the next rank\n  end\n  if found_next_rank == rank then\n    -- if we didn't find the rank or somehow looped, just grab a random rank\n    found_next_rank = pseudorandom_element(rank_list, pseudoseed('next_highest_rank'))\n  end\n\n  return SMODS.Ranks[found_next_rank].id, found_next_rank\nend\n\npoke_lowest_rank = function(id, rank)\n  local cards = {}\n  local low_id = id\n  local low_rank = rank\n  local sort_function = function(card1, card2) return card1:get_id() < card2:get_id() end\n  for k, v in pairs(G.playing_cards) do\n    if v:get_id() and v:get_id() < low_id and not SMODS.has_no_rank(v) then\n      table.insert(cards, v)\n    end\n  end\n  if #cards > 0 then\n    table.sort(cards, sort_function)\n    low_id = cards[1]:get_id()\n    low_rank = cards[1].base.value\n  end\n  return low_id, low_rank\nend\n\nset_spoon_item = function(card)\n  G.E_MANAGER:add_event(Event({\n    trigger = 'immediate',\n    func = function()\n      G.E_MANAGER:add_event(Event({\n        trigger = 'immediate',\n        func = function()\n          G.GAME.last_poke_item = card.config.center_key\n            return true\n        end\n      }))\n        return true\n    end\n  }))\nend\n\npoke_conversion_event_helper = function(func, delay, immediate)\n  if immediate then\n    func()\n  else\n    G.E_MANAGER:add_event(Event({\n      trigger = 'after',\n      delay = delay or 0.1,\n      func = function()\n        func()\n        return true\n      end\n    }))\n  end\nend\n\npoke_convert_cards_to = function(cards, t, noflip, immediate)\n  if not cards then return end\n  if cards and cards.is and cards:is(Card) then cards = {cards} end\n  if not t.seal and not noflip then\n    for i = 1, #cards do\n      poke_conversion_event_helper(function() cards[i]:flip(); cards[i]:juice_up(0.3, 0.3) end)\n    end\n    delay(0.2)\n  end\n  for i = 1, #cards do\n    if t.mod_conv then\n      poke_conversion_event_helper(function() cards[i]:set_ability(G.P_CENTERS[t.mod_conv]) end, nil, immediate)\n      if t.mod_conv == 'm_poke_seed' then\n        cards[i]:set_sprites(cards[i].config.center)\n      end\n    end\n    if t.edition then\n      poke_conversion_event_helper(function() cards[i]:set_edition(t.edition, true) end, nil, immediate)\n    end\n    if t.suit_conv then\n      poke_conversion_event_helper(function() cards[i]:change_suit(t.suit_conv) end, nil, immediate)\n    end\n    if t.seal then\n      poke_conversion_event_helper(function() cards[i]:set_seal(t.seal, nil, true) end, nil, immediate)\n    end\n    if t.random then\n      poke_vary_rank(cards[i], nil, nil, immediate)\n    end\n    if t.up or t.down then\n      poke_vary_rank(cards[i], not t.up, nil, immediate)\n    end\n    if t.bonus_chips then\n      local bonus_add = function()\n        cards[i].ability.perma_bonus = cards[i].ability.perma_bonus or 0\n        cards[i].ability.perma_bonus = cards[i].ability.perma_bonus + t.bonus_chips\n      end\n      poke_conversion_event_helper(bonus_add, nil, immediate)\n    end\n  end\n  if not t.seal and not noflip then\n    for i = 1, #cards do\n      poke_conversion_event_helper(function() cards[i]:flip(); cards[i]:juice_up(0.3, 0.3) end, 0.2)\n    end\n  end\n  if not noflip then delay(0.3) end\n  if noflip then\n    for i = 1, #cards do\n      poke_conversion_event_helper(function() cards[i]:juice_up(0.3, 0.3) end, 0.2)\n    end\n  end\n  if cards == G.hand.highlighted then\n    poke_conversion_event_helper(function() G.hand:unhighlight_all() end)\n  end\nend\n\npoke_unhighlight_cards = function()\n  G.E_MANAGER:add_event(Event({\n    trigger = 'after',\n    delay = 0.2,\n    func = function()\n        G.hand:unhighlight_all(); return true\n    end\n  }))\nend\n\nlocal game_init_object = Game.init_game_object\nfunction Game:init_game_object()\n  local game = game_init_object(self)\n  game.joker_rate = game.joker_rate + 8\n  return game\nend\n\npoke_is_in_collection = function(card)\n  if not card.area then return true end\n  if G.your_collection then\n    for k, v in pairs(G.your_collection) do\n      if card.area == v then\n        return true\n      end\n    end\n  end\n  return false\nend\n\npoke_stabilize_chip_drain = function(card)\n  if not card or not card.ability or not card.base or not card.base.nominal or not card.ability.bonus then return end\n  card.ability.nominal_drain = card.ability.nominal_drain or 0\n  card.ability.nominal_drain = math.min(card.ability.nominal_drain, card.base.nominal - 1)\n  card.ability.perma_bonus = card.ability.perma_bonus or 0\n  card.ability.perma_bonus = math.max(card.ability.perma_bonus, -card.ability.bonus)\nend\n\ntdmsg = function(tablename)\n  if tablename and type(tablename) == \"table\" then\n    sendDebugMessage(inspect(tablename))\n  else\n    sendDebugMessage(\"Not a table, Function: tdmsg\")\n  end\nend\n\npoke_add_hazards = function(ratio, flat, area)\n  local hazards = {}\n  flat = flat or 0\n  area = area or G.deck\n  local count = #G.playing_cards\n  for _, v in pairs(G.playing_cards) do\n    if SMODS.has_enhancement(v, \"m_poke_hazard\") then\n      count = count - 1\n    end\n  end\n  local to_add = ratio and math.floor(count / ratio) or flat\n  for i = 1, to_add do\n    hazards[#hazards+1] = create_playing_card({\n      front = pseudorandom_element(G.P_CARDS, pseudoseed('hazards')), \n      center = G.P_CENTERS.m_poke_hazard}, area, nil, nil, {G.C.PURPLE\n    })\n    SMODS.recalc_debuff(hazards[#hazards])\n  end\n  playing_card_joker_effects(hazards)\nend\n\npoke_set_hazards = function(amount)\n  for i = 1, amount do\n    local valid = {}\n    for k, v in pairs(G.deck.cards) do\n      if v.config.center == G.P_CENTERS.c_base then\n        valid[#valid + 1] = v\n      end\n    end\n    if #valid > 0 then\n      local card = pseudorandom_element(valid, pseudoseed('hazard'))\n      card:set_ability(G.P_CENTERS.m_poke_hazard)\n    end\n  end\nend\n\npoke_change_hazard_max = function(mod)\n  G.GAME.hazard_max = G.GAME.hazard_max or 3\n  G.GAME.hazard_max = G.GAME.hazard_max + mod\nend\n\npoke_change_hazard_level = function(mod)\n  local max = G.GAME.hazard_max or 3\n  G.GAME.round_resets.hazard_level = G.GAME.round_resets.hazard_level or 0\n  G.GAME.round_resets.hazard_level = G.GAME.round_resets.hazard_level + mod\nend\n\npoke_get_hazard_level_vars = function()\n  local level = math.min(G.GAME.hazard_max or 3, G.GAME.round_resets.hazard_level or 0)\n  local max = G.GAME.hazard_max or 3\n  local vars = {level, max}\n  return vars\nend\n\nfunction poke_same_suit(hand)\n  local ret = {}\n  local suits = SMODS.Suit.obj_buffer\n  for j = 1, #suits do\n    local suit = suits[j]\n    local flush_count = 0\n    for i=1, #hand do\n      if hand[i]:is_suit(suit, nil, true) then flush_count = flush_count + 1 end \n    end\n    if flush_count == #hand then\n      return true\n    end\n  end\n  return false\nend\n\nfunction poke_get_rank(card)\n  local id = card.base.id\n  local rank = nil\n  if id == 14 then rank = \"Ace\"\n  elseif id == 13 then rank = \"King\"\n  elseif id == 12 then rank = \"Queen\"\n  elseif id == 11 then rank = \"Jack\"\n  else rank = \"\"..id end\n  return rank\nend\n\nfunction poke_is_even(card)\n  if card:get_id() == 2 or \n   card:get_id() == 4 or \n   card:get_id() == 6 or \n   card:get_id() == 8 or \n   card:get_id() == 10 then\n     return true\n  else\n    return false\n  end\nend\n\nfunction poke_is_odd(card)\n  if card:get_id() == 3 or \n   card:get_id() == 5 or \n   card:get_id() == 7 or \n   card:get_id() == 9 or \n   card:get_id() == 14 then\n     return true\n  else\n    return false\n  end\nend\n\nfunction poke_suit_check(hand, num)\n  local suits = {}\n  local suit_count = 0\n  \n  for k, v in pairs(hand) do\n    for x, y in pairs(SMODS.Suits) do\n      if not SMODS.has_any_suit(v) and v:is_suit(y.key, true) and not suits[y.key] then\n        suits[y.key] = true\n        suit_count = suit_count + 1\n        break\n      end\n    end\n  end\n  \n  for k, v in pairs(hand) do\n    for x, y in pairs(SMODS.Suits) do\n      if SMODS.has_any_suit(v) and v:is_suit(y.key) and not suits[y.key] then\n        suits[y.key] = true\n        suit_count = suit_count + 1\n        break\n      end\n    end\n  end\n  \n  return suit_count >= num\nend\n\n-- Elemental Monkeys Hooks (and Probopass teehee)\nlocal four_fingers_ref = SMODS.four_fingers\nfunction SMODS.four_fingers(hand_type)\n  if next(SMODS.find_card('j_poke_pansear')) or next(SMODS.find_card('j_poke_simisear')) then\n    return 4\n  end\n  return four_fingers_ref(hand_type)\nend\n\nlocal shortcut_ref = SMODS.shortcut\nfunction SMODS.shortcut()\n  if next(SMODS.find_card('j_poke_pansage')) or next(SMODS.find_card('j_poke_simisage')) then\n    return true\n  end\n  return shortcut_ref()\nend\n\nlocal is_face_ref = Card.is_face\nfunction Card:is_face(from_boss)\n  if self.debuff and not from_boss then return end\n  if not self:get_id() then return end\n\n  if next(SMODS.find_card('j_poke_panpour')) or next(SMODS.find_card('j_poke_simipour')) then return true end\n  if next(SMODS.find_card('j_poke_probopass')) and self.ability.name == 'Stone Card' then return true end\n\n  return is_face_ref(self, from_boss)\nend\n\n-- Smeared Check Hook\nlocal smeared_ref = SMODS.smeared_check\nfunction SMODS.smeared_check(card, suit)\n  return smeared_ref(card, suit)\nend\n\n-- Ambipom Straight Hand-Part Override\nSMODS.PokerHandPart:take_ownership('_straight',\n  {\n    func = function(hand)\n      local min\n      if (next(SMODS.find_card('j_poke_aipom')) or (#hand == 3 and next(SMODS.find_card('j_poke_ambipom')))) then min = 3 end\n      return get_straight(hand, min or SMODS.four_fingers('straight'), SMODS.shortcut(), SMODS.wrap_around_straight())\n    end\n  },\n  true\n)\n-- Ambipom Flush Check done via lovely patch for the sake of efficiency\n\nset_joker_family_win = function(card)\n  local keys = get_family_keys(card)\n  for _, v in pairs(keys) do\n    -- Since evo lines and aux_poke / auto-sticker can be tracked separately, this only needs to be the latter\n    if (G.P_CENTERS[v] and G.P_CENTERS[v].set == 'Joker' and G.P_CENTERS[v].auto_sticker)\n        or (card.config.center.aux_poke and (G.P_CENTERS[v] and card.config.center.stage == G.P_CENTERS[v].stage)) then\n      -- This is the bit that tracks joker wins\n      G.PROFILES[G.SETTINGS.profile].joker_usage[v] = G.PROFILES[G.SETTINGS.profile].joker_usage[v]\n          or {count = 1, order = G.P_CENTERS[v]['order'], wins = {}, losses = {}, wins_by_key = {}, losses_by_key = {}}\n      local joker_usage = G.PROFILES[G.SETTINGS.profile].joker_usage[v]\n      joker_usage.wins = joker_usage.wins or {}\n      joker_usage.wins[G.GAME.stake] = (joker_usage.wins[G.GAME.stake] or 0) + 1\n      joker_usage.wins_by_key[SMODS.stake_from_index(G.GAME.stake)] = (joker_usage.wins_by_key[SMODS.stake_from_index(G.GAME.stake)] or 0) + 1\n    end\n  end\n  -- This will sticker the previous evo line\n  set_previous_evo_win(card.config.center)\nend\n\nset_previous_evo_win = function(center)\n  local previous = get_previous_evo_from_center(center, true)\n  if previous then\n    -- This is the bit that tracks joker wins\n    G.PROFILES[G.SETTINGS.profile].joker_usage[previous] = G.PROFILES[G.SETTINGS.profile].joker_usage[previous]\n        or {count = 1, order = G.P_CENTERS[previous]['order'], wins = {}, losses = {}, wins_by_key = {}, losses_by_key = {}}\n    local joker_usage = G.PROFILES[G.SETTINGS.profile].joker_usage[previous]\n    joker_usage.wins = joker_usage.wins or {}\n    joker_usage.wins[G.GAME.stake] = (joker_usage.wins[G.GAME.stake] or 0) + 1\n    joker_usage.wins_by_key[SMODS.stake_from_index(G.GAME.stake)] = (joker_usage.wins_by_key[SMODS.stake_from_index(G.GAME.stake)] or 0) + 1\n    -- Moves all the way down the family tree recursively (rather than a gigantic if-else block)\n    set_previous_evo_win(G.P_CENTERS[previous])\n  end\nend\n\npoke_can_set_sprite = function(card)\n  if poke_is_in_collection(card) and not card.discovered then return false end\n  return true\nend\n\nfunction table.contains(table, element)\n  for _, value in pairs(table) do\n    if value == element then\n      return true\n    end\n  end\n  return false\nend\n\ntable.append = function(t1, t2)\n  for _, v in ipairs(t2) do\n    table.insert(t1, v)\n  end\nend\n\npokermon.find_pool_index = function(pool, name)\n  for k, v in pairs(pool) do\n    if v.name == name then return k end\n  end\nend\n\npokermon.get_dex_number = function(name)\n  return pokermon.dex_numbers[name] or 1026\nend\n\n--- Creates a Set of all the values in a given list, or a Set with 1 given value. Returns nil in place of empty Sets.\npoke_convert_to_set = function(element_or_list)\n  if element_or_list then\n    local set\n    if type(element_or_list) == 'table' then\n      for _, v in ipairs(element_or_list) do\n        set = set or {}\n        set[v] = true\n      end\n    else\n      set = { [element_or_list] = true }\n    end\n    return set\n  end\nend\n\npoke_drain_chips = function(card, amount)\n  if amount < 0 then return 0 end\n\n  local nominal_chips = card.base.nominal - (card.ability.nominal_drain or 0)\n  local bonus_chips = card.ability.bonus + (card.ability.perma_bonus or 0)\n\n  local base_drain = math.min(nominal_chips - 1, amount)\n\n  card.ability.nominal_drain = (card.ability.nominal_drain or 0) + base_drain\n\n  local bonus_drain = math.min(bonus_chips, amount - base_drain)\n\n  card.ability.perma_bonus = (card.ability.perma_bonus or 0) - bonus_drain\n\n  return base_drain + bonus_drain\nend\n"
  },
  {
    "path": "functions/uifunctions.lua",
    "content": "create_scry_cardarea = function()\n   local config = { card_limit = 0, type = 'scry' }\n   config.major = G.deck\n   local scry_view = CardArea(0, 0, 2 * G.CARD_W, 0.5 * G.CARD_H, config)\n   scry_view.T.x = G.TILE_W - G.deck.T.w / 2 - scry_view.T.w / 2 - 0.4\n   scry_view.T.y = G.TILE_H - G.deck.T.h - scry_view.T.h\n   scry_view:hard_set_VT()\n\n   G.GAME.scry_amount = G.GAME.scry_amount or 0\n   return scry_view\nend\n\ncards_dont_match = function(card1, card2)\n   if type(card1) ~= type(card2) then return true end\n   if card1.config.center ~= card2.config.center then return true end\n   if card1.config.card_key ~= card2.config.card_key then return true end\n   if card1.base.name ~= card2.base.name then return true end\n   if card1.base.suit ~= card2.base.suit then return true end\n   if card1.base.value ~= card2.base.value then return true end\n   if type(card1.edition) ~= type(card2.edition) then return true end\n   if card1.edition and card1.edition.type ~= card2.edition.type then return true end\n   if card1.seal ~= card2.seal then return true end\n   if card1.debuff ~= card2.debuff then return true end\n   if card1.pinned ~= card2.pinned then return true end\n   return false\nend\n\nhide_scry_cardarea = function()\n   G.scry_view.states.visible = false\n   local to_kill = #G.scry_view.cards\n   for i = to_kill, 1, -1 do\n      G.scry_view.cards[i]:remove()\n   end\nend\n\nupdate_scry_cardarea = function(scry_view)\n   if not scry_view.states.visible then\n      local to_kill = #scry_view.cards\n      for i = to_kill, 1, -1 do\n         scry_view.cards[i]:remove()\n      end\n     scry_view.states.visible = true\n   end\n   if scry_view.children.area_uibox then\n      scry_view.children.area_uibox.states.visible = false\n   end\n   if scry_view.adjusting_cards then return end\n   scry_view.adjusting_cards = true\n\n   local deck = {}\n   for i = 1, G.GAME.scry_amount do\n      if #G.deck.cards + 1 <= i then break end\n      deck[i] = G.deck.cards[#G.deck.cards + 1 - i]\n   end\n   -- blank card that will cause the removal of any extra cards\n   deck[G.GAME.scry_amount + 1] = true\n\n   local i = 1\n   for k, card in pairs(deck) do\n      while i <= #scry_view.cards and cards_dont_match(card,scry_view.cards[i]) do\n         scry_view.cards[i]:start_dissolve({G.C.PURPLE})\n         i = i + 1\n      end\n      if k <= G.GAME.scry_amount and cards_dont_match(card, scry_view.cards[i]) then\n         local temp_card = copy_card(card, nil, 0.7)\n         temp_card.states.drag.can = false\n         temp_card.states.hover.can = false\n         scry_view:emplace(temp_card)\n         temp_card:start_materialize({G.C.PURPLE})\n      end\n      i = i + 1\n   end\n   G.E_MANAGER:add_event(Event({\n      func = function()\n         scry_view.adjusting_cards = false\n         return true\n      end,\n   }))\nend\n\npoke_random_text = function(strings, config)\n  config = config or {}\n  local c_colours = config.colours or {G.C.UI.TEXT_DARK}\n  if config.poke_rep_string and config.poke_rep_num then\n    for i = 1, config.poke_rep_num do\n      strings[#strings + 1] = config.poke_rep_string\n    end\n  end\n  local c_scale = config.scale or 0.32\n  local c_pop_in_rate = config.pop_in_rate or 9999999\n  local c_silent = config.not_silent and false or true\n  local c_random_element = config.not_random_element and false or true\n  local c_pop_delay = config.pop_delay or 0.2011\n  local c_min_cycle_time = config.min_cycle_time or 0\n  return {colours = c_colours, string = strings, scale = c_scale, pop_in_rate = c_pop_in_rate, silent = c_silent, random_element = c_random_element, \n          pop_delay = c_pop_delay, min_cycle_time = c_min_cycle_time}\nend\n\npoke_blueprint_compat_ui = function(copy)\n  local compatible = copy and copy.config.center.blueprint_compat\n\n  local text = localize('k_' .. (compatible and 'compatible' or 'incompatible'))\n  local colour = mix_colours(compatible and G.C.GREEN or G.C.RED, G.C.JOKER_GREY, 0.8)\n\n  return {\n    {n = G.UIT.C, config = {align = \"bm\", padding = 0.02}, nodes = {\n      {n = G.UIT.C, config = {align = \"m\", colour = colour, r = 0.05, padding = 0.05}, nodes = {\n        {n = G.UIT.T, config = {text = ' ' .. text .. ' ', colour = G.C.UI.TEXT_LIGHT, scale = 0.32 * 0.8}}\n      }}\n    }}\n  }\nend\n\n-- Collection Grid UI helper functions\nfunction poke_create_your_collection_card(key, x, y, params)\n  local form = type(key == 'table') and key.form\n  local center_key = type(key == 'table') and key.key or key\n  local center = G.P_CENTERS[center_key]\n\n  local card = Card(x, y, G.CARD_W, G.CARD_H, nil, center, params)\n\n  if form and center.set_sprites then\n    card.ability.extra.form = form\n    center:set_sprites(card)\n    if center.set_ability then\n      center:set_ability(card)\n    end\n  end\n\n  return card\nend\n\nlocal function create_cardareas(row_count, col_count)\n  G.your_collection = {}\n  local nodes = {}\n\n  for i = 1, row_count do\n    local cardarea = CardArea(\n      G.ROOM.T.x + 0.2 * G.ROOM.T.w / 2,\n      G.ROOM.T.h,\n      G.CARD_W * col_count,\n      G.CARD_H * 0.95,\n      {\n        card_limit = col_count,\n        type = 'title',\n        highlight_limit = 0,\n        collection = true,\n      }\n    )\n\n    nodes[#nodes + 1] = {\n      n = G.UIT.R,\n      config = { align = \"cm\", padding = 0.07, no_fill = true },\n      nodes = {\n        { n = G.UIT.O, config = { object = cardarea } }\n      }\n    }\n\n    G.your_collection[i] = cardarea\n  end\n\n  return nodes\nend\n\nlocal function populate_cardareas(keys, options)\n  local page = options.page or 1\n  local rows = options.rows or 3\n  local cols = options.cols or 5\n  local create_card_func = options.create_card_func or poke_create_your_collection_card\n  local offset = rows * cols * (page - 1)\n\n  local marker = 1 + offset\n  for i = 1, rows do\n    local cardarea = G.your_collection[i]\n\n    local lastcard = math.min(marker + cols - 1, #keys)\n    for j = marker, lastcard do\n      local x = cardarea.T.x + cardarea.T.w / 2\n      local y = cardarea.T.y\n\n      local card = create_card_func(keys[j], x, y)\n\n      cardarea:emplace(card)\n    end\n\n    marker = marker + cols\n  end\nend\n\nfunction poke_create_UIBox_your_collection(args)\n  -- Fix for cards not realizing they're in a collection,\n  -- because the collection gets initialized *after* the cards do\n  -- -- Vanilla cards work without this because the joker collection is nested within a second overlay\n  local handle_overlay_menu = false\n  if not G.OVERLAY_MENU then\n    G.OVERLAY_MENU = true\n    handle_overlay_menu = true\n  end\n\n  args = args or {}\n\n  local keys = args.keys or {}\n  local rows = args.rows or 3\n  local cols = args.cols or 5\n  local create_card_func = args.create_card_func or poke_create_your_collection_card\n\n  local page_text = args.page_text or localize('k_page')\n  local show_pagination = true\n\n  if args.dynamic_sizing then\n    if #keys <= rows * cols then show_pagination = false end\n    rows = math.min(math.ceil(#keys / cols), rows)\n    cols = math.min(#keys, cols)\n  end\n\n  local nodes = {\n    {\n      n = G.UIT.R,\n      config = {\n        align = \"cm\",\n        r = 0.1,\n        colour = G.C.BLACK,\n        emboss = 0.05\n      },\n      nodes = create_cardareas(rows, cols)\n    }\n  }\n\n  populate_cardareas(keys, { rows = rows, cols = cols, create_card_func = create_card_func })\n\n  if show_pagination then\n    local pages = math.max(math.ceil(#keys / (rows * cols)), 1)\n    local page_options = {}\n\n    for i = 1, pages do\n      page_options[#page_options + 1] = page_text .. ' ' .. i .. '/' .. pages\n    end\n\n    nodes[#nodes + 1] = {\n      n = G.UIT.R, config = { align = \"cm\" }, nodes = {\n        create_option_cycle {\n          options = page_options,\n          w = 4.5,\n          cycle_shoulders = true,\n          opt_callback = 'poke_your_collection_page',\n          current_option = 1,\n          keys = keys,\n          rows = rows,\n          cols = cols,\n          create_card_func = create_card_func,\n          colour = G.C.RED,\n          no_pips = true,\n          focus_args = {\n            snap_to = true,\n            nav = 'wide'\n          }\n        }\n      }\n    }\n  end\n\n  -- Avoids crashing when `G.FUNCS.overlay_menu` tries to call the remove method\n  if handle_overlay_menu then G.OVERLAY_MENU = nil end\n\n  return nodes\nend\n\nG.FUNCS.poke_your_collection_page = function(args)\n  if not args or not args.cycle_config then return end\n\n  local page = args.cycle_config.current_option\n  local keys = args.cycle_config.keys\n  local rows = args.cycle_config.rows\n  local cols = args.cycle_config.cols\n  local create_card_func = args.cycle_config.create_card_func\n\n  for _, cardarea in ipairs(G.your_collection) do\n    remove_all(cardarea.cards)\n  end\n\n  populate_cardareas(keys, { page = page, rows = rows, cols = cols, create_card_func = create_card_func })\n\n  INIT_COLLECTION_CARD_ALERTS()\nend\n\nlocal function parse_url(url)\n  -- simple Url parser for getting domain name and path\n  local protocol = url:match('[a-z]+://')\n  if protocol then url = url:sub(protocol:len() + 1) end\n  local domains = {}\n  for domain in url:gmatch('([a-z0-9%-]+)%.') do\n    table.insert(domains, domain)\n  end\n  local domain_name = domains[#domains]\n  local path = url:match('.[a-z]+/(.*)')\n  return domain_name, path\nend\n\nlocal site_colours = {\n  ['youtube'] = HEX(\"FF0033\"),\n  ['twitch'] = HEX(\"6441A5\"),\n  ['steam'] = G.C.BLACK,\n  ['steamcommunity'] = G.C.BLACK,\n  ['x'] = HEX(\"283234\"),\n  ['twitter'] = G.C.BLUE,\n  ['bsky'] = HEX(\"006AFF\"),\n  ['reddit'] = HEX(\"FF4500\"),\n  ['carrd'] = HEX(\"4071B7\"),\n  ['discord'] = HEX(\"5865F2\"),\n  ['instagram'] = HEX(\"D60059\"),\n  ['tiktok'] = HEX(\"283234\"),\n  ['deviantart'] = HEX('00E59B')\n}\n\nlocal function get_site_colour(domain)\n  return site_colours[domain] or G.C.RED\nend\n\nlocal function first_to_upper(str)\n  return str:gsub(\"^%l\", string.upper)\nend\n\nfunction poke_UIBox_link_button(args)\n  local domain_name, path = parse_url(args.url)\n\n  args.button = 'pokermon_open_site'\n  args.colour = args.colour or get_site_colour(domain_name)\n\n  if not args.label then\n    args.label = {\n      args.site_text or first_to_upper(domain_name),\n      -- we live in a society\n      args.bottom_text or path\n    }\n  end\n\n  local scale = args.scale\n\n  if type(scale) == 'table' then\n    args.scale = scale[1]\n  end\n\n  local button = UIBox_button(args)\n\n  -- We can do this because UIBox_button does not return a UIBox\n  button.nodes[1].config.url = args.url\n\n  if type(scale) == 'table' then\n    for i = 2, #scale do\n      if button.nodes[1].nodes[i] then\n        button.nodes[1].nodes[i].nodes[1].config.scale = scale[i]\n      end\n    end\n  end\n\n  return button\nend\n\nfunction G.FUNCS.pokermon_open_site(e)\n  if e and e.config then\n    local url = e.config.url\n    if url then\n      love.system.openURL(url)\n    end\n  end\nend\n\n\n-- Ordering Collection by Pokedex Order, and enabling pokemon only in collection\n-- modifying this function for *two* different config settings\nSMODS.collection_pool = function(_base_pool)\n  local pool = {}\n  local inserts = {}\n  if type(_base_pool) ~= 'table' then return pool end\n  local is_array = _base_pool[1]\n  local ipairs = is_array and ipairs or pairs\n  for _, v in ipairs(_base_pool) do\n    local moved = false\n    if (not G.ACTIVE_MOD_UI or v.mod == G.ACTIVE_MOD_UI) and not v.no_collection then\n      -- Taking pokemon jokers out of the pool to sort and re-insert\n      if pokermon_config.order_jokers and v.stage and v.stage ~= 'Other' and v.name ~= \"missingno\" then\n        inserts[#inserts+1] = v\n        moved = true\n      end\n      -- Taking *non*-pokemon jokers out of the pool entirely if that toggle is on\n      local empty_vanilla = v.set == 'Joker' and not v.stage and pokermon_config.pokemon_only_collection\n      -- Otherwise work as normal\n      if not moved and not empty_vanilla then pool[#pool+1] = v end\n    end\n  end\n\n  -- Now sort pokemon in dex-order, then re-insert into pool\n  if pokermon_config.order_jokers then\n    table.sort(inserts, function(a, b) return pokermon.get_dex_number(a.name) < pokermon.get_dex_number(b.name) end)\n    for i = #inserts, 1, -1 do\n      local name = (inserts[i+1] or {}).name or 'missingno'\n      table.insert(pool, pokermon.find_pool_index(pool, name) or #pool + 1, inserts[i])\n    end\n  end\n\n  if not is_array then table.sort(pool, function(a,b) return a.order < b.order end) end\n  return pool\nend\n\n\n-- Toggle function for Stake + Sticker Skins\nG.FUNCS.toggle_pokermon_skins = function()\n  local vanilla_stakes = {'stake_white', 'stake_red', 'stake_green', 'stake_black', 'stake_blue', 'stake_purple', 'stake_orange', 'stake_gold'}\n  for k, _ in pairs(G.P_STAKES) do\n    if table.contains(vanilla_stakes, k) then\n      if pokermon_config.stake_skins then\n        SMODS.Stake:take_ownership(k, { atlas = \"poke_pokestakes\" }, true)\n        G.shared_stickers[string.sub(k, 7, -1)].atlas = SMODS.get_atlas(\"poke_pokestakes_stickers\")\n      else\n        SMODS.Stake:take_ownership(k, { atlas = \"chips\", prefix_config = { key = { mod = false } } }, true)\n        G.shared_stickers[string.sub(k, 7, -1)].atlas = SMODS.get_atlas(\"stickers\")\n      end\n    end\n  end\nend"
  },
  {
    "path": "jokerdisplay/definitions1.lua",
    "content": "local jd_def = JokerDisplay.Definitions\r\n\r\n\r\njd_def[\"j_poke_bulbasaur\"] = {\r\n    text = {\r\n        { text = \"+$\",                              colour = G.C.GOLD },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"money\", colour = G.C.GOLD },\r\n    },\r\n    reminder_text = {\r\n            { text = \"(\", colour = G.C.GREY },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"bulbcard\", colour = G.C.ORANGE },\r\n            { text = \")\", colour = G.C.GREY },\r\n \r\n    },\r\n    reminder_text_config = { colour = G.C.ORANGE, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local bulbcard = G.GAME.current_round.bulb1card.id\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() and playing_card:get_id() == bulbcard then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.money = count * card.ability.extra.money_mod\r\n        card.joker_display_values.bulbcard = localize(G.GAME.current_round.bulb1card.rank, 'ranks')\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_ivysaur\"] = {\r\n    text = {\r\n        { text = \"Max: \", colour = G.C.GREY, },\r\n        { text = \"+$\",                              colour = G.C.GOLD , },\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"upper\", colour = G.C.GOLD,   }\r\n    },\r\n    extra = {\r\n        {        \r\n                { text = \"Min: \", colour = G.C.GREY, },\r\n                { text = \"+$\",                              colour = G.C.GOLD },\r\n                {ref_table = \"card.joker_display_values\",    ref_value = \"lower\", colour = G.C.GOLD,   }\r\n        }\r\n            },\r\n    reminder_text = {\r\n            { text = \"(\", colour = G.C.GREY },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"bulbcard\", colour = G.C.ORANGE },\r\n            { text = \")\", colour = G.C.GREY },\r\n \r\n    },\r\n    reminder_text_config = { colour = G.C.ORANGE, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local bulbcard = G.GAME.current_round.bulb1card.id\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() and playing_card:get_id() == bulbcard then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.lower = count * card.ability.extra.money_mod\r\n        card.joker_display_values.upper = count * (card.ability.extra.money_mod +1)\r\n        card.joker_display_values.bulbcard = localize(G.GAME.current_round.bulb1card.rank, 'ranks')\r\n\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_venusaur\"] = {\r\n    text = {\r\n        { text = \"+$\",                              colour = G.C.GOLD },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"money\", colour = G.C.GOLD },\r\n    },\r\n    reminder_text = {\r\n            { text = \"(\", colour = G.C.GREY },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"bulbcard\", colour = G.C.ORANGE },\r\n            { text = \")\", colour = G.C.GREY },\r\n \r\n    },\r\n    reminder_text_config = { colour = G.C.ORANGE, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local bulbcard = G.GAME.current_round.bulb1card.id\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() and playing_card:get_id() == bulbcard then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.money = count * card.ability.extra.money_mod\r\n        card.joker_display_values.bulbcard = localize(G.GAME.current_round.bulb1card.rank, 'ranks')\r\n    end\r\n}\r\n\r\n\r\n\r\njd_def[\"j_poke_charmander\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_charmeleon\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_charizard\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n        {text = \" \"},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\" }\r\n            },\r\n            border_colour = G.C.MULT\r\n        }\r\n    },\r\ntext_config = { colour = G.C.WHITE },\r\ncalc_function = function(card)\r\n    if G.GAME and G.GAME.current_round and G.GAME.current_round.discards_left <= card.ability.extra.d_remaining then \r\n        card.joker_display_values.Xmult = card.ability.extra.Xmult\r\n    else\r\n        card.joker_display_values.Xmult = 1\r\n    end\r\n\r\nend\r\n\r\n\r\n}\r\n\r\njd_def[\"j_poke_mega_charizard_x\"] = {\r\n    text = {\r\n            {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\" }\r\n            },\r\n            border_colour = G.C.MULT\r\n        }\r\n    },\r\ntext_config = { colour = G.C.WHITE },\r\ncalc_function = function(card)\r\n    if G.GAME and G.GAME.current_round and G.GAME.current_round.discards_left <= card.ability.extra.d_remaining then \r\n        card.joker_display_values.Xmult = card.ability.extra.Xmult\r\n    else\r\n        card.joker_display_values.Xmult = 1\r\n    end\r\n\r\nend\r\n\r\n\r\n}\r\n\r\njd_def[\"j_poke_squirtle\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_wartortle\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_blastoise\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chip_mod\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\ncalc_function = function(card) \r\n        card.joker_display_values.chip_mod = card.ability.extra.chips + (math.max(card.ability.extra.chip_mod * math.max((G.GAME.current_round.hands_left - 1),0),0))\r\n\r\nend\r\n}\r\n\r\njd_def[\"j_poke_caterpie\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_metapod\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_butterfree\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_weedle\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_kakuna\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_beedrill\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_mega_beedrill\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_pidgey\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    local ranks = {}\r\n    local suits = {}\r\n    local num_ranks = 0\r\n    local num_suits = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    for _, scoring_card in pairs(scoring_hand) do\r\n      local rank_found = false\r\n      local suit_found = false\r\n\r\n      for _, v in pairs(ranks) do\r\n        if v == scoring_card:get_id() then\r\n            rank_found = true\r\n        end\r\n      end\r\n      if scoring_card.ability.effect == 'Wild Card' then\r\n        table.insert(suits, \"Wild\")\r\n      elseif not SMODS.has_no_suit(scoring_card) then\r\n        for _, v in pairs(suits) do\r\n          if v == scoring_card.base.suit then\r\n              suit_found = true\r\n          end\r\n        end\r\n      end\r\n\r\n      if rank_found == false and (not SMODS.has_no_rank(scoring_card)) and not scoring_card.debuff then\r\n        table.insert(ranks, scoring_card:get_id())\r\n        num_ranks = num_ranks + 1\r\n      end\r\n      if suit_found == false and (not SMODS.has_no_suit(scoring_card)) and not scoring_card.debuff then\r\n        table.insert(suits, scoring_card.base.suit)\r\n        num_suits = num_suits + 1\r\n      end\r\n    end\r\n    if num_suits > 4 then\r\n      num_suits = 4\r\n    end\r\n    card.joker_display_values.mult = (num_ranks + num_suits) * card.ability.extra.mult_mod\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_pidgeotto\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    local ranks = {}\r\n    local suits = {}\r\n    local num_ranks = 0\r\n    local num_suits = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    for _, scoring_card in pairs(scoring_hand) do\r\n      local rank_found = false\r\n      local suit_found = false\r\n\r\n      for _, v in pairs(ranks) do\r\n        if v == scoring_card:get_id() then\r\n            rank_found = true\r\n        end\r\n      end\r\n      if scoring_card.ability.effect == 'Wild Card' then\r\n        table.insert(suits, \"Wild\")\r\n      elseif not SMODS.has_no_suit(scoring_card) then\r\n        for _, v in pairs(suits) do\r\n          if v == scoring_card.base.suit then\r\n              suit_found = true\r\n          end\r\n        end\r\n      end\r\n\r\n      if rank_found == false and (not SMODS.has_no_rank(scoring_card)) and not scoring_card.debuff then\r\n        table.insert(ranks, scoring_card:get_id())\r\n        num_ranks = num_ranks + 1\r\n      end\r\n      if suit_found == false and (not SMODS.has_no_suit(scoring_card)) and not scoring_card.debuff then\r\n        table.insert(suits, scoring_card.base.suit)\r\n        num_suits = num_suits + 1\r\n      end\r\n    end\r\n    if num_suits > 4 then\r\n      num_suits = 4\r\n    end\r\n    card.joker_display_values.mult = (num_ranks + num_suits) * card.ability.extra.mult_mod\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_pidgeot\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    local ranks = {}\r\n    local suits = {}\r\n    local num_ranks = 0\r\n    local num_suits = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    for _, scoring_card in pairs(scoring_hand) do\r\n      local rank_found = false\r\n      local suit_found = false\r\n\r\n      for _, v in pairs(ranks) do\r\n        if v == scoring_card:get_id() then\r\n            rank_found = true\r\n        end\r\n      end\r\n      if scoring_card.ability.effect == 'Wild Card' then\r\n        table.insert(suits, \"Wild\")\r\n      elseif not SMODS.has_no_suit(scoring_card) then\r\n        for _, v in pairs(suits) do\r\n          if v == scoring_card.base.suit then\r\n              suit_found = true\r\n          end\r\n        end\r\n      end\r\n\r\n      if rank_found == false and (not SMODS.has_no_rank(scoring_card)) and not scoring_card.debuff then\r\n        table.insert(ranks, scoring_card:get_id())\r\n        num_ranks = num_ranks + 1\r\n      end\r\n      if suit_found == false and (not SMODS.has_no_suit(scoring_card)) and not scoring_card.debuff then\r\n        table.insert(suits, scoring_card.base.suit)\r\n        num_suits = num_suits + 1\r\n      end\r\n    end\r\n    if num_suits > 4 then\r\n      num_suits = 4\r\n    end\r\n    card.joker_display_values.mult = (num_ranks + num_suits) * card.ability.extra.mult_mod\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_mega_pidgeot\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\", colour = G.C.WHITE  },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", colour = G.C.WHITE }\r\n      },\r\n    }\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    local ranks = {}\r\n    local suits = {}\r\n    local num_ranks = 0\r\n    local num_suits = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    for _, scoring_card in pairs(scoring_hand) do\r\n      local rank_found = false\r\n      local suit_found = false\r\n\r\n      for _, v in pairs(ranks) do\r\n        if v == scoring_card:get_id() then\r\n            rank_found = true\r\n        end\r\n      end\r\n      if scoring_card.ability.effect == 'Wild Card' then\r\n        table.insert(suits, \"Wild\")\r\n      elseif not SMODS.has_no_suit(scoring_card) then\r\n        for _, v in pairs(suits) do\r\n          if v == scoring_card.base.suit then\r\n              suit_found = true\r\n          end\r\n        end\r\n      end\r\n\r\n      if rank_found == false and (not SMODS.has_no_rank(scoring_card)) and not scoring_card.debuff then\r\n        table.insert(ranks, scoring_card:get_id())\r\n        num_ranks = num_ranks + 1\r\n      end\r\n      if suit_found == false and (not SMODS.has_no_suit(scoring_card)) and not scoring_card.debuff then\r\n        table.insert(suits, scoring_card.base.suit)\r\n        num_suits = num_suits + 1\r\n      end\r\n    end\r\n    if num_suits > 4 then\r\n      num_suits = 4\r\n    end\r\n    card.joker_display_values.Xmult = 1 + ((num_ranks + num_suits) * card.ability.extra.Xmult_multi)\r\n  end\r\n\r\n}\r\n\r\njd_def[\"j_poke_rattata\"] = {\r\n    retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n        if held_in_hand then return 0 end\r\n        local first_card = scoring_hand and JokerDisplay.calculate_leftmost_card(scoring_hand)\r\n        local second_card = scoring_hand and JokerDisplay.sort_cards(scoring_hand)[2]\r\n        return first_card and playing_card == first_card and\r\n        joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0 and \r\n        second_card and playing_card == second_card and\r\n        joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\r\n    end\r\n    }\r\n\r\njd_def[\"j_poke_raticate\"] = {\r\nretrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    local first_card = scoring_hand and JokerDisplay.calculate_leftmost_card(scoring_hand)\r\n    local second_card = scoring_hand and JokerDisplay.sort_cards(scoring_hand)[2]\r\n    local third_card = scoring_hand and JokerDisplay.sort_cards(scoring_hand)[3]\r\n    return first_card and playing_card == first_card and\r\n    joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0 and \r\n    second_card and playing_card == second_card and\r\n    joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0 and\r\n    third_card and playing_card == third_card and\r\n    joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\r\n    end\r\n\r\n}\r\n\r\n\r\n\r\njd_def[\"j_poke_spearow\"] = {\r\n    text = {\r\n        { ref_table = \"card.ability.extra\", ref_value = \"cards_drawn\", colour = G.C.ORANGE },\r\n        {text = \" \"},\r\n        { text = \"[\",                              colour = G.C.GREY },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"card_threshold\", colour = G.C.GREY  },\r\n        { text = \"]\",                              colour = G.C.GREY }\r\n\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_fearow\"] = {\r\n    text = {\r\n        { ref_table = \"card.ability.extra\", ref_value = \"cards_drawn\", colour = G.C.ORANGE },\r\n        {text = \" \"},\r\n        { text = \"[\",                              colour = G.C.GREY },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"card_threshold\", colour = G.C.GREY  },\r\n        { text = \"]\",                              colour = G.C.GREY }\r\n\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_ekans\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    local mult = 0\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Straight'] and next(poker_hands['Straight']) then\r\n      mult = card.ability.extra.mult\r\n    end\r\n    card.joker_display_values.mult = mult\r\n    card.joker_display_values.localized_text = localize('Straight', 'poker_hands')\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_arbok\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n    { text = \" +\", colour = G.C.SECONDARY_SET.Tarot },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\", colour = G.C.SECONDARY_SET.Tarot },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text_ace\", colour = G.C.ORANGE },\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local mult = 0\r\n    local count = 0\r\n    local _, poker_hands, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Straight'] and next(poker_hands['Straight']) then\r\n      mult = card.ability.extra.mult\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n          if scoring_card:get_id() == 14 then\r\n              count = 1\r\n          end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = mult\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.localized_text = localize('Straight', 'poker_hands')\r\n    card.joker_display_values.localized_text_ace = localize(\"Ace\", \"ranks\")\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_pikachu\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n        { text = \" \" },\r\n        { text = \"+$\", colour = G.C.GOLD },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n    },\r\n    calc_function = function(card)\r\n      local mult = 0\r\n      local money = 0\r\n      local dollars = G.GAME.dollars\r\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\r\n        dollars = to_number(dollars)\r\n      end\r\n      if dollars >= card.ability.extra.money_threshold then\r\n        mult = card.ability.extra.mult\r\n      else\r\n        money = card.ability.extra.money\r\n      end\r\n      card.joker_display_values.mult = mult\r\n      card.joker_display_values.money = money\r\n      card.joker_display_values.localized_text = \"(\" .. localize(\"k_round\") .. \")\"\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_raichu\"] = { \r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n    { text = \" \" },\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    card.joker_display_values.mult = G.GAME and card.ability.extra.mult_mod * (math.floor((G.GAME.dollars + (G.GAME.dollar_buffer or 0)) / card.ability.extra.money_count)) or 0\r\n    card.joker_display_values.money = G.GAME and G.GAME.dollars and math.max(math.min(math.floor(G.GAME.dollars / 5), G.GAME.interest_cap / 5), 0)\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"k_round\") .. \")\"\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_sandshrew\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.CHIPS },\r\n  calc_function = function(card)\r\n    local chips\r\n    chips = card.ability.extra.sandshrew_tally * card.ability.extra.chip_mod\r\n    card.joker_display_values.chips = chips\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_sandslash\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.CHIPS },\r\n  calc_function = function(card)\r\n    local chips\r\n    chips = card.ability.extra.sandshrew_tally * card.ability.extra.chip_mod\r\n    card.joker_display_values.chips = chips\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_nidoranf\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"chips\", colour = G.C.CHIPS },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() == 12 then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.chips = count * card.ability.extra.chips\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_nidorina\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"chips\", colour = G.C.CHIPS },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() == 12 then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.chips = count * card.ability.extra.chips\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_nidoqueen\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"chips\", colour = G.C.CHIPS },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() == 12 then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.chips = count * card.ability.extra.chips\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_nidoranm\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() == 13 then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_nidorino\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() == 13 then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_nidoking\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() == 13 then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_clefairy\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT},\r\n    },\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = lighten(G.C.SUITS[\"Clubs\"], 0.35) },\r\n        { text = \")\" }\r\n    },\r\n\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        if G.play then\r\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(\"Clubs\") then\r\n                        count = count +\r\n                            JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            count = 3\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult\r\n        card.joker_display_values.localized_text = localize(\"Clubs\", 'suits_plural')\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_clefable\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT},\r\n    },\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = lighten(G.C.SUITS[\"Clubs\"], 0.35) },\r\n        { text = \")\" }\r\n    },\r\n\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        local count = 0\r\n        if G.play then\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(\"Clubs\") then\r\n                        count = count +\r\n                            JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            count = 3\r\n        end\r\n        card.joker_display_values.mult = card.ability.extra.mult_mod * count * #scoring_hand \r\n        card.joker_display_values.localized_text = localize(\"Clubs\", 'suits_plural')\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_vulpix\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\" },\r\n    },\r\n    text_config = { colour = G.C.SECONDARY_SET.Tarot },\r\n    extra = {\r\n        {\r\n            { text = \"(\" },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"odds\" },\r\n            { text = \")\" },\r\n        }\r\n    },\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card:get_id() and scoring_card:get_id() == 9 then\r\n                    count = count +\r\n                        JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.count = count\r\n        local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'vulpix')\r\n        card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_ninetales\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\" },\r\n    },\r\n    text_config = { colour = G.C.SECONDARY_SET.Tarot },\r\n    extra = {\r\n        {\r\n            { text = \"(\" },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"odds\" },\r\n            { text = \")\" },\r\n        }\r\n    },\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card:get_id() and scoring_card:get_id() == 9 then\r\n                    count = count +\r\n                        JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.count = count\r\n        local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'ninetales')\r\n        card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n    end\r\n}\r\n\r\n\r\njd_def[\"j_poke_jigglypuff\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS },\r\n    { text = \" +\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = lighten(G.C.SUITS[\"Spades\"], 0.35) },\r\n    { text = \")\" }\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    if G.play then\r\n      local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n      if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n          if scoring_card:is_suit(\"Spades\") then\r\n            count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n          end\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = count * card.ability.extra.mult\r\n    card.joker_display_values.chips = count * card.ability.extra.chips\r\n    card.joker_display_values.localized_text = localize(\"Spades\", 'suits_plural')\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_wigglytuff\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.CHIPS },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS, retrigger_type = \"mult\" },\r\n        { text = \" +\",                             colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\",  colour = G.C.MULT,  retrigger_type = \"mult\" }\r\n    },\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = lighten(G.C.SUITS[\"Spades\"], 0.35) },\r\n        { text = \")\" }\r\n    },\r\n\r\n    calc_function = function(card)\r\n        local mult = 0\r\n        local chips = 0\r\n        if G.play then\r\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(\"Spades\") then\r\n                        local retriggers = JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                        mult = mult + card.ability.extra.mult * retriggers\r\n                        chips = chips + (card.ability.extra.chips + poke_total_chips(scoring_card)) * retriggers\r\n                    end\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.mult = mult\r\n        card.joker_display_values.chips = chips\r\n        card.joker_display_values.localized_text = localize(\"Spades\", 'suits_plural')\r\n    end,\r\n}\r\n\r\njd_def[\"j_poke_zubat\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_golbat\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_oddish\"] = {\r\n    text = {\r\n        { text = \"Max: \", colour = G.C.GREY, },\r\n        { text = \"+\",                              colour = G.C.MULT , },\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"upper\", colour = G.C.MULT,   }\r\n    },\r\n    extra = {\r\n        {        \r\n                { text = \"Min: \", colour = G.C.GREY, },\r\n                { text = \"+\",                              colour = G.C.MULT },\r\n                {ref_table = \"card.joker_display_values\",    ref_value = \"lower\", colour = G.C.MULT,   }\r\n        }\r\n            },  \r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 3 or \r\n            scoring_card:get_id() == 5 or \r\n            scoring_card:get_id() == 7 or \r\n            scoring_card:get_id() == 9 or \r\n            scoring_card:get_id() == 14 then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.lower = count * card.ability.extra.mult\r\n    card.joker_display_values.upper = count * card.ability.extra.mult2\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"Ace\", \"ranks\") .. \",9,7,5,3)\"\r\nend\r\n}\r\n\r\njd_def[\"j_poke_gloom\"] = {\r\n    text = {\r\n        { text = \"Max: \", colour = G.C.GREY, },\r\n        { text = \"+\",                              colour = G.C.MULT , },\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"upper\", colour = G.C.MULT,   }\r\n    },\r\n    extra = {\r\n        {        \r\n                { text = \"Min: \", colour = G.C.GREY, },\r\n                { text = \"+\",                              colour = G.C.MULT },\r\n                {ref_table = \"card.joker_display_values\",    ref_value = \"lower\", colour = G.C.MULT,   }\r\n        }\r\n            },  \r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 3 or \r\n            scoring_card:get_id() == 5 or \r\n            scoring_card:get_id() == 7 or \r\n            scoring_card:get_id() == 9 or \r\n            scoring_card:get_id() == 14 then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.lower = count * card.ability.extra.mult\r\n    card.joker_display_values.upper = count * card.ability.extra.mult2\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"Ace\", \"ranks\") .. \",9,7,5,3)\"\r\nend\r\n}\r\n\r\njd_def[\"j_poke_vileplume\"] = {\r\n    text = {\r\n        { text = \"XMult: \", colour = G.C.GREY, },\r\n        {\r\n            border_nodes = {\r\n                { text = \"X1\", colour = G.C.WHITE  },\r\n            },\r\n        },\r\n        {text = \"-\", colour = G.C.GREY},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\", colour = G.C.WHITE  },\r\n                {ref_table = \"card.joker_display_values\", ref_value = \"upper_Xmult\", colour = G.C.WHITE}\r\n            },\r\n        },\r\n    \r\n    },\r\n    extra = {\r\n        {        \r\n                { text = \"Mult: \", colour = G.C.GREY, },\r\n                { text = \"+0\",                              colour = G.C.MULT },\r\n                {text = \"-\", colour = G.C.GREY},\r\n                {text = \"+\", colour = G.C.MULT},\r\n                {ref_table = \"card.joker_display_values\",    ref_value = \"upper_mult\", colour = G.C.MULT,   },\r\n        }\r\n            },  \r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n    },\r\n    calc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 3 or \r\n            scoring_card:get_id() == 5 or \r\n            scoring_card:get_id() == 7 or \r\n            scoring_card:get_id() == 9 or \r\n            scoring_card:get_id() == 14 then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.upper_mult = count * card.ability.extra.mult\r\n    card.joker_display_values.upper_Xmult = math.max(card.ability.extra.Xmult_multi^count, 1)\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"Ace\", \"ranks\") .. \",9,7,5,3)\"\r\n    end\r\n}\r\n\r\n\r\njd_def[\"j_poke_paras\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_parasect\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.MULT },\r\n}\r\n\r\n\r\njd_def[\"j_poke_diglett\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n        {text = \" \"},\r\n        { text = \"+\", colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n    },\r\n    calc_function = function(card)\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        local chips = 0\r\n        local mult = 0\r\n        local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n        if poker_hands['Three of a Kind'] and next(poker_hands['Three of a Kind']) then\r\n            chips = card.ability.extra.chips\r\n        end\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card:get_id() == 2 or \r\n                scoring_card:get_id() == 3 or \r\n                scoring_card:get_id() == 4 then\r\n                    mult = card.ability.extra.mult\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.chips = chips\r\n        card.joker_display_values.mult = mult\r\n        card.joker_display_values.localized_text = \"(2,3,4)\"\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_dugtrio\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n        {text = \" \"},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\", colour = G.C.WHITE  },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", colour = G.C.WHITE }\r\n            },\r\n        },\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n    },\r\n    calc_function = function(card)\r\n        local chips = 0\r\n        local mult = 0\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n        if poker_hands['Three of a Kind'] and next(poker_hands['Three of a Kind']) then\r\n            chips = card.ability.extra.chips\r\n        end\r\n        if text ~= 'Unknown' then\r\n\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card:get_id() == 2 or \r\n                scoring_card:get_id() == 3 or \r\n                scoring_card:get_id() == 4 then\r\n                    mult = card.ability.extra.Xmult\r\n                end\r\n\r\n            end\r\n        end\r\n        card.joker_display_values.chips = chips\r\n        card.joker_display_values.Xmult = math.max(1,mult)\r\n        card.joker_display_values.localized_text = \"(2,3,4)\"\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_meowth\"] = {\r\n  text = {\r\n    { text = \"+$\" },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"money\" },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n  },\r\n  text_config = { colour = G.C.GOLD },\r\n  calc_function = function(card)\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"k_round\") .. \")\"\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_persian\"] = {\r\n  text = {\r\n    { text = \"+$\" },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"money\" },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n  },\r\n  text_config = { colour = G.C.GOLD },\r\n  calc_function = function(card)\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"k_round\") .. \")\"\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_psyduck\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD}\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local face_cards = 0\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if poker_hands['High Card'] and next(poker_hands['High Card']) and #JokerDisplay.current_hand == 1 then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:is_face() then\r\n          face_cards = card.ability.extra.money\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.money = face_cards\r\n    card.joker_display_values.localized_text = localize(\"k_face_cards\")\r\nend\r\n}\r\n\r\njd_def[\"j_poke_golduck\"] = {\r\ntext = {\r\n        { text = \"+$\", colour = G.C.GOLD },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD}\r\n        },\r\nreminder_text = {\r\n  { text = \"(\" },\r\n  { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n  { text = \")\" },\r\n},\r\ncalc_function = function(card)\r\n    local face_cards = 0\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if poker_hands['High Card'] and next(poker_hands['High Card']) and #JokerDisplay.current_hand == 1 then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:is_face() then\r\n                face_cards = card.ability.extra.money\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.money = face_cards\r\n    card.joker_display_values.localized_text = localize(\"k_face_cards\")\r\nend\r\n}\r\n\r\njd_def[\"j_poke_mankey\"] = {\r\ntext = {\r\n    { text = \"+\", colour = G.C.CHIPS},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n    {text = \" \"},\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n},\r\nreminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 2 or \r\n            scoring_card:get_id() == 3 or \r\n            scoring_card:get_id() == 5 or \r\n            scoring_card:get_id() == 7 then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.chips = count * card.ability.extra.chip_mod\r\n    card.joker_display_values.mult = count * card.ability.extra.mult_mod\r\n    card.joker_display_values.localized_text = \"(2,3,5,7)\"\r\nend\r\n}\r\n\r\njd_def[\"j_poke_primeape\"] = {\r\ntext = {\r\n    { text = \"+\", colour = G.C.CHIPS},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n    {text = \" \"},\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n},\r\nreminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 2 or \r\n            scoring_card:get_id() == 3 or \r\n            scoring_card:get_id() == 5 or \r\n            scoring_card:get_id() == 7 then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.chips = count * card.ability.extra.chip_mod\r\n    card.joker_display_values.mult = count * card.ability.extra.mult_mod\r\n    card.joker_display_values.localized_text = \"(2,3,5,7)\"\r\nend\r\n}\r\n\r\njd_def[\"j_poke_growlithe\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    local mult = 0\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Flush'] and next(poker_hands['Flush']) then\r\n      mult = card.ability.extra.mult\r\n    end\r\n    card.joker_display_values.mult = mult\r\n    card.joker_display_values.localized_text = localize('Flush', 'poker_hands')\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_arcanine\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\", colour = G.C.WHITE  },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", colour = G.C.WHITE }\r\n      },\r\n    },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    local Xmult = 1\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Flush'] and next(poker_hands['Flush']) then\r\n        Xmult = card.ability.extra.Xmult\r\n    end\r\n    card.joker_display_values.Xmult = Xmult\r\n    card.joker_display_values.localized_text = localize('Flush', 'poker_hands')\r\n  end\r\n}\r\n\r\n--Poliwag\r\njd_def[\"j_poke_poliwag\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT},\r\n    },\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.GREY, 0.35},\r\n        { text = \")\" }\r\n    },\r\n\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        local suit = G.GAME.poke_poli_suit or \"Spades\"\r\n        if G.play then\r\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(suit) then\r\n                        count = count +\r\n                            JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            count = 3\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult\r\n        card.joker_display_values.localized_text = localize(suit, 'suits_plural')\r\n    end,\r\n    style_function = function(card, text, reminder_text, extra)\r\n      if reminder_text and reminder_text.children[2] then\r\n        reminder_text.children[2].config.colour = lighten(G.C.SUITS[G.GAME.poke_poli_suit or \"Spades\"], 0.35)\r\n      end\r\n      return false\r\n    end\r\n}\r\n\r\n--Poliwhirl\r\njd_def[\"j_poke_poliwhirl\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT},\r\n    },\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.GREY, 0.35},\r\n        { text = \")\" }\r\n    },\r\n\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        local suit = G.GAME.poke_poli_suit or \"Spades\"\r\n        if G.play then\r\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(suit) then\r\n                        count = count +\r\n                            JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            count = 3\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult\r\n        card.joker_display_values.localized_text = localize(suit, 'suits_plural')\r\n    end,\r\n    style_function = function(card, text, reminder_text, extra)\r\n      if reminder_text and reminder_text.children[2] then\r\n        reminder_text.children[2].config.colour = lighten(G.C.SUITS[G.GAME.poke_poli_suit or \"Spades\"], 0.35)\r\n      end\r\n      return false\r\n    end\r\n}\r\n\r\n--Poliwrath\r\njd_def[\"j_poke_poliwrath\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT},\r\n        { text = \" \",                              colour = G.C.MULT },\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n\r\n    },\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.GREY, 0.35},\r\n        { text = \")\" }\r\n    },\r\n\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        local suit = G.GAME.poke_poli_suit or \"Spades\"\r\n        if G.play then\r\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(suit) then\r\n                        count = count +\r\n                            JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            count = 3\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult\r\n        card.joker_display_values.Xmult = math.max(count ^ card.ability.extra.Xmult_multi, 1)\r\n        card.joker_display_values.localized_text = localize(suit, 'suits_plural')\r\n    end,\r\n    style_function = function(card, text, reminder_text, extra)\r\n      if reminder_text and reminder_text.children[2] then\r\n        reminder_text.children[2].config.colour = lighten(G.C.SUITS[G.GAME.poke_poli_suit or \"Spades\"], 0.35)\r\n      end\r\n      return false\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_abra\"] = {\r\ntext = {\r\n    {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY }\r\n},\r\nextra = {\r\n    {\r\n        { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n        { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n},\r\ncalc_function = function(card)\r\n    local text, _, _ = JokerDisplay.evaluate_hand()\r\n    \r\n    local is_card_sharp_hand = text ~= 'Unknown' and G.GAME.hands and G.GAME.hands[text] and\r\n        G.GAME.hands[text].played_this_round > (next(G.play.cards) and 1 or 0)\r\n    card.joker_display_values.status = is_card_sharp_hand and \"Active!\" or \"Not Active!\"\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'abra')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = {num, dem} }\r\nend\r\n}\r\n\r\njd_def[\"j_poke_kadabra\"] = {\r\ntext = {\r\n    {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY }\r\n},\r\nextra = {\r\n    {\r\n        { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"odds\",colour = G.C.GREEN, scale = 0.3 },\r\n        { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n},\r\ncalc_function = function(card)\r\n    local text, _, _ = JokerDisplay.evaluate_hand()\r\n    \r\n    local is_card_sharp_hand = text ~= 'Unknown' and G.GAME.hands and G.GAME.hands[text] and\r\n        G.GAME.hands[text].played_this_round > (next(G.play.cards) and 1 or 0)\r\n    card.joker_display_values.status = is_card_sharp_hand and \"Active!\" or \"Not Active!\"\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'kadabra')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\nend\r\n}\r\n\r\njd_def[\"j_poke_alakazam\"] = {\r\ntext = {\r\n    {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY}\r\n},\r\nextra = {\r\n    {\r\n        { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n        { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n},\r\ncalc_function = function(card)\r\n    local text, _, _ = JokerDisplay.evaluate_hand()\r\n    \r\n    local is_card_sharp_hand = text ~= 'Unknown' and G.GAME.hands and G.GAME.hands[text] and\r\n        G.GAME.hands[text].played_this_round > (next(G.play.cards) and 1 or 0)\r\n    card.joker_display_values.status = is_card_sharp_hand and \"Active!\" or \"Not Active!\"\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'alakazam')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\nend\r\n}\r\n\r\njd_def[\"j_poke_mega_alakazam\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        local xmult = 1\r\n        local spoons = 0\r\n        local consumables = 0\r\n        if G.consumeables then\r\n            for i = 1, #G.consumeables.cards do\r\n                if G.consumeables.cards[i].ability.name == \"twisted_spoon\" then\r\n                    spoons = spoons + 1\r\n                elseif G.consumeables.cards[i].ability.name ~= \"twisted_spoon\" then\r\n                    consumables = consumables + 1\r\n                end\r\n            end\r\n        end\r\n        xmult = math.max((card.ability.extra.Xmult_multi^consumables), 1) * math.max((card.ability.extra.Xmult_multi2^spoons), 1)\r\n        card.joker_display_values.x_mult = xmult\r\n    end\r\n}\r\n\r\n\r\njd_def[\"j_poke_machop\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_machoke\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_machamp\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n}\r\n\r\njd_def[\"j_poke_bellsprout\"] = {\r\ntext = {\r\n    { text = \"+\", colour = G.C.CHIPS},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n},\r\nreminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 2 or \r\n            scoring_card:get_id() == 4 or \r\n            scoring_card:get_id() == 6 or \r\n            scoring_card:get_id() == 8 or\r\n            scoring_card:get_id() == 10 then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.chips = count * card.ability.extra.chips\r\n    card.joker_display_values.localized_text = \"(2,4,6,8,10)\"\r\nend\r\n}\r\n\r\njd_def[\"j_poke_weepinbell\"] = {\r\ntext = {\r\n    { text = \"+\", colour = G.C.CHIPS},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n},\r\nreminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 2 or \r\n            scoring_card:get_id() == 4 or \r\n            scoring_card:get_id() == 6 or \r\n            scoring_card:get_id() == 8 or\r\n            scoring_card:get_id() == 10 then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.chips = count * card.ability.extra.chips\r\n    card.joker_display_values.localized_text = \"(2,4,6,8,10)\"\r\nend\r\n}\r\n\r\n-- Victreebel\r\njd_def[\"j_poke_victreebel\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n    { text = \" [\", colour = G.C.GREY },\r\n    { ref_table =\"card.ability.extra\", ref_value = \"round_retriggers\", colour = G.C.GREY },\r\n    { text = \"/\", colour = G.C.GREY },\r\n    { ref_table =\"card.ability.extra\", ref_value = \"retrigger_max\", colour = G.C.ORANGE },\r\n    { text = \"]\", colour = G.C.GREY },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:get_id() == 2 or scoring_card:get_id() == 4 or scoring_card:get_id() == 6 or scoring_card:get_id() == 8 or scoring_card:get_id() == 10 then\r\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.chips = count * card.ability.extra.chips\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"2\", \"ranks\") .. \",\" .. localize(\"4\", \"ranks\") .. \",\" .. localize(\"6\", \"ranks\") .. \",\" .. localize(\"8\", \"ranks\") .. \",\" .. localize(\"10\", \"ranks\") .. \")\"\r\n  end,\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    local remaining = joker_card.ability.extra.retrigger_max - joker_card.ability.extra.round_retriggers\r\n    local even_cards = {}\r\n    local even_count = 0\r\n    local text, _, _ = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if playing_card:get_id() == 2 or playing_card:get_id() == 4 or playing_card:get_id() == 6 or playing_card:get_id() == 8 or playing_card:get_id() == 10 then\r\n          table.insert(even_cards, scoring_card)\r\n          even_count = even_count + 1\r\n        end\r\n      end\r\n    end\r\n    if remaining >= #even_cards then return 1 end\r\n    for i = 1, remaining do\r\n      if playing_card == even_cards[i] then\r\n        return 1\r\n      end\r\n    end\r\n    return 0\r\n  end,\r\n}\r\n\r\njd_def[\"j_poke_tentacool\"] = {\r\ntext = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n},\r\nreminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 10 then \r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.mult = count * card.ability.extra.mult\r\n    card.joker_display_values.localized_text = \"(10)\"\r\nend\r\n}\r\n\r\njd_def[\"j_poke_tentacruel\"] = {\r\ntext = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n},\r\nreminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 10 then \r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.mult = count * card.ability.extra.mult\r\n    card.joker_display_values.localized_text = \"(10)\"\r\nend\r\n}\r\n\r\n\r\n\r\njd_def[\"j_poke_geodude\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_graveler\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_golem\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_ponyta\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_rapidash\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\njd_def[\"j_poke_slowpoke\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    calc_function = function(card)\r\n        card.joker_display_values.x_mult = G.GAME and G.GAME.current_round.hands_left == 1 and card.ability.extra.Xmult or\r\n            1\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_slowbro\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    calc_function = function(card)\r\n        local xmult_total = card.ability.extra.Xmult + (G.GAME.current_round.hands_played) * card.ability.extra.Xmult_mod\r\n        card.joker_display_values.x_mult = xmult_total            \r\n    end\r\n}\r\n\r\njd_def[\"j_poke_mega_slowbro\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    calc_function = function(card)\r\n        local xmult_total = card.ability.extra.Xmult + (card.ability.extra.hands_played * card.ability.extra.Xmult_mod)\r\n        card.joker_display_values.x_mult = xmult_total            \r\n    end\r\n}\r\n\r\njd_def[\"j_poke_magnemite\"] = {\r\ntext = {\r\n    {\r\n        border_nodes = {\r\n            { text = \"X\" },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" },\r\n        },\r\n    },\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local playing_hand = next(G.play.cards)\r\n    local hand = next(G.play.cards) and G.play.cards or G.hand.highlighted\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand(hand)\r\n    if text ~= \"Unknown\" then\r\n        for _, scoring_card in pairs(scoring_hand) do --Polychrome cards scored\r\n            if scoring_card.ability.effect and scoring_card.ability.effect == \"Steel Card\" then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.x_mult = math.max(card.ability.extra.Xmult_multi^count,1)\r\nend\r\n}\r\n\r\njd_def[\"j_poke_magneton\"] = {\r\ntext = {\r\n    {\r\n        border_nodes = {\r\n            { text = \"X\" },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" },\r\n        },\r\n    },\r\n},\r\ncalc_function = function(card)\r\n    local adjacent = 0\r\n    local pos = 0\r\n    if G.STAGE == G.STAGES.RUN then\r\n      local adjacent_jokers = poke_get_adjacent_jokers(card)\r\n      for i = 1, #adjacent_jokers do\r\n        if is_type(adjacent_jokers[i], \"Metal\") then adjacent = adjacent + 1 end\r\n      end\r\n    end\r\n    local count = 0\r\n    local playing_hand = next(G.play.cards)\r\n    local hand = next(G.play.cards) and G.play.cards or G.hand.highlighted\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand(hand)\r\n    if text ~= \"Unknown\" then\r\n        for _, scoring_card in pairs(scoring_hand) do \r\n            if scoring_card.ability.effect and scoring_card.ability.effect == \"Steel Card\" then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.x_mult = math.max((card.ability.extra.Xmult_multi+adjacent*card.ability.extra.Xmult_multi2)^count,1)\r\nend\r\n}\r\n\r\n-- Farfetch'd\r\n\r\njd_def[\"j_poke_doduo\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n  },\r\n  calc_function = function(card)\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local face_count = 0\r\n    local triggers = 0\r\n    local face_cards = {}\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:is_face() then\r\n          table.insert(face_cards, scoring_card)\r\n          face_count = face_count + 1\r\n          triggers = triggers + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n          if face_count >= 2 then\r\n            break\r\n          end\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = card.ability.extra.mult * triggers\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_dodrio\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n  },\r\n  calc_function = function(card)\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local face_count = 0\r\n    local triggers = 0\r\n    local face_cards = {}\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:is_face() then\r\n          table.insert(face_cards, scoring_card)\r\n          face_count = face_count + 1\r\n          triggers = triggers + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n          if face_count >= 3 then\r\n            break\r\n          end\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = card.ability.extra.mult * triggers\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_seel\"] = {\r\n    text = {\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY}\r\n    },\r\n    extra = {\r\n        {\r\n            { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n            { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local status = \"Not Active!\"\r\n        if G.GAME.current_round.hands_played == 0 then status = \"Active!\" end\r\n        card.joker_display_values.status = status\r\n        local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'seel')\r\n        card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_dewgong\"] = {\r\n    text = {\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY}\r\n    },\r\n    calc_function = function(card)\r\n        local status = \"Not Active!\"\r\n        if G.GAME.current_round.hands_played == 0 then status = \"Active!\" end\r\n        card.joker_display_values.status = status\r\n    end\r\n}\r\n\r\n\r\njd_def[\"j_poke_grimer\"] = {\r\n    text = {\r\n        {text = \"+\", colour = G.C.MULT},\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT}\r\n    },\r\n    calc_function = function(card)\r\n        local mult = 0\r\n        if #G.playing_cards > G.GAME.starting_deck_size then \r\n            mult = card.ability.extra.mult\r\n        end\r\n        card.joker_display_values.mult = mult\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_muk\"] = {\r\n    text = {\r\n        {text = \"+\", colour = G.C.MULT},\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT}\r\n    },\r\n    calc_function = function(card)\r\n        local mult = 0\r\n        mult = card.ability.extra.mult_mod * (#G.playing_cards - G.GAME.starting_deck_size)\r\n        card.joker_display_values.mult = mult\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_shellder\"] = {\r\n    text = {\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY}\r\n    },\r\n    extra = {\r\n        {\r\n            { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n            { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n        },\r\n    },\r\ncalc_function = function(card)\r\n    local status\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if scoring_hand and #scoring_hand > 0 and #scoring_hand == 5 then\r\n        status = \"Active!\"\r\n    else\r\n        status = \"Not Active!\"\r\n    end\r\n        card.joker_display_values.status = status\r\n        local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'shellder')\r\n        card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\nend,\r\nretrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n  if held_in_hand then return 0 end\r\n  if joker_card.ability.extra.num >= joker_card.ability.extra.dem then\r\n    if scoring_hand and #scoring_hand > 0 and #scoring_hand == 5 then\r\n      return (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n    end\r\n  end\r\nend\r\n}\r\n\r\njd_def[\"j_poke_cloyster\"] = {\r\n  text = {\r\n    {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY}\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n      local status\r\n      local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n      if scoring_hand and #scoring_hand > 0 and #scoring_hand == 5 then\r\n        status = \"Active!\"\r\n      else\r\n        status = \"Not Active!\"\r\n      end\r\n        card.joker_display_values.status = status\r\n        local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'cloyster')\r\n        card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n  end,\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    if joker_card.ability.extra.num >= joker_card.ability.extra.dem then\r\n      if scoring_hand and #scoring_hand > 0 and #scoring_hand == 5 then\r\n        return (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n      end\r\n    end\r\n  end\r\n  }\r\n\r\n-- Gastly\r\njd_def[\"j_poke_gastly\"] = {\r\n\textra = {\r\n\t\t{\r\n\t\t\t{ text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n\t\t\t{ ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n\t\t\t{ text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n\t\t},\r\n\t},\r\n\tcalc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'gastly')\r\n\t\tcard.joker_display_values.odds = localize({\r\n\t\t\ttype = \"variable\",\r\n\t\t\tkey = \"jdis_odds\",\r\n\t\t\tvars = { num, dem },\r\n\t\t})\r\n\tend,\r\n}\r\n\r\n-- Haunter\r\njd_def[\"j_poke_haunter\"] = {\r\n\textra = {\r\n\t\t{\r\n\t\t\t{ text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n\t\t\t{ ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n\t\t\t{ text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n\t\t},\r\n\t},\r\n\tcalc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'haunter')\r\n\t\tcard.joker_display_values.odds = localize({\r\n\t\t\ttype = \"variable\",\r\n\t\t\tkey = \"jdis_odds\",\r\n\t\t\tvars = { num, dem },\r\n\t\t})\r\n\tend,\r\n}\r\n\r\n-- Gengar \r\n-- Mega Gengar \r\n\r\njd_def[\"j_poke_onix\"] = {\r\n    text = {\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY}\r\n    },\r\n    calc_function = function(card)\r\n        local status = \"Not Active!\"\r\n        if G.GAME.current_round.hands_played == 0 then status = \"Active!\" end\r\n        card.joker_display_values.status = status\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_drowzee\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local planets_used = card.ability.extra.planets_used\r\n        local Xmult = card.ability.extra.Xmult_mod\r\n\r\n        card.joker_display_values.x_mult = 1 + (planets_used * Xmult)\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_hypno\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local planets_used = card.ability.extra.planets_used\r\n        local Xmult = card.ability.extra.Xmult_mod\r\n\r\n        card.joker_display_values.x_mult = 1 + (planets_used * Xmult)\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_krabby\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS}\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local chips = card.ability.extra.chips\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:is_face() then\r\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.chips = count * chips\r\n    card.joker_display_values.localized_text = localize(\"k_face_cards\")\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_kingler\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS}\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local chips = card.ability.extra.chips\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:is_face() then\r\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.chips = count * chips\r\n    card.joker_display_values.localized_text = localize(\"k_face_cards\")\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_voltorb\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        local pos = 0\r\n\r\n        -- Check if `G.jokers.cards` exists and has more than one card\r\n        if G.jokers and G.jokers.cards and #G.jokers.cards > 1 then\r\n            -- Find the position of the card\r\n            for i = 1, #G.jokers.cards do\r\n                if G.jokers.cards[i] == card then\r\n                    pos = i\r\n                    break\r\n                end\r\n            end\r\n    \r\n            -- Count the cards matching the specific conditions after `pos`\r\n            for i = pos + 1, #G.jokers.cards do\r\n                local joker_card = G.jokers.cards[i]\r\n                if joker_card and joker_card.config and joker_card.config.center and\r\n                   joker_card.config.center.volatile and\r\n                   joker_card.config.center.config and joker_card.config.center.config.extra and\r\n                   joker_card.config.center.config.extra.volatile == 'right' then\r\n                    count = count + 1\r\n                end\r\n            end\r\n    \r\n            -- Set `x_mult` based on the condition\r\n            if count + pos == #G.jokers.cards then\r\n                card.joker_display_values.x_mult = card.ability.extra.Xmult or 1\r\n            else\r\n                card.joker_display_values.x_mult = 1\r\n            end\r\n        else\r\n            -- Handle cases where there are not enough jokers\r\n            card.joker_display_values.x_mult = card.ability.extra.Xmult\r\n        end\r\n    \r\n        -- Update `joker_display_values` with count and pos\r\n        card.joker_display_values.count = count\r\n        card.joker_display_values.pos = pos\r\n    end\r\n    \r\n}\r\n\r\njd_def[\"j_poke_electrode\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n        { text = \" \"},\r\n        { text = \"+$\", colour = G.C.GOLD},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD  },\r\n        },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        local pos = 0\r\n\r\n        -- Check if `G.jokers.cards` exists and has more than one card\r\n        if G.jokers and G.jokers.cards and #G.jokers.cards > 1 then\r\n            -- Find the position of the card\r\n            for i = 1, #G.jokers.cards do\r\n                if G.jokers.cards[i] == card then\r\n                    pos = i\r\n                    break\r\n                end\r\n            end\r\n    \r\n            -- Count the cards matching the specific conditions after `pos`\r\n            for i = pos + 1, #G.jokers.cards do\r\n                local joker_card = G.jokers.cards[i]\r\n                if joker_card and joker_card.config and joker_card.config.center and\r\n                   joker_card.config.center.volatile and\r\n                   joker_card.config.center.config and joker_card.config.center.config.extra and\r\n                   joker_card.config.center.config.extra.volatile == 'right' then\r\n                    count = count + 1\r\n                end\r\n            end\r\n    \r\n            -- Set `x_mult` based on the condition\r\n            if count + pos == #G.jokers.cards then\r\n                card.joker_display_values.x_mult = card.ability.extra.Xmult or 1\r\n                card.joker_display_values.money = card.ability.extra.money or 0\r\n            else\r\n                card.joker_display_values.x_mult = 1\r\n                card.joker_display_values.money = 0\r\n            end\r\n        else\r\n            -- Handle cases where there are not enough jokers\r\n            card.joker_display_values.x_mult = card.ability.extra.Xmult\r\n            card.joker_display_values.money = card.ability.extra.money\r\n        end\r\n    \r\n        -- Update `joker_display_values` with count and pos\r\n        card.joker_display_values.count = count\r\n        card.joker_display_values.pos = pos\r\n    end\r\n    \r\n}\r\n\r\njd_def[\"j_poke_exeggcute\"] = {\r\n  text = {\r\n    { text = \"Min: \", colour = G.C.GREY },\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT },\r\n    { text = \" Max: \", colour = G.C.GREY },\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult2\", colour = G.C.MULT }\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = lighten(G.C.SUITS[\"Hearts\"], 0.35) },\r\n    { text = \")\" }\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    if G.play then\r\n      local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n      if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n          if scoring_card:is_suit(\"Hearts\") then\r\n            count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n          end\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = count * card.ability.extra.mult\r\n    card.joker_display_values.mult2 = count * card.ability.extra.mult2\r\n    card.joker_display_values.localized_text = localize(\"Hearts\", 'suits_plural')\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'exeggcute')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_exeggutor\"] = {\r\n    text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\" },\r\n        { text = \"x\",                              scale = 0.35 },\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_multi\" }\r\n            }\r\n        }\r\n    },\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = lighten(G.C.SUITS[\"Hearts\"], 0.35) },\r\n        { text = \")\" }\r\n    },\r\n    extra = {\r\n        {\r\n            { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n            { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n        },\r\n        {\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\",  colour = G.C.WHITE },\r\n            { text = \"x\",  colour = G.C.WHITE },\r\n            { text = \"+\",  colour = G.C.MULT},\r\n    \r\n            {ref_table = \"card.ability.extra\", ref_value = \"mult_mod\", colour = G.C.MULT},\r\n        }\r\n\r\n    },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        if G.play then\r\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(\"Hearts\") then\r\n                        count = count +\r\n                            JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            count = 3\r\n        end\r\n        card.joker_display_values.count = count\r\n        local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'exeggutor')\r\n        card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n        card.joker_display_values.localized_text = localize(\"Hearts\", 'suits_plural')\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_cubone\"] = {\r\n    text = {\r\n        { text = \"+\",colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\",colour = G.C.MULT }\r\n    },\r\n    calc_function = function(card)\r\n        local mult = 0\r\n        local consumables = #poke_get_consumeables() + #SMODS.find_card('c_poke_thickclub')\r\n        mult = card.ability.extra.mult * consumables\r\n        card.joker_display_values.mult = mult\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_marowak\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        local Xmult = 1\r\n        local consumables = #poke_get_consumeables() + #SMODS.find_card('c_poke_thickclub')\r\n        Xmult = Xmult + (card.ability.extra.Xmult_mod*consumables)\r\n        card.joker_display_values.x_mult = Xmult\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_hitmonlee\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        card.joker_display_values.x_mult = 1 + (math.max(0,\r\n            card.ability.extra.Xmult_mod * (G.playing_cards and (G.GAME.starting_deck_size - #G.playing_cards) or 0)))\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_hitmonchan\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        local xmult = 0\r\n        xmult = 1 + (card.ability.extra.Xmult_mod * math.max((#G.playing_cards - G.GAME.starting_deck_size), 0))\r\n        card.joker_display_values.x_mult = xmult\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_hitmonchan\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        local xmult = 0\r\n        xmult = 1 + (card.ability.extra.Xmult_mod * math.max((#G.playing_cards - G.GAME.starting_deck_size), 0))\r\n        card.joker_display_values.x_mult = xmult\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_lickitung\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        local xmult1 = card.ability.extra.Xmult_multi\r\n        local xmult2 = 1\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        local jacks = {}\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card:get_id() == 11 then\r\n                    table.insert(jacks, scoring_card)\r\n                end\r\n            end\r\n        end\r\n    \r\n        -- Calculate multipliers based on jack count and triggers\r\n        local x_mult_total = 1\r\n        for i, jack in ipairs(jacks) do\r\n            local multiplier = (i <= 2) and xmult1 or xmult2\r\n            local triggers = JokerDisplay.calculate_card_triggers(jack, scoring_hand) or 0\r\n            x_mult_total = x_mult_total * (multiplier ^ triggers)\r\n        end\r\n    \r\n        -- Assign the calculated x_mult value\r\n        card.joker_display_values.x_mult = math.max(x_mult_total, 1)\r\n    end\r\n}\r\n\r\n-- Koffing\r\njd_def[\"j_poke_koffing\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local pos = 0\r\n    -- Check if `G.jokers.cards` exists and has more than one card\r\n    if G.jokers and G.jokers.cards and #G.jokers.cards > 1 then\r\n      -- Find the position of the card\r\n      for i = 1, #G.jokers.cards do\r\n        if G.jokers.cards[i] == card then\r\n          pos = i\r\n          break\r\n        end\r\n      end\r\n      -- Count the cards matching the specific conditions before `pos`\r\n      for i = 1, pos - 1 do\r\n        local joker_card = G.jokers.cards[i]\r\n        if joker_card and joker_card.config and joker_card.config.center and\r\n          joker_card.config.center.volatile and\r\n          joker_card.config.center.config and joker_card.config.center.config.extra and\r\n          joker_card.config.center.config.extra.volatile == 'left' then\r\n          count = count + 1\r\n        end\r\n      end\r\n      -- Set `x_mult` based on the condition\r\n      if count == pos - 1 then\r\n        card.joker_display_values.mult = card.ability.extra.mult or 1\r\n      else\r\n        card.joker_display_values.mult = 0\r\n      end\r\n    else\r\n      -- Handle cases where there are not enough jokers\r\n      card.joker_display_values.mult = card.ability.extra.mult\r\n    end\r\n    -- Update `joker_display_values` with count and pos\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.pos = pos\r\n  end\r\n}\r\n\r\n-- Weezing\r\njd_def[\"j_poke_weezing\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local pos = 0\r\n    -- Check if `G.jokers.cards` exists and has more than one card\r\n    if G.jokers and G.jokers.cards and #G.jokers.cards > 1 then\r\n      -- Find the position of the card\r\n      for i = 1, #G.jokers.cards do\r\n        if G.jokers.cards[i] == card then\r\n          pos = i\r\n          break\r\n        end\r\n      end\r\n      -- Count the cards matching the specific conditions before `pos`\r\n      for i = 1, pos - 1 do\r\n        local joker_card = G.jokers.cards[i]\r\n        if joker_card and joker_card.config and joker_card.config.center and\r\n          joker_card.config.center.volatile and\r\n          joker_card.config.center.config and joker_card.config.center.config.extra and\r\n          joker_card.config.center.config.extra.volatile == 'left' then\r\n          count = count + 1\r\n        end\r\n      end\r\n      -- Set `x_mult` based on the condition\r\n      if count == pos - 1 then\r\n        card.joker_display_values.mult = card.ability.extra.mult or 1\r\n      else\r\n        card.joker_display_values.mult = 0\r\n      end\r\n    else\r\n      -- Handle cases where there are not enough jokers\r\n      card.joker_display_values.mult = card.ability.extra.mult\r\n    end\r\n    -- Update `joker_display_values` with count and pos\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.pos = pos\r\n  end\r\n}\r\n\r\n-- Rhydon\r\njd_def[\"j_poke_rhydon\"] = {\r\nretrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n\r\n    -- Find the first Stone Card in the scoring hand\r\n    local first_stone_card = nil\r\n    for _, card in pairs(scoring_hand) do\r\n        if card.ability.effect and card.ability.effect == \"Stone Card\" then\r\n            first_stone_card = card\r\n            break\r\n        end\r\n    end\r\n\r\n    -- Check if the current playing card is the first Stone Card\r\n    if first_stone_card and playing_card == first_stone_card then\r\n        return joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)\r\n    end\r\n\r\n    return 0\r\nend\r\n}\r\n\r\n\r\njd_def[\"j_poke_chansey\"] = {\r\n    text = {\r\n        {text = \"[\", colour = G.C.GREY},\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"count\", colour = G.C.GREY},\r\n        {text = \"/\", colour = G.C.GREY},\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"limit\", colour = G.C.ORANGE},\r\n        {text = \"]\", colour = G.C.GREY},\r\n    },\r\n    calc_function = function(card)\r\n        local count = card.ability.extra.triggers\r\n        local limit = card.ability.extra.limit\r\n        card.joker_display_values.count = count\r\n        card.joker_display_values.limit = limit\r\n    end\r\n}\r\n\r\n-- Tangela\r\njd_def[\"j_poke_tangela\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS  },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS},\r\n        {text = \" +\", colour = G.C.MULT},\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"mult\", colour = G.C.MULT,   },\r\n \r\n        {text = \" +$\", colour = G.C.GOLD},\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"money\", colour = G.C.GOLD,   },\r\n    }, \r\n    calc_function = function(card)\r\n        local count = 0\r\n        local playing_hand = next(G.play.cards)\r\n        local chance = math.min((card.ability.extra.num / card.ability.extra.dem),1)\r\n        local hand = next(G.play.cards) and G.play.cards or G.hand.highlighted\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand(hand)\r\n        if text ~= \"Unknown\" then\r\n            for _, scoring_card in pairs(scoring_hand) do --Polychrome cards scored\r\n                if scoring_card.ability.effect and scoring_card.ability.effect == \"Wild Card\" then\r\n                    count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.chips = card.ability.extra.chips * count * chance\r\n        card.joker_display_values.mult = card.ability.extra.mult * count * chance\r\n        card.joker_display_values.money = card.ability.extra.money_mod * count * chance\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_mega_kangaskhan\"] = {\r\n    retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n        if held_in_hand then\r\n            return 0\r\n        end\r\n        return (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n    end,\r\n}\r\n\r\njd_def[\"j_poke_horsea\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_seadra\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_goldeen\"] = {\r\nretrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    return held_in_hand and playing_card.ability.effect == \"Gold Card\" and (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\nend\r\n}\r\n\r\njd_def[\"j_poke_seaking\"] = {\r\n    retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n        return held_in_hand and playing_card.ability.effect == \"Gold Card\" and (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_staryu\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT },\r\n    { text = \" +$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD},\r\n  },\r\n  reminder_text = {\r\n      { text = \"(\" },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = lighten(G.C.SUITS[\"Diamonds\"], 0.35) },\r\n      { text = \")\" }\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    if G.play then\r\n      local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n      if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n          if scoring_card:is_suit(\"Diamonds\") then\r\n              count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n          end\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = count * card.ability.extra.mult\r\n    card.joker_display_values.money = count * card.ability.extra.money_mod\r\n    card.joker_display_values.localized_text = localize(\"Diamonds\", 'suits_plural')\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_starmie\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT},\r\n        { text = \" +$\",                              colour = G.C.GOLD },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD},\r\n    },\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = lighten(G.C.SUITS[\"Diamonds\"], 0.35) },\r\n        { text = \")\" }\r\n    },\r\n\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        if G.play then\r\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(\"Diamonds\") then\r\n                        count = count +\r\n                            JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            count = 3\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult\r\n        card.joker_display_values.money = count * card.ability.extra.money_mod\r\n        card.joker_display_values.localized_text = localize(\"Diamonds\", 'suits_plural')\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_mrmime\"] = {\r\n    retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n        if not held_in_hand then return 0 end\r\n\r\n        -- Identify the leftmost card held in hand\r\n        local leftmost_card = nil\r\n        for _, card in ipairs(G.hand.cards or {}) do\r\n            leftmost_card = card\r\n            break -- Stop after finding the first (leftmost) card\r\n        end\r\n\r\n        -- Check if the playing card is the leftmost card\r\n        if playing_card == leftmost_card then\r\n            return held_in_hand and (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n        end\r\n\r\n        return 0\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_scyther\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n    },\r\n}\r\n-- Electabuzz\r\njd_def[\"j_poke_electabuzz\"] = {\r\n    text = {\r\n        { text = \"+$\" ,\r\n        colour = G.C.GOLD},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"money\", retrigger_type = \"mult\", \r\n        colour = G.C.GOLD},\r\n    },\r\ncalc_function = function(card)\r\n    card.joker_display_values.money =  math.min(card.ability.extra.max, math.ceil(card.sell_cost * card.ability.extra.percent/100))\r\nend\r\n}\r\n\r\njd_def[\"j_poke_magmar\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n    },\r\n}\r\n\r\n-- Pinsir\r\njd_def[\"j_poke_pinsir\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local samerank = false\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        local found_ranks = {}\r\n        for _,played_card in pairs(scoring_hand) do\r\n            found_ranks[played_card:get_id()] = true\r\n        end\r\n        for _,hand_card in pairs(G.hand.cards) do\r\n            if not hand_card.highlighted and found_ranks[hand_card:get_id()] then\r\n                samerank = true\r\n            end\r\n        end\r\n        if samerank == true then \r\n            card.joker_display_values.Xmult = card.ability.extra.Xmult\r\n        else \r\n            card.joker_display_values.Xmult = 1\r\n        end\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_mega_pinsir\"] = {\r\ntext = {\r\n    {\r\n        border_nodes = {\r\n            { text = \"X\" },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" },\r\n        },\r\n    },\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local playing_hand = next(G.play.cards)\r\n    local hand = next(G.play.cards) and G.play.cards or G.hand.highlighted\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand(hand)\r\n    if text ~= \"Unknown\" then\r\n        for _, scoring_card in pairs(scoring_hand) do --Polychrome cards scored\r\n            if scoring_card.config.center == G.P_CENTERS.c_base then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.x_mult = math.max(card.ability.extra.Xmult_multi^count,1)\r\nend\r\n}\r\n\r\njd_def[\"j_poke_tauros\"] = {\r\n  text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", colour = G.C.ORANGE },\r\n    { text = \"x\" },\r\n    { text = \"Herd\", colour = G.C.ORANGE , scale = 0.3},\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    if G.jokers then\r\n        for _, joker_card in ipairs(G.jokers.cards) do\r\n            if joker_card.config.center.name and joker_card.config.center.name == \"tauros\" or joker_card.config.center.name == \"taurosh\" or joker_card.config.center.name == \"miltank\" then\r\n                count = count + 1\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.localized_basic = localize({type = \"name_text\", set = \"Joker\", key = \"j_poke_tauros\"})\r\n    card.joker_display_values.localized_baby = localize({type = \"name_text\", set = \"Joker\", key = \"j_poke_taurosh\"})\r\n  end,\r\n  mod_function = function(card, mod_joker)\r\n    return { x_mult = ((card.config.center.name and card.config.center.name == \"tauros\" or card.config.center.name == \"taurosh\" or card.config.center.name == \"miltank\") and mod_joker.ability.extra.Xmult_multi ^ JokerDisplay.calculate_joker_triggers(mod_joker) or nil) }\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_taurosh\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\",\r\n        colour = G.C.MULT},\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_magikarp\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.CHIPS},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\", \r\n        colour = G.C.CHIPS},\r\n    },\r\nscoring_function = function(playing_card, scoring_hand, joker_card)\r\n    return true\r\nend\r\n}\r\n\r\njd_def[\"j_poke_gyarados\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_mega_gyarados\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_lapras\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.CHIPS},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\", \r\n        colour = G.C.CHIPS},\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_eevee\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    if G.GAME.current_round.hands_played == 0 then\r\n      card.joker_display_values.Xmult = card.ability.extra.Xmult\r\n    else\r\n      card.joker_display_values.Xmult = 1\r\n    end\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_vaporeon\"] = {\r\n}\r\n\r\njd_def[\"j_poke_jolteon\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\r\n  },\r\n  calc_function = function(card)\r\n    local money = 0\r\n    local hand = G.hand.highlighted\r\n    for _, playing_card in pairs(hand) do\r\n      if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and playing_card.ability.effect and playing_card.ability.effect == \"Gold Card\" then\r\n        money = money + card.ability.extra.money\r\n      end\r\n    end\r\n    card.joker_display_values.money = G.GAME.current_round.discards_left > 0 and money or 0\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_flareon\"] = {\r\n  text = {\r\n      {\r\n          border_nodes = {\r\n              { text = \"X\" },\r\n              { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n          }\r\n      }\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local cards_in_hand = {}\r\n    for i, playing_card in ipairs(G.hand.cards) do\r\n      if not playing_card.highlighted then\r\n        table.insert(cards_in_hand, playing_card)\r\n      end\r\n    end\r\n    for _, playing_card in ipairs(cards_in_hand) do\r\n      if SMODS.has_enhancement(playing_card, 'm_mult') and not (playing_card.facing == 'back') and not playing_card.debuff then\r\n        count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n        break\r\n      end\r\n    end\r\n    card.joker_display_values.x_mult = card.ability.extra.Xmult_multi ^ count\r\nend\r\n}\r\n\r\njd_def[\"j_poke_omanyte\"] = {\r\n    text = {\r\n\r\n        { text = \"+$\",                              colour = G.C.GOLD , },\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"money\", colour = G.C.GOLD,   }\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 3 then \r\n                count = count + 1\r\n            end\r\n        end\r\n    end\r\n    if count >= 2 then\r\n        card.joker_display_values.money = card.ability.extra.money\r\n    else\r\n        card.joker_display_values.money = 0\r\n    end\r\n    card.joker_display_values.localized_text = \"(\"..\"3\"..\")\"\r\nend\r\n}\r\n\r\njd_def[\"j_poke_omastar\"] = {\r\n    text = {\r\n\r\n        { text = \"+$\",                              colour = G.C.GOLD , },\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"money\", colour = G.C.GOLD,   }\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 3 then \r\n                count = count + 1\r\n            end\r\n        end\r\n    end\r\n    if count >= 2 then\r\n        card.joker_display_values.money = card.ability.extra.money\r\n    else\r\n        card.joker_display_values.money = 0\r\n    end\r\n    card.joker_display_values.localized_text = \"(\"..\"3\"..\")\"\r\nend\r\n}\r\n\r\n-- Kabuto\r\njd_def[\"j_poke_kabuto\"] = {\r\n    text = {\r\n\r\n        { text = \"+\",                              colour = G.C.CHIPS , },\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"chips\", colour = G.C.CHIPS,   }\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 2 then \r\n                count = count + 1\r\n            end\r\n        end\r\n    end\r\n    if count >= 1 and count < 3 then\r\n        card.joker_display_values.chips = card.ability.extra.chips1\r\n    elseif count >= 3 then\r\n        card.joker_display_values.chips = card.ability.extra.chips1 + card.ability.extra.chips3\r\n    else\r\n        card.joker_display_values.chips = 0\r\n    end\r\n    card.joker_display_values.localized_text = \"(\"..\"2\"..\")\"\r\nend\r\n}\r\n\r\n-- Kabutops\r\njd_def[\"j_poke_kabutops\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS }\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:get_id() == 2 then\r\n          count = count + 1\r\n        end\r\n      end\r\n    end\r\n    if count >= 1 and count < 3 then\r\n      card.joker_display_values.chips = card.ability.extra.chips1\r\n    elseif count >= 3 then\r\n      card.joker_display_values.chips = card.ability.extra.chips1 + card.ability.extra.chips3\r\n    else\r\n      card.joker_display_values.chips = 0\r\n    end\r\n    card.joker_display_values.localized_text = \"(\"..\"2\"..\")\"\r\n  end,\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    -- Count the number of 2's in the scoring hand\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:get_id() == 2 then\r\n          count = count + 1\r\n        end\r\n      end\r\n    end\r\n    -- Only proceed if at least 4 2's have been played\r\n    if count >= 4 then\r\n      return (playing_card:get_id() == 2) and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)\r\n    else\r\n      return 0\r\n    end\r\n  end\r\n}\r\n\r\n-- Aerodactyl\r\njd_def[\"j_poke_aerodactyl\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 14 then \r\n                count = count + 1\r\n            end\r\n        end\r\n    end\r\n    if count >= 4 then\r\n      card.joker_display_values.Xmult = (card.ability.extra.Xmult1 + card.ability.extra.Xmult_mod) * 2\r\n    elseif count < 4 and count >= 2 then\r\n      card.joker_display_values.Xmult = (card.ability.extra.Xmult1 + card.ability.extra.Xmult_mod)\r\n    elseif count == 1 then \r\n      card.joker_display_values.Xmult = card.ability.extra.Xmult1\r\n    else\r\n      card.joker_display_values.Xmult = 1\r\n    end\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"Ace\", \"ranks\")..\")\"\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_mega_aerodactyl\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\", colour = G.C.WHITE  },\r\n                {ref_table = \"card.joker_display_values\", ref_value = \"Xmult\"}\r\n            },\r\n        },\r\n},  \r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n    },\r\n    calc_function = function(card)\r\n    local count = 0\r\n    local triggers = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 14 then \r\n                triggers = triggers + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                count = count + 1\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.Xmult = math.max((card.ability.extra.Xmult_multi*count)^triggers, 1)\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"Ace\", \"ranks\")..\")\"\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_snorlax\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_zapdos\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        card.joker_display_values.Xmult = 1 + card.ability.extra.Xmult*math.floor((G.GAME.dollars + (G.GAME.dollar_buffer or 0))/card.ability.extra.money_threshold)\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_moltres\"] = {\r\n  text = {\r\n    { ref_table =\"card.joker_display_values\", ref_value = \"active\", colour = G.C.GREY }\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.active = (G.GAME and G.GAME.current_round.discards_used <= 0 and G.GAME.current_round.discards_left > 0 and localize(\"jdis_active\") or localize(\"jdis_inactive\"))\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_dratini\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_dragonair\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n    },\r\n}\r\n\r\njd_def[\"j_poke_dragonite\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n    },\r\n    retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        if held_in_hand then return 0 end\r\n        if #scoring_hand == 1 and #JokerDisplay.current_hand == 1 then\r\n            return joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)\r\n        end\r\n    end\r\n\r\n}\r\n\r\njd_def[\"j_poke_mewtwo\"] = {\r\ntext = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\",          colour = G.C.ORANGE },\r\n    { text = \"x\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.DARK_EDITION },\r\n    { text = \")\" },\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    if G.jokers then\r\n        for _, joker_card in ipairs(G.jokers.cards) do\r\n            if joker_card.edition and joker_card.edition.polychrome then\r\n                count = count + 1\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.localized_text = localize({ type = \"name_text\", set = \"Edition\", key = \"e_polychrome\" })\r\nend,\r\nmod_function = function(card, mod_joker) --Polychrome Jokers\r\n\t\t\treturn {\r\n\t\t\t\tx_mult = (card ~= mod_joker and card.edition and card.edition.polychrome == true)\r\n\t\t\t\t\t\tand mod_joker.ability.extra.Xmult_multi ^ JokerDisplay.calculate_joker_triggers(mod_joker)\r\n\t\t\t\t\tor nil,\r\n\t\t\t}\r\n\t\tend,\r\n}\r\n\r\n-- Mega Mewtwo X\r\njd_def[\"j_poke_mega_mewtwo_x\"] = {\r\n    calc_function = function(card)\r\n        local count = 0\r\n        if G.jokers then\r\n            for _, joker_card in ipairs(G.jokers.cards) do\r\n                    count = count + 1\r\n                \r\n            end\r\n        end\r\n    end,\r\n    mod_function = function(card, mod_joker)\r\n        return { x_mult =  mod_joker.ability.extra.Xmult_multi ^ JokerDisplay.calculate_joker_triggers(mod_joker) or nil}\r\n    end\r\n}\r\n-- Mega Mewtwo Y\r\n"
  },
  {
    "path": "jokerdisplay/definitions2.lua",
    "content": "\r\nlocal jd_def = JokerDisplay.Definitions\r\n\r\n\r\n--\tChikorita\r\njd_def[\"j_poke_chikorita\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD }\r\n  },\r\n  reminder_text = {\r\n    {text = \"End of Round\"}\r\n  },\r\n  calc_function = function(card)\r\n    -- beyond_start is a hard coded number and if changed will need to be updated here.\r\n    local beyond_start = 4\r\n    local count = 0\r\n    local cards_in_hand = {}\r\n    for i, playing_card in ipairs(G.hand.cards) do\r\n      if not playing_card.highlighted then\r\n        table.insert(cards_in_hand, playing_card)\r\n      end\r\n    end\r\n    for k, playing_card in ipairs(cards_in_hand) do\r\n      if k > beyond_start and not playing_card.debuff and not (playing_card.facing == 'back') then\r\n        count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n      end\r\n    end\r\n    card.joker_display_values.money = card.ability.extra.money * count\r\n  end\r\n}\r\n\r\n--\tBayleef\r\njd_def[\"j_poke_bayleef\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD }\r\n  },\r\n  reminder_text = {\r\n    {text = \"End of Round\"}\r\n  },\r\n  calc_function = function(card)\r\n    -- beyond_start is a hard coded number and if changed will need to be updated here.\r\n    local beyond_start = 2\r\n    local count = 0\r\n    local cards_in_hand = {}\r\n    for i, playing_card in ipairs(G.hand.cards) do\r\n      if not playing_card.highlighted then\r\n        table.insert(cards_in_hand, playing_card)\r\n      end\r\n    end\r\n    for k, playing_card in ipairs(cards_in_hand) do\r\n      if k > beyond_start and not playing_card.debuff and not (playing_card.facing == 'back') then\r\n        count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n      end\r\n    end\r\n    card.joker_display_values.money = card.ability.extra.money * count\r\n  end\r\n}\r\n\r\n--\tMeganium\r\njd_def[\"j_poke_meganium\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD }\r\n  },\r\n  reminder_text = {\r\n    {text = \"End of Round\"}\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    for i, playing_card in ipairs(G.hand.cards) do\r\n      if not (playing_card.facing == 'back') and not playing_card.debuff and not playing_card.highlighted then\r\n        count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n      end\r\n    end\r\n    card.joker_display_values.money = card.ability.extra.money * count\r\n  end\r\n}\r\n\r\n--\tCyndaquil\r\njd_def[\"j_poke_cyndaquil\"] = { \r\ntext = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n},\r\ntext_config = { colour = G.C.MULT },\r\ncalc_function = function(card)\r\ncard.joker_display_values.mult = card.ability.extra.mult * G.GAME.current_round.discards_left\r\nend\r\n}\r\n\r\n--\tQuilava\r\njd_def[\"j_poke_quilava\"] = { \r\ntext = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n},\r\ntext_config = { colour = G.C.MULT },\r\ncalc_function = function(card)\r\ncard.joker_display_values.mult = card.ability.extra.mult * G.GAME.current_round.discards_left\r\nend\r\n}\r\n\r\n--\tTyphlosion\r\njd_def[\"j_poke_typhlosion\"] = { \r\n    text = {\r\n        { text = \"+\", colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n        {text = \" \"},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\r\n            },\r\n            border_colour = G.C.MULT\r\n        }\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n    card.joker_display_values.mult = card.ability.extra.mult * G.GAME.current_round.discards_left\r\n    card.joker_display_values.Xmult = 1 + (card.ability.extra.Xmult * G.GAME.current_round.discards_left)\r\n    end\r\n}\r\n\r\n--\tTotodile\r\njd_def[\"j_poke_totodile\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\n--\tCroconaw\r\njd_def[\"j_poke_croconaw\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\n--\tFeraligatr\r\njd_def[\"j_poke_feraligatr\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\n--\tSentret\r\njd_def[\"j_poke_sentret\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    reminder_text = {\r\n        {text = \"Last Played: \"},\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"hand\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n    calc_function = function(card)\r\n      card.joker_display_values.hand = G.GAME.last_hand_played and localize(G.GAME.last_hand_played, 'poker_hands') or localize(\"poke_none\")\r\n    end\r\n}\r\n\r\n--\tFurret\r\njd_def[\"j_poke_furret\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    reminder_text = {\r\n        {text = \"Last Played: \"},\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"hand\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n    calc_function = function(card)\r\n      card.joker_display_values.hand = G.GAME.last_hand_played and localize(G.GAME.last_hand_played, 'poker_hands') or localize(\"poke_none\")\r\n    end\r\n}\r\n\r\n--\tHoothoot\r\njd_def[\"j_poke_hoothoot\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.CHIPS },\r\ncalc_function = function(card)\r\n    local chips = 0\r\n    if G.scry_view then\r\n        for k, v in pairs(G.scry_view.cards) do\r\n            chips = chips + poke_total_chips(v) * (v:get_seal() == 'Red' and 2 or 1)\r\n        end\r\n        card.joker_display_values.chips = chips\r\n    else\r\n        card.joker_display_values.chips = 0\r\n    end\r\nend\r\n}\r\n\r\n--\tNoctowl\r\njd_def[\"j_poke_noctowl\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.CHIPS },\r\ncalc_function = function(card)\r\n    local chips = 0\r\n    if G.scry_view then\r\n        for k, v in pairs(G.scry_view.cards) do\r\n            chips = chips + poke_total_chips(v) * (v:get_seal() == 'Red' and 2 or 1)\r\n        end\r\n        card.joker_display_values.chips = chips\r\n    else\r\n        card.joker_display_values.chips = 0\r\n    end\r\nend\r\n}\r\n\r\n--\tLedyba\r\njd_def[\"j_poke_ledyba\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n    calc_function = function(card)\r\n    card.joker_display_values.mult = card.ability.extra.mult * math.floor(#G.deck.cards/5)\r\n    end\r\n\r\n}\r\n\r\n--\tLedian\r\njd_def[\"j_poke_ledian\"] = { \r\ntext = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n},\r\ntext_config = { colour = G.C.MULT },\r\ncalc_function = function(card)\r\ncard.joker_display_values.mult = card.ability.extra.mult * math.floor(#G.deck.cards/3)\r\nend\r\n\r\n}\r\n\r\n--\tSpinarak\r\njd_def[\"j_poke_spinarak\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\n--\tAriados\r\njd_def[\"j_poke_ariados\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\n--\tCrobat\r\njd_def[\"j_poke_crobat\"] = {\r\n    text = {\r\n        { text = \"+\",  colour = G.C.CHIPS },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\",  colour = G.C.CHIPS  },\r\n        {text = \" \"},\r\n        { text = \"+\",  colour = G.C.MULT },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\",  colour = G.C.MULT  },\r\n        {text = \" \"},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\", colour = G.C.WHITE  },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", colour = G.C.WHITE }\r\n            },\r\n        },\r\n\r\n        {text = \" \"},\r\n        { text = \"+$\",  colour = G.C.GOLD  },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"money\", retrigger_type = \"mult\",  colour = G.C.GOLD  }\r\n    },\r\n}\r\n\r\n--\tChinchou\r\njd_def[\"j_poke_chinchou\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n    { text = \" +$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.chips = 0\r\n    card.joker_display_values.money = 0\r\n    local text, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Pair'] and next(poker_hands['Pair']) then\r\n      card.joker_display_values.chips = card.ability.extra.chips\r\n      card.joker_display_values.money = card.ability.extra.money\r\n    end\r\n    card.joker_display_values.localized_text = localize('Pair', 'poker_hands')\r\n  end\r\n}\r\n\r\n--\tLanturn\r\njd_def[\"j_poke_lanturn\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n    { text = \" +$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.chips = 0\r\n    card.joker_display_values.money = 0\r\n    local water_count = #find_pokemon_type(\"Water\")\r\n    local lightning_count = #find_pokemon_type(\"Lightning\")\r\n    local text, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Pair'] and next(poker_hands['Pair']) then\r\n      card.joker_display_values.chips = card.ability.extra.chips + (card.ability.extra.chip_mod * water_count)\r\n      card.joker_display_values.money = card.ability.extra.money + (card.ability.extra.money_mod * lightning_count)\r\n    end\r\n    card.joker_display_values.localized_text = localize('Pair', 'poker_hands')\r\n  end\r\n}\r\n\r\n--\tPichu\r\njd_def[\"j_poke_pichu\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n    { text = \" +$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"money\", colour = G.C.GOLD },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"k_round\") .. \")\"\r\n  end\r\n}\r\n\r\n--\tCleffa\r\njd_def[\"j_poke_cleffa\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tIgglybuff\r\njd_def[\"j_poke_igglybuff\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tTogepi\r\njd_def[\"j_poke_togepi\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                {\r\n                    dynatext = {\r\n                        string = {\"X0.50\",\"X0.55\",\"X0.60\",\"X0.65\",\"X0.70\",\"X0.75\",\"X0.80\",\"X0.85\",\"X0.90\",\"X0.95\",\r\n                        \"X1.00\",\"X1.05\",\"X1.10\",\"X1.15\",\"X1.20\",\"X1.25\",\"X1.30\",\"X1.35\",\"X1.40\",\"X1.45\",\"X1.50\"\r\n                    },\r\n                        colours = { G.C.WHITE },\r\n                        pop_in_rate = 9999999,\r\n                        silent = true,\r\n                        random_element = true,\r\n                        pop_delay = 0.5,\r\n                        scale = 0.4,\r\n                        min_cycle_time = 0\r\n                    }\r\n                },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tTogetic\r\njd_def[\"j_poke_togetic\"] = {\r\n  text = {\r\n    { text = 'Max: ', colour = G.C.GREY },\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"exp\", colour = G.C.CHIPS },\r\n    { text = \" \" },\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult_multi\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= \"Unknown\" then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card.ability.effect and scoring_card.ability.effect == \"Lucky Card\" then\r\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.chips = card.ability.extra.chips * count\r\n    card.joker_display_values.Xmult_multi = card.ability.extra.Xmult_multi ^ count\r\n  end\r\n}\r\n\r\n--\tNatu\r\n--\tXatu\r\n--\tMareep\r\njd_def[\"j_poke_mareep\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tFlaaffy\r\njd_def[\"j_poke_flaaffy\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tAmpharos\r\njd_def[\"j_poke_ampharos\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tMega Ampharos\r\njd_def[\"j_poke_mega_ampharos\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tBellossom\r\njd_def[\"j_poke_bellossom\"] = {\r\n    text = {\r\n        { text = \"Max: \", colour = G.C.GREY, },\r\n        { text = \"+\",                              colour = G.C.MULT , },\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"upper\", colour = G.C.MULT,   }\r\n    },\r\n    extra = {\r\n        {        \r\n                { text = \"Min: \", colour = G.C.GREY, },\r\n                { text = \"+\",                              colour = G.C.MULT },\r\n                {ref_table = \"card.joker_display_values\",    ref_value = \"lower\", colour = G.C.MULT,   }\r\n        }\r\n            },  \r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local editioncount = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 3 or \r\n            scoring_card:get_id() == 5 or \r\n            scoring_card:get_id() == 7 or \r\n            scoring_card:get_id() == 9 or \r\n            scoring_card:get_id() == 14 then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if not (scoring_card.facing == 'back') and not scoring_card.debuff and scoring_card.edition then\r\n                editioncount = editioncount + JokerDisplay.calculate_card_triggers(scoring_card, nil, true)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.lower = editioncount * card.ability.extra.mult\r\n    card.joker_display_values.upper = count * card.ability.extra.mult\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"Ace\", \"ranks\") .. \",9,7,5,3)\"\r\nend\r\n}\r\n\r\n--\tMarill\r\njd_def[\"j_poke_marill\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n      local enhanced_found = false\r\n      local unenhanced_found = false\r\n      local xmult = 1\r\n      local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n      if text ~= \"Unknown\" then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n          if scoring_card.config.center == G.P_CENTERS.c_base and not scoring_card.debuff then\r\n            unenhanced_found = true\r\n          elseif not scoring_card.debuff then\r\n            enhanced_found = true\r\n          end\r\n        end\r\n      end\r\n      if (enhanced_found == true) and (unenhanced_found == true) then\r\n        card.joker_display_values.Xmult = card.ability.extra.Xmult\r\n      else\r\n        card.joker_display_values.Xmult = xmult\r\n      end\r\n    end\r\n}\r\n\r\n--\tAzumarill\r\njd_def[\"j_poke_azumarill\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n      local bonus_found = false\r\n      local nonbonus_found = false\r\n      local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n      if text ~= \"Unknown\" then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n          if scoring_card.ability.effect and scoring_card.ability.effect == \"Bonus Card\" and not scoring_card.debuff then\r\n            bonus_found = true\r\n          elseif not scoring_card.debuff then\r\n            nonbonus_found = true\r\n          end\r\n        end\r\n      end\r\n      if (bonus_found == true) and (nonbonus_found == true) then\r\n        card.joker_display_values.Xmult = card.ability.extra.Xmult * 2\r\n      else\r\n        card.joker_display_values.Xmult = card.ability.extra.Xmult\r\n      end\r\n    end\r\n}\r\n\r\n--\tSudowoodo\r\njd_def[\"j_poke_sudowoodo\"] = {\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.localized_text = localize(\"k_face_cards\")\r\n  end,\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    return playing_card:is_face() and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\r\n  end\r\n}\r\n\r\n--\tPolitoed\r\njd_def[\"j_poke_politoed\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT},\r\n    },\r\n    text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.GREY, 0.35},\r\n        { text = \")\" }\r\n    },\r\n    calc_function = function(card)\r\n      local suit = G.GAME.poke_poli_suit or \"Spades\"\r\n      card.joker_display_values.localized_text = localize(suit, 'suits_plural')\r\n    end,\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n      if held_in_hand then return 0 end\r\n      local suit = G.GAME.poke_poli_suit or \"Spades\"\r\n      local suit_cards = {}\r\n      for i = 1, #scoring_hand do\r\n        if scoring_hand[i]:is_suit(suit) then\r\n          suit_cards[#suit_cards + 1] = scoring_hand[i]\r\n          break\r\n        end\r\n      end\r\n      local first_suit = JokerDisplay.calculate_leftmost_card(suit_cards)\r\n      return first_suit and playing_card == first_suit and \r\n           (#find_pokemon_type(\"Water\") + joker_card.ability.extra.retriggers) * JokerDisplay.calculate_joker_triggers(joker_card) or 0\r\n    end,\r\n    style_function = function(card, text, reminder_text, extra)\r\n      if text and text.children[2] then\r\n        text.children[2].config.colour = lighten(G.C.SUITS[G.GAME.poke_poli_suit or \"Spades\"], 0.35)\r\n      end\r\n      return false\r\n    end\r\n}\r\n\r\n--\tHoppip\r\n--\tSkiploom\r\n--\tJumpluff\r\n--\tAipom\r\n--\tSunkern\r\n--\tSunflora\r\n--\tYanma\r\njd_def[\"j_poke_yanma\"] = {\r\n  text = {\r\n    { text = \"Min: \", colour = G.C.GREY, },\r\n    { text = \"+\", colour = G.C.CHIPS , },\r\n    {ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS },\r\n    { text = \" \"},\r\n    { text = \"+\", colour = G.C.MULT , },\r\n    {ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT }\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"Max: \", colour = G.C.GREY, },\r\n      { text = \"+\", colour = G.C.CHIPS , },\r\n      {ref_table = \"card.joker_display_values\", ref_value = \"chips2\", colour = G.C.CHIPS },\r\n      { text = \" \"},\r\n      { text = \"+\", colour = G.C.MULT , },\r\n      {ref_table = \"card.joker_display_values\", ref_value = \"mult2\", colour = G.C.MULT },\r\n    },\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n  },\r\n  calc_function = function(card)\r\n      local count = 0\r\n      local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n      if text ~= 'Unknown' then\r\n          for _, scoring_card in pairs(scoring_hand) do\r\n              if scoring_card:get_id() == 3 or\r\n              scoring_card:get_id() == 6 then\r\n                  count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n              end\r\n          end\r\n      end\r\n      card.joker_display_values.chips = count * card.ability.extra.chip_mod\r\n      card.joker_display_values.mult = count * card.ability.extra.mult_mod\r\n      card.joker_display_values.chips2 = count * card.ability.extra.chip_mod2\r\n      card.joker_display_values.mult2 = count * card.ability.extra.mult_mod2\r\n      local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'yanma')\r\n      card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n      card.joker_display_values.localized_text = \"(3,6)\"\r\n  end\r\n}\r\n\r\n--\tWooper\r\njd_def[\"j_poke_wooper\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n  },\r\n  calc_function = function(card)\r\n    local negative_mult = 0\r\n    for k, v in pairs(G.deck.cards) do\r\n      if v:is_face() then\r\n        negative_mult = negative_mult + card.ability.extra.mult_mod\r\n      end\r\n    end\r\n    card.joker_display_values.mult = math.max(0, card.ability.extra.mult - negative_mult)\r\n  end\r\n}\r\n\r\n--\tQuagsire\r\njd_def[\"j_poke_quagsire\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n  },\r\n  calc_function = function(card)\r\n    local negative_mult = 0\r\n    for k, v in pairs(G.deck.cards) do\r\n      if v:is_face() then\r\n        negative_mult = negative_mult + card.ability.extra.mult_mod\r\n      end\r\n    end\r\n    card.joker_display_values.mult = math.max(0, card.ability.extra.mult - negative_mult)\r\n  end\r\n}\r\n\r\n--\tEspeon\r\njd_def[\"j_poke_espeon\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    reminder_text = {\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"rank\"},\r\n        {text = \" of \"},\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"suit\"}\r\n    },\r\n    calc_function = function(card)\r\n        local rank = G.GAME.current_round.espeon_rank\r\n        local suit = G.GAME.current_round.espeon_suit\r\n        local count = 0\r\n        if G.play then\r\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(suit) then\r\n                        count = count +\r\n                            JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                    end\r\n                end\r\n            end\r\n        else\r\n            count = 3\r\n        end\r\n        card.joker_display_values.Xmult = 1 * (card.ability.extra.Xmult_multi^count)\r\n        card.joker_display_values.rank = localize(rank or \"2\", 'ranks')\r\n        card.joker_display_values.suit = localize(suit or \"Spades\", 'suits_plural')\r\n    end,\r\n        retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n            local rank = G.GAME.current_round.espeon_rank\r\n            if held_in_hand then return 0 end\r\n            return (playing_card:get_id() == rank) and\r\n                joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 1\r\n        end\r\n}\r\n\r\n--\tUmbreon\r\njd_def[\"j_poke_umbreon\"] = { \r\n    text = {\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"hand\", colour = G.C.GREY}\r\n},\r\n    calc_function = function(card)\r\n        card.joker_display_values.hand = localize(card.ability.extra.hand_played, 'poker_hands')\r\nend\r\n}\r\n--\tMurkrow\r\njd_def[\"j_poke_murkrow\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local dark = #find_pokemon_type(\"Dark\")\r\n        card.joker_display_values.Xmult = 1 + (dark * card.ability.extra.Xmult)\r\n    end\r\n}\r\n\r\n--\tSlowking\r\njd_def[\"j_poke_slowking\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_multi\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tMisdreavus\r\njd_def[\"j_poke_misdreavus\"] = { \r\ntext = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n},\r\ntext_config = { colour = G.C.CHIPS },\r\n}\r\n\r\n--\tUnown\r\njd_def[\"j_poke_unown\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  reminder_text = {\r\n    { text = \"[\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature1\",},\r\n    { text = \"]\" },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\r\n  end\r\n}\r\n\r\n--\tWobbuffet\r\njd_def[\"j_poke_wobbuffet\"] = {\r\nreminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    card.joker_display_values.localized_text = \"(6,7,8,9,10)\"\r\nend,\r\nretrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    return (playing_card:get_id() == 6 or playing_card:get_id() == 7 or\r\n            playing_card:get_id() == 8 or playing_card:get_id() == 9 or playing_card:get_id() == 10) and\r\n        joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\r\nend\r\n}\r\n\r\n--\tGirafarig\r\njd_def[\"j_poke_girafarig\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n      }\r\n    }\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text_face\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  text_config = { colour = G.C.WHITE },\r\n  calc_function = function(card)\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    local face_cards = {}\r\n    if poker_hands['Two Pair'] and next(poker_hands['Two Pair']) then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:is_face() then\r\n          table.insert(face_cards, scoring_card)\r\n        end\r\n      end\r\n    end\r\n    local first_face = JokerDisplay.calculate_leftmost_card(face_cards)\r\n    local last_face = JokerDisplay.calculate_rightmost_card(face_cards)\r\n    if first_face ~= last_face then\r\n      card.joker_display_values.x_mult = math.max(last_face and\r\n        (card.ability.extra.Xmult_multi ^ (JokerDisplay.calculate_card_triggers(last_face, scoring_hand) + (JokerDisplay.calculate_card_triggers(first_face, scoring_hand)))) or 1, 1)\r\n    else\r\n      card.joker_display_values.x_mult = math.max(last_face and\r\n        (card.ability.extra.Xmult_multi ^ (JokerDisplay.calculate_card_triggers(last_face, scoring_hand))) or 1, 1)\r\n    end\r\n    card.joker_display_values.localized_text = localize('Two Pair', 'poker_hands')\r\n    card.joker_display_values.localized_text_face = localize(\"k_face_cards\")\r\n  end\r\n}\r\n\r\n\r\n\r\n--\tPineco\r\njd_def[\"j_poke_pineco\"] = { \r\ntext = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n},\r\ntext_config = { colour = G.C.CHIPS },\r\ncalc_function = function(card)\r\nlocal count = 0\r\nlocal pos = 0\r\n\r\n-- Check if `G.jokers.cards` exists and has more than one card\r\nif G.jokers and G.jokers.cards and #G.jokers.cards > 1 then\r\n    -- Find the position of the card\r\n    for i = 1, #G.jokers.cards do\r\n        if G.jokers.cards[i] == card then\r\n            pos = i\r\n            break\r\n        end\r\n    end\r\n\r\n    -- Count the cards matching the specific conditions before `pos`\r\n    for i = 1, pos - 1 do\r\n        local joker_card = G.jokers.cards[i]\r\n        if joker_card and joker_card.config and joker_card.config.center and\r\n           joker_card.config.center.volatile and\r\n           joker_card.config.center.config and joker_card.config.center.config.extra and\r\n           joker_card.config.center.config.extra.volatile == 'left' then\r\n            count = count + 1\r\n        end\r\n    end\r\n\r\n    -- Set `x_mult` based on the condition\r\n    if count == pos - 1 then\r\n        card.joker_display_values.chips = card.ability.extra.chips or 1\r\n    else\r\n        card.joker_display_values.chips = 0\r\n    end\r\nelse\r\n    -- Handle cases where there are not enough jokers\r\n    card.joker_display_values.chips = card.ability.extra.chips\r\nend\r\n\r\n-- Update `joker_display_values` with count and pos\r\ncard.joker_display_values.count = count\r\ncard.joker_display_values.pos = pos\r\nend\r\n\r\n}\r\n\r\n--\tForretress\r\njd_def[\"j_poke_forretress\"] = { \r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.CHIPS },\r\n  calc_function = function(card)\r\n    local chips = 0\r\n    local count = 0\r\n    local pos = 0\r\n\r\n    -- Check if `G.jokers.cards` exists and has more than one card\r\n    if G.jokers and G.jokers.cards and #G.jokers.cards > 1 then\r\n      -- Find the position of the card\r\n      for i = 1, #G.jokers.cards do\r\n        if G.jokers.cards[i] == card then\r\n          pos = i\r\n          break\r\n        end\r\n      end\r\n\r\n      -- Count the cards matching the specific conditions before `pos`\r\n      for i = 1, pos - 1 do\r\n        local joker_card = G.jokers.cards[i]\r\n        if joker_card and joker_card.config and joker_card.config.center and\r\n          joker_card.config.center.volatile and\r\n          joker_card.config.center.config and joker_card.config.center.config.extra and\r\n          joker_card.config.center.config.extra.volatile == 'left' then\r\n          count = count + 1\r\n        end\r\n      end\r\n\r\n      -- Set chips based on the condition\r\n      if count == pos - 1 then\r\n        chips = card.ability.extra.chips or 1\r\n      end\r\n    else\r\n      -- Handle cases where there are not enough jokers\r\n      chips = card.ability.extra.chips\r\n    end\r\n\r\n    local playing_hand = next(G.play.cards)\r\n    local steel_found = false\r\n    for _, playing_card in ipairs(G.hand.cards) do\r\n      if playing_hand or not playing_card.highlighted then\r\n        if playing_card.facing and not (playing_card.facing == 'back') and SMODS.has_enhancement(playing_card, \"m_steel\") then\r\n          steel_found = true\r\n        end\r\n      end\r\n    end\r\n\r\n    -- Update `joker_display_values` with count and pos and chips\r\n    if steel_found == true then\r\n      card.joker_display_values.chips = chips * 2\r\n    else\r\n      card.joker_display_values.chips = chips\r\n    end\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.pos = pos\r\nend\r\n}\r\n\r\n--\tDunsparce\r\n--\tGligar\r\njd_def[\"j_poke_gligar\"] = {\r\n  text = {\r\n      {\r\n          border_nodes = {\r\n              { text = \"X\" },\r\n              { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n          }\r\n      }\r\n  },\r\n  reminder_text = {\r\n      { text = \"(\" },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"gligar_suit\" },\r\n      { text = \")\" }\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local suit_count = 0\r\n    local playing_hand = next(G.play.cards)\r\n    for _, playing_card in ipairs(G.hand.cards) do\r\n        if playing_hand or not playing_card.highlighted then\r\n            if not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:is_suit(G.GAME.current_round.gligar_suit) then\r\n                suit_count = suit_count + 1\r\n            end\r\n        end\r\n    end\r\n    if G.play then\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card then\r\n                    count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                end\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.x_mult = (1 + (card.ability.extra.Xmult_multi * suit_count)) ^ count\r\n    card.joker_display_values.gligar_suit = localize(G.GAME.current_round.gligar_suit, 'suits_singular')\r\n  end,\r\n  style_function = function(card, text, reminder_text, extra)\r\n      if reminder_text and reminder_text.children[2] then\r\n          reminder_text.children[2].config.colour = lighten(G.C.SUITS[G.GAME.current_round.gligar_suit], 0.35)\r\n      end\r\n      return false\r\n  end\r\n}\r\n\r\n--\tSteelix\r\njd_def[\"j_poke_steelix\"] = {\r\n    text = {\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY}\r\n    },\r\n    calc_function = function(card)\r\n        local status = \"Not Active!\"\r\n        if G.GAME.current_round.hands_played == 0 then status = \"Active!\" end\r\n        card.joker_display_values.status = status\r\n    end\r\n}\r\n\r\njd_def[\"j_poke_mega_steelix\"] = {\r\n    text = {\r\n      { text = \"+$\", colour = G.C.GOLD },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\r\n    },\r\n    reminder_text = {\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n    },\r\n    calc_function = function(card)\r\n      local diamond_tally = 0\r\n      for _, playing_card in ipairs(G.playing_cards) do\r\n        if playing_card:is_suit(card.ability.extra.suit) then diamond_tally = diamond_tally + 1 end\r\n      end\r\n\r\n      card.joker_display_values.money = diamond_tally\r\n      card.joker_display_values.localized_text = \"(\" .. localize(\"k_round\") .. \")\"\r\n    end\r\n}\r\n\r\n--\tSnubbull\r\njd_def[\"j_poke_snubbull\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n}\r\n    }\r\n  },\r\n  text_config = { colour = G.C.WHITE},\r\n  calc_function = function(card)\r\n    local xmult = card.ability.extra.Xmult_multi\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    face_cards = {}\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n          if scoring_card:is_face() then\r\n              table.insert(face_cards, scoring_card)\r\n          end\r\n      end\r\n    end\r\n    local first_face = JokerDisplay.calculate_leftmost_card(face_cards)\r\n    if first_face then\r\n      xmult = card.ability.extra.Xmult_multi\r\n    end\r\n    card.joker_display_values.x_mult = math.max(first_face and (xmult ^ JokerDisplay.calculate_card_triggers(first_face, scoring_hand)) or 1, 1)\r\n  end\r\n}\r\n\r\n--\tGranbull\r\njd_def[\"j_poke_granbull\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n      }\r\n    }\r\n  },\r\n  text_config = { colour = G.C.WHITE},\r\n  calc_function = function(card)\r\n    local xmult = card.ability.extra.Xmult_multi\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    face_cards = {}\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n          if scoring_card:is_face() then\r\n              table.insert(face_cards, scoring_card)\r\n          end\r\n      end\r\n    end\r\n    local first_face = JokerDisplay.calculate_leftmost_card(face_cards)\r\n    if first_face then\r\n      if first_face:get_id() == 12 then\r\n        xmult = card.ability.extra.Xmult_multi2\r\n      else\r\n        xmult = card.ability.extra.Xmult_multi\r\n      end\r\n    end\r\n    card.joker_display_values.x_mult = math.max(first_face and (xmult ^ JokerDisplay.calculate_card_triggers(first_face, scoring_hand)) or 1, 1)\r\n  end\r\n}\r\n\r\n--\tQwilfish\r\njd_def[\"j_poke_qwilfish\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS }\r\n    },\r\n}\r\n\r\n--\tScizor\r\njd_def[\"j_poke_scizor\"] = { \r\n    text = {\r\n        { text = \"+\",  colour = G.C.CHIPS },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"scizor_chips\", retrigger_type = \"mult\",  colour = G.C.CHIPS  },\r\n        {text = \" \"},\r\n        { text = \"+\",  colour = G.C.MULT },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\",  colour = G.C.MULT  },\r\n        {text = \" \"},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\", colour = G.C.WHITE  },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"scizor_Xmult\", colour = G.C.WHITE }\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tMega Scizor\r\njd_def[\"j_poke_mega_scizor\"] = {\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", colour = G.C.ORANGE },\r\n    { text = \"x\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.BLUE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    if G.jokers then\r\n      for _, joker_card in ipairs(G.jokers.cards) do\r\n        if joker_card.config.center.rarity and joker_card.config.center.rarity == 1 then\r\n          count = count + 1\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.localized_text = localize(\"k_common\")\r\n  end,\r\n  mod_function = function(card, mod_joker)\r\n    return { x_mult = (card.config.center.rarity == 1 and mod_joker.ability.extra.Xmult_multi ^ JokerDisplay.calculate_joker_triggers(mod_joker) or nil) }\r\n  end\r\n}\r\n\r\n--\tShuckle\r\n--\tHeracross\r\njd_def[\"j_poke_heracross\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\", colour = G.C.WHITE  },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", colour = G.C.WHITE }\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local samerank = false\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local found_ranks = {}\r\n    for _,played_card in pairs(scoring_hand) do\r\n        found_ranks[played_card:get_id()] = true\r\n    end\r\n    for _,hand_card in pairs(G.hand.cards) do\r\n        if not hand_card.highlighted and found_ranks[hand_card:get_id()] then\r\n          samerank = true\r\n        else\r\n          samerank = false\r\n        end\r\n    end\r\n    if samerank == false then\r\n        card.joker_display_values.Xmult = card.ability.extra.Xmult\r\n    else\r\n        card.joker_display_values.Xmult = 1\r\n    end\r\n  end\r\n}\r\n\r\n-- Mega Heracross\r\njd_def[\"j_poke_mega_heracross\"] = {\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    if #JokerDisplay.current_hand >= 5 then\r\n      return (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n    end\r\n  end\r\n}\r\n\r\n--\tSneasel\r\njd_def[\"j_poke_sneasel\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD  },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"sneaselcard\", colour = G.C.ORANGE },\r\n    { text = \")\" }\r\n  },\r\n  calc_function = function(card)\r\n    local rank_found = false\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n\r\n    if poker_hands['High Card'] and next(poker_hands['High Card']) and #JokerDisplay.current_hand == 1 then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == G.GAME.current_round.sneaselcard.id then\r\n                rank_found = true\r\n            end\r\n        end\r\n    end\r\n    if rank_found == true then\r\n      card.joker_display_values.money = card.ability.extra.money\r\n    else\r\n      card.joker_display_values.money = 0\r\n    end\r\n    card.joker_display_values.sneaselcard = localize(G.GAME.current_round.sneaselcard.rank, 'ranks')\r\n  end\r\n}\r\n\r\n--\tTeddiursa\r\njd_def[\"j_poke_teddiursa\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n  }\r\n}\r\n\r\n--\tUrsaring\r\njd_def[\"j_poke_ursaring\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n  }\r\n}\r\n\r\n--\tSlugma\r\njd_def[\"j_poke_slugma\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n  },\r\n  reminder_text = {\r\n    { text = \"Hands Remaining: \", colour = G.C.GREY },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"hands\", colour = G.C.GREY }\r\n  },\r\n}\r\n\r\n--\tMagcargo\r\njd_def[\"j_poke_magcargo\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n  },\r\n  reminder_text = {\r\n    { text = \"Hands Remaining: \", colour = G.C.GREY },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"hands\", colour = G.C.GREY }\r\n  },\r\n}\r\n\r\n--\tSwinub\r\njd_def[\"j_poke_swinub\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n    { text = \" +$\", colour = G.C.GOLD},\r\n    { ref_table = \"card.ability.extra\", ref_value = \"money\", colour = G.C.GOLD  },\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local first_card_triggers = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local first_card = scoring_hand and JokerDisplay.calculate_leftmost_card(scoring_hand)\r\n    if first_card then\r\n      first_card_triggers = JokerDisplay.calculate_card_triggers(first_card, scoring_hand)\r\n    end\r\n    if text ~= \"Unknown\" then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if (scoring_card.ability.effect and scoring_card.ability.effect == \"Glass Card\") or (scoring_card.ability.effect and scoring_card.ability.effect == \"Stone Card\") then\r\n          count = count + 1\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = card.ability.extra.mult * count * first_card_triggers\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'swinub')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n  end\r\n}\r\n\r\n--\tPiloswine\r\njd_def[\"j_poke_piloswine\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n    { text = \" +$\", colour = G.C.GOLD},\r\n    { ref_table = \"card.ability.extra\", ref_value = \"money\", colour = G.C.GOLD  },\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local first_card_triggers = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local first_card = scoring_hand and JokerDisplay.calculate_leftmost_card(scoring_hand)\r\n    if first_card then\r\n      first_card_triggers = JokerDisplay.calculate_card_triggers(first_card, scoring_hand)\r\n    end\r\n    if text ~= \"Unknown\" then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if (scoring_card.ability.effect and scoring_card.ability.effect == \"Glass Card\") or (scoring_card.ability.effect and scoring_card.ability.effect == \"Stone Card\") then\r\n          count = count + 1\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = card.ability.extra.mult * count * first_card_triggers\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'piloswine')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n  end\r\n}\r\n\r\n--\tCorsola\r\njd_def[\"j_poke_corsola\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\ntext_config = { colour = G.C.MULT },\r\n}\r\n\r\n--\tRemoraid\r\njd_def[\"j_poke_remoraid\"] = {\r\n  text = {\r\n    { text = \"(\", colour = G.C.GREY },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"active\", colour = G.C.GREY },\r\n    { text = \")\", colour = G.C.GREY },\r\n  },\r\n  calc_function = function(card)\r\n    if G.GAME and G.GAME.current_round.hands_played == 0 then\r\n      card.joker_display_values.active = localize(\"jdis_active\")\r\n    else\r\n      card.joker_display_values.active = localize(\"jdis_inactive\")\r\n    end\r\n  end,\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    if G.GAME and G.GAME.current_round.hands_played == 0 then\r\n      return (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n    else\r\n      return 0\r\n    end\r\n  end\r\n}\r\n\r\n--\tOctillery\r\njd_def[\"j_poke_octillery\"] = {\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    return (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n  end\r\n}\r\n\r\n--\tDelibird\r\n--\tMantine\r\njd_def[\"j_poke_mantine\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.CHIPS },\r\n    }\r\n\r\n--\tSkarmory\r\njd_def[\"j_poke_skarmory\"] = { \r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\", colour = G.C.WHITE  },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", colour = G.C.WHITE }\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and (SMODS.has_enhancement(playing_card, \"m_poke_hazard\") or SMODS.has_enhancement(playing_card, \"m_steel\") ) then\r\n                    count = count + 1\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.Xmult = 1 + (count * card.ability.extra.Xmult_mod)\r\n    end\r\n}\r\n\r\n--\tHoundour\r\n--\tHoundoom\r\n--\tMega Houndoom\r\njd_def[\"j_poke_mega_houndoom\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tKingdra\r\njd_def[\"j_poke_kingdra\"] = { \r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n        {text = \" \"},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\" }\r\n            },\r\n            border_colour = G.C.MULT\r\n        }\r\n    },\r\n}\r\n\r\n\r\n--\tPhanpy\r\njd_def[\"j_poke_phanpy\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tDonphan\r\njd_def[\"j_poke_donphan\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tPorygon2\r\n--\tStantler\r\njd_def[\"j_poke_stantler\"] = {\r\n  text = {\r\n    { text = \"+\"},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" },\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    local mult = 0\r\n    local highest = nil\r\n    local highest_card = nil\r\n\r\n    if G.scry_view then\r\n      for k, v in pairs(G.scry_view.cards) do\r\n        if not highest then highest = v.base.id; highest_card = v end\r\n        if v.base.id > highest then\r\n          highest = v.base.id\r\n          highest_card = v\r\n        end\r\n        if highest_card ~= nil then\r\n          if highest_card.debuff == false then\r\n            mult = highest_card.base.nominal * (highest_card:get_seal() == 'Red' and 2 or 1)\r\n          else\r\n            mult = 0\r\n          end\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = mult\r\n  end\r\n}\r\n\r\n--\tSmeargle\r\n--\tTyrogue\r\njd_def[\"j_poke_tyrogue\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tHitmontop\r\njd_def[\"j_poke_hitmontop\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tSmoochum\r\njd_def[\"j_poke_smoochum\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tElekid\r\njd_def[\"j_poke_elekid\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tMagby\r\njd_def[\"j_poke_magby\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tMiltank\r\njd_def[\"j_poke_miltank\"] = {\r\n    text = {\r\n        { text = \"+$\", colour = G.C.GOLD },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\r\n\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n    },\r\n    calc_function = function(card)\r\n        local type = #find_pokemon_type(\"Colorless\")\r\n        card.joker_display_values.money = type * card.ability.extra.money\r\n                card.joker_display_values.localized_text = \"(\" .. localize(\"k_round\") .. \")\"\r\n    end\r\n}\r\n\r\n--\tBlissey\r\njd_def[\"j_poke_blissey\"] = {\r\n    text = {\r\n        {text = \"[\", colour = G.C.GREY},\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"count\", colour = G.C.GREY},\r\n        {text = \"/\", colour = G.C.GREY},\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"limit\", colour = G.C.ORANGE},\r\n        {text = \"]\", colour = G.C.GREY},\r\n    },\r\n    calc_function = function(card)\r\n        local count = card.ability.extra.triggers\r\n        local limit = card.ability.extra.limit\r\n        card.joker_display_values.count = count\r\n        card.joker_display_values.limit = limit\r\n    end\r\n}\r\n\r\n--\tRaikou\r\njd_def[\"j_poke_raikou\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\", colour = G.C.GREY },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"active\", colour = G.C.GREY },\r\n    { text = \")\", colour = G.C.GREY },\r\n  },\r\n  calc_function = function(card)\r\n    local money = 0\r\n    local status = false\r\n    if G.GAME and G.GAME.current_round.hands_played == 0 then\r\n      status = true\r\n      card.joker_display_values.active = localize(\"jdis_active\")\r\n    else\r\n      status = false\r\n      card.joker_display_values.active = localize(\"jdis_inactive\")\r\n    end\r\n    if #JokerDisplay.current_hand == 1 and status == true then\r\n      money = 9\r\n    end\r\n    card.joker_display_values.money = money\r\n  end\r\n}\r\n\r\n--\tEntei\r\njd_def[\"j_poke_entei\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tSuicune\r\n--\tLarvitar\r\n--\tPupitar\r\n--\tTyranitar\r\n--\tLugia\r\njd_def[\"j_poke_lugia\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  reminder_text = {\r\n    { text = \" (\", colour = G.C.GREY },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"drawn\", colour = G.C.GREY },\r\n    { text = \"/\", colour = G.C.GREY },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"to_draw\", colour = G.C.GREY },\r\n    { text = \")\", colour = G.C.GREY },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.drawn = card.ability.extra.to_draw - card.ability.extra.drawn\r\n  end\r\n}\r\n\r\n--\tHo-oh\r\njd_def[\"j_poke_ho_oh\"] = {\r\n  text = {\r\n    { text = \"(\", colour = G.C.GREY },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"active\", colour = G.C.GREY },\r\n    { text = \")\", colour = G.C.GREY },\r\n  },\r\n  calc_function = function(card)\r\n    if card.ability.extra.used < card.ability.extra.limit then\r\n      card.joker_display_values.active = localize(\"jdis_active\")\r\n    else\r\n      card.joker_display_values.active = localize(\"jdis_inactive\")\r\n    end\r\n  end\r\n}\r\n\r\n--\tCelebi\r\njd_def[\"j_poke_celebi\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  reminder_text = {\r\n    { text = \"[\", colour = G.C.GREY },\r\n    { ref_table =\"card.ability.extra\", ref_value = \"skip_count\", colour = G.C.GREY },\r\n    { text = \"/\", colour = G.C.GREY },\r\n    { ref_table =\"card.joker_display_values\", ref_value = \"skip_target\", colour = G.C.ORANGE },\r\n    { text = \"]\", colour = G.C.GREY },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.skip_target = (G.GAME.celebi_skips or 1)\r\n    card.joker_display_values.Xmult = 1 + (G.GAME.round * card.ability.extra.Xmult_mod)\r\n  end\r\n}\r\n\r\n\r\n\r\n\r\n\r\n\r\n"
  },
  {
    "path": "jokerdisplay/definitions3.lua",
    "content": "local jd_def = JokerDisplay.Definitions\n\n--\tTreecko\njd_def[\"j_poke_treecko\"] = {\n  text = {\n    { text = \"+$\", colour = G.C.GOLD},\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\n  },\n  reminder_text = {\n    {text = \"[\"},\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature1\",},\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature2\",},\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature3\",},\n    {text = \"]\"},\n  },\n  calc_function = function(card)\n    local count = 0\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == card.ability.extra.targets[1].id or\n          scoring_card:get_id() == card.ability.extra.targets[2].id or\n          scoring_card:get_id() == card.ability.extra.targets[3].id then\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n        end\n      end\n    end\n    card.joker_display_values.money = count * card.ability.extra.money_mod\n    card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n    card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n    card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n  end\n}\n\n--\tGrovyle\njd_def[\"j_poke_grovyle\"] = {\n  text = {\n      { text = \"Max: \", colour = G.C.GREY, },\n      { text = \"+$\",                              colour = G.C.GOLD , },\n      {ref_table = \"card.joker_display_values\",    ref_value = \"upper\", colour = G.C.GOLD,   }\n  },\n  extra = {\n      {        \n              { text = \"Min: \", colour = G.C.GREY, },\n              { text = \"+$\",                              colour = G.C.GOLD },\n              {ref_table = \"card.joker_display_values\",    ref_value = \"lower\", colour = G.C.GOLD,   }\n      }\n  },\n  reminder_text = {\n    {text = \"[\"},\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature1\",},\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature2\",},\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature3\",},\n    {text = \"]\"},\n  },\n  calc_function = function(card)\n    local count = 0\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == card.ability.extra.targets[1].id or\n          scoring_card:get_id() == card.ability.extra.targets[2].id or\n          scoring_card:get_id() == card.ability.extra.targets[3].id then\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n        end\n      end\n    end\n    card.joker_display_values.lower = count * card.ability.extra.money_mod\n    card.joker_display_values.upper = count * (card.ability.extra.money_mod + 1)\n    card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n    card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n    card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n  end\n}\n\n--\tSceptile\njd_def[\"j_poke_sceptile\"] = {\n  text = {\n    { text = \"+$\", colour = G.C.GOLD },\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\n  },\n  reminder_text = {\n    { text = \"[\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature1\" },\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature2\" },\n    { text = \", \"},\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature3\" },\n    { text = \"]\" },\n  },\n  calc_function = function(card)\n    local count = 0\n    local grass_count = #find_pokemon_type(\"Grass\", card)\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == card.ability.extra.targets[1].id or\n          scoring_card:get_id() == card.ability.extra.targets[2].id or\n          scoring_card:get_id() == card.ability.extra.targets[3].id then\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n        end\n      end\n    end\n    card.joker_display_values.money = count * (card.ability.extra.money_mod + (card.ability.extra.money_increase * grass_count))\n    card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n    card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n    card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n  end\n}\n\n--\tTorchic\njd_def[\"j_poke_torchic\"] = {\n    text = {\n        { text = \"+\",                              colour = G.C.MULT },\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\n    },\n    reminder_text = {\n            {text = \"[\"},\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature1\",},\n            { text = \", \"},\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature2\",},\n            { text = \", \" },\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature3\",},\n            {text = \"]\"},\n    },\n    calc_function = function(card)\n        local count = 0\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n        if text ~= 'Unknown' then\n          for _, scoring_card in pairs(scoring_hand) do\n            if scoring_card:get_id() == card.ability.extra.targets[1].id or\n              scoring_card:get_id() == card.ability.extra.targets[2].id or\n              scoring_card:get_id() == card.ability.extra.targets[3].id then\n              count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n            end\n          end\n        end\n        card.joker_display_values.mult = count * card.ability.extra.mult_mod\n        card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n        card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n        card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n    end\n}\n\n--\tCombusken\njd_def[\"j_poke_combusken\"] = {\n    text = {\n        { text = \"+\",                              colour = G.C.MULT },\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\n    },\n    reminder_text = {\n            {text = \"[\"},\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature1\",},\n            { text = \", \"},\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature2\",},\n            { text = \", \" },\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature3\",},\n            {text = \"]\"},\n    },\n    calc_function = function(card)\n        local count = 0\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n        if text ~= 'Unknown' then\n          for _, scoring_card in pairs(scoring_hand) do\n            if scoring_card:get_id() == card.ability.extra.targets[1].id or\n              scoring_card:get_id() == card.ability.extra.targets[2].id or\n              scoring_card:get_id() == card.ability.extra.targets[3].id then\n              count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n            end\n          end\n        end\n        card.joker_display_values.mult = count * card.ability.extra.mult_mod\n        card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n        card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n        card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n    end\n}\n\n--\tBlaziken\njd_def[\"j_poke_blaziken\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT },\n  },\n  reminder_text = {\n    { text = \"[\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature1\",},\n    { text = \", \"},\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature2\",},\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature3\",},\n    { text = \"]\" },\n  },\n  calc_function = function(card)\n    local count = 0\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == card.ability.extra.targets[1].id or\n          scoring_card:get_id() == card.ability.extra.targets[2].id or\n          scoring_card:get_id() == card.ability.extra.targets[3].id then\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n        end\n      end\n    end\n    card.joker_display_values.mult = count * card.ability.extra.mult_mod\n    card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n    card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n    card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n  end,\n  mod_function = function(card, mod_joker)\n    if mod_joker.ability.extra.cards_discarded >= mod_joker.ability.extra.discard_target then\n      return { x_mult = ((is_type(card, \"Fire\") or is_type(card, \"Fighting\")) and mod_joker.ability.extra.Xmult_multi ^ JokerDisplay.calculate_joker_triggers(mod_joker) or nil) }\n    else\n      return { xmult = nil }\n    end\n  end\n}\n\n--\tMudkip\njd_def[\"j_poke_mudkip\"] = {\n    text = {\n        { text = \"+\",                              colour = G.C.CHIPS },\n        { ref_table = \"card.joker_display_values\",        ref_value = \"chips\", colour = G.C.CHIPS },\n    },\n    reminder_text = {\n            {text = \"[\"},\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature1\",},\n            { text = \", \" },\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature2\",},\n            { text = \", \"},\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature3\",},\n            {text = \"]\"},\n    },\n    calc_function = function(card)\n        local count = 0\n        local chips = card.ability.extra.chip_mod\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n        if text ~= 'Unknown' then\n            for _, scoring_card in pairs(scoring_hand) do\n                if scoring_card:get_id() == card.ability.extra.targets[1].id or\n                   scoring_card:get_id() == card.ability.extra.targets[2].id or\n                   scoring_card:get_id() == card.ability.extra.targets[3].id then              \n                    count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n                end\n            end\n        end\n        card.joker_display_values.chips = count * chips\n        card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n        card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n        card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n    end\n}\n\n--\tMarshtomp\njd_def[\"j_poke_marshtomp\"] = {\n    text = {\n        { text = \"+\",                              colour = G.C.CHIPS },\n        { ref_table = \"card.joker_display_values\",        ref_value = \"chips\", colour = G.C.CHIPS },\n    },\n    reminder_text = {\n            {text = \"[\"},\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature1\",},\n            { text = \", \" },\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature2\",},\n            { text = \", \"},\n            { ref_table = \"card.joker_display_values\", ref_value = \"nature3\",},\n            {text = \"]\"},\n    },\n    calc_function = function(card)\n        local count = 0\n        local chips = card.ability.extra.chip_mod\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n        if text ~= 'Unknown' then\n            for _, scoring_card in pairs(scoring_hand) do\n                if scoring_card:get_id() == card.ability.extra.targets[1].id or\n                   scoring_card:get_id() == card.ability.extra.targets[2].id or\n                   scoring_card:get_id() == card.ability.extra.targets[3].id then              \n                    count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n                end\n            end\n        end\n        card.joker_display_values.chips = count * chips\n        card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n        card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n        card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n    end\n}\n\n--\tSwampert\njd_def[\"j_poke_swampert\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS },\n    { text = \" +\", colour = G.C.SECONDARY_SET.Tarot },\n    { ref_table = \"card.joker_display_values\", ref_value = \"tarot\", retrigger_type = \"mult\", colour = G.C.SECONDARY_SET.Tarot },\n  },\n  reminder_text = {\n    { text = \"[\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature1\" },\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature2\" },\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature3\" },\n    { text = \"]\" },\n  },\n  calc_function = function(card)\n    local count = 0\n    local chips = card.ability.extra.chip_mod\n    local nature_cards = 0\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == card.ability.extra.targets[1].id or\n          scoring_card:get_id() == card.ability.extra.targets[2].id or\n          scoring_card:get_id() == card.ability.extra.targets[3].id then\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n          nature_cards = nature_cards + 1\n        end\n      end\n    end\n    if nature_cards >= 5 then\n      local water_jokers = #find_pokemon_type(\"Water\")\n      local earth_jokers = #find_pokemon_type(\"Earth\")\n      card.joker_display_values.tarot = math.floor((water_jokers + earth_jokers)/2)\n    else\n      card.joker_display_values.tarot = 0\n    end\n    card.joker_display_values.chips = count * chips\n    card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n    card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n    card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n  end\n}\n\n--\tPoochyena\njd_def[\"j_poke_poochyena\"] = {\n  text = {\n    { text = \"+\" , colour = G.C.MULT},\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT},\n  },\n}\n\n--\tMightyena\njd_def[\"j_poke_mightyena\"] = {\n  text = {\n    { text = \"+\" , colour = G.C.MULT},\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT},\n  },\n}\n\n--\tZigzagoon\njd_def[\"j_poke_zigzagoon\"] = {\n  text = {\n    { text = \"+\", colour = HEX(\"9AA4B7\") },\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\", colour = HEX(\"9AA4B7\") },\n  },\n  extra = {\n    {\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\n    },\n  },\n  calc_function = function(card)\n    card.joker_display_values.count = 1\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'zigzagoon')\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\n  end\n}\n\n--\tLinoone\njd_def[\"j_poke_linoone\"] = {\n  text = {\n    { text = \"+\", colour = HEX(\"9AA4B7\") },\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\", colour = HEX(\"9AA4B7\") },\n  },\n  extra = {\n    {\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\n    },\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    card.joker_display_values.count = 1\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'linoone')\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\n    card.joker_display_values.localized_text = localize('Straight', 'poker_hands')\n  end\n}\n\n--\tWurmple\njd_def[\"j_poke_wurmple\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", colour = G.C.CHIPS },\n    { text = \" or \", colour = G.C.GREY },\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n  },\n}\n\n--\tSilcoon\njd_def[\"j_poke_silcoon\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature_suit1\" },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    card.joker_display_values.nature_suit1 = localize(card.ability.extra.targets[1].suit, 'suits_plural')\n  end,\n  style_function = function(card, text, reminder_text, extra)\n    if reminder_text and reminder_text.children[2] then\n      reminder_text.children[2].config.colour = lighten(G.C.SUITS[card.ability.extra.targets[1].suit], 0.35)\n    end\n    return false\n  end\n}\n\n--\tBeautifly\njd_def[\"j_poke_beautifly\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature_suit1\" },\n    { text = \")\" },\n  },\n  extra = {\n    {\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\n    },\n  },\n  calc_function = function(card)\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'beautifly')\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\n    card.joker_display_values.nature_suit1 = localize(card.ability.extra.targets[1].suit, 'suits_plural')\n  end,\n  style_function = function(card, text, reminder_text, extra)\n    if reminder_text and reminder_text.children[2] then\n      reminder_text.children[2].config.colour = lighten(G.C.SUITS[card.ability.extra.targets[1].suit], 0.35)\n    end\n    return false\n  end\n}\n\n--\tCascoon\njd_def[\"j_poke_cascoon\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", colour = G.C.CHIPS },\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature_suit1\" },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    card.joker_display_values.nature_suit1 = localize(card.ability.extra.targets[1].suit, 'suits_plural')\n  end,\n  style_function = function(card, text, reminder_text, extra)\n    if reminder_text and reminder_text.children[2] then\n      reminder_text.children[2].config.colour = lighten(G.C.SUITS[card.ability.extra.targets[1].suit], 0.35)\n    end\n    return false\n  end\n}\n\n--\tDustox\njd_def[\"j_poke_dustox\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", colour = G.C.CHIPS },\n    { text = \" \" },\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\n      }\n    }\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature_suit1\" },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    local playing_hand = next(G.play.cards)\n    local nature_suit_count, all_cards = 0, 0\n    for _, playing_card in ipairs(G.hand.cards) do\n      if playing_hand or not playing_card.highlighted then\n        all_cards = all_cards + 1\n        if playing_card.facing and not (playing_card.facing == 'back') and playing_card:is_suit(card.ability.extra.targets[1].suit, nil, true) then\n          nature_suit_count = nature_suit_count + 1\n        end\n      end\n    end\n    if nature_suit_count >= all_cards then\n      card.joker_display_values.Xmult = card.ability.extra.Xmult\n    else\n      card.joker_display_values.Xmult = 1\n    end\n\n    card.joker_display_values.nature_suit1 = localize(card.ability.extra.targets[1].suit, 'suits_plural')\n  end,\n  style_function = function(card, text, reminder_text, extra)\n    if reminder_text and reminder_text.children[2] then\n      reminder_text.children[2].config.colour = lighten(G.C.SUITS[card.ability.extra.targets[1].suit], 0.35)\n    end\n    return false\n  end\n}\n\n--\tLotad\n--\tLombre\n--\tLudicolo\n--\tSeedot\n--\tNuzleaf\n--\tShiftry\n--\tTaillow\njd_def[\"j_poke_taillow\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT},\n  },\n}\n\n--\tSwellow\njd_def[\"j_poke_swellow\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT},\n  },\n}\n\n--\tWingull\njd_def[\"j_poke_wingull\"] = {\n  text = {\n    { text = \"+$\", colour = G.C.GOLD },\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"wingull_card\", colour = G.C.ORANGE },\n    { text = \")\" }\n  },\n  calc_function = function(card)\n    local money = 0\n    local hand = G.hand.highlighted\n    for _, playing_card in pairs(hand) do\n      if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() and playing_card:get_id() == G.GAME.current_round.wingullcard.id  then\n        money = money + card.ability.extra.money_mod\n      end\n    end\n    if G.GAME.current_round.discards_left  > 0 then\n      card.joker_display_values.money = money\n    else\n      card.joker_display_values.money = 0\n    end\n    card.joker_display_values.wingull_card = localize(G.GAME.current_round.wingullcard.rank, 'ranks')\n  end\n}\n\n--\tPelipper\njd_def[\"j_poke_pelipper\"] = {\n  text = {\n    { text = \"+$\", colour = G.C.GOLD },\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"wingull_card\", colour = G.C.ORANGE },\n    { text = \")\" }\n  },\n  calc_function = function(card)\n    local money = 0\n    local water_jokers = #find_pokemon_type(\"Water\")\n    local hand = G.hand.highlighted\n    for _, playing_card in pairs(hand) do\n      if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:get_id() and playing_card:get_id() == G.GAME.current_round.wingullcard.id  then\n        money = money + (card.ability.extra.money_mod + (card.ability.extra.water_money * water_jokers))\n      end\n    end\n    if G.GAME.current_round.discards_left  > 0 then\n      card.joker_display_values.money = money\n    else\n      card.joker_display_values.money = 0\n    end\n    card.joker_display_values.wingull_card = localize(G.GAME.current_round.wingullcard.rank, 'ranks')\n  end\n}\n\n--\tRalts\njd_def[\"j_poke_ralts\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT },\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    local energized_jokers = 0\n    local mult = 0\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\n    for k, v in ipairs(G.jokers.cards) do\n      if get_total_energy(v) > 0 then\n        energized_jokers = energized_jokers + 1\n      end\n    end\n    if poker_hands['Pair'] and next(poker_hands['Pair']) then\n      mult = card.ability.extra.mult_mod * energized_jokers\n    end\n    card.joker_display_values.mult = mult\n    card.joker_display_values.localized_text = localize('Pair', 'poker_hands')\n  end\n}\n\n--\tKirlia\njd_def[\"j_poke_kirlia\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT },\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    local energized_jokers = 0\n    local mult = 0\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\n    for k, v in ipairs(G.jokers.cards) do\n      if get_total_energy(v) > 0 then\n        energized_jokers = energized_jokers + 1\n      end\n    end\n    if poker_hands['Pair'] and next(poker_hands['Pair']) then\n      mult = card.ability.extra.mult_mod * energized_jokers\n    end\n    card.joker_display_values.mult = mult\n    card.joker_display_values.localized_text = localize('Pair', 'poker_hands')\n  end\n}\n\n--\tGardevoir\njd_def[\"j_poke_gardevoir\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\n      }\n    }\n  },\n  calc_function = function(card)\n    local energized_jokers = 0\n    local level_target = card.ability.extra.hand_level\n    local leveled_hands = 0\n    for k, v in ipairs(G.jokers.cards) do\n      if get_total_energy(v) > 0 then\n        energized_jokers = energized_jokers + 1\n      end\n    end\n    for k, v in pairs(G.GAME.hands) do\n      local level = v.level\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        level = to_number(level)\n      end\n      if level >= level_target then\n        leveled_hands = leveled_hands + 1\n      end\n    end\n    card.joker_display_values.Xmult = 1 + card.ability.extra.Xmult_mod * (energized_jokers + leveled_hands)\n  end\n}\n\n--\tSurskit\n--\tMasquerain\n--\tShroomish\n--\tBreloom\n--\tSlakoth\njd_def[\"j_poke_slakoth\"] = {\n  text = {\n    { text = \"+\" , colour = G.C.MULT },\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n  },\n}\n\n--\tVigoroth\njd_def[\"j_poke_vigoroth\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n      },\n    },\n  },\n  calc_function = function(card)\n    local hands_left = G.GAME.current_round.hands_left\n    card.joker_display_values.Xmult = 1 + (card.ability.extra.Xmult_mod * hands_left)\n  end\n}\n\n--\tSlaking\njd_def[\"j_poke_slaking\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n      },\n    },\n  },\n}\n\n--\tNincada\njd_def[\"j_poke_nincada\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", colour = G.C.CHIPS },\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  calc_function = function(card)\n    card.joker_display_values.localized_text = \"(\" .. localize(\"9\", \"ranks\") .. \",\" .. localize(\"Jack\", \"ranks\") .. \")\"\n  end\n}\n\n--\tNinjask\njd_def[\"j_poke_ninjask\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT },\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  calc_function = function(card)\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    local triggers = 0\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == 9 or scoring_card:get_id() == 11 then\n          triggers = triggers + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n        end\n      end\n    end\n    if G.GAME.current_round.hands_played == 0 then\n      card.joker_display_values.mult = card.ability.extra.mult_mod * triggers\n    else\n      card.joker_display_values.mult = 0\n    end\n    card.joker_display_values.localized_text = \"(\" .. localize(\"9\", \"ranks\") .. \",\" .. localize(\"Jack\", \"ranks\") .. \")\"\n  end\n}\n\n--\tShedinja\njd_def[\"j_poke_shedinja\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n      },\n    },\n  },\n}\n\n--\tWhismur\n--\tLoudred\n--\tExploud\n--\tMakuhita\n--\tHariyama\n--\tAzurill\njd_def[\"j_poke_azurill\"] = {\n    text = {\n        {\n            border_nodes = {\n                { text = \"X\" },\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\n            },\n        },\n    },\n}\n\n--\tNosepass\njd_def[\"j_poke_nosepass\"] = {\ntext = {\n    {\n        border_nodes = {\n            { text = \"X\" },\n            { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\n        }\n    }\n},\ncalc_function = function(card)\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    local face_cards = {}\n    if text ~= 'Unknown' then\n        for _, scoring_card in pairs(scoring_hand) do\n            if scoring_card:is_face() then\n                table.insert(face_cards, scoring_card)\n            end\n        end\n    end\n    local first_face = JokerDisplay.calculate_leftmost_card(face_cards)\n    card.joker_display_values.x_mult = first_face and\n        (card.ability.extra.Xmult_multi --[[^ JokerDisplay.calculate_card_triggers(first_face, scoring_hand)--]]) or 1\nend\n}\n\n--\tSkitty\njd_def[\"j_poke_skitty\"] = {\n  reminder_text = {\n      { text = \"(\" },\n      { ref_table = \"card.joker_display_values\", ref_value = \"blueprint_compat\", colour = G.C.RED },\n      { text = \")\" }\n  },\n  extra = {\n    {\n      { ref_table = \"card.joker_display_values\", ref_value = \"cattype\", colour = G.C.GREY }\n    }\n  },\n  calc_function = function(card)\n    local copied_joker, copied_debuff = JokerDisplay.calculate_blueprint_copy(card)\n    card.joker_display_values.blueprint_compat = localize('k_incompatible')\n    JokerDisplay.copy_display(card, copied_joker, copied_debuff)\n    card.joker_display_values.cattype = G.GAME.current_round.cattype\n  end,\n  get_blueprint_joker = function(card)\n    for i = 1, #G.jokers.cards do\n      if G.jokers.cards[i] == card then\n        if is_type(G.jokers.cards[i+1], G.GAME.current_round.cattype) then\n          return G.jokers.cards[i + 1]\n        else\n          return nil\n        end\n      end\n    end\n    return nil\n  end\n}\n\n--\tDelcatty\njd_def[\"j_poke_delcatty\"] = {\n  reminder_text = {\n      { text = \"(\" },\n      { ref_table = \"card.joker_display_values\", ref_value = \"blueprint_compat\", colour = G.C.RED },\n      { text = \")\" }\n  },\n  extra = {\n    {\n      { ref_table = \"card.joker_display_values\", ref_value = \"cattype\", colour = G.C.GREY }\n    }\n  },\n  calc_function = function(card)\n    local copied_joker, copied_debuff = JokerDisplay.calculate_blueprint_copy(card)\n    local true_copy = copied_joker\n    card.joker_display_values.blueprint_compat = localize('k_incompatible')\n    if true_copy then\n      if card.joker_display_values and card.joker_display_values.fake_card and card.joker_display_values.fake_card.config.center.key == true_copy.config.center.key then\n        true_copy = card.joker_display_values.fake_card\n        while get_total_energy(true_copy) - get_total_energy(copied_joker) < card.ability.extra.energy_buff do\n          energize(true_copy, nil, nil, true)\n          if true_copy.ability.extra and type(true_copy.ability.extra) == \"table\" then\n            true_copy.ability.extra.energy_count = (true_copy.ability.extra.energy_count or 0) + 1\n          else\n            true_copy.ability.energy_count = (true_copy.ability.energy_count or 0) + 1\n          end\n        end\n\n        true_copy:update_joker_display(true)\n      else\n        true_copy = copy_card(copied_joker)\n\n        card.joker_display_values.to_track = {}\n        card.joker_display_values.extra_to_track = {}\n        for i = 1, card.ability.extra.energy_buff do\n          energize(true_copy, nil, nil, true)\n        end\n        for k,v in pairs(copied_joker.ability) do\n          if type(true_copy.ability[k]) ~= \"table\" then\n            if true_copy.ability[k] == v then\n              true_copy.ability[k] = nil\n            end\n          end\n        end\n        setmetatable(true_copy.ability, {__index=copied_joker.ability})\n        if type(copied_joker.ability.extra) == \"table\" then\n          for k,v in pairs(copied_joker.ability.extra) do\n            if true_copy.ability.extra[k] == v then\n              true_copy.ability.extra[k] = nil\n            end\n          end\n          setmetatable(true_copy.ability.extra, {__index=copied_joker.ability.extra})\n        end\n\n        if true_copy.ability.extra and type(true_copy.ability.extra) == \"table\" then\n          true_copy.ability.extra.energy_count = (true_copy.ability.extra.energy_count or 0) + card.ability.extra.energy_buff\n          true_copy.ability.extra.c_energy_count = (true_copy.ability.extra.c_energy_count or 0)\n        else\n          true_copy.ability.energy_count = (true_copy.ability.energy_count or 0) + card.ability.extra.energy_buff\n          true_copy.ability.c_energy_count = (true_copy.ability.c_energy_count or 0)\n        end\n\n        true_copy:remove()\n        true_copy:update_joker_display(true, true)\n        if card.joker_display_values then\n            card.joker_display_values.fake_card = true_copy\n        end\n      end\n    end\n    JokerDisplay.copy_display(card, true_copy, copied_debuff)\n\n    card.joker_display_values.cattype = G.GAME.current_round.cattype\n  end,\n  get_blueprint_joker = function(card)\n    for i = 1, #G.jokers.cards do\n      if G.jokers.cards[i] == card then\n        if is_type(G.jokers.cards[i+1], G.GAME.current_round.cattype) then\n          return G.jokers.cards[i + 1]\n        else\n          return nil\n        end\n      end\n    end\n    return nil\n  end\n}\n\n--\tSableye\n--\tMawile\n--\tAron\njd_def[\"j_poke_aron\"] = {\n    text = {\n        {\n            border_nodes = {\n                { text = \"X\" },\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n            },\n        },\n    },\n}\n\n--\tLairon\njd_def[\"j_poke_lairon\"] = {\n    text = {\n        {\n            border_nodes = {\n                { text = \"X\" },\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n            },\n        },\n    },\n}\n\n--\tAggron\njd_def[\"j_poke_aggron\"] = {\n    text = {\n        {\n            border_nodes = {\n                { text = \"X\" },\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n            },\n        },\n    },\n}\n\n--\tMeditite\njd_def[\"j_poke_meditite\"] = {\n  text = {\n    { text = \"+\" , colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n  },\n  calc_function = function(card)\n    local empty_consumable_slots = math.max(0, G.consumeables.config.card_limit - #G.consumeables.cards)\n    if G.GAME.current_round.discards_left == card.ability.extra.d_remaining then\n      card.joker_display_values.mult = empty_consumable_slots * card.ability.extra.mult_mod\n    else\n      card.joker_display_values.mult = 0\n    end\n  end\n}\n\n--\tMedicham\njd_def[\"j_poke_medicham\"] = {\n  text = {\n    { text = \"+\" , colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n    { text = \" +\", colour = G.C.SECONDARY_SET.Spectral },\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\", colour = G.C.SECONDARY_SET.Spectral }\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\",},\n  },\n  calc_function = function(card)\n    local empty_consumable_slots = math.max(0, G.consumeables.config.card_limit - #G.consumeables.cards)\n    local _, _, scoring_hand = JokerDisplay.evaluate_hand()\n    local sixth_sense_eval = #scoring_hand == 1 and scoring_hand[1]:get_id() == 6\n    card.joker_display_values.count = sixth_sense_eval and 1 or 0\n    card.joker_display_values.localized_text = \"(\" .. localize(\"6\", \"ranks\")..\")\"\n\n    if G.GAME.current_round.discards_left == card.ability.extra.d_remaining then\n      card.joker_display_values.mult = empty_consumable_slots * card.ability.extra.mult_mod\n    else\n      card.joker_display_values.mult = 0\n    end\n\n  end\n}\n\n--\tElectrike\n--\tManectric\n--\tPlusle\n--\tMinun\n--\tVolbeat\njd_def[\"j_poke_volbeat\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", colour = G.C.CHIPS },\n    { text = \" \" },\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n      },\n    },\n  },\n}\n\n--\tIllumise\n--\tRoselia\njd_def[\"j_poke_roselia\"] = {\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  extra = {\n    {\n      { text = \"(\", colour = G.C.UI.TEXT_INACTIVE, scale = 0.3 },\n      { ref_table = \"card.joker_display_values\", ref_value = \"active\", scale = 0.3 },\n      { text = \")\", colour = G.C.UI.TEXT_INACTIVE, scale = 0.3 },\n    }\n  },\n  calc_function = function(card)\n    if G.GAME.current_round.hands_played == 0 then\n      card.joker_display_values.active = localize(\"jdis_active\")\n    else\n      card.joker_display_values.active = localize(\"jdis_inactive\")\n    end\n    card.joker_display_values.localized_text = \"(\" .. localize(\"Ace\", \"ranks\") .. \",\" .. localize(\"3\", \"ranks\") .. \",\" .. localize(\"5\", \"ranks\") .. \",\" ..\n    localize(\"5\", \"ranks\") .. \",\" .. localize(\"7\", \"ranks\") .. \",\" .. localize(\"9\", \"ranks\") .. \")\"\n  end,\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\n    if held_in_hand then return 0 end\n    local first_card = scoring_hand and JokerDisplay.calculate_leftmost_card(scoring_hand)\n    if G.GAME.current_round.hands_played == 0 and (first_card:get_id() == 3 or first_card:get_id() == 5 or first_card:get_id() == 7 or first_card:get_id() == 9 or first_card:get_id() == 14) then\n      return first_card and playing_card == first_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\n    else\n      return 0\n    end\n  end,\n  style_function = function(card, text, reminder_text, extra)\n    if extra and extra.children and extra.children[1] then\n      if card.joker_display_values.active == localize(\"jdis_active\") then\n        extra.children[1].children[2].config.colour = G.C.GREEN\n      else\n        extra.children[1].children[2].config.colour = G.C.UI.TEXT_INACTIVE\n      end\n    end\n  end\n}\n\n--\tGulpin\n--\tSwalot\n--\tCarvanha\njd_def[\"j_poke_carvanha\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\n      }\n    }\n  },\n  calc_function = function(card)\n    local text, _, _ = JokerDisplay.evaluate_hand()\n    local is_card_sharp_hand = text ~= 'Unknown' and G.GAME.hands and G.GAME.hands[text] and\n      G.GAME.hands[text].played_this_round > (next(G.play.cards) and 1 or 0)\n    card.joker_display_values.x_mult = is_card_sharp_hand and card.ability.extra.Xmult or 1\n  end\n}\n\n--\tSharpedo\njd_def[\"j_poke_sharpedo\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\n      }\n    }\n  },\n  calc_function = function(card)\n    local text, _, _ = JokerDisplay.evaluate_hand()\n    local is_card_sharp_hand = text ~= 'Unknown' and G.GAME.hands and G.GAME.hands[text] and\n      G.GAME.hands[text].played_this_round > (next(G.play.cards) and 1 or 0)\n    card.joker_display_values.x_mult = is_card_sharp_hand and card.ability.extra.Xmult or 1\n  end\n}\n\n--\tWailmer\n--\tWailord\n--\tNumel\njd_def[\"j_poke_numel\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n      },\n    },\n  },\n  reminder_text = {\n    { ref_table =\"card.joker_display_values\", ref_value = \"active\", colour = G.C.GREY }\n  },\n  calc_function = function(card)\n    if card.ability.extra.cards_scored >= card.ability.extra.score_goal then\n      card.joker_display_values.Xmult = card.ability.extra.Xmult\n      card.joker_display_values.active = localize(\"jdis_active\")\n    else\n      card.joker_display_values.Xmult = 1\n      card.joker_display_values.active = localize(\"jdis_inactive\")\n    end\n  end\n}\n\n--\tCamerupt\njd_def[\"j_poke_camerupt\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n      },\n    },\n  },\n  reminder_text = {\n    { ref_table =\"card.joker_display_values\", ref_value = \"active\", colour = G.C.GREY }\n  },\n  calc_function = function(card)\n    if card.ability.extra.cards_scored >= card.ability.extra.score_goal then\n      card.joker_display_values.Xmult = card.ability.extra.Xmult\n      card.joker_display_values.active = localize(\"jdis_active\")\n    else\n      card.joker_display_values.Xmult = 1\n      card.joker_display_values.active = localize(\"jdis_inactive\")\n    end\n  end\n}\n\n--\tMega Camerupt\njd_def[\"j_poke_mega_camerupt\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\n      },\n    },\n  },\n}\n\n--\tTorkoal\njd_def[\"j_poke_torkoal\"] = {\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\n    local torkoal_retriggers = G.GAME.current_round.discards_left\n    if held_in_hand then return 0 end\n    return SMODS.has_enhancement(playing_card, 'm_mult') and (torkoal_retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\n  end\n}\n\n--\tSpoink\n--\tGrumpig\n--\tSpinda\n--\tTrapinch\n--\tVibrava\n--\tFlygon\n--\tCacnea\n--\tCacturne\njd_def[\"j_poke_cacturne\"] = {\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"active\" },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    if G.GAME.current_round.hands_played == 0 then\n      card.joker_display_values.active = localize(\"jdis_active\")\n    else\n      card.joker_display_values.active = localize(\"jdis_inactive\")\n    end\n  end,\n  style_function = function(card, text, reminder_text, extra)\n    if reminder_text and reminder_text.children and reminder_text.children[2] then\n      if card.joker_display_values.active == localize(\"jdis_active\") then\n        reminder_text.children[2].config.colour = G.C.GREEN\n      else\n        reminder_text.children[2].config.colour = G.C.UI.TEXT_INACTIVE\n      end\n    end\n  end\n}\n\n--\tSwablu\njd_def[\"j_poke_swablu\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", colour = G.C.CHIPS },\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  calc_function = function(card)\n    card.joker_display_values.localized_text = \"(Draw \" .. localize(\"9\", \"ranks\")..\")\"\n  end\n}\n\n--\tAltaria\njd_def[\"j_poke_altaria\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", colour = G.C.CHIPS },\n    { text = \" +$\", colour = G.C.GOLD },\n    { ref_table = \"card.ability.extra\", ref_value = \"money_mod\", colour = G.C.GOLD },\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  calc_function = function(card)\n    local dragon_count = #find_pokemon_type(\"Dragon\")\n    card.joker_display_values.localized_text = \"(Draw \" .. localize(\"9\", \"ranks\")..\")\"\n  end\n}\n\n--\tZangoose\n--\tSeviper\n--\tLunatone\n--\tSolrock\n--\tBarboach\n--\tWhiscash\n--\tCorphish\njd_def[\"j_poke_corphish\"] = {\n  text = {\n    { text = \"+\" , colour = G.C.MULT },\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n  },\n  reminder_text = {\n    { text = \"[\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature1\"},\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature2\"},\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature3\"},\n    { text = \"]\" },\n  },\n  calc_function = function(card)\n    card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n    card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n    card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n  end\n}\n\n--\tCrawdaunt\njd_def[\"j_poke_crawdaunt\"] = {\n  text = {\n    { text = \"+\" , colour = G.C.MULT },\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n  },\n  reminder_text = {\n    { text = \"[\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature1\"},\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature2\"},\n    { text = \", \" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"nature3\"},\n    { text = \"]\" },\n  },\n  calc_function = function(card)\n    card.joker_display_values.nature1 = localize(card.ability.extra.targets[1].value, 'ranks')\n    card.joker_display_values.nature2 = localize(card.ability.extra.targets[2].value, 'ranks')\n    card.joker_display_values.nature3 = localize(card.ability.extra.targets[3].value, 'ranks')\n  end\n}\n\n--\tBaltoy\n--\tClaydol\n--\tLileep\njd_def[\"j_poke_lileep\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS },\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  calc_function = function(card)\n    local eight_count = 0\n    local triggers = 0\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == 8 then\n          eight_count = eight_count + 1\n        end\n      end\n    end\n    if eight_count >= 3 then\n      local playing_hand = next(G.play.cards)\n      for i, playing_card in ipairs(G.hand.cards) do\n        if playing_hand or not playing_card.highlighted then\n          if not (playing_card.facing == 'back') and not playing_card.debuff then\n            triggers = triggers + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\n          end\n        end\n      end\n    end\n    card.joker_display_values.chips = triggers * card.ability.extra.chip_mod\n    card.joker_display_values.localized_text = \"(\" .. localize(\"8\", \"ranks\") .. \")\"\n  end\n}\n\n--\tCradily\njd_def[\"j_poke_cradily\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS },\n    { text = \" +$\", colour = G.C.GOLD},\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  calc_function = function(card)\n    local eight_count = 0\n    local triggers = 0\n    local money = 0\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == 8 then\n          eight_count = eight_count + 1\n        end\n      end\n    end\n    if eight_count >= 3 then\n      local playing_hand = next(G.play.cards)\n      for i, playing_card in ipairs(G.hand.cards) do\n        if playing_hand or not playing_card.highlighted then\n          if not (playing_card.facing == 'back') and not playing_card.debuff then\n            triggers = triggers + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\n          end\n        end\n      end\n    end\n    if eight_count > 3 then\n      local highest_sell = 0\n      for k, v in ipairs(G.consumeables.cards) do\n        if v.sell_cost > highest_sell then highest_sell = v.sell_cost end\n      end\n      money = highest_sell\n    end\n    card.joker_display_values.chips = triggers * card.ability.extra.chip_mod\n    card.joker_display_values.money = money\n    card.joker_display_values.localized_text = \"(\" .. localize(\"8\", \"ranks\") .. \")\"\n  end\n}\n\n--\tAnorith\njd_def[\"j_poke_anorith\"] = {\n  text = {\n    { text = \"+\" , colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  extra = {\n    {\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\n    },\n  },\n  calc_function = function(card)\n    local mult = 0\n    local count = 0\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == 7 then\n          count = count + 1\n        end\n      end\n    end\n    if count >= 1 then\n      mult = card.ability.extra.mult\n    end\n    card.joker_display_values.mult = mult\n    card.joker_display_values.localized_text = \"(\" .. localize(\"7\", \"ranks\") .. \")\"\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'anorinth')\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\n  end\n}\n\n--\tArmaldo\njd_def[\"j_poke_armaldo\"] = {\n  text = {\n    { text = \"+\" , colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\n    { text = \" \" },\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\n      }\n    },\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  extra = {\n    {\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\n    },\n  },\n  calc_function = function(card)\n    local mult = 0\n    local Xmult = 1\n    local count = 0\n    local enhanced_seven_tally = 0\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == 7 then\n          count = count + 1\n        end\n      end\n    end\n    if count >= 1 then\n      mult = card.ability.extra.mult\n    end\n    if count >= 4 then\n      for k, v in pairs(G.playing_cards) do\n        if v:get_id() == 7 and v.config.center ~= G.P_CENTERS.c_base then\n          enhanced_seven_tally = enhanced_seven_tally + 1\n          Xmult = 1 + (card.ability.extra.Xmult_multi * enhanced_seven_tally)\n        end\n      end\n    end\n    card.joker_display_values.mult = mult\n    card.joker_display_values.Xmult = Xmult\n    card.joker_display_values.localized_text = \"(\" .. localize(\"7\", \"ranks\") .. \")\"\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'armaldo')\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\n  end\n}\n\n--\tFeebas\njd_def[\"j_poke_feebas\"] = {\n    text = {\n        { text = \"+\" ,\n        colour = G.C.MULT},\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \n        colour = G.C.MULT},\n    },\nscoring_function = function(playing_card, scoring_hand, joker_card)\n    return true\nend\n}\n\n--\tMilotic\njd_def[\"j_poke_milotic\"] = {\n    retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\n        local first_suit = nil\n        local second_suit = nil\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n        for _, scoring_card in pairs(scoring_hand) do\n        if not first_suit and not SMODS.has_no_suit(scoring_card) then\n            first_suit = scoring_card.base.suit\n        elseif not second_suit and not SMODS.has_no_suit(scoring_card) and scoring_card.base.suit ~= first_suit then\n            second_suit = scoring_card.base.suit\n        end\n        end\n        if held_in_hand then\n            return 0\n        end\n        if first_suit and not second_suit then\n            return (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\n        end\n    end\n}\n\n\n\n\n--\tCastform\n--\tKecleon\n--\tShuppet\n--\tBanette\n--\tDuskull\njd_def[\"j_poke_duskull\"] = {\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"active\" },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    card.joker_display_values.active = G.GAME and G.GAME.current_round.hands_left <= 1 and localize(\"jdis_active\") or localize(\"jdis_inactive\")\n  end,\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\n    if held_in_hand then return 0 end\n    local first_card = scoring_hand and JokerDisplay.calculate_leftmost_card(scoring_hand)\n    local second_card = scoring_hand and JokerDisplay.sort_cards(scoring_hand)[2]\n    local third_card = scoring_hand and JokerDisplay.sort_cards(scoring_hand)[3]\n    local fourth_card = scoring_hand and JokerDisplay.sort_cards(scoring_hand)[4]\n    if G.GAME.current_round.hands_left <= 1 then\n      return first_card and playing_card == first_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0 and\n      second_card and playing_card == second_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0 and\n      third_card and playing_card == third_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0 and\n      fourth_card and playing_card == fourth_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\n    else\n      return 0\n    end\n  end\n}\n\n--\tDusclops\njd_def[\"j_poke_dusclops\"] = {\n  text = {\n    { text = \"+\", colour = G.C.SECONDARY_SET.Spectral },\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\", colour = G.C.SECONDARY_SET.Spectral }\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"active\" },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    local count = 0\n    local hand = JokerDisplay.current_hand\n    local _, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if scoring_hand and #scoring_hand > 0 and G.GAME.current_round.hands_left <= 1 then\n      count = #hand - #scoring_hand\n      if count == 1 then count = 1 else count = 0\n      end\n    end\n    card.joker_display_values.active = G.GAME and G.GAME.current_round.hands_left <= 1 and localize(\"jdis_active\") or localize(\"jdis_inactive\")\n    card.joker_display_values.count = count\n  end,\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\n    if held_in_hand then return 0 end\n    local first_card = scoring_hand and JokerDisplay.calculate_leftmost_card(scoring_hand)\n    local second_card = scoring_hand and JokerDisplay.sort_cards(scoring_hand)[2]\n    local third_card = scoring_hand and JokerDisplay.sort_cards(scoring_hand)[3]\n    local fourth_card = scoring_hand and JokerDisplay.sort_cards(scoring_hand)[4]\n    if G.GAME.current_round.hands_left <= 1 then\n      return first_card and playing_card == first_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0 and\n      second_card and playing_card == second_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0 and\n      third_card and playing_card == third_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0 and\n      fourth_card and playing_card == fourth_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\n    else\n      return 0\n    end\n  end\n}\n\n--\tTropius\n--\tChimecho\njd_def[\"j_poke_chimecho\"] = {\n  reminder_text = {\n    { text = \"[\", colour = G.C.GREY },\n    { ref_table =\"card.ability.extra\", ref_value = \"glass_restored\", colour = G.C.GREY },\n    { text = \"/\", colour = G.C.GREY },\n    { ref_table =\"card.ability.extra\", ref_value = \"glass_limit\", colour = G.C.ORANGE },\n    { text = \"]\", colour = G.C.GREY },\n  },\n}\n\n--\tAbsol\njd_def[\"j_poke_absol\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\n      }\n    },\n  },\n}\n\n--\tWynaut\njd_def[\"j_poke_wynaut\"] = {\n    text = {\n        {\n            border_nodes = {\n                { text = \"X\" },\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\n            },\n        },\n    },\n}\n\n--\tSnorunt\n--\tGlalie\n--\tSpheal\n--\tSealeo\n--\tWalrein\n--\tClamperl\n--\tHuntail\njd_def[\"j_poke_huntail\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\n      }\n    },\n  },\n}\n\n--\tGorebyss\njd_def[\"j_poke_gorebyss\"] = {\n  text = {\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\n      }\n    },\n  },\n}\n\n--\tRelicanth\njd_def[\"j_poke_relicanth\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS },\n    { text = \" +$\", colour = G.C.GOLD },\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD },\n    { text = \" \" },\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\n      }\n    },\n  },\n  reminder_text = {\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\n  },\n  calc_function = function(card)\n    local four_count = 0\n    local chips = 0\n    local money = 0\n    local Xmult = 1\n    local last_card_triggers = 0\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    local last_card = JokerDisplay.calculate_rightmost_card(scoring_hand)\n    if last_card then\n      last_card_triggers = JokerDisplay.calculate_card_triggers(last_card, scoring_hand)\n    end\n    if text ~= 'Unknown' then\n      for _, scoring_card in pairs(scoring_hand) do\n        if scoring_card:get_id() == 4 then\n          four_count = four_count + 1\n        end\n      end\n    end\n    if four_count >= 1 then\n      chips = card.ability.extra.chips * last_card_triggers\n    end\n    if four_count >= 3 then\n      money = card.ability.extra.money\n    end\n    if four_count >= 4 then\n      Xmult = (card.ability.extra.Xmult_multi ^ last_card_triggers) or 1\n    end\n    card.joker_display_values.chips = chips\n    card.joker_display_values.money = money\n    card.joker_display_values.Xmult = Xmult\n    card.joker_display_values.localized_text = \"(\" .. localize(\"4\", \"ranks\") .. \")\"\n  end\n}\n--\tLuvdisc\njd_def[\"j_poke_luvdisc\"] = {\n  scoring_function = function(playing_card, scoring_hand, joker_card)\n    return true\n  end\n}\n\n--\tBagon\njd_def[\"j_poke_bagon\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\n  },\n  calc_function = function(card)\n    card.joker_display_values.mult = G.GAME.hands[\"Straight\"].played * card.ability.extra.mult_mod\n  end\n}\n\n--\tShelgon\njd_def[\"j_poke_shelgon\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\n  },\n  calc_function = function(card)\n    card.joker_display_values.mult = G.GAME.hands[\"Straight\"].played * card.ability.extra.mult_mod\n  end\n}\n\n--\tSalamence\njd_def[\"j_poke_salamence\"] = {\n  text = {\n    { text = \"+\", colour = G.C.MULT },\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\n  },\n  calc_function = function(card)\n    card.joker_display_values.mult = G.GAME.hands[\"Straight\"].played * card.ability.extra.mult_mod\n  end\n}\n\n--\tBeldum\njd_def[\"j_poke_beldum\"] = {\n    text = {\n        { text = \"+\" },\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\n    },\ntext_config = { colour = G.C.CHIPS },\n}\n\n--\tMetang\njd_def[\"j_poke_metang\"] = {\n    text = {\n        { text = \"+\" },\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\n    },\ntext_config = { colour = G.C.CHIPS },\n}\n\n--\tMetagross\njd_def[\"j_poke_metagross\"] = {\n  text = {\n    { text = \"+\", colour = G.C.CHIPS },\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\n    { text = \" \" },\n    {\n      border_nodes = {\n        { text = \"X\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\n      }\n    },\n  },\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    local x_mult = 1\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n    if text == 'Four of a Kind' then\n      for _, scoring_card in pairs(scoring_hand) do\n        local total_chips = poke_total_chips(scoring_card)\n        local retriggers = JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n        x_mult = x_mult * (total_chips ^ (retriggers/4))\n      end\n    end\n    card.joker_display_values.localized_text = localize('Four of a Kind', 'poker_hands')\n    card.joker_display_values.x_mult = x_mult\n  end,\n}\n\n--\tRegirock\n--\tRegice\n--\tRegisteel\n--\tLatias\n--\tLatios\n--\tKyogre\n--\tGroudon\n--\tRayquaza\n--\tJirachi\njd_def[\"j_poke_jirachi_power\"] = {\n    text = {\n        {\n            border_nodes = {\n                { text = \"X\" },\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\n            }\n        }\n    },\n    reminder_text = {\n        { text = \"(\" },\n        { ref_table = \"card.joker_display_values\", ref_value = \"loyalty_text\" },\n        { text = \")\" },\n    },\n    calc_function = function(card)\n        card.joker_display_values.loyalty_text = localize { type = 'variable', key = (card.ability.extra.loyalty_remaining == 0 and 'loyalty_active' or 'loyalty_inactive'), vars = { card.ability.extra.loyalty_remaining } }\n\n        if card.ability.extra.loyalty_remaining == 0 then\n            local total_triggers = 0\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\n            if text ~= 'Unknown' then\n                for _, scoring_card in pairs(scoring_hand) do\n                    total_triggers = total_triggers + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\n                end\n            end\n            card.joker_display_values.x_mult = card.ability.extra.Xmult_multi ^ total_triggers\n        else\n            card.joker_display_values.x_mult = 1\n        end\n    end\n}\n-- Can't think of a good way to show this without it being ridiculous\n-- jd_def[\"j_poke_jirachi_fixer\"] = {\n--     reminder_text = {\n--         { text = \"(Hand: \" },\n--         { ref_table = \"card.joker_display_values\", ref_value = \"hand_active_text\" },\n--         { text = \"  Discard: \" },\n--         { ref_table = \"card.joker_display_values\", ref_value = \"discard_active_text\" },\n--         { text = \")\" },\n--     },\n--     calc_function = function(card)\n--         card.joker_display_values.hand_active_text = localize(G.GAME.current_round.hands_played == 0 and 'k_active_ex' or 'k_copied_ex')\n--         card.joker_display_values.discard_active_text = localize(G.GAME.current_round.discards_used == 0 and 'k_active_ex' or 'k_copied_ex')\n--     end\n-- }\n\n-- jd_def[\"j_poke_jirachi_copy\"] = {\n--     reminder_text = {\n--         { text = \"(\" },\n--         { ref_table = \"card.joker_display_values\", ref_value = \"blueprint_compat\", colour = G.C.RED },\n--         { text = \")\" }\n--     },\n--     calc_function = function(card)\n--         local copied_joker, copied_debuff = JokerDisplay.calculate_blueprint_copy(card)\n--         local true_copy = copied_joker\n--         card.joker_display_values.blueprint_compat = localize('k_incompatible')\n--         if true_copy then\n--             if card.joker_display_values and card.joker_display_values.fake_card and card.joker_display_values.fake_card.config.center.key == true_copy.config.center.key then\n--                 true_copy = card.joker_display_values.fake_card\n--                 while get_total_energy(true_copy) - get_total_energy(copied_joker) < card.ability.extra.energy_buff do\n--                     energize(true_copy, nil, nil, true)\n--                     if true_copy.ability.extra and type(true_copy.ability.extra) == \"table\" then\n--                       true_copy.ability.extra.energy_count = (true_copy.ability.extra.energy_count or 0) + 1\n--                     else\n--                       true_copy.ability.energy_count = (true_copy.ability.energy_count or 0) + 1\n--                     end\n--                 end\n--\n--                 true_copy:update_joker_display(true)\n--             else\n--                 true_copy = copy_card(copied_joker)\n--\n--                 card.joker_display_values.to_track = {}\n--                 card.joker_display_values.extra_to_track = {}\n--                 for i = 1, card.ability.extra.energy_buff do\n--                   energize(true_copy, nil, nil, true)\n--                 end\n--                 for k,v in pairs(copied_joker.ability) do\n--                     if type(true_copy.ability[k]) ~= \"table\" then\n--                         if true_copy.ability[k] == v then\n--                             true_copy.ability[k] = nil\n--                         end\n--                     end\n--                 end\n--                 setmetatable(true_copy.ability, {__index=copied_joker.ability})\n--                 if type(copied_joker.ability.extra) == \"table\" then\n--                     for k,v in pairs(copied_joker.ability.extra) do\n--                         if true_copy.ability.extra[k] == v then\n--                             true_copy.ability.extra[k] = nil\n--                         end\n--                     end\n--                     setmetatable(true_copy.ability.extra, {__index=copied_joker.ability.extra})\n--                 end\n--\n--                 if true_copy.ability.extra and type(true_copy.ability.extra) == \"table\" then\n--                   true_copy.ability.extra.energy_count = (true_copy.ability.extra.energy_count or 0) + card.ability.extra.energy_buff\n--                   true_copy.ability.extra.c_energy_count = (true_copy.ability.extra.c_energy_count or 0)\n--                 else\n--                   true_copy.ability.energy_count = (true_copy.ability.energy_count or 0) + card.ability.extra.energy_buff\n--                   true_copy.ability.c_energy_count = (true_copy.ability.c_energy_count or 0)\n--                 end\n--\n--                 true_copy:remove()\n--                 true_copy:update_joker_display(true, true)\n--                 if card.joker_display_values then\n--                     card.joker_display_values.fake_card = true_copy\n--                 end\n--             end\n--         end\n--         JokerDisplay.copy_display(card, true_copy, copied_debuff)\n--     end,\n--     get_blueprint_joker = function(card)\n--         for i = 1, #G.jokers.cards do\n--             if G.jokers.cards[i] == card then\n--                 return G.jokers.cards[i + 1]\n--             end\n--         end\n--         return nil\n--     end\n-- }\n\n--\tDeoxys\njd_def[\"j_poke_deoxys\"] = {\n  reminder_text = {\n    { text = \"(\" },\n    { ref_table = \"card.joker_display_values\", ref_value = \"active\" },\n    { text = \")\" },\n  },\n  calc_function = function(card)\n    if G.GAME.current_round.discards_used == 0 then\n      card.joker_display_values.active = localize(\"jdis_active\")\n    else\n      card.joker_display_values.active = localize(\"jdis_inactive\")\n    end\n  end,\n  style_function = function(card, text, reminder_text, extra)\n    if reminder_text and reminder_text.children and reminder_text.children[2] then\n      if card.joker_display_values.active == localize(\"jdis_active\") then\n        reminder_text.children[2].config.colour = G.C.GREEN\n      else\n        reminder_text.children[2].config.colour = G.C.UI.TEXT_INACTIVE\n      end\n    end\n  end\n}\n"
  },
  {
    "path": "jokerdisplay/definitions4.lua",
    "content": "local jd_def = JokerDisplay.Definitions\r\n\r\n\r\n--\tTurtwig\r\n--\tGrotle\r\n--\tTorterra\r\n--\tChimchar\r\n--\tMonferno\r\n--\tInfernape\r\n--\tPiplup\r\n--\tPrinplup\r\n--\tEmpoleon\r\n--\tStarly\r\n--\tStaravia\r\n--\tStaraptor\r\n--\tBidoof\r\n--\tBibarel\r\n--\tKricketot\r\njd_def[\"j_poke_kricketot\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", retrigger_type = \"mult\", colour = G.C.GOLD }\r\n  },\r\n  calc_function = function(card)\r\n    local money = 0\r\n    local suits = 0\r\n    local hand = JokerDisplay.current_hand\r\n    if #hand == 4 then\r\n      for k, v in pairs(SMODS.Suits) do\r\n        for x, y in pairs(hand) do\r\n          if y:is_suit(v.key) then\r\n            suits = suits + 1\r\n            break\r\n          end\r\n        end\r\n      end\r\n      if suits >= 4 then\r\n        money = card.ability.extra.money\r\n      end\r\n    end\r\n    card.joker_display_values.money = money\r\n  end,\r\n}\r\n\r\n--\tKricketune\r\njd_def[\"j_poke_kricketune\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", retrigger_type = \"mult\", colour = G.C.GOLD },\r\n    { text = \" +\", colour = G.C.SECONDARY_SET.Tarot },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\", colour = G.C.SECONDARY_SET.Tarot },\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'kricketune')\r\n    local money = 0\r\n    local count = 0\r\n    local suits = 0\r\n    local hand = JokerDisplay.current_hand\r\n    if #hand == 4 then\r\n      for k, v in pairs(SMODS.Suits) do\r\n        for x, y in pairs(hand) do\r\n          if y:is_suit(v.key) then\r\n            suits = suits + 1\r\n            break\r\n          end\r\n        end\r\n      end\r\n      if suits >= 4 then\r\n        money = card.ability.extra.money\r\n        count = 1\r\n      end\r\n    end\r\n    card.joker_display_values.money = money\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem }}\r\n  end,\r\n}\r\n\r\n--\tShinx\r\n--\tLuxio\r\n--\tLuxray\r\n--\tBudew\r\njd_def[\"j_poke_budew\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tRoserade\r\njd_def[\"j_poke_roserade\"] = {\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"Ace\", \"ranks\") .. \",\" .. localize(\"3\", \"ranks\") .. \",\" .. localize(\"5\", \"ranks\") .. \",\" ..\r\n    localize(\"5\", \"ranks\") .. \",\" .. localize(\"7\", \"ranks\") .. \",\" .. localize(\"9\", \"ranks\") .. \")\"\r\n  end,\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    local first_card = scoring_hand and JokerDisplay.calculate_leftmost_card(scoring_hand)\r\n    if first_card:get_id() == 3 or first_card:get_id() == 5 or first_card:get_id() == 7 or first_card:get_id() == 9 or first_card:get_id() == 14 then\r\n      return first_card and playing_card == first_card and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\r\n    else\r\n      return 0\r\n    end\r\n  end\r\n}\r\n\r\n--\tCranidos\r\n--\tRampardos\r\n--\tShieldon\r\n--\tBastiodon\r\n--\tBurmy\r\n--\tWormadam\r\n--\tMothim\r\n--\tCombee\r\n--\tVespiquen\r\n--\tPachirisu\r\n--\tBuizel\r\njd_def[\"j_poke_buizel\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"add\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\ncalc_function = function(card)\r\n    local hand = JokerDisplay.current_hand\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local count = 0\r\n    if scoring_hand and #scoring_hand > 0 then\r\n        count = #hand - #scoring_hand\r\n    end\r\n        card.joker_display_values.chips = count * card.ability.extra.chips \r\nend\r\n}\r\n\r\n--\tFloatzel\r\njd_def[\"j_poke_floatzel\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"add\" }\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\ncalc_function = function(card)\r\n    local hand = JokerDisplay.current_hand\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local count = 0\r\n    if scoring_hand and #scoring_hand > 0 then\r\n        count = #hand - #scoring_hand\r\n    end\r\n        card.joker_display_values.chips = count * card.ability.extra.chips\r\nend\r\n}\r\n\r\n--\tCherubi\r\n--\tCherrim\r\n--\tShellos\r\n--\tGastrodon\r\n--\tAmbipom\r\n--\tDrifloon\r\n--\tDrifblim\r\n--\tBuneary\r\njd_def[\"j_poke_buneary\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local hand = JokerDisplay.current_hand\r\n    local _, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if scoring_hand and #scoring_hand > 0 then\r\n      count = #hand - #scoring_hand\r\n    end\r\n    card.joker_display_values.mult = card.ability.extra.mult * count\r\n  end\r\n}\r\n\r\n--\tLopunny\r\njd_def[\"j_poke_lopunny\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n    { text = \" \"},\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local Xmult = 1\r\n    local count = 0\r\n    local found_ranks = {}\r\n    local hand = JokerDisplay.current_hand\r\n    local _, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if scoring_hand and #scoring_hand > 0 then\r\n      count = #hand - #scoring_hand\r\n    end\r\n    for _, playing_card in pairs(hand) do\r\n      local is_scoring = false\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if playing_card == scoring_card then\r\n          is_scoring = true\r\n          break\r\n        end\r\n      end\r\n      if is_scoring == false then\r\n        found_ranks[playing_card:get_id()] = true\r\n      end\r\n    end\r\n    if G.scry_view then\r\n      for _, scry_card in pairs(G.scry_view.cards) do\r\n        if found_ranks[scry_card:get_id()] then\r\n          Xmult = card.ability.extra.Xmult\r\n          break\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = card.ability.extra.mult * count\r\n    card.joker_display_values.Xmult = Xmult\r\n  end\r\n}\r\n\r\n--\tMega Lopunny\r\njd_def[\"j_poke_mega_lopunny\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local Xmult = 1\r\n    if G.scry_view then\r\n      local text, poker_hands, _ = JokerDisplay.evaluate_hand(G.scry_view.cards)\r\n      if poker_hands[text] and next(poker_hands[text]) then\r\n        if (SMODS.Mods[\"Talisman\"] or {}).can_load then\r\n          Xmult = to_number(G.GAME.hands[text].level) or 1\r\n        else\r\n          Xmult = G.GAME.hands[text].level or 1\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.Xmult = Xmult\r\n  end\r\n}\r\n\r\n--\tMismagius\r\njd_def[\"j_poke_mismagius\"] = {\r\n  text = {\r\n      { text = \"+\" },\r\n      { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.CHIPS },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\",colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n  local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'mismagius')\r\n  card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem }}\r\n  end\r\n}\r\n\r\n--\tHonchkrow\r\njd_def[\"j_poke_honchkrow\"] = {\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"count\",          colour = G.C.ORANGE },\r\n        { text = \"x\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.GREEN },\r\n        { text = \")\" },\r\n    },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        if G.jokers then\r\n            for _, joker_card in ipairs(G.jokers.cards) do\r\n                if joker_card.config.center.rarity and is_type(joker_card, \"Dark\") then\r\n                    count = count + 1\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.count = count\r\n        card.joker_display_values.localized_text = \"Dark\"\r\n    end,\r\n    mod_function = function(card, mod_joker)\r\n        return { x_mult = (is_type(card, \"Dark\") and mod_joker.ability.extra.Xmult_multi ^ JokerDisplay.calculate_joker_triggers(mod_joker) or nil) }\r\n    end\r\n}\r\n--\tGlameow\r\n--\tPurugly\r\n--\tChingling\r\njd_def[\"j_poke_chingling\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tStunky\r\n--\tSkuntank\r\n--\tBronzor\r\n--\tBronzong\r\n--\tBonsly\r\njd_def[\"j_poke_bonsly\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tMime Jr.\r\njd_def[\"j_poke_mimejr\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tHappiny\r\njd_def[\"j_poke_happiny\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tChatot\r\n--\tSpiritomb\r\n--\tGible\r\n--\tGabite\r\n--\tGarchomp\r\n--\tMunchlax\r\njd_def[\"j_poke_munchlax\"] = { \r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tRiolu\r\njd_def[\"j_poke_riolu\"] = { \r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tLucario\r\njd_def[\"j_poke_lucario\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local playing_hand = next(G.play.cards)\r\n    local count = 0\r\n      for i, playing_card in ipairs(G.hand.cards) do\r\n        if playing_hand or not playing_card.highlighted then\r\n        if not (playing_card.facing == 'back') and not playing_card.debuff and playing_card.edition then\r\n          count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.Xmult = (card.ability.extra.Xmult_multi^count)\r\n  end\r\n}\r\n\r\n--  Mega Lucario\r\njd_def[\"j_poke_mega_lucario\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local playing_hand = next(G.play.cards)\r\n    local triggers = 0\r\n    local edition_type_count = 0\r\n    local edition = {}\r\n    for i = 1, #G.hand.cards do\r\n      local playing_card = G.hand.cards[i]\r\n      if playing_card.edition and not edition[playing_card.edition.type] and not playing_card.highlighted then\r\n        edition[playing_card.edition.type] = true\r\n        edition_type_count = edition_type_count + 1\r\n      end\r\n    end\r\n    if edition_type_count >= 3 then\r\n      for _, playing_card in ipairs(G.hand.cards) do\r\n        if playing_hand or not playing_card.highlighted then\r\n          if not (playing_card.facing == 'back') and not playing_card.debuff then\r\n            triggers = triggers + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n          end\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.Xmult = (card.ability.extra.Xmult_multi^triggers)\r\n  end\r\n}\r\n\r\n--\tHippopotas\r\n--\tHippowdon\r\n--\tSkorupi\r\n--\tDrapion\r\n--\tCroagunk\r\n--\tToxicroak\r\n--\tCarnivine\r\n--\tFinneon\r\n--\tLumineon\r\n\r\n--\tMantyke\r\njd_def[\"j_poke_mantyke\"] = { \r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n--\tSnover\r\n--\tAbomasnow\r\n--\tWeavile\r\njd_def[\"j_poke_weavile\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n    { text = \" \"},\r\n    { text = \"+$\", colour = G.C.GOLD},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", colour = G.C.GOLD  },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"sneaselcard\", colour = G.C.ORANGE },\r\n    { text = \")\" }\r\n  },\r\n  calc_function = function(card)\r\n    local rank_found = false\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n\r\n    if poker_hands['High Card'] and next(poker_hands['High Card']) and #JokerDisplay.current_hand == 1 then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == G.GAME.current_round.sneaselcard.id then\r\n                rank_found = true\r\n            end\r\n        end\r\n    end\r\n    if rank_found == true then\r\n      card.joker_display_values.money = card.ability.extra.money\r\n    else\r\n      card.joker_display_values.money = 0\r\n    end\r\n    card.joker_display_values.sneaselcard = localize(G.GAME.current_round.sneaselcard.rank, 'ranks')\r\n  end\r\n}\r\n\r\n--\tMagnezone\r\njd_def[\"j_poke_magnezone\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local metal = #find_pokemon_type(\"Metal\")\r\n        local count = 0\r\n        local playing_hand = next(G.play.cards)\r\n        local hand = next(G.play.cards) and G.play.cards or G.hand.highlighted\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand(hand)\r\n        if text ~= \"Unknown\" then\r\n            for _, scoring_card in pairs(scoring_hand) do \r\n                if scoring_card.ability.effect and scoring_card.ability.effect == \"Steel Card\" then\r\n                    count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.x_mult = math.max((card.ability.extra.Xmult_multi+metal*card.ability.extra.Xmult_multi2)^count,1)\r\n    end\r\n    }\r\n\r\n--\tLickilicky\r\njd_def[\"j_poke_lickilicky\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n            }\r\n        }\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        local xmult1 = card.ability.extra.Xmult_multi\r\n        local xmult2 = card.ability.extra.Xmult_multi - card.ability.extra.subtract\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        local jacks = {}\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card:get_id() == 11 then\r\n                    table.insert(jacks, scoring_card)\r\n                end\r\n            end\r\n        end\r\n    \r\n        -- Calculate multipliers based on jack count and triggers\r\n        local x_mult_total = 1\r\n        for i, jack in ipairs(jacks) do\r\n            local multiplier = (i <= 2) and xmult1 or xmult2\r\n            local triggers = JokerDisplay.calculate_card_triggers(jack, scoring_hand) or 0\r\n            x_mult_total = x_mult_total * (multiplier ^ triggers)\r\n        end\r\n    \r\n        -- Assign the calculated x_mult value\r\n        card.joker_display_values.x_mult = math.max(x_mult_total, 1)\r\n    end\r\n}\r\n\r\n--\tRhyperior\r\njd_def[\"j_poke_rhyperior\"] = {\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n\r\n    local rhytriggers = 1 + math.floor(#find_pokemon_type(\"Earth\") / 3)\r\n    return playing_card.ability.effect == \"Stone Card\" and (rhytriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n  end\r\n}\r\n\r\n--\tTangrowth\r\njd_def[\"j_poke_tangrowth\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS  },\r\n        {ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS},\r\n        {text = \" +\", colour = G.C.MULT},\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"mult\", colour = G.C.MULT,   },\r\n \r\n        {text = \" +$\", colour = G.C.GOLD},\r\n        {ref_table = \"card.joker_display_values\",    ref_value = \"money\", colour = G.C.GOLD,   },\r\n    }, \r\n    calc_function = function(card)\r\n        local count = 0\r\n        local playing_hand = next(G.play.cards)\r\n        local chance = math.min((card.ability.extra.num / card.ability.extra.dem),1)\r\n        local hand = next(G.play.cards) and G.play.cards or G.hand.highlighted\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand(hand)\r\n        if text ~= \"Unknown\" then\r\n            for _, scoring_card in pairs(scoring_hand) do --Polychrome cards scored\r\n                if scoring_card.ability.effect and scoring_card.ability.effect == \"Wild Card\" then\r\n                    count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.chips = card.ability.extra.chips * count * chance\r\n        card.joker_display_values.mult = card.ability.extra.mult * count * chance\r\n        card.joker_display_values.money = card.ability.extra.money_mod * count * chance\r\n    end\r\n}\r\n\r\n--\tElectivire\r\njd_def[\"j_poke_electivire\"] = { \r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n\r\ncalc_function = function(card)\r\n    card.joker_display_values.Xmult =  1 + card.ability.extra.Xmult_mod * card.sell_cost\r\nend\r\n\r\n}\r\n\r\n--\tMagmortar\r\njd_def[\"j_poke_magmortar\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n        {text = \" \"},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult\" }\r\n            },\r\n            border_colour = G.C.MULT\r\n        }\r\n    },\r\ntext_config = { colour = G.C.WHITE },\r\n}\r\n--\tTogekiss\r\njd_def[\"j_poke_togekiss\"] = {\r\n  text = {\r\n    { text = 'Max: ', colour = G.C.GREY },\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"exp\", colour = G.C.CHIPS },\r\n    { text = \" \" },\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult_multi\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= \"Unknown\" then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card.ability.effect and scoring_card.ability.effect == \"Lucky Card\" then\r\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.chips = card.ability.extra.chips * count\r\n    card.joker_display_values.Xmult_multi = card.ability.extra.Xmult_multi ^ count\r\n  end\r\n}\r\n\r\n--\tYanmega\r\njd_def[\"j_poke_yanmega\"] = {\r\ntext = {\r\n    { text = \"+\", colour = G.C.CHIPS},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n    { text = \" \"},\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n},\r\nextra = {\r\n  {\r\n    { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n    { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n  },\r\n},\r\nreminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n},\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n            if scoring_card:get_id() == 3 or\r\n            scoring_card:get_id() == 6 then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.chips = count * card.ability.extra.chip_mod\r\n    card.joker_display_values.mult = count * card.ability.extra.mult_mod\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'yanmega')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n    card.joker_display_values.localized_text = \"(3,6)\"\r\nend,\r\nretrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    if joker_card.ability.extra.num >= joker_card.ability.extra.dem then\r\n      return (playing_card:get_id() == 3 or playing_card:get_id() == 6) and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\r\n    end\r\nend\r\n}\r\n\r\n--\tLeafeon\r\njd_def[\"j_poke_leafeon\"] = {\r\n  reminder_text = {\r\n      { text = \"(\" },\r\n      { ref_table = \"card.ability.extra\",        ref_value = \"h_size\" },\r\n      { text = \"/\" },\r\n      { ref_table = \"card.ability.extra\", ref_value = \"h_size_limit\" },\r\n      { text = \")\" },\r\n  },\r\n  reminder_text_config = { scale = 0.35 },\r\n}\r\n\r\n--\tGlaceon\r\njd_def[\"j_poke_glaceon\"] = {\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour=G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour=G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'glaceon')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n  end\r\n}\r\n\r\n--\tGliscor\r\njd_def[\"j_poke_gliscor\"] = {\r\n  text = {\r\n      {\r\n          border_nodes = {\r\n              { text = \"X\" },\r\n              { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n          }\r\n      }\r\n  },\r\n  reminder_text = {\r\n      { text = \"(\" },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"gligar_suit\" },\r\n      { text = \")\" }\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local suit_count = 0\r\n    local playing_hand = next(G.play.cards)\r\n    for _, playing_card in ipairs(G.hand.cards) do\r\n        if playing_hand or not playing_card.highlighted then\r\n            if not (playing_card.facing == 'back') and not playing_card.debuff and playing_card:is_suit(G.GAME.current_round.gligar_suit) then\r\n                suit_count = suit_count + 1\r\n            end\r\n        end\r\n    end\r\n    if G.play then\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card then\r\n                    count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                end\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.x_mult = (1 + (card.ability.extra.Xmult_multi * suit_count)) ^ count\r\n    card.joker_display_values.gligar_suit = localize(G.GAME.current_round.gligar_suit, 'suits_singular')\r\n  end,\r\n  style_function = function(card, text, reminder_text, extra)\r\n      if reminder_text and reminder_text.children[2] then\r\n          reminder_text.children[2].config.colour = lighten(G.C.SUITS[G.GAME.current_round.gligar_suit], 0.35)\r\n      end\r\n      return false\r\n  end\r\n}\r\n\r\n--\tMamoswine\r\njd_def[\"j_poke_mamoswine\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n  },\r\n  extra = {\r\n    {\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"money_triggers\", retrigger_type = \"mult\" },\r\n      { text = \"x\", scale = 0.35 },\r\n      { text = \"$\", colour = G.C.GOLD},\r\n      { ref_table = \"card.ability.extra\", ref_value = \"money\", colour = G.C.GOLD  },\r\n    },\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local money_triggers = 0\r\n    local first_card_triggers = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local first_card = scoring_hand and JokerDisplay.calculate_leftmost_card(scoring_hand)\r\n    if first_card then\r\n      first_card_triggers = JokerDisplay.calculate_card_triggers(first_card, scoring_hand)\r\n    end\r\n    if text ~= \"Unknown\" then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if (scoring_card.ability.effect and scoring_card.ability.effect == \"Glass Card\") or (scoring_card.ability.effect and scoring_card.ability.effect == \"Stone Card\") then\r\n          count = count + 1\r\n          money_triggers = money_triggers + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = card.ability.extra.mult * count * first_card_triggers\r\n    card.joker_display_values.money_triggers = money_triggers\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'mamoswine')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n  end\r\n}\r\n\r\n--\tPorygon-Z\r\njd_def[\"j_poke_porygonz\"] = { \r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local Xmult = 1 + ((G.GAME.energies_used or 0) * card.ability.extra.Xmult_mod)\r\n        card.joker_display_values.Xmult = Xmult\r\n    end\r\n}\r\n\r\n--\tGallade\r\njd_def[\"j_poke_gallade\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\r\n      }\r\n    }\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local energized_jokers = 0\r\n    local energize_target = card.ability.extra.e_level\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    for k, v in ipairs(G.jokers.cards) do\r\n      if get_total_energy(v) >= energize_target then\r\n        energized_jokers = energized_jokers + 1\r\n      end\r\n    end\r\n    if poker_hands['Pair'] and next(poker_hands['Pair']) then\r\n      card.joker_display_values.Xmult = 1 + (card.ability.extra.Xmult_mod * energized_jokers)\r\n    else\r\n      card.joker_display_values.Xmult = 1\r\n    end\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'gallade')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem }}\r\n    card.joker_display_values.localized_text = localize('Pair', 'poker_hands')\r\n  end\r\n}\r\n\r\n--\tProbopass\r\njd_def[\"j_poke_probopass\"] = { \r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        local playing_hand = next(G.play.cards)\r\n        local hand = next(G.play.cards) and G.play.cards or G.hand.highlighted\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand(hand)\r\n        if text ~= \"Unknown\" then\r\n            for _, scoring_card in pairs(scoring_hand) do --Polychrome cards scored\r\n                if scoring_card.ability.effect and scoring_card.ability.effect == \"Stone Card\" then\r\n                    count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.Xmult = math.max(card.ability.extra.Xmult_multi^count,1)\r\n    end\r\n}\r\n\r\n--\tDusknoir\r\njd_def[\"j_poke_dusknoir\"] = {\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"active\" },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local hand = JokerDisplay.current_hand\r\n    card.joker_display_values.active = G.GAME and G.GAME.current_round.hands_left <= 1 and localize(\"jdis_active\") or localize(\"jdis_inactive\")\r\n  end,\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    return G.GAME and G.GAME.current_round.hands_left <= 1 and joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card) or 0\r\n  end\r\n}\r\n\r\n--\tFroslass\r\njd_def[\"j_poke_froslass\"] = {\r\n  text = {\r\n    { text = \"+\", colour = HEX(\"9AA4B7\") },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\", colour = HEX(\"9AA4B7\") },\r\n  },\r\n  calc_function = function(card)\r\n    if G.GAME and to_big(G.GAME.dollars) < to_big(0) then\r\n      card.joker_display_values.count = 1\r\n    else\r\n      card.joker_display_values.count = 0\r\n    end\r\n  end\r\n}\r\n\r\n--\tRotom\r\njd_def[\"j_poke_rotom\"] = {\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'rotom')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem }}\r\n  end,\r\n}\r\n\r\n--\tRotom Heat\r\njd_def[\"j_poke_rotomh\"] = {\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'rotomh')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem }}\r\n  end,\r\n}\r\n\r\n--\tRotom Wash\r\njd_def[\"j_poke_rotomw\"] = {\r\n  text = {\r\n    { text = \"+$\", colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", retrigger_type = \"mult\", colour = G.C.GOLD }\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'rotomw')\r\n    local enhanced_card_count = 0\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= \"Unknown\" then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card.config.center ~= G.P_CENTERS.c_base and not scoring_card.debuff then\r\n          enhanced_card_count = enhanced_card_count + 1\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.money = enhanced_card_count * card.ability.extra.money \r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem }}\r\n  end,\r\n}\r\n\r\n--\tRotom Frost\r\njd_def[\"j_poke_rotomf\"] = {\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'rotomf')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem }}\r\n  end,\r\n}\r\n\r\n--\tRotom Fan\r\njd_def[\"j_poke_rotomfan\"] = {\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'rotomfan')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem }}\r\n  end,\r\n}\r\n\r\n--\tRotom Mow\r\njd_def[\"j_poke_rotomm\"] = {\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'rotomm')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem }}\r\n  end,\r\n}\r\n\r\n--\tUxie\r\n--\tMesprit\r\n--\tAzelf\r\n--\tDialga\r\n--\tPalkia\r\n--\tHeatran\r\n--\tRegigigas\r\n--\tGiratina\r\n--\tCresselia\r\n--\tPhione\r\n--\tManaphy\r\n--\tDarkrai\r\n--\tShaymin\r\njd_def[\"j_poke_shaymin\"] = {\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"active\" },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    if G.GAME.current_round.discards_used == 0 then\r\n      card.joker_display_values.active = localize(\"jdis_active\")\r\n    else\r\n      card.joker_display_values.active = localize(\"jdis_inactive\")\r\n    end\r\n  end,\r\n  style_function = function(card, text, reminder_text, extra)\r\n    if reminder_text and reminder_text.children and reminder_text.children[2] then\r\n      if card.joker_display_values.active == localize(\"jdis_active\") then\r\n        reminder_text.children[2].config.colour = G.C.GREEN\r\n      else\r\n        reminder_text.children[2].config.colour = G.C.UI.TEXT_INACTIVE\r\n      end\r\n    end\r\n  end\r\n}\r\n\r\n--\tArceus\r\n\r\n\r\n\r\n\r\n\r\n"
  },
  {
    "path": "jokerdisplay/definitions5.lua",
    "content": "local jd_def = JokerDisplay.Definitions\r\n\r\n\r\n--\tVictini\r\n--\tSnivy\r\n--\tServine\r\n--\tSerperior\r\n--\tTepig\r\n--\tPignite\r\n--\tEmboar\r\n--\tOshawott\r\n--\tDewott\r\n--\tSamurott\r\n--\tPatrat\r\n--\tWatchog\r\n--\tLillipup\r\n--\tHerdier\r\n--\tStoutland\r\n--\tPurrloin\r\n--\tLiepard\r\n--\tPansage\r\n--\tSimisage\r\njd_def[\"j_poke_simisage\"] = {\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'simisage')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n  end\r\n}\r\n\r\n--\tPansear\r\n--\tSimisear\r\njd_def[\"j_poke_simisear\"] = {\r\n    text = {\r\n        { text = \"[\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\"},\r\n        { text = \"]\" }\r\n    },\r\n    text_config = {colour = G.C.UI.BACKGROUND_INACTIVE},\r\n    calc_function = function(card)\r\n    card.joker_display_values.localized_text = localize('Straight', 'poker_hands')..\" / \"..localize('Flush', 'poker_hands')\r\n    end\r\n}\r\n\r\n--\tPanpour\r\n--\tSimipour\r\n--\tMunna\r\njd_def[\"j_poke_munna\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult_multi\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  }\r\n}\r\n\r\n--\tMusharna\r\njd_def[\"j_poke_musharna\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult_multi\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local triggers = 0\r\n    if G.scry_view then\r\n      for _, scry_card in pairs(G.scry_view.cards) do\r\n        if scry_card.config.center ~= G.P_CENTERS.c_base and not scry_card.debuff then\r\n          Xmult = card.ability.extra.Xmult\r\n          triggers = triggers + JokerDisplay.calculate_card_triggers(scry_card, nil, true)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.Xmult_multi = (card.ability.extra.Xmult_multi ^ triggers) or 1\r\n  end\r\n}\r\n\r\n--\tPidove\r\n--\tTranquill\r\n--\tUnfezant\r\n--\tBlitzle\r\n--\tZebstrika\r\n--\tRoggenrola\r\njd_def[\"j_poke_roggenrola\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and SMODS.has_no_rank(playing_card) then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult_mod\r\n    end\r\n}\r\n\r\n--\tBoldore\r\njd_def[\"j_poke_boldore\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and SMODS.has_no_rank(playing_card) then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult_mod\r\n    end\r\n}\r\n\r\n--\tGigalith\r\njd_def[\"j_poke_gigalith\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\r\n    },\r\n    calc_function = function(card)\r\n        local playing_hand = next(G.play.cards)\r\n        local count = 0\r\n        for _, playing_card in ipairs(G.hand.cards) do\r\n            if playing_hand or not playing_card.highlighted then\r\n                if playing_card.facing and not (playing_card.facing == 'back') and not playing_card.debuff and SMODS.has_no_rank(playing_card) then\r\n                    count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.mult = count * card.ability.extra.mult_mod\r\n    end,\r\n    retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n        return held_in_hand and SMODS.has_no_rank(playing_card) and (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n    end\r\n}\r\n\r\n--\tWoobat\r\n--\tSwoobat\r\n--\tDrilbur\r\n--\tExcadrill\r\njd_def[\"j_poke_excadrill\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    card.joker_display_values.mult = math.max(0, card.ability.extra.mult_mod * (G.playing_cards and (G.GAME.starting_deck_size - #G.playing_cards) or 0))\r\n  end\r\n}\r\n\r\n--\tAudino\r\n--\tTimburr\r\n--\tGurdurr\r\n--\tConkeldurr\r\n--\tTympole\r\n--\tPalpitoad\r\n--\tSeismitoad\r\n--\tThroh\r\n--\tSawk\r\n--\tSewaddle\r\n--\tSwadloon\r\n--\tLeavanny\r\n--\tVenipede\r\n--\tWhirlipede\r\n--\tScolipede\r\n--\tCottonee\r\n--\tWhimsicott\r\n--\tPetilil\r\n--\tLilligant\r\n--\tBasculin\r\n--\tSandile\r\n--\tKrokorok\r\n--\tKrookodile\r\n--\tDarumaka\r\n--\tDarmanitan\r\n--\tMaractus\r\n--\tDwebble\r\n--\tCrustle\r\n--\tScraggy\r\n--\tScrafty\r\n--\tSigilyph\r\n--\tYamask\r\n--\tCofagrigus\r\n--\tTirtouga\r\n--\tCarracosta\r\n--\tArchen\r\n--\tArcheops\r\n--\tTrubbish\r\njd_def[\"j_poke_trubbish\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n    { text = \" \" },\r\n    { text = \"+$\",  colour = G.C.GOLD },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\", retrigger_type = \"mult\", colour = G.C.GOLD }\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.money = (G.GAME and G.GAME.current_round.discards_used == 0 and G.GAME.current_round.discards_left > 0 and G.GAME.current_round.discards_left * card.ability.extra.money or 0)\r\n  end\r\n}\r\n\r\n--\tGarbodor\r\njd_def[\"j_poke_garbodor\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n  },\r\n}\r\n\r\n--\tZorua\r\njd_def[\"j_poke_zorua\"] = {\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"blueprint_compat\", colour = G.C.RED },\r\n        { text = \")\" }\r\n    },\r\n    calc_function = function(card)\r\n        local copied_joker, copied_debuff = JokerDisplay.calculate_blueprint_copy(card)\r\n        card.joker_display_values.blueprint_compat = localize('k_incompatible')\r\n        JokerDisplay.copy_display(card, copied_joker, copied_debuff)\r\n    end,\r\n    get_blueprint_joker = function(card)\r\n        return G.jokers.cards[#G.jokers.cards]\r\n    end\r\n    }\r\n\r\n--\tZoroark\r\njd_def[\"j_poke_zoroark\"] = {\r\n    reminder_text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"blueprint_compat\", colour = G.C.RED },\r\n        { text = \")\" }\r\n    },\r\n    calc_function = function(card)\r\n        local copied_joker, copied_debuff = JokerDisplay.calculate_blueprint_copy(card)\r\n        card.joker_display_values.blueprint_compat = localize('k_incompatible')\r\n        JokerDisplay.copy_display(card, copied_joker, copied_debuff)\r\n    end,\r\n    get_blueprint_joker = function(card)\r\n        return G.jokers.cards[#G.jokers.cards]\r\n    end\r\n    }\r\n\r\n--\tMinccino\r\n--\tCinccino\r\n--\tGothita\r\n--\tGothorita\r\n--\tGothitelle\r\n--\tSolosis\r\n--\tDuosion\r\n--\tReuniclus\r\n--\tDucklett\r\n--\tSwanna\r\n--\tVanillite\r\njd_def[\"j_poke_vanillite\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.CHIPS },\r\n    calc_function = function(card)\r\n    local count = 0\r\n    local pos = 0\r\n    \r\n    -- Check if `G.jokers.cards` exists and has more than one card\r\n    if G.jokers and G.jokers.cards and #G.jokers.cards > 1 then\r\n        -- Find the position of the card\r\n        for i = 1, #G.jokers.cards do\r\n            if G.jokers.cards[i] == card then\r\n                pos = i\r\n                break\r\n            end\r\n        end\r\n    \r\n        -- Count the cards matching the specific conditions before `pos`\r\n        for i = 1, pos - 1 do\r\n            local joker_card = G.jokers.cards[i]\r\n            if joker_card and joker_card.config and joker_card.config.center and\r\n               joker_card.config.center.volatile and\r\n               joker_card.config.center.config and joker_card.config.center.config.extra and\r\n               joker_card.config.center.config.extra.volatile == 'left' then\r\n                count = count + 1\r\n            end\r\n        end\r\n    \r\n        -- Set `x_mult` based on the condition\r\n        if count == pos - 1 then\r\n            card.joker_display_values.chips = card.ability.extra.chips or 1\r\n        else\r\n            card.joker_display_values.chips = 0\r\n        end\r\n    else\r\n        -- Handle cases where there are not enough jokers\r\n        card.joker_display_values.chips = card.ability.extra.chips\r\n    end\r\n    \r\n    -- Update `joker_display_values` with count and pos\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.pos = pos\r\n    end\r\n    \r\n    }\r\n\r\n--\tVanillish\r\njd_def[\"j_poke_vanillish\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.CHIPS },\r\n    calc_function = function(card)\r\n    local count = 0\r\n    local pos = 0\r\n    \r\n    -- Check if `G.jokers.cards` exists and has more than one card\r\n    if G.jokers and G.jokers.cards and #G.jokers.cards > 1 then\r\n        -- Find the position of the card\r\n        for i = 1, #G.jokers.cards do\r\n            if G.jokers.cards[i] == card then\r\n                pos = i\r\n                break\r\n            end\r\n        end\r\n    \r\n        -- Count the cards matching the specific conditions before `pos`\r\n        for i = 1, pos - 1 do\r\n            local joker_card = G.jokers.cards[i]\r\n            if joker_card and joker_card.config and joker_card.config.center and\r\n               joker_card.config.center.volatile and\r\n               joker_card.config.center.config and joker_card.config.center.config.extra and\r\n               joker_card.config.center.config.extra.volatile == 'left' then\r\n                count = count + 1\r\n            end\r\n        end\r\n    \r\n        -- Set `x_mult` based on the condition\r\n        if count == pos - 1 then\r\n            card.joker_display_values.chips = card.ability.extra.chips or 1\r\n        else\r\n            card.joker_display_values.chips = 0\r\n        end\r\n    else\r\n        -- Handle cases where there are not enough jokers\r\n        card.joker_display_values.chips = card.ability.extra.chips\r\n    end\r\n    \r\n    -- Update `joker_display_values` with count and pos\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.pos = pos\r\n    end\r\n    \r\n    }\r\n--\tVanilluxe\r\njd_def[\"j_poke_vanilluxe\"] = { \r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.CHIPS }\r\n    }\r\n--\tDeerling\r\n--\tSawsbuck\r\n--\tEmolga\r\n--\tKarrablast\r\n--\tEscavalier\r\n--\tFoongus\r\n--\tAmoonguss\r\n--\tFrillish\r\njd_def[\"j_poke_frillish\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.CHIPS }\r\n}\r\n\r\n--\tJellicent\r\njd_def[\"j_poke_jellicent\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.CHIPS }\r\n}\r\n\r\n--\tAlomomola\r\n--\tJoltik\r\n--\tGalvantula\r\n--\tFerroseed\r\n--\tFerrothorn\r\njd_def[\"j_poke_ferrothorn\"] = {\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.localized_text = localize('Flush', 'poker_hands')\r\n  end,\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if not held_in_hand then return 0 end\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Flush'] and next(poker_hands['Flush']) then\r\n      return held_in_hand and SMODS.has_enhancement(playing_card, \"m_steel\") and (joker_card.ability.extra.retriggers * JokerDisplay.calculate_joker_triggers(joker_card)) or 0\r\n    else\r\n      return 0\r\n    end\r\n  end\r\n\r\n}\r\n--\tKlink\r\n--\tKlang\r\n--\tKlinklang\r\n--\tTynamo\r\n--\tEelektrik\r\n--\tEelektross\r\n--\tElgyem\r\n--\tBeheeyem\r\n--\tLitwick\r\njd_def[\"j_poke_litwick\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    if card.sell_cost >= 7 then\r\n      card.joker_display_values.mult = card.ability.extra.mult * 3\r\n    else\r\n      card.joker_display_values.mult = card.ability.extra.mult\r\n    end\r\n  end\r\n}\r\n\r\n--\tLampent\r\njd_def[\"j_poke_lampent\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    card.joker_display_values.mult = card.sell_cost\r\n  end\r\n}\r\n\r\n--\tChandelure\r\njd_def[\"j_poke_chandelure\"] = {\r\n  text = {\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    card.joker_display_values.mult = card.sell_cost\r\n  end,\r\n  mod_function = function(card, mod_joker)\r\n    return { x_mult = (card.sell_cost < 2 and mod_joker.ability.extra.Xmult_multi ^ JokerDisplay.calculate_joker_triggers(mod_joker) or nil) }\r\n  end\r\n}\r\n\r\n--\tAxew\r\n--\tFraxure\r\n--\tHaxorus\r\n--\tCubchoo\r\n--\tBeartic\r\n--\tCryogonal\r\n--\tShelmet\r\n--\tAccelgor\r\n--\tStunfisk\r\n--\tMienfoo\r\n--\tMienshao\r\n--\tDruddigon\r\n--\tGolett\r\njd_def[\"j_poke_golett\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    for i, playing_card in ipairs(G.hand.cards) do\r\n      if not (playing_card.facing == 'back') and not playing_card.debuff and not playing_card.highlighted and SMODS.has_enhancement(playing_card, \"m_poke_hazard\") then\r\n        count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n      end\r\n    end\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'golett')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n    card.joker_display_values.Xmult = card.ability.extra.Xmult_multi ^ count\r\n  end\r\n}\r\n\r\n--\tGolurk\r\njd_def[\"j_poke_golurk\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    for i, playing_card in ipairs(G.hand.cards) do\r\n      if not (playing_card.facing == 'back') and not playing_card.debuff and not playing_card.highlighted and SMODS.has_enhancement(playing_card, \"m_poke_hazard\") then\r\n        count = count + JokerDisplay.calculate_card_triggers(playing_card, nil, true)\r\n      end\r\n    end\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'golurk')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n    card.joker_display_values.Xmult = card.ability.extra.Xmult_multi ^ count\r\n  end\r\n}\r\n\r\n--\tPawniard\r\njd_def[\"j_poke_pawniard\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tBisharp\r\njd_def[\"j_poke_bisharp\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tBouffalant\r\n--\tRufflet\r\n--\tBraviary\r\n--\tVullaby\r\n--\tMandibuzz\r\n--\tHeatmor\r\n--\tDurant\r\n--\tDeino\r\njd_def[\"j_poke_deino\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local text, _, _ = JokerDisplay.evaluate_hand()\r\n    if text == \"Three of a Kind\" then\r\n      card.joker_display_values.Xmult = card.ability.extra.Xmult\r\n    else\r\n      card.joker_display_values.Xmult = 1\r\n    end\r\n    card.joker_display_values.localized_text = localize('Three of a Kind', 'poker_hands')\r\n  end\r\n}\r\n\r\n--\tZweilous\r\njd_def[\"j_poke_zweilous\"] = {\r\ntext = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local text, _, _ = JokerDisplay.evaluate_hand()\r\n    if text == \"Three of a Kind\" then\r\n      card.joker_display_values.Xmult = card.ability.extra.Xmult\r\n    else\r\n      card.joker_display_values.Xmult = 1\r\n    end\r\n    card.joker_display_values.localized_text = localize('Three of a Kind', 'poker_hands')\r\n  end\r\n}\r\n\r\n--\tHydreigon\r\njd_def[\"j_poke_hydreigon\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n}\r\n\r\n--\tLarvesta\r\n--\tVolcarona\r\n--\tCobalion\r\n--\tTerrakion\r\n--\tVirizion\r\n--\tTornadus\r\n--\tThundurus\r\n--\tReshiram\r\n--\tZekrom\r\n--\tLandorus\r\n--\tKyurem\r\n--\tKeldeo\r\n--\tMeloetta\r\n--\tGenesect\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n"
  },
  {
    "path": "jokerdisplay/definitions6.lua",
    "content": "local jd_def = JokerDisplay.Definitions\r\n\r\n\r\n--\tChespin\r\n--\tQuilladin\r\n--\tChesnaught\r\n--\tFennekin\r\n--\tBraixen\r\n--\tDelphox\r\n--\tFroakie\r\n--\tFrogadier\r\n--\tGreninja\r\n--\tBunnelby\r\n--\tDiggersby\r\n--\tFletchling\r\n--\tFletchinder\r\n--\tTalonflame\r\n--\tScatterbug\r\n--\tSpewpa\r\n--\tVivillon\r\n--\tLitleo\r\njd_def[\"j_poke_litleo\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS }\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local chips = 0\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Flush'] and next(poker_hands['Flush']) then\r\n      chips = card.ability.extra.chips\r\n    end\r\n    card.joker_display_values.chips = chips\r\n    card.joker_display_values.localized_text = localize('Flush', 'poker_hands')\r\n  end\r\n}\r\n\r\n--\tPyroar\r\njd_def[\"j_poke_pyroar\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n    { text = \" +\", colour = HEX(\"FF7ABF\")},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"energy_card\", retrigger_type = \"mult\", colour = HEX(\"FF7ABF\") },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local chips = 0\r\n    local energy_card = 0\r\n    local _, poker_hands, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Flush'] and next(poker_hands['Flush']) then\r\n      chips = card.ability.extra.chips\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:get_id() == 12 or scoring_card:get_id() == 13 then\r\n          energy_card = 1\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.chips = chips\r\n    card.joker_display_values.energy_card = energy_card\r\n    card.joker_display_values.localized_text = localize('Flush', 'poker_hands')\r\n  end\r\n}\r\n\r\n--\tFlabébé\r\n--\tFloette\r\n--\tFlorges\r\n--\tSkiddo\r\n--\tGogoat\r\n--\tPancham\r\n--\tPangoro\r\n--\tFurfrou\r\n--\tEspurr\r\n--\tMeowstic\r\n--\tHonedge\r\n--\tDoublade\r\n--\tAegislash\r\n--\tSpritzee\r\n--\tAromatisse\r\n--\tSwirlix\r\n--\tSlurpuff\r\n--\tInkay\r\n--\tMalamar\r\n--\tBinacle\r\n--\tBarbaracle\r\n--\tSkrelp\r\n--\tDragalge\r\n--\tClauncher\r\n--\tClawitzer\r\n--\tHelioptile\r\n--\tHeliolisk\r\n--\tTyrunt\r\n--\tTyrantrum\r\n--\tAmaura\r\n--\tAurorus\r\n--\tSylveon\r\njd_def[\"j_poke_sylveon\"] = {\r\n    text = {\r\n        {ref_table =\"card.joker_display_values\", ref_value = \"status\", colour = G.C.GREY}\r\n    },\r\n    calc_function = function(card)\r\n        local status = \"Not Active!\"\r\n        if G.GAME.current_round.hands_played == 0 then status = \"Active!\" end\r\n        card.joker_display_values.status = status\r\n    end\r\n}\r\n\r\n--\tHawlucha\r\n--\tDedenne\r\n--\tCarbink\r\n--\tGoomy\r\n--\tSliggoo\r\n--\tGoodra\r\n--\tKlefki\r\n--\tPhantump\r\n--\tTrevenant\r\n--\tPumpkaboo\r\njd_def[\"j_poke_pumpkaboo\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.SECONDARY_SET.Spectral },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\", colour = G.C.SECONDARY_SET.Spectral }\r\n  },\r\n  reminder_text = {\r\n    { text = \"[\", colour = G.C.GREY },\r\n    { ref_table =\"card.ability.extra\", ref_value = \"jacks_discarded\", colour = G.C.GREY },\r\n    { text = \"/\", colour = G.C.GREY },\r\n    { ref_table =\"card.ability.extra\", ref_value = \"jack_target\", colour = G.C.ORANGE },\r\n    { text = \"]\", colour = G.C.GREY },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.count = 1\r\n  end\r\n}\r\n\r\n--\tGourgeist\r\njd_def[\"j_poke_gourgeist\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.SECONDARY_SET.Spectral },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", retrigger_type = \"mult\", colour = G.C.SECONDARY_SET.Spectral }\r\n  },\r\n  reminder_text = {\r\n    { text = \"[\", colour = G.C.GREY },\r\n    { ref_table =\"card.ability.extra\", ref_value = \"jacks_discarded\", colour = G.C.GREY },\r\n    { text = \"/\", colour = G.C.GREY },\r\n    { ref_table =\"card.ability.extra\", ref_value = \"jack_target\", colour = G.C.ORANGE },\r\n    { text = \"]\", colour = G.C.GREY },\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.count = 1\r\n  end\r\n}\r\n\r\n--\tBergmite\r\n--\tAvalugg\r\n--\tNoibat\r\n--\tNoivern\r\n--\tXerneas\r\n--\tYveltal\r\n--\tZygarde\r\n--\tDiancie\r\n--\tHoopa\r\n--\tVolcanion\r\n"
  },
  {
    "path": "jokerdisplay/definitions7.lua",
    "content": "local jd_def = JokerDisplay.Definitions\r\n\r\n\r\n--\tRowlet\r\n--\tDartrix\r\n--\tDecidueye\r\n--\tLitten\r\n--\tTorracat\r\n--\tIncineroar\r\n--\tPopplio\r\n--\tBrionne\r\n--\tPrimarina\r\n--\tPikipek\r\n--\tTrumbeak\r\n--\tToucannon\r\n--\tYungoos\r\n--\tGumshoos\r\n--\tGrubbin\r\njd_def[\"j_poke_grubbin\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n    calc_function = function(card)\r\n        local count = #find_pokemon_type(\"Lightning\")\r\n        if count >= 1 then\r\n          card.joker_display_values.mult = card.ability.extra.mult * 3\r\n        else\r\n          card.joker_display_values.mult = card.ability.extra.mult\r\n        end\r\n    end\r\n}\r\n\r\n--\tCharjabug\r\njd_def[\"j_poke_charjabug\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n    calc_function = function(card)\r\n        local count = #find_pokemon_type(\"Lightning\")\r\n        card.joker_display_values.mult = card.ability.extra.mult * count\r\n    end\r\n}\r\n        \r\n--\tVikavolt\r\njd_def[\"j_poke_vikavolt\"] = {\r\n    text = {\r\n        { text = \"+\" ,\r\n        colour = G.C.MULT},\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", \r\n        colour = G.C.MULT},\r\n        {text = \" \"},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\" }\r\n            },\r\n            border_colour = G.C.MULT\r\n        }\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        local count = #find_pokemon_type(\"Lightning\")\r\n        if is_type(card, \"Lightning\") then\r\n            count = count - 1\r\n          end\r\n        card.joker_display_values.Xmult = 1 + (card.ability.extra.Xmult * count)\r\n    end\r\n}\r\n\r\n--\tCrabrawler\r\n--\tCrabominable\r\n--\tOricorio\r\n--\tCutiefly\r\n--\tRibombee\r\n--\tRockruff\r\njd_def[\"j_poke_rockruff\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT}\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local mult = card.ability.extra.mult\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if not scoring_card:is_face() then\r\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = count * mult\r\n  end\r\n}\r\n\r\n--\tLycanroc (Midday)\r\njd_def[\"j_poke_lycanroc_day\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n    { text = \" \" },\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT}\r\n  },\r\n  calc_function = function(card)\r\n    local even_count = 0\r\n    local non_even_count = 0\r\n    local chips = card.ability.extra.chip_mod\r\n    local mult = card.ability.extra.mult\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if G.GAME and G.GAME.current_round.hands_played == 0 and #JokerDisplay.current_hand == 1 then\r\n      if text ~= 'Unknown' then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n          non_even_count = non_even_count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:get_id() == 2 or scoring_card:get_id() == 4 or scoring_card:get_id() == 6 or scoring_card:get_id() == 8 or scoring_card:get_id() == 10 then\r\n          even_count = even_count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = even_count * mult\r\n    card.joker_display_values.chips = non_even_count * chips\r\n  end\r\n}\r\n\r\n--\tLycanroc (Midnight)\r\njd_def[\"j_poke_lycanroc_night\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT}\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local mult = card.ability.extra.mult\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:get_id() == 3 or scoring_card:get_id() == 5 or scoring_card:get_id() == 7 or scoring_card:get_id() == 9 or scoring_card:get_id() == 14 then\r\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = count * mult\r\n  end\r\n}\r\n\r\n--\tLycanroc (Dusk)\r\njd_def[\"j_poke_lycanroc_dusk\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT}\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local mult = card.ability.extra.mult\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    if text ~= 'Unknown' then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if not scoring_card:is_face() then\r\n          count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = count * mult\r\n  end,\r\n  retrigger_function = function(playing_card, scoring_hand, held_in_hand, joker_card)\r\n    if held_in_hand then return 0 end\r\n    local even_cards = {}\r\n    local odd_cards = {}\r\n    for _, scoring_card in pairs(scoring_hand) do\r\n      if scoring_card:get_id() == 2 or scoring_card:get_id() == 4 or scoring_card:get_id() == 6 or scoring_card:get_id() == 8 or scoring_card:get_id() == 10 then\r\n        table.insert(even_cards, scoring_card)\r\n      end\r\n      if scoring_card:get_id() == 3 or scoring_card:get_id() == 5 or scoring_card:get_id() == 7 or scoring_card:get_id() == 9 or scoring_card:get_id() == 14 then\r\n        table.insert(odd_cards, scoring_card)\r\n      end\r\n    end\r\n    local first_even = scoring_hand and JokerDisplay.calculate_leftmost_card(even_cards)\r\n    local first_odd = scoring_hand and JokerDisplay.calculate_leftmost_card(odd_cards)\r\n    if playing_card == first_even then\r\n      return 1\r\n    end\r\n    if playing_card == first_odd then\r\n      return 1\r\n    end\r\n  end\r\n}\r\n\r\n--\tWishiwashi\r\n--\tMareanie\r\n--\tToxapex\r\n--\tMudbray\r\n--\tMudsdale\r\n--\tDewpider\r\n--\tAraquanid\r\n--\tFomantis\r\n--\tLurantis\r\n--\tMorelull\r\n--\tShiinotic\r\n--\tSalandit\r\n--\tSalazzle\r\n--\tStufful\r\n--\tBewear\r\n--\tBounsweet\r\n--\tSteenee\r\n--\tTsareena\r\n--\tComfey\r\n--\tOranguru\r\n--\tPassimian\r\n--\tWimpod\r\n--\tGolisopod\r\n--\tSandygast\r\n--\tPalossand\r\n--\tPyukumuku\r\n--\tType: Null\r\n--\tSilvally\r\n--\tMinior\r\n--\tKomala\r\n--\tTurtonator\r\n--\tTogedemaru\r\n--\tMimikyu\r\njd_def[\"j_poke_mimikyu\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS }\r\n    },\r\n    calc_function = function(card)\r\n        card.joker_display_values.chips = card.ability.extra.chips\r\n        if G.play then\r\n            local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n            if text ~= 'Unknown' then\r\n                for _, scoring_card in pairs(scoring_hand) do\r\n                    if scoring_card:is_suit(\"Hearts\") then\r\n                        card.joker_display_values.chips = 0\r\n                    end\r\n                end\r\n            end\r\n        end\r\n    end\r\n}\r\n\r\n--\tBruxish\r\n--\tDrampa\r\n--\tDhelmise\r\n--\tJangmo-o\r\n--\tHakamo-o\r\n--\tKommo-o\r\n--\tTapu Koko\r\n--\tTapu Lele\r\n--\tTapu Bulu\r\n--\tTapu Fini\r\n--\tCosmog\r\n--\tCosmoem\r\n--\tSolgaleo\r\n--\tLunala\r\n--\tNihilego\r\n--\tBuzzwole\r\n--\tPheromosa\r\n--\tXurkitree\r\n--\tCelesteela\r\n--\tKartana\r\n--\tGuzzlord\r\n--\tNecrozma\r\n--\tMagearna\r\n--\tMarshadow\r\n--\tPoipole\r\n--\tNaganadel\r\n--\tStakataka\r\n--\tBlacephalon\r\n--\tZeraora\r\n--\tMeltan\r\n--\tMelmetal\r\n"
  },
  {
    "path": "jokerdisplay/definitions8.lua",
    "content": "local jd_def = JokerDisplay.Definitions\r\n\r\n\r\n--\tGrookey\r\n--\tThwackey\r\n--\tRillaboom\r\n--\tScorbunny\r\n--\tRaboot\r\n--\tCinderace\r\n--\tSobble\r\n--\tDrizzile\r\n--\tInteleon\r\n--\tSkwovet\r\n--\tGreedent\r\n--\tRookidee\r\n--\tCorvisquire\r\n--\tCorviknight\r\n--\tBlipbug\r\n--\tDottler\r\n--\tOrbeetle\r\n--\tNickit\r\njd_def[\"j_poke_nickit\"] = {\r\n  text = {\r\n    { text = \"+$\" },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"money\" },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n  },\r\n  text_config = { colour = G.C.GOLD },\r\n  calc_function = function(card)\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"k_round\") .. \")\"\r\n  end\r\n}\r\n\r\n--\tThievul\r\njd_def[\"j_poke_thievul\"] = {\r\n  text = {\r\n    { text = \"+$\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"money\" },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n  },\r\n  text_config = { colour = G.C.GOLD },\r\n  calc_function = function(card)\r\n    if #G.jokers.cards > 1 and G.jokers.cards[1] ~= card then\r\n      card.joker_display_values.money = math.min(G.jokers.cards[1].sell_cost*2, 15)\r\n    else\r\n      card.joker_display_values.money = 0\r\n    end\r\n    card.joker_display_values.localized_text = \"(\" .. localize(\"k_round\") .. \")\"\r\n  end\r\n}\r\n\r\n--\tGossifleur\r\n--\tEldegoss\r\n--\tWooloo\r\n--\tDubwool\r\n--\tChewtle\r\n--\tDrednaw\r\n--\tYamper\r\njd_def[\"j_poke_yamper\"] = {\r\n    text = {\r\n        { text = \"+\"},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" },\r\n        { text = \" \" },\r\n        { text = \"+$\", colour = G.C.GOLD },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"money\", retrigger_type = \"add\", colour = G.C.GOLD }\r\n    },\r\n    reminder_text = {\r\n      { text = \"(\" },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n      { text = \")\" },\r\n    },\r\ntext_config = { colour = G.C.MULT },\r\ncalc_function = function(card)\r\n    local mult = 0\r\n    local money = 0\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Straight'] and next(poker_hands['Straight']) then\r\n        mult = card.ability.extra.mult\r\n        money = card.ability.extra.money\r\n    end\r\n    card.joker_display_values.mult = mult\r\n    card.joker_display_values.money = money\r\n    card.joker_display_values.localized_text = localize('Straight', 'poker_hands')\r\nend\r\n}\r\n\r\n--\tBoltund\r\njd_def[\"j_poke_boltund\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\" }\r\n            },\r\n            border_colour = G.C.MULT\r\n        },\r\n        { text = \" \" },\r\n        { text = \"+$\", colour = G.C.GOLD },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"money\", retrigger_type = \"add\", colour = G.C.GOLD }\r\n\r\n    },\r\n    reminder_text = {\r\n      { text = \"(\" },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n      { text = \")\" },\r\n    },\r\ntext_config = { colour = G.C.WHITE },\r\ncalc_function = function(card)\r\n    local Xmult = 1\r\n    local money = 0\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    if poker_hands['Straight'] and next(poker_hands['Straight']) then\r\n        Xmult = card.ability.extra.Xmult\r\n        money = card.ability.extra.money\r\n    end\r\n    card.joker_display_values.Xmult = Xmult\r\n    card.joker_display_values.money = money\r\n    card.joker_display_values.localized_text = localize('Straight', 'poker_hands')\r\nend\r\n}\r\n\r\n--\tRolycoly\r\n--\tCarkol\r\n--\tCoalossal\r\n--\tApplin\r\n--\tFlapple\r\n--\tAppletun\r\n--\tSilicobra\r\n--\tSandaconda\r\n--\tCramorant\r\n--\tArrokuda\r\n--\tBarraskewda\r\n--\tToxel\r\njd_def[\"j_poke_toxel\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.ability.extra\", ref_value = \"Xmult_minus\", retrigger_type = \"exp\" },\r\n            },\r\n        },\r\n    },\r\n}\r\n\r\n\r\n--\tToxtricity\r\n--\tSizzlipede\r\n--\tCentiskorch\r\n--\tClobbopus\r\n--\tGrapploct\r\n--\tSinistea\r\n--\tPolteageist\r\n--\tHatenna\r\n--\tHattrem\r\n--\tHatterene\r\n--\tImpidimp\r\n--\tMorgrem\r\n--\tGrimmsnarl\r\n--\tObstagoon\r\n--\tPerrserker\r\n--\tCursola\r\n--\tSirfetch'd\r\n--\tMr. Rime\r\n--\tRunerigus\r\n--\tMilcery\r\n--\tAlcremie\r\n--\tFalinks\r\n--\tPincurchin\r\n--\tSnom\r\n--\tFrosmoth\r\n--\tStonjourner\r\n--\tEiscue\r\n--\tIndeedee\r\n--\tMorpeko\r\n--\tCufant\r\n--\tCopperajah\r\n--\tDracozolt\r\n--\tArctozolt\r\n--\tDracovish\r\n--\tArctovish\r\n--\tDuraludon\r\n--\tDreepy\r\n--\tDrakloak\r\njd_def[\"j_poke_drakloak\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\" }\r\n            },\r\n            border_colour = G.C.MULT\r\n        },\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        card.joker_display_values.Xmult =  1 + card.ability.extra.total_sell_value * card.ability.extra.Xmult\r\n    end\r\n}\r\n\r\n--\tDragapult\r\njd_def[\"j_poke_dragapult\"] = {\r\n    text = {\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\" },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\" }\r\n            },\r\n            border_colour = G.C.MULT\r\n        },\r\n    },\r\n    text_config = { colour = G.C.WHITE },\r\n    calc_function = function(card)\r\n        card.joker_display_values.Xmult =  1 + card.ability.extra.total_sell_value * card.ability.extra.Xmult\r\n    end\r\n}\r\n\r\n--\tZacian\r\n--\tZamazenta\r\n--\tEternatus\r\n--\tKubfu\r\n--\tUrshifu\r\n--\tZarude\r\n--\tRegieleki\r\n--\tRegidrago\r\n--\tGlastrier\r\n--\tSpectrier\r\n--\tCalyrex\r\n--\tWyrdeer\r\njd_def[\"j_poke_wyrdeer\"] = {\r\n  text = {\r\n    { text = \"+\"},\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\" },\r\n  },\r\n  text_config = { colour = G.C.MULT },\r\n  calc_function = function(card)\r\n    local mult = 0\r\n    local highest = nil\r\n    local highest_card = nil\r\n\r\n    if G.scry_view then\r\n      for k, v in pairs(G.scry_view.cards) do\r\n        if not highest then highest = v.base.id; highest_card = v end\r\n        if v.base.id > highest then\r\n          highest = v.base.id\r\n          highest_card = v\r\n        end\r\n        if highest_card ~= nil then\r\n          if highest_card.debuff == false then\r\n            mult = highest_card.base.nominal * 2 * (highest_card:get_seal() == 'Red' and 2 or 1)\r\n          else\r\n            mult = 0\r\n          end\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.mult = mult\r\n  end\r\n}\r\n\r\n--\tKleavor\r\njd_def[\"j_poke_kleavor\"] = {\r\n  text = {\r\n    { text = \"+\",  colour = G.C.MULT },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n  },\r\n}\r\n\r\n--\tUrsaluna\r\njd_def[\"j_poke_ursaluna\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n  }\r\n}\r\n\r\n--\tBasculegion\r\n--\tSneasler\r\n--\tOverqwil\r\n--\tEnamorus\r\n"
  },
  {
    "path": "jokerdisplay/definitions9.lua",
    "content": "local jd_def = JokerDisplay.Definitions\r\n\r\n\r\n--\tSprigatito\r\n--\tFloragato\r\n--\tMeowscarada\r\n--\tFuecoco\r\n--\tCrocalor\r\n--\tSkeledirge\r\n--\tQuaxly\r\n--\tQuaxwell\r\n--\tQuaquaval\r\n--\tLechonk\r\n--\tOinkologne\r\n--\tTarountula\r\n-- jd_def[\"j_poke_tarountula\"] = { \r\n--     text = {\r\n--         {ref_table = \"card.ability.extra\", ref_value = \"hazards_drawn\", colour = G.C.ORANGE},\r\n--         {text = \" \"},\r\n--         {text = \"[\", colour = G.C.GREY},\r\n--         {ref_table = \"card.ability.extra\", ref_value = \"planet_goal\", colour = G.C.GREY},\r\n--         {text = \"]\", colour = G.C.GREY},\r\n--     },\r\n-- }\r\n\r\n-- --\tSpidops\r\n-- jd_def[\"j_poke_spidops\"] = { \r\n--     text = {\r\n--         {ref_table = \"card.ability.extra\", ref_value = \"hazards_drawn\", colour = G.C.ORANGE},\r\n--         {text = \" \"},\r\n--         {text = \"[\", colour = G.C.GREY},\r\n--         {ref_table = \"card.ability.extra\", ref_value = \"planet_goal\", colour = G.C.GREY},\r\n--         {text = \"]\", colour = G.C.GREY},\r\n--     },\r\n-- }\r\n\r\n--\tNymble\r\n--\tLokix\r\n--\tPawmi\r\n--\tPawmo\r\n--\tPawmot\r\n--\tTandemaus\r\n--\tMaushold\r\n--\tFidough\r\njd_def[\"j_poke_fidough\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\n    reminder_text = {\r\n        {text = \"[\"},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n        {text = \"]\"},\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\ncalc_function = function(card)\r\n    card.joker_display_values.localized_text = localize(card.ability.extra.rank, 'ranks')\r\nend\r\n}\r\n\r\n--\tDachsbun\r\njd_def[\"j_poke_dachsbun\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"chips\", retrigger_type = \"mult\" }\r\n    },\r\n    reminder_text = {\r\n        {text = \"[\"},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" },\r\n        {text = \"]\"},\r\n    },\r\ntext_config = { colour = G.C.CHIPS },\r\ncalc_function = function(card)\r\n    card.joker_display_values.localized_text = localize(card.ability.extra.rank, 'ranks')\r\nend\r\n}\r\n\r\n--\tSmoliv\r\n--\tDolliv\r\n--\tArboliva\r\n--\tSquawkabilly\r\n--\tNacli\r\n--\tNaclstack\r\n--\tGarganacl\r\n--\tCharcadet\r\njd_def[\"j_poke_charcadet\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", colour = G.C.MULT },\r\n  },\r\n}\r\n\r\n--\tArmarouge\r\njd_def[\"j_poke_armarouge\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\r\n      }\r\n    }\r\n  },\r\n}\r\n\r\n--\tCeruledge\r\njd_def[\"j_poke_ceruledge\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" }\r\n      }\r\n    }\r\n  },\r\n}\r\n\r\n--\tTadbulb\r\n--\tBellibolt\r\n--\tWattrel\r\n--\tKilowattrel\r\n--\tMaschiff\r\n--\tMabosstiff\r\n--\tShroodle\r\n--\tGrafaiai\r\n--\tBramblin\r\njd_def[\"j_poke_bramblin\"] = {\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"bramblincard\", colour = G.C.ORANGE },\r\n    { text = \")\" }\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.bramblincard = localize(G.GAME.current_round.bramblincard.rank, 'ranks')\r\n  end\r\n}\r\n\r\n--\tBrambleghast\r\njd_def[\"j_poke_brambleghast\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.CHIPS },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"chips\", colour = G.C.CHIPS },\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"bramblincard\", colour = G.C.ORANGE },\r\n    { text = \")\" }\r\n  },\r\n  calc_function = function(card)\r\n    card.joker_display_values.bramblincard = localize(G.GAME.current_round.bramblincard.rank, 'ranks')\r\n    card.joker_display_values.chips = math.max(card.ability.extra.chip_mod * G.GAME.dollars, 0)\r\n  end\r\n}\r\n\r\n--\tToedscool\r\n--\tToedscruel\r\n--\tKlawf\r\n--\tCapsakid\r\n--\tScovillain\r\n--\tRellor\r\n--\tRabsca\r\n--\tFlittle\r\n--\tEspathra\r\n--\tTinkatink\r\njd_def[\"j_poke_tinkatink\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\r\n    },\r\ncalc_function = function(card)\r\n    local count = 0\r\n    if G.play then\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                count = count +\r\n                    JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    else\r\n        count = 3\r\n    end\r\n    card.joker_display_values.mult = count * card.ability.extra.mult\r\nend\r\n}\r\n\r\n--\tTinkatuff\r\njd_def[\"j_poke_tinkatuff\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\r\n    },\r\ncalc_function = function(card)\r\n    local count = 0\r\n    if G.play then\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                count = count +\r\n                    JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    else\r\n        count = 3\r\n    end\r\n    card.joker_display_values.mult = count * card.ability.extra.mult\r\nend\r\n}\r\n\r\n--\tTinkaton\r\njd_def[\"j_poke_tinkaton\"] = {\r\n    text = {\r\n        { text = \"+\",                              colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\",        ref_value = \"mult\", colour = G.C.MULT },\r\n    },\r\ncalc_function = function(card)\r\n    local count = 0\r\n    if G.play then\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                count = count +\r\n                    JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    else\r\n        count = 3\r\n    end\r\n    card.joker_display_values.mult = count * card.ability.extra.mult\r\nend\r\n}\r\n\r\n--\tWiglett\r\njd_def[\"j_poke_wiglett\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n        {text = \" \"},\r\n        { text = \"+\", colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n    },\r\n    calc_function = function(card)\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        local chips = 0\r\n        local mult = 0\r\n        local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n        if poker_hands['Three of a Kind'] and next(poker_hands['Three of a Kind']) then\r\n            mult = card.ability.extra.mult\r\n        end\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card:get_id() == 5 or \r\n                scoring_card:get_id() == 6 or \r\n                scoring_card:get_id() == 7 then\r\n                    chips = card.ability.extra.chips\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.chips = chips\r\n        card.joker_display_values.mult = mult\r\n        card.joker_display_values.localized_text = \"(5,6,7)\"\r\n    end\r\n}\r\n\r\n--\tWugtrio\r\njd_def[\"j_poke_wugtrio\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n        {text = \" \"},\r\n        {\r\n            border_nodes = {\r\n                { text = \"X\", colour = G.C.WHITE  },\r\n                { ref_table = \"card.joker_display_values\", ref_value = \"Xmult\", colour = G.C.WHITE }\r\n            },\r\n        },\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n    },\r\n    calc_function = function(card)\r\n        local chips = 0\r\n        local mult = 0\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n        if poker_hands['Three of a Kind'] and next(poker_hands['Three of a Kind']) then\r\n            mult = card.ability.extra.Xmult\r\n        end\r\n        if text ~= 'Unknown' then\r\n\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card:get_id() == 5 or \r\n                scoring_card:get_id() == 6 or \r\n                scoring_card:get_id() == 7 then\r\n                    chips = card.ability.extra.chips\r\n                end\r\n\r\n            end\r\n        end\r\n        card.joker_display_values.chips = chips\r\n        card.joker_display_values.Xmult = math.max(1,mult) \r\n        card.joker_display_values.localized_text = \"(5,6,7)\"\r\n    end\r\n}\r\n\r\n--\tBombirdier\r\n--\tFinizen\r\n--\tPalafin\r\n--\tVaroom\r\n--\tRevavroom\r\n--\tCyclizar\r\n--\tOrthworm\r\n--\tGlimmet\r\n--\tGlimmora\r\n--\tGreavard\r\n--\tHoundstone\r\n--\tFlamigo\r\n--\tCetoddle\r\n--\tCetitan\r\n--\tVeluza\r\n--\tDondozo\r\n--\tTatsugiri\r\n--\tAnnihilape\r\njd_def[\"j_poke_annihilape\"] = {\r\n    text = {\r\n        { text = \"+\", colour = G.C.CHIPS},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"chips\", retrigger_type = \"mult\", colour = G.C.CHIPS },\r\n        {text = \" \"},\r\n        { text = \"+\", colour = G.C.MULT },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT }\r\n    },\r\n    reminder_text = {\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\" }\r\n    },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n        if text ~= 'Unknown' then\r\n            for _, scoring_card in pairs(scoring_hand) do\r\n                if scoring_card:get_id() == 2 or \r\n                scoring_card:get_id() == 3 or \r\n                scoring_card:get_id() == 5 or \r\n                scoring_card:get_id() == 7 then\r\n                    count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.chips = count * card.ability.extra.chip_mod * (1 + G.GAME.current_round.hands_played)\r\n        card.joker_display_values.mult = count * card.ability.extra.mult_mod * (1 + G.GAME.current_round.hands_played)\r\n        card.joker_display_values.localized_text = \"(2,3,5,7)\"\r\n    end\r\n}\r\n    \r\n--\tClodsire\r\n--\tFarigiraf\r\njd_def[\"j_poke_farigiraf\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"x_mult\", retrigger_type = \"exp\" }\r\n      }\r\n    }\r\n  },\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.ORANGE },\r\n    { text = \"+\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text_face\", colour = G.C.ORANGE },\r\n    { text = \")\" },\r\n  },\r\n  text_config = { colour = G.C.WHITE },\r\n  calc_function = function(card)\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n    local _, poker_hands, _ = JokerDisplay.evaluate_hand()\r\n    local face_cards = {}\r\n    if poker_hands['Two Pair'] and next(poker_hands['Two Pair']) then\r\n      for _, scoring_card in pairs(scoring_hand) do\r\n        if scoring_card:is_face() then\r\n          table.insert(face_cards, scoring_card)\r\n        end\r\n      end\r\n    end\r\n    local first_face = JokerDisplay.calculate_leftmost_card(face_cards)\r\n    local last_face = JokerDisplay.calculate_rightmost_card(face_cards)\r\n    if first_face ~= last_face then\r\n      card.joker_display_values.x_mult = math.max(last_face and\r\n        (card.ability.extra.Xmult_multi ^ (JokerDisplay.calculate_card_triggers(last_face, scoring_hand) + (JokerDisplay.calculate_card_triggers(first_face, scoring_hand)))) or 1, 1)\r\n    else\r\n      card.joker_display_values.x_mult = math.max(last_face and\r\n        (card.ability.extra.Xmult_multi ^ (JokerDisplay.calculate_card_triggers(last_face, scoring_hand))) or 1, 1)\r\n    end\r\n    card.joker_display_values.localized_text = localize('Two Pair', 'poker_hands')\r\n    card.joker_display_values.localized_text_face = localize(\"k_face_cards\")\r\n  end\r\n}\r\n\r\n--\tDudunsparce\r\n--\tKingambit\r\njd_def[\"j_poke_kingambit\"] = {\r\n  text = {\r\n    {\r\n      border_nodes = {\r\n        { text = \"X\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n        { text = \" X\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"Xmult_multi\", retrigger_type = \"exp\" },\r\n      },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    local king_count = 0\r\n    local king_in_hand = false\r\n    local hand = JokerDisplay.current_hand\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand()\r\n\r\n    for _, playing_card in ipairs(G.playing_cards) do\r\n      if playing_card:get_id() == 13 then king_count = king_count + 1 end\r\n    end\r\n\r\n    for _, playing_card in pairs(hand) do\r\n      if playing_card:get_id() == 13 then\r\n        king_in_hand = true\r\n      end\r\n    end\r\n\r\n    if text ~= 'Unknown' then\r\n      if king_count == 1 and king_in_hand == true then\r\n        for _, scoring_card in pairs(scoring_hand) do\r\n          if scoring_card then\r\n            count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n          end\r\n        end\r\n      end\r\n    end\r\n    if king_in_hand == true then\r\n      card.joker_display_values.Xmult_multi = ((card.ability.extra.Xmult/2) * king_count) ^ count\r\n    else\r\n      card.joker_display_values.Xmult_multi = 1\r\n    end\r\n  end\r\n}\r\n\r\n--\tGreat Tusk\r\n--\tScream Tail\r\n--\tBrute Bonnet\r\n--\tFlutter Mane\r\n--\tSlither Wing\r\n--\tSandy Shocks\r\n--\tIron Treads\r\n--\tIron Bundle\r\n--\tIron Hands\r\n--\tIron Jugulis\r\n--\tIron Moth\r\n--\tIron Thorns\r\n--\tFrigibax\r\n--\tArctibax\r\n--\tBaxcalibur\r\n--\tGimmighoul\r\njd_def[\"j_poke_gimmighoul\"] = {\r\n    text = {\r\n        { text = \"+$\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"money\", retrigger_type = \"mult\" },\r\n},\r\ntext_config = { colour = G.C.GOLD },\r\ncalc_function = function(card)\r\n    local count = 0\r\n    local playing_hand = next(G.play.cards)\r\n    local hand = next(G.play.cards) and G.play.cards or G.hand.highlighted\r\n    local text, _, scoring_hand = JokerDisplay.evaluate_hand(hand)\r\n    if text ~= \"Unknown\" then\r\n        for _, scoring_card in pairs(scoring_hand) do --Polychrome cards scored\r\n            if scoring_card.ability.effect and scoring_card.ability.effect == \"Gold Card\" then\r\n                count = count + JokerDisplay.calculate_card_triggers(scoring_card, scoring_hand)\r\n            end\r\n        end\r\n    end\r\n    card.joker_display_values.money = card.ability.extra.money * count\r\nend\r\n}\r\n\r\n--\tGholdengo\r\njd_def[\"j_poke_gholdengo\"] = {\r\ntext = {\r\n    {\r\n        border_nodes = {\r\n            { text = \"X\" },\r\n            { ref_table = \"card.ability.extra\", ref_value = \"Xmult\", retrigger_type = \"exp\" },\r\n        },\r\n    },\r\n},\r\n}\r\n\r\n--\tWo-Chien\r\n--\tChien-Pao\r\n--\tTing-Lu\r\n--\tChi-Yu\r\n--\tRoaring Moon\r\n--\tIron Valiant\r\n--\tKoraidon\r\n--\tMiraidon\r\n--\tWalking Wake\r\n--\tIron Leaves\r\n--\tDipplin\r\n--\tPoltchageist\r\n--\tSinistcha\r\n--\tOkidogi\r\n--\tMunkidori\r\n--\tFezandipiti\r\n--\tOgerpon\r\n--\tArchaludon\r\n--\tHydrapple\r\n--\tGouging Fire\r\n--\tRaging Bolt\r\n--\tIron Boulder\r\n--\tIron Crown\r\n--\tTerapagos\r\n--\tPecharunt\r\n\r\n"
  },
  {
    "path": "jokerdisplay/definitionsOther.lua",
    "content": "local jd_def = JokerDisplay.Definitions\r\n\r\n\r\n-- Pokedex\r\n--[[\r\njd_def[\"j_poke_pokedex\"] = {\r\n    text = {\r\n        { text = \"+\" },\r\n        { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\" }\r\n    },\r\n    text_config = { colour = G.C.MULT },\r\n}]]--\r\n\r\n-- Everstone \r\njd_def[\"j_poke_everstone\"] = {\r\n    text = {\r\n        { text = \"(\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"count\",          colour = G.C.ORANGE },\r\n        { text = \"x\" },\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_basic\", colour = G.C.ORANGE },\r\n        {text = \"/\"},\r\n        { ref_table = \"card.joker_display_values\", ref_value = \"localized_baby\", colour = G.C.ORANGE },\r\n        { text = \")\" },\r\n    },\r\n    calc_function = function(card)\r\n        local count = 0\r\n        if G.jokers then\r\n            for _, joker_card in ipairs(G.jokers.cards) do\r\n                if joker_card.config.center.stage and joker_card.config.center.stage == \"Basic\" or joker_card.config.center.stage == \"Baby\" then\r\n                    count = count + 1\r\n                end\r\n            end\r\n        end\r\n        card.joker_display_values.count = count\r\n        card.joker_display_values.localized_basic = localize({type = \"name_text\", set = \"Other\", key = \"basic\"})\r\n        card.joker_display_values.localized_baby = localize({type = \"name_text\", set = \"Other\", key = \"baby\"})\r\n    end,\r\n    mod_function = function(card, mod_joker)\r\n      return { x_mult = ((card.config.center.stage == \"Baby\" and mod_joker.ability.extra.Xmult_multi ^ JokerDisplay.calculate_joker_triggers(mod_joker)) or\r\n      (card.config.center.stage == \"Basic\" and mod_joker.ability.extra.Xmult_multi2 ^ JokerDisplay.calculate_joker_triggers(mod_joker)) or nil) }\r\n    end\r\n}\r\n\r\n-- Tall Grass\r\njd_def[\"j_poke_tall_grass\"] = {\r\n    text = {\r\n    },\r\n    extra = {\r\n        {\r\n            { text = \"(\" },\r\n            { ref_table = \"card.joker_display_values\", ref_value = \"odds\" },\r\n            { text = \")\" },\r\n        }\r\n    },\r\n    extra_config = { colour = G.C.GREEN, scale = 0.3 },\r\n    calc_function = function(card)\r\n        local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'tall_grass')\r\n        card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n    end\r\n}\r\n\r\n-- Jelly Donut \r\njd_def[\"j_poke_jelly_donut\"] = {\r\n    text = {\r\n        {text = \"[\"},\r\n        {ref_table = \"card.ability.extra\", ref_value = \"rounds\"},\r\n        {text = \"/4]\"}\r\n    },\r\n    text_config = {colour = G.C.UI.BACKGROUND_INACTIVE }\r\n}\r\n\r\n-- Treasure Eatery\r\njd_def[\"j_poke_treasure_eatery\"] = {\r\n    text = {\r\n        {text = \"[\"},\r\n        {ref_table = \"card.ability.extra\", ref_value = \"rounds\"},\r\n        {text = \"/4]\"}\r\n    },\r\n    text_config = {colour = G.C.UI.BACKGROUND_INACTIVE }\r\n}\r\n\r\n-- Ruins of Alph\r\njd_def[\"j_poke_ruins_of_alph\"] = {\r\n  text = {\r\n    { text = \"+\", colour = G.C.MULT },\r\n    { ref_table = \"card.ability.extra\", ref_value = \"mult\", retrigger_type = \"mult\", colour = G.C.MULT },\r\n  },\r\n  reminder_text = {\r\n    { ref_table = \"card.ability.extra\", ref_value = \"merged\", colour = G.C.ORANGE },\r\n    { text = \" [\", colour = G.C.GREY },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"quest\", colour = G.C.GREY },\r\n    { text = \"]\", colour = G.C.GREY },\r\n  },\r\n  calc_function = function(card)\r\n    local merged = card.ability.extra.merged\r\n    local quest1 = card.ability.extra.quest1\r\n    local quest2 = card.ability.extra.quest2\r\n    local quest3 = card.ability.extra.quest3\r\n    local quest4 = card.ability.extra.quest4\r\n    if merged < quest1 then\r\n      card.joker_display_values.quest = quest1\r\n    elseif merged < quest2 then\r\n      card.joker_display_values.quest = quest2\r\n    elseif merged < quest3 then\r\n      card.joker_display_values.quest = quest3\r\n    else\r\n      card.joker_display_values.quest = quest4\r\n    end\r\n  end\r\n}\r\n\r\njd_def[\"j_poke_unown_swarm\"] = {\r\n  reminder_text = {\r\n    { text = \"(\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"count\", colour = G.C.ORANGE },\r\n    { text = \"x\" },\r\n    { ref_table = \"card.joker_display_values\", ref_value = \"localized_text\", colour = G.C.PURPLE },\r\n    { text = \")\" },\r\n  },\r\n  calc_function = function(card)\r\n    local count = 0\r\n    if G.jokers then\r\n      for _, joker_card in ipairs(G.jokers.cards) do\r\n        if joker_card.config.center.rarity and joker_card.config.center.rarity == 4 then\r\n          count = count + 1\r\n        end\r\n      end\r\n    end\r\n    card.joker_display_values.count = count\r\n    card.joker_display_values.localized_text = localize(\"k_legendary\")\r\n  end,\r\n  mod_function = function(card, mod_joker)\r\n    return { x_mult = (card.config.center.rarity == 4 and mod_joker.ability.extra.Xmult_multi ^ JokerDisplay.calculate_joker_triggers(mod_joker) or nil), mult = (card.config.center.rarity == 4 and mod_joker.ability.extra.mult * JokerDisplay.calculate_joker_triggers(mod_joker) or nil) }\r\n  end\r\n}\r\n\r\n--[[\r\njd_def[\"j_poke_oologist\"] = {\r\n  reminder_text = {\r\n    { ref_table =\"card.joker_display_values\", ref_value = \"active\", colour = G.C.GREY }\r\n  },\r\n  extra = {\r\n    {\r\n      { text = \"(\", colour = G.C.GREEN, scale = 0.3 },\r\n      { ref_table = \"card.joker_display_values\", ref_value = \"odds\", colour = G.C.GREEN, scale = 0.3 },\r\n      { text = \")\", colour = G.C.GREEN, scale = 0.3 },\r\n    },\r\n  },\r\n  calc_function = function(card)\r\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'oologist')\r\n    card.joker_display_values.odds = localize { type = 'variable', key = \"jdis_odds\", vars = { num, dem } }\r\n    if card.ability.extra.activated == false then\r\n      card.joker_display_values.active = localize(\"jdis_active\")\r\n    else\r\n      card.joker_display_values.active = localize(\"jdis_inactive\")\r\n    end\r\n  end\r\n}--]]\r\n\r\n-- Rival\r\n-- jd_def[\"j_poke_rival\"] = {\r\n--     text = {\r\n--         { ref_table = \"card.joker_display_values\", ref_value = \"plus\", colour = G.C.MULT },\r\n--         { ref_table = \"card.joker_display_values\", ref_value = \"mult\", colour = G.C.MULT },        \r\n--         {\r\n--             border_nodes = {\r\n--                 { ref_table = \"card.joker_display_values\", ref_value = \"x\" },\r\n--                 { ref_table = \"card.joker_display_values\", ref_value = \"xmult\", retrigger_type = \"exp\" },\r\n--             },\r\n--         },\r\n--     },\r\n--     calc_function = function(card)\r\n--         if card.ability.extra.form == 0 then\r\n--             card.joker_display_values.plus = \"+\"\r\n--             card.joker_display_values.mult = card.ability.extra.mult\r\n--             card.joker_display_values.x = \"\"\r\n--             card.joker_display_values.xmult = \"\"\r\n--         end\r\n--         if card.ability.extra.form == 1 then\r\n--             card.joker_display_values.plus = \"+\"\r\n--             card.joker_display_values.mult = card.ability.extra.mult * 2\r\n--             card.joker_display_values.x = \"\"\r\n--             card.joker_display_values.xmult = \"\"\r\n--         end\r\n--         if card.ability.extra.form > 1 then\r\n--             card.joker_display_values.plus = \"\"\r\n--             card.joker_display_values.mult = \"\"\r\n--             card.joker_display_values.x = \"X\"\r\n--             card.joker_display_values.xmult = card.ability.extra.Xmult\r\n--         end\r\n--     end\r\n-- }\r\n"
  },
  {
    "path": "localization/de.lua",
    "content": "-- Welcome to de.lua!\n-- de stands for Deutsch Aka German\n\n--Progress report:\n--Update this as you go! Or don't, I know Cryptid doesn't (lmfao)\n\n--[[\nDecks: Yes\nJokers: Yes\nSettings/Mod: Yes\nItems: Yes\nEnergy: Yes\nDeck Sleeves (requires Decksleeves Mod): No\nBoss Blinds: Yes\nChallenges: Yes\nSpectrals: Yes\nTarots: Yes (there aren't any lmao)\nStickers: Yes\nPlanets: Yes (there aren't any lmao)\nDictonary: Yes\nEditions: Yes\nVouchers: Yes\nTags: Yes\nMisc Infoqueues (ancient, baby, eitem, Type, etc): Yes\nOther (packs, stickers, etc): Yes\nMisc: Yes\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"Trainer Deck\",\n                text = {\n                    \"Beginne den Durchlauf mit dem\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{}-Gutschein\",\n                    \"und einer {C:tarot,T:c_poke_pokeball}#2#{}-Karte\",\n                } \n            },\n\t\t\tb_poke_telekineticdeck = {\n                name = \"Telekinetisches Deck\",\n                text = {\n                    \"Beginne den Durchlauf mit dem\",\n                    \"{C:tarot,T:v_crystal_ball}#1#{}-Gutschein\",\n                    \"und {C:attention}2{} Kopien\",\n                    \"von {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n            b_poke_obituarydeck = {\n                name = \"Nachruf Deck\",\n                text = {\n                    \"Alle Karten haben ein {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Leuchtendes Deck\",\n                text = {\n                    \"Alle Joker haben einen\",\n                    \"zufälligen {C:pink}Typ{}\",\n                    \"und haben {C:attention}+1{} {C:pink}Energie\"\n                }\n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Kammer der Chartreuse\",\n                text = {\n                    \"Bei jeder Hand wird ein zufälliger\",\n                    \"Pokémon Typ geschwächt\",\n                }, \n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Pokéball\",\n                text = {\n                    \"Erzeugt eine zufällige\",\n                    \"{C:attention}Basis Joker{}-Karte\",\n                    \"{C:inactive}(Muss Platz haben)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Superball\",\n                text = {\n                    \"Erzeugt eine zufällige\",\n                    \"{C:attention}Phase 1 Joker{}-Karte\",\n                    \"{C:inactive}(Muss Platz haben)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Mondstein\",\n                text = {\n                    \"{C:green}#2#-zu-#3#{}-Chance das\",\n                    \"Level der ausgewählten\",\n                    \"{C:attention}Poker Hand{} zu erhöhen\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                    \"{C:inactive}(Hand: {C:attention}#1#{C:inactive}){}\",\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Sonnenstein\",\n                text = {\n                    \"Verstärkt {C:attention}#1#{} ausgewählte Karten\",\n                    \"in {C:attention}Wild Cards{} mit einem\",\n                    \"{C:attention}zufälligen{} Rang\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Wasserstein\",\n                text = {\n                    \"Verstärkt {C:attention}#1#{} ausgewählte Karte\",\n                    \"in eine {C:attention}Bonuskarte{}\",\n\t\t\t\t\t\"{C:attention}Verdoppelt{} die gesamten Chips\",\n                    \"wenn es bereits eine {C:attention}Bonuskarte{} ist\",\n                    \"{C:inactive}(Maximal {C:chips}+#2#{C:inactive} Chips)\",\n                    \"{C:attention}Entwicklungskarte{}\"\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Donnerstein\",\n                text = {\n                    \"Fügt {C:attention}2 Gold{} Karten zum Deck hinzu\",\n                    \"mit dem gleichen Rang wie\",\n                    \"{C:attention}1{} ausgewählte Karte\",\n                    \"und zieht {C:attention}1{} auf die Hand\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"Feuerstein\",\n                text = {\n                    \"Wähle {C:attention}#1#{} Karte,\",\n                    \"Verstärkt gewählte Karte in {C:attention}Mult-Karte{}\",\n                    \"und zerstört dann {C:attention}1{} zufällige Karte\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Blattstein\",\n                text = {\n                    \"{C:green}#1#-zu-#2#{}-Chance dass\",\n                    \"jede Karte auf der Hand in eine\",\n                    \"{C:attention}Glückskarte{} verstärkt wird\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Linkkabel\",\n                text = {\n                    \"Wähle {C:attention}#1#{} Karten,\",\n                    \"{C:attention}Erhöhe{} den Rang der {C:attention}linken{} Karte\",\n                    \"{C:attention}Verringere{} den Rang der {C:attention}rechten{} Karte\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Überreste\",\n                text = {\n                    \"{C:attention}Wiederverwendbar{}\",\n                    \"Fügt {C:money}$#2#{} dem Verkaufswert des\",\n                    \"Jokers ganz links hinzu\",\n                    \"{C:inactive}(Einmal pro Runde verwendbar)\",\n                }\n            },\n            c_poke_leek = {\n                name = \"Lauch\",\n                text = {\n                    \"{C:attention}Wiederverwendbar{}\",\n                    \"{C:green}#1#-zu-#2#{}-Chance sich selbst den\",\n                    \"{C:dark_edition}Foil{}, {C:dark_edition}Holografisch{}, oder\",\n                    \"{C:dark_edition}Polychrom{} Effekt hinzuzufügen\",\n                    \"{C:green}#1#-zu-#3#{}-Chance sich {S:1.1,C:red,E:2}selbst zu zerstören{}\",\n                    \"{C:inactive}(Einmal pro Runde verwendbar)\",\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Kampfknochen\",\n                text = {\n                    \"{C:attention}Wiederverwendbar{}\",\n                    \"Füge dauerhaft {C:chips}+#2#{} Chips\",\n                    \"zu {C:attention}#1#{} ausgewählten Karte hinzu und\",\n                    \"verstärke die Karte in {C:attention}Stein-Karte{} wenn der Karte\",\n                    \"bereits Chips hinzugefügt wurden\",\n                    \"{C:inactive}(Einmal pro Runde verwendbar)\",\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Terakristall-Orb\",\n                text = {\n                    \"Gibt {C:attention}+1{} {C:pink}Energie{}\",\n                    \"einem ausgewählten Joker{} oder Joker{} ganz link\",\n                    \"{C:attention}Typänderung{}\"\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Metallmantel\",\n                text = {\n                    \"Erzeugt eine {C:attention}Stahl-Karte{} Kopie von\",\n                    \"{C:attention}1{} ausgewählten Karte\",\n                    \"{C:attention}Typänderung{}\"\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Drachenschuppe\",\n                text = {\n                    \"Erzeugt bis zu {C:attention}3{} zufällige\",\n                    \"{C:item}Item{} oder {C:pink}Energie{} Karten\",\n                    \"{C:attention}Typänderung{}\",\n                    \"{C:inactive}(Muss Platz haben){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"King-Stein\",\n                text = {\n                    \"Verwandelt {C:attention}#1#{} ausgewählte\",\n                    \"Karte in einen {C:attention}König{}\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Upgrade\",\n                text = {\n                    \"Gibt {C:attention}#1#{} ausgewählten Karte\",\n                    \"eine zufällige {C:attention}Verbesserung{}\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                }\n            },\n\t\t\tc_poke_dubious_disc = {\n                name = \"Dubiosdisc\",\n                text = {\n                    \"Wählt ein zufälliges oder entfernt {C:attention}Verbesserungen{}\",\n                    \"aller Karten auf der Hand\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                    \"{C:inactive}(Beinhaltet Karten ohne Verstärkungen){}\"\n                }\n            },\n            c_poke_icestone = {\n                name = \"Eisstein\",\n                text = {\n                    \"Verstärkt {C:attention}#1#{} ausgewählte Karten\",\n                    \"in {C:attention}Glas-Karten{}\",\n                    \"{C:green}#2#-zu-#3#{}-Chance für jede\",\n                    \"ausgewählte Karte zu {C:attention}zerstören{}\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Leuchtstein\",\n                text = {\n                    \"Fügt {C:dark_edition}Foil{}, {C:dark_edition}Holografisch{},\",\n                    \"oder {C:dark_edition}Polychrom{} Effekt\",\n                    \"{C:attention}1{} ausgewählten Karte auf der Hand hinzu und\",\n                    \"{C:attention}ziehe{} {C:money}$#2#{} von jedem Joker ab\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"Krummlöffel\",\n                text = {\n                    \"Erzeugt die letzte benutzte\",\n                    \"{C:item}Item{} Karte oder {C:pink}Energie{} Karte\",\n                    \"von diesem Durchlauf\",\n                    \"{s:0.8,C:item}Krummlöffel und wiederverwendbare Materialien{s:0.8} ausgenommen\"\n                }\n            },\n            c_poke_prismscale = {\n                name = \"Schönschuppe\",\n                text = {\n                    \"Verwandelt {C:attention}#2#{} zufällige {C:attention}gehaltene{}\",\n                    \"Karten in die {C:attention}Farbe{} von\",\n                    \"{C:attention}#1#{} ausgewählten Karte\",\n                    \"{C:attention}Entwicklungskarte{}\"\n                }\n            },\n            c_poke_duskstone = {\n                name = \"Finsterstein\",\n                text = {\n                    \"Erhalte {C:money}$#1#{}\",\n                    \"wenn es {C:attention}#2#{} Runden\",\n                    \"später benutzt wird\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                    \"{C:inactive}(Erhält {C:money}${C:inactive} Startrunde {C:attention}#3#{C:inactive})\"\n                }\n            },\n            c_poke_dawnstone = {\n                name = \"Funkelstein\",\n                text = {\n                    \"Erhalte {C:money}${} gleich {c:attention}doppelt{}\",\n                    \"dem {C:mult}Mult{} Wert von {C:attention}#1#{}\",\n                    \"{C:inactive}#4#{}\",\n                    \"{C:attention}Entwicklungskarte{}\",\n                    \"{C:inactive}(Aktuell {C:money}$#2#{C:inactive}/$40 maximal)\",\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"Pflanze Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Pflanze{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Feuer Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Feuer{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Wasser Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Wasser{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Elektro Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Elektro{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Psycho Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Psycho{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Kampf Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Kampf{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Normal Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker wenn möglich\",\n                    \"Halbe Effektivität für \",\n                    \"nicht-{C:attention}Normal{} Joker\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Unlicht Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Unlicht{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Stahl Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Stahl{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Fee Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Fee{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"Drache Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Drache{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Boden Energie\",\n                text = {\n                    \"Erhöht dauerhaft {C:attention}Punktzahl{} und {C:money}${} Werte\",\n                    \"des ganz linken oder ausgewählten Joker vom Typ {C:attention}Boden{}\",\n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Emergy\",\n                text = {\n                    \"Create {C:attention}1{} random {C:green}Energy\",\n                    \"card with {C:dark_edition}Negative{} for each\",\n                    \"{C:attention}Jolly Joker{} or {C:legendary}M Joker{}\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Shiny\",\n                label = \"Shiny\",\n                text = {\n                    \"{C:attention}+1{} Booster Pack Plätze\",\n                    \"im Shop verfügbar\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"Bisasam\",\n                text = {\n                    \"{C:attention}+#4#{} Handgröße\",\n                    \"Erhalte {C:money}$#1#{} für jedes\",\n                    \"{C:attention}#3#{} auf der Hand,\",\n                    \"Rang ändert sich jede Runde\",\n                    \"{C:inactive}(Aktuell {C:money}$#2#{C:inactive} erhalten)\",\n                    \"{C:inactive}(Entwicklung bei {C:money}$16{}{C:inactive})\"\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Bisaknosp\",\n                text = {\n                    \"{C:attention}+#3#{} Handgröße\",\n                    \"Erhalte {C:money}$#1#{} oder {C:money}$#5#{} für jedes\",\n                    \"{C:attention}#4#{} auf der Hand,\",\n                    \"Rang ändert sich jede Runde\",\n                    \"{C:inactive}(Aktuell {C:money}$#2#{C:inactive} erhalten)\",\n                    \"{C:inactive}(Entwicklung bei {C:money}$16{}{C:inactive})\"\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Bisaflor\",\n                text = {\n                    \"{C:attention}+#3#{} Handgröße\",\n                    \"Erahlte {C:money}$#1#{} für jedes {C:attention}#4#{} auf der Hand,\",\n                    \"Rang ändert sich jede Runde\",\n                    \"{C:inactive}(Aktuell {C:money}$#2#{C:inactive} erhalten)\",\n                }\n            },\n            j_poke_mega_venusaur = {\n                name = \"Mega Bisaflor\",\n                text = {\n                    \"{C:attention}+#1#{} Handgröße\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Glumanda\",\n                text = {\n                    \"{C:red}+#4#{} Abwurf\",\n                    \"Erhalte {C:mult}+#2#{} Mult pro gespielter Hand\",\n                    \"mit {C:attention}#3#{} verbleibenden Abwürfen\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}+16{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Glutexo\",\n                text = {\n                    \"{C:red}+#4#{} Abwurf\",\n                    \"Erhalte {C:mult}+#2#{} Mult pro gespielter Hand\",\n                    \"mit {C:attention}#3#{} verbleibenden Abwürfen\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}+36{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_charizard = {\n                name = \"Glurak\",\n                text = {\n                    \"{C:red}+#4#{} Abwurf, {C:mult}+#1#{} Mult\",\n                    \"{X:mult,C:white} X#2# {} Mult bei {C:attention}#3#{} verbleibenden Abwürfen\",\n                } \n            },\n            j_poke_mega_charizard_x = {\n                name = \"Mega Glurak X\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult bei {C:attention}#2#{} verbleibenden Abwürfen\",\n                } \n            },\n            j_poke_mega_charizard_y = {\n                name = \"Mega Glurak Y\",\n                text = {\n                    \"{C:red}+#1#{} Abwürfe\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Schiggy\",\n                text = {\n                    \"{C:chips}+#3#{} Hand\",\n                    \"Erhalte {C:chips}+#2#{} Chips für jede\",\n                    \"verbleibende Hand am Ende der Runde\",\n                    \"{C:inactive}(Aktuell {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Entwicklung bei {C:chips}+32{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Schillok\",\n                text = {\n                    \"{C:chips}+#3#{} Hand\",\n                    \"Erhalte {C:chips}+#2#{} Chips für jede\",\n                    \"verbleibende Hand am Ende der Runde\",\n                    \"{C:inactive}(Aktuell {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Entwicklung bei {C:chips}+72{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Turtok\",\n                text = {\n                    \"{C:chips}+#3#{} Hand, {C:chips}+#1#{} Chips\",\n                    \"{C:chips}+#2#{} Chips für jede verbleibende Hand\",\n                } \n            },\n            j_poke_mega_blastoise = {\n                name = \"Mega Turtok\",\n                text = {\n                    \"{C:chips}+#2#{} Hände\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Raupy\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Safcon\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Smettbo\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Hornliu\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Kokuna\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Bibor\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\"\n                } \n            },\n            j_poke_mega_beedrill = {\n                name = \"Mega Bibor\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Taubsi\",\n                text = {\n                    \"Alle {C:planet}Planeten{} Karten und\",\n                    \"{C:planet}Himmelspakete{} im\",\n                    \"Shop kosten {C:money}$2{} weniger\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#1#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Tauboga\",\n                text = {\n                    \"Alle {C:planet}Planeten{} Karten und\",\n                    \"{C:planet}Himmelspakete{} im\",\n                    \"Shop kosten {C:money}$3{} weniger\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#1#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Tauboss\",\n                text = {\n                    \"Alle {C:planet}Planeten{} Karten und\",\n                    \"{C:planet}Himmelspakete{} im\",\n                    \"Shop sind {C:attention}kostenlos{}, Nutzung von\",\n                    \"{C:planet}Planeten{} Karten gibt {C:money}$#1#{}\"\n                } \n            },\n            j_poke_mega_pidgeot = {\n                name = \"Mega Tauboss\",\n                text = {\n                    \"{C:planet}Planeten{} Karten geben\",\n                    \"{C:attention}#1#{} zusätzliche Level\",\n                } \n            },\n            j_poke_rattata = {\n                name = \"Rattfratz\",\n                text = {\n                    \"Löse die {C:attention}erste{} gespielte Karte,\",\n                    \"die für die Wertung verwendet wurde,\",\n                    \"{C:attention}#1#{} weitere Male aus\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Rattikarl\",\n                text = {\n                    \"Löse die {C:attention}erste{} und {C:attention}zweite{} gespielte\",\n                    \"Karte, die für die Wertung verwendet wurde,\",\n                    \"{C:attention}#1#{} weitere Male aus\",\n                } \n            },\n            j_poke_spearow = {\n                name = \"Habitak\",\n                text = {\n                    \"Nach dem Spielen von {C:attention}#2#{} gewerteten Karten\",\n                    \"erhöhe das Level der nächsten gespielten {C:attention}Poker Hand{}\",\n                    \"{C:inactive}(Aktuell {C:attention}#3#{}{C:inactive}/#2#) {C:inactive}#4#{}\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#1#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Ibitak\",\n                text = {\n                    \"Nach dem Spielen von {C:attention}#1#{} gewerteten Karten\",\n                    \"erhöhe das Level der nächsten gespielten {C:attention}Poker Hand{}\",\n                    \"{C:inactive}(Aktuell {C:attention}#2#{}{C:inactive}/#1#) {C:inactive}#3#{}\",\n                } \n            },\n            j_poke_ekans = {\n                name = \"Rettan\",\n                text = {\n                    \"{C:mult}+#1#{} Mult wenn\",\n                    \"gespielte Hand\",\n                    \"{C:attention}Straight{} enthält\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Arbok\",\n                text = {\n                    \"{C:mult}+#1#{} Mult wenn gespielte Hand\",\n                    \"{C:attention}Straight{} enthält\",\n                    \"Erzeuge eine Tarot-Karte wenn\",\n                    \"Hand auch ein {C:attention}Ass{} enthält\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Pikachu\",\n                text = {\n                    \"Erhalte {C:money}$#1#{} am\",\n                    \"Ende der Runde für\",\n                    \"jeden Joker im Besitz\",\n                    \"{C:inactive}(Maximal {C:money}$10{C:inactive})\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Donnerstein{} {C:inactive}Karte)\"\n                } \n            },\n            j_poke_raichu = {\n                name = \"Raichu\",\n                text = {\n                    \"Wende {C:dark_edition}Negativ{} auf sich selbst an\",\n                    \"am Ende der Runde bei dem Besitz\",\n                    \"von mindestens {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(Erhöht sich pro Raichu im Besitz){}\",\n                    \"Erhalte {C:money}$#1#{} am Ende der\",\n                    \"Runde für jeden Joker im Besitz\",\n                    \"{C:inactive}(Maximal {C:money}$#3#{C:inactive})\"\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Sandan\",\n                text = {\n                    \"{C:chips}+#2#{} Chips für jede {C:attention}Glas-Karte{}\",\n                    \"im vollen Deck\",\n                    \"Die erste zerstörte {C:attention}Glas-Karte{} jeder\",\n                    \"Runde fügt eine Kopie dieser Karte der Hand hinzu\",\n                    \"{C:inactive}(Aktuell {C:chips}+#3#{}{C:inactive} Chips){C:inactive}#4#{}\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#1#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Sandamer\",\n                text = {\n                    \"{C:chips}+#1#{} Chips für jede {C:attention}Glas-Karte{}\",\n                    \"im vollen Deck\",\n                    \"Die erste zerstörte {C:attention}Glas-Karte{} jeder\",\n                    \"Runde fügt eine Kopie dieser Karte der Hand hinzu\",\n                    \"{C:inactive}(Aktuell {C:chips}+#2#{}{C:inactive} Chips){C:inactive}#3#{}\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Nidoran♀\",\n                text = {\n                    \"Jede {C:attention}Dame{}\",\n                    \"auf der Hand\",\n                    \"gibt {C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"Nidorina\",\n                text = {\n                    \"Jede {C:attention}Dame{}\",\n                    \"auf der Hand\",\n                    \"gibt {C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Mondstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Nidoqueen\",\n                text = {\n                    \"{C:attention}+#2#{} Handgröße\",\n                    \"Jede {C:attention}Dame{}\",\n                    \"auf der Hand\",\n                    \"gibt {C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Nidoran♂\",\n                text = {\n                    \"Jeder {C:attention}König{}\",\n                    \"auf der Hand\",\n                    \"gibt {C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Nidorino\",\n                text = {\n                    \"Jeder {C:attention}König{}\",\n                    \"auf der Hand\",\n                    \"gibt {C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Mondstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Nidoking\",\n                text = {\n                    \"{C:attention}+#2#{} Handgröße\",\n                    \"Jeder {C:attention}König{}\",\n                    \"auf der Hand\",\n                    \"gibt {C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Piepi\",\n                text = {\n                    \"Gespielte Karten mit\",\n                    \"{C:clubs}#2#{}-Farbe geben\",\n                    \"{C:mult}+#1#{} Mult, wenn gezählt\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Mondstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Pixi\",\n                text = {\n                    \"Gespielte Karten mit {C:clubs}#2#{}-Farbe geben\",\n                    \"{C:mult}+#1#{} Mult für jede {C:clubs}#2#{} Karte\",\n                    \"in der gewerteten Hand dieser Runde\",\n                    \"{C:inactive,s:0.8}(Bei 5 gespielten Kreuz Karten, würde jede Karte{C:mult,s:0.8}+5{} {C:inactive,s:0.8}Mult){} geben\",\n                    \"{C:inactive}(Aktuell {C:mult}#3#{}{C:inactive} Mult){}\"\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Vulpix\",\n                text = {\n                    \"{C:green}#1#-zu-#2#{}-Chance für jede\",\n                    \"gespielte und wertende {C:attention}9{} eine\",\n                    \"{C:attention}Tarot-Karte{} zu erzeugen\",\n                    \"{C:inactive}(Muss Platz haben)\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Feuerstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"Vulnona\",\n                text = {\n                    \"{C:attention}Hält {C:dark_edition}Negativ{} Medium{}\",\n                    \"{C:green}#1#-zu-#2#{}-Chance für jede\",\n                    \"gespielte und wertende {C:attention}9{} eine\",\n                    \"{C:attention}Tarot-Karte{} oder {C:planet}Planeten-Karte{} zu erzeugen\",\n                    \"{C:inactive}(Muss Platz haben)\"\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Pummeluff\",\n                text = {\n                    \"Gespielte Karten mit\",\n                    \"{C:spades}#2#{}-Farbe geben\",\n                    \"{C:mult}+#1#{} Mult, wenn gezählt\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Mondstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Knuddeluff\",\n                text = {\n                    \"Gespielte Karten mit {C:spades}#3#{}-Farbe\",\n                    \"geben {C:mult}+#1#{} Mult und\",\n                    \"{C:chips}+#2#{} Chips plus die gesamten Chips\",\n                    \"dieser Karte, wenn gezählt\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Zubat\",\n                text = {\n                    \"{C:mult}+#1#{} Mult für jede verbesserte\",\n                    \"Karte im vollen Deck\",\n                    \"{C:inactive}(Aktuell {C:mult}+#2#{}{C:inactive} Mult, {C:attention}#4#{}{C:inactive} Verbesserungen)\",\n                    \"{C:inactive}(Entwicklung bei {C:attention}#3#{C:inactive} Verbesserungen)\"\n                } \n            },\n            j_poke_golbat = {\n                name = \"Golbat\",\n                text = {\n                    \"Entferne Verbesserungen von wertenden Karten\",\n                    \"Erhalte {C:mult}+#2#{} für {C:attention}Mult{} und {C:attention}Wildcard{},\",\n                    \"{C:chips}+#4#{} für {C:attention}Bonuskarten{} und {C:attention}Stein-Karten{},\",\n                    \"{X:red,C:white}X#6#{} für {C:attention}Stahl-Karten{} und {C:attention}Glas-Karten{},\",\n                    \"{C:money}$#8#{} für {C:attention}Gold-Karten{} and {C:attention}Glückskarten{}\",\n                    \"{C:inactive}(Entwicklung bei {C:attention}#9#{}{C:inactive}/20 entfernten Verbesserungen)\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} am Ende der Runde)\"\n                } \n            },\n            j_poke_oddish = {\n                name = \"Myrapla\",\n                text = {\n                    \"Gespielte Karten mit {C:attention}ungeradem{} Rang\",\n                    \"geben {C:mult}+#1#{} oder {C:mult}+#2#{} Mult, wenn gezählt\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#3#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_gloom = {\n                name = \"Duflor\",\n                text = {\n                    \"Gespielte Karten mit {C:attention}ungeradem{} Rang\",\n                    \"geben {C:mult}+#1#{} oder {C:mult}+#2#{} Mult, wenn gezählt\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Blattstein{} {C:inactive}oder {C:attention}Sonnenstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Giflor\",\n                text = {\n                    \"Gespielte Karten mit {C:attention}ungeradem{} Rang\",\n                    \"geben {C:mult}+#2#{} Mult oder\",\n                    \"{X:mult,C:white} X#1# {} Mult, wenn gezählt\"\n                } \n            },\n            j_poke_paras = {\n                name = \"Paras\",\n                text = {\n                    \"{C:mult}+#2#{} Mult für jede gespielte Hand\",\n                    \"die {C:attention}Zwei Paare{} enthält\", \n                    \"{C:inactive}(Aktuell {C:mult}+#1#{} {C:inactive}Mult)\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}+8{}{C:inactive} Mult)\"\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Parasek\",\n                text = {\n                    \"{C:mult}+#2#{} Mult für jede gespielte Hand\",\n                    \"die {C:attention}Zwei Paare{} enthält\",\n                    \"{C:mult}-#3#{} Mult für jede gespielte Hand\",\n                    \"die es nicht tut\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{} {C:inactive}Mult)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"Bluzuk\",\n                text = {\n                    \"Fügt {C:attention}#1#{} zu allen {C:attention}aufgelisteten\",\n                    \"{C:green,E:1,S:1.1}Wahrscheinlichkeiten{} hinzu\",\n                    \"{C:inactive}(z.B.: {C:green}1-zu-6{C:inactive} -> {C:green}2-zu-6{C:inactive})\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Omot\",\n                text = {\n                    \"Fügt {C:attention}#1#{} zu allen {C:attention}aufgelisteten\",\n                    \"{C:green,E:1,S:1.1}Wahrscheinlichkeiten{} hinzu\",\n                    \"{C:inactive}(z.B.: {C:green}1-zu-6{C:inactive} -> {C:green}3-zu-6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Digda\",\n                text = {\n                    \"{C:chips}+#2#{} Chips wenn gespielte Hand\",\n                    \"{C:attention}Drilling{} enthält\",\n                    \"{C:mult}+#3#{} Mult wenn gespielte Hand\",\n                    \"eine {C:attention}2{}, {C:attention}3{}, oder {C:attention}4{} enthält\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#1#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Digdri\",\n                text = {\n                    \"{C:chips}+#2#{} Chips wenn gespielte Hand\",\n                    \"{C:attention}Drilling{} enthält\",\n                    \"{X:red,C:white} X#1# {} Mult wenn gespielte Hand\",\n                    \"eine {C:attention}2{}, {C:attention}3{}, or {C:attention}4{} enthält\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"Mauzi\",\n                text = {\n                    \"Erhalte {C:money}$#1#{} am\",\n                    \"Ende der Runde\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Snobilikat\",\n                text = {\n                    \"Erhalte {C:money}${} am Ende der\",\n                    \"Runde gleich dem {C:attention}doppelten{}\", \n                    \"Verkaufswert des {C:attention}Joker{} ganz links\",\n                    \"{C:inactive}(Ausgenommen sich selbst){}\",\n                    \"{C:inactive}(Aktuell {C:money}$#1#{C:inactive}, Maximal {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Enton\",\n                text = {\n                    \"Wenn gespielte Hand eine\",\n                    \"einzige {C:attention}Bildkarte{} ist, erhalte {C:money}$#1#{}\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Entoron\",\n                text = {\n                    \"Wenn gespielte Hand eine einzige\",\n                    \"{C:attention}Bildkarte{} ist, erhalte {C:money}$#1#{} und verwandle sie\",\n                    \"in eine {C:attention}Gold-Karte{}, wenn gezählt\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Menki\",\n                text = {\n                    \"Jede gespielte {C:attention}2{}, {C:attention}3{}\",\n                    \"{C:attention}5{}, oder {C:attention}7{} gibt\",\n                    \"{C:mult}+#1#{} Mult und {C:chips}+#2#{} Chips\",\n                    \"wenn gezählt\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#3#{}{C:inactive} Runden)\"\n                } \n            },\n            --anyways, how's your day been? i'm doing fine myself\n            j_poke_primeape = {\n                name = \"Rasaff\",\n                text = {\n                    \"Jede gespielte {C:attention}2{}, {C:attention}3{}\",\n                    \"{C:attention}5{}, oder {C:attention}7{} gibt\",\n                    \"{C:mult}+#1#{} Mult und {C:chips}+#2#{} Chips\",\n                    \"wenn gezählt\",\n                    \"{C:inactive}(Entwicklung wenn {C:attention}#3#{}{C:inactive}/25 mal ausgelöst){}\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Fukano\",\n                text = {\n                    \"{C:mult}+#1#{} Mult wenn gespielte\",\n                    \"Hand {C:attention}Flush{} enthält\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Feuerstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Arkani\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult wenn gespielte\",\n                    \"Hand {C:attention}Flush{} enthält\",\n                    \"Erzeuge eine {C:attention}Die Liebenden{} Karte\",\n                    \"wenn {C:attention}Blind{} ausgewählt wird\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Quapsel\",\n                text = {\n                    \"Gespielte Karten mit {V:1}#3#{}-Farbe\",\n                    \"geben {C:mult}+#1#{} Mult, wenn gezählt\",\n                    \"Farbe ändert sich nach jeder\",\n                    \"gespielten Hand\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Quaputzi\",\n                text = {\n                    \"Gespielte Karten mit {V:1}#2#{}-Farbe\",\n                    \"geben {C:mult}+#1#{} Mult, wenn gezählt\",\n                    \"Farbe ändert sich nach jeder\",\n                    \"gespielten Hand\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}(Entwicklung mit einer {C:attention,s:0.8}Wasserstein{}{C:inactive,s:0.8} oder {C:attention,s:0.8}King-Stein{}{C:inactive,s:0.8} Karte)\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Quappo\",\n                text = {\n                    \"Gespielte Karten mit {V:1}#2#{}-Farbe\",\n                    \"geben {C:mult}+#7#{} Mult\",\n                    \"und {X:mult,C:white} X#1# {} Mult, wenn gezählt\",\n                    \"Farbe ändert sich nach jeder\",\n                    \"gespielten Hand\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Abra\",\n                text = {\n                    \"{C:green}#1#-zu-#2#{}-Chance eine\",\n                    \"{C:attention}Der Narr{} Karte zu erzeugen wenn\",\n                    \"gespielte {C:attention}Poker Hand{} bereits\",\n                    \"diese Runde gespielt wurde\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#3#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Kadabra\",\n                text = {\n                    \"{C:green}#1#-zu-#2#{}-Chance eine\",\n                    \"{C:attention}Der Narr{} oder {C:item}Krummlöffel{} Karte zu erzeugen\",\n                    \"wenn gespielte {C:attention}Poker Hand{} bereits\",\n                    \"diese Runde gespielt wurde\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Linkkabel{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Simsala\",\n                text = {\n                    \"{C:attention}+#3#{} Slot für Verbrauchsgegenstände\",\n                    \"{C:green}#1#-zu-#2#{}-Chance eine\",\n                    \"{C:attention}Der Narr{} oder {C:item}Krummlöffel{} Karte zu erzeugen\",\n                    \"wenn gespielte {C:attention}Poker Hand{} bereits\",\n                    \"diese Runde gespielt wurde\",\n                } \n            },\n            j_poke_mega_alakazam = {\n                name = \"Mega Simsala\",\n                text = {\n                    \"{C:attention}+#3#{} Slot für Verbrauchsgegenstände\",\n                    \"Jeder {C:attention}Verbrauchsgegenstand{} im Besitz gibt {X:mult,C:white}X#1#{} Mult\",\n                    \"{C:item}Krummlöffel{} gibt {X:mult,C:white}X#2#{} Mult\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Machollo\",\n                text = {\n                    \"{C:chips}+#1#{} Hand\",\n                    \"{C:mult}-#2# Abwurf{}\",\n                    \"{C:mult}+#4#{} Mult\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#3#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_machoke = {\n                name = \"Maschock\",\n                text = {\n                    \"{C:chips}+#1#{} Hände\",\n                    \"{C:mult}-#2# Abwürfe{}\",\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Linkkabel{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Machomei\",\n                text = {\n                    \"{C:chips}+#1#{} Hände\",\n                    \"{C:mult}-#2# Abwürfe{}\",\n                    \"{C:mult}+#3#{} Mult\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Knofensa\",\n                text = {\n                    \"Gespielte Karten mit {C:attention}geradem{} Rang\",\n                    \"geben {C:chips}+#1#{} Chips, wenn gezählt\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Ultrigaria\",\n                text = {\n                    \"Gespielte Karten mit {C:attention}geradem{} Rang\",\n                    \"geben {C:chips}+#1#{} Chips, wenn gezählt\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Blattstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Sarzenia\",\n                text = {\n                    \"Gespielte Karten mit {C:attention}geradem{} Rang\",\n                    \"geben {C:chips}+#1#{} Chips, wenn gezählt\",\n                    \"und {C:attention}löse erneut aus{}\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Tentacha\",\n                text = {\n                    \"Jede gespielte {C:attention}10{}\",\n                    \"gibt {C:mult}+#1#{} Mult, wenn gezählt\",\n                    \"und wenn die Hand nur {C:attention}10{}er enthält\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Tentoxa\",\n                text = {\n                    \"Jede gespielte {C:attention}10{}\",\n                    \"gibt {C:mult}+#1#{} Mult, wenn gezählt\",\n                    \"{C:attention}10er können nicht{} geschwächt werden\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Kleinstein\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} Handgröße\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#3#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_graveler = {\n                name = \"Georok\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} Handgröße\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Linkkabel{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Geowaz\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} Handgröße\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Ponita\",\n                text = {\n                    \"Erhält {C:chips}#2#{} Chips wenn gespielte\", \n                    \"Hand {C:attention}Straight{} enthält\",\n                    \"{C:inactive}(Aktuell {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Entwicklung bei {C:chips}+60{} {C:inactive}Chips)\"\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Galoppa\",\n                text = {\n                    \"Erhält {C:chips}#2#{} Chips wenn gespielte\", \n                    \"Hand {C:attention}Straight{} enthält\",\n                    \"Wende {C:attention}Abkürzung{} für die erste Hand an\",\n                    \"{C:inactive}(Aktuell {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            --This was my first shiny :O\n            j_poke_slowpoke = {\n                name = \"Flegmon\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult bei der {C:attention}finalen {C:attention}Hand{} der Runde\",\n                    \"{C:inactive}(Entwicklung wenn {C:attention}#2#{}{C:inactive}/#3# mal ausgelöst)\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}King-Stein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_slowpoke2 = {\n                name = \"Flegmon\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult bei der {C:attention}finalen {C:attention}Hand{} der Runde\",\n                    \"{C:green}#3#-zu-#4#{}-Chance eine\",\n                    \"{C:attention}King-Stein{} Karte am Ende\",\n                    \"der Runde zu erzeugen {C:inactive,s:0.8}(Muss Platz haben){}\",\n                    \"{C:inactive,s:0.8}(Entwicklung nach {C:attention,s:0.8}#2#{}{C:inactive,s:0.8} Runden oder mit einer {C:attention,s:0.8}King-Stein{} {C:inactive,s:0.8}Karte)\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Lahmus\",\n                text = {\n                    \"Erhält {X:red,C:white} X#1# {} Mult\",\n                    \"pro gespielter Hand,\",\n                    \"Wird am Ende der Runde zurückgesetzt\",\n                    \"{C:inactive}(Aktuell {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_mega_slowbro = {\n                name = \"Mega Lahmus\",\n                text = {\n                    \"Erhält {X:red,C:white} X#1# {} Mult pro\",\n                    \"gespielter Hand, wird zurückgesetzt wenn\",\n                    \"{C:attention}Boss Blind{} besiegt wurde\",\n                    \"{C:inactive}(Aktuell {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_magnemite = {\n                name = \"Magnetilo\",\n                text = {\n                    \"Gespielte {C:attention}Stahl-Karten{}\",\n                    \"geben {X:red,C:white}X#1#{} Mult\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_magneton = {\n                name = \"Magneton\",\n                text = {\n                    \"Gespielte {C:attention}Stahl-Karten{} geben {X:red,C:white}X#1#{} Mult\",\n                    \"plus {X:red,C:white}X#2#{} Mult für jeden\",\n                    \"benachbarten {X:metal,C:white}Stahl{} Joker\",\n                    \"{C:inactive}(Aktuell {X:red,C:white}X#3#{}{C:inactive} Mult){}\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Donnerstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Porenta',      \n                text = {\n                    \"{C:attention}Hält Lauch{}\",\n                    \"{C:green}#2#-zu-#3#{}-Chance erhalte {C:money}$#1#\",\n                    \"jedes mal wenn ein {C:attention}Verbrauchsgegenstand{} benutzt wird\",\n                    \"{C:money}${} garantiert wenn {C:attention}Lauch{} benutzt wird\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Dodu',      \n                text = {\n                    \"{C:mult}+#1#{} Mult wenn gespielte Hand\",\n                    \"mindestens {C:attention}2{} Bildkarten enthält\",\n                    \"{C:mult}+#1#{} Mult wenn gespielte Hand\",\n                    \"{C:attention}Full House{} enthält\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Dodri',      \n                text = {\n                    \"{C:mult}+#1#{} Mult wenn gespielte Hand\",\n                    \"mindestens {C:attention}3{} Bildkarten enthält\",\n                    \"{C:mult}+#1#{} Mult wenn gespielte Hand\",\n                    \"{C:attention}Full House{} enthält\",\n                } \n            },\n            j_poke_seel = {\n                name = 'Jurob',      \n                text = {\n                    \"{C:green}#1#-zu-#2#{}-Chance ein\",\n                    \"zufälliges {C:attention}Siegel{} der wertenden Karte\",\n                    \"ganz links bei der\",\n                    \"{C:attention}ersten Hand{} der Runde hinzuzufügen\",\n                    \"{C:inactive,s:0.75}(Enwicklung wenn das volle Deck mindestens {C:attention,s:0.75}#3#{}{C:inactive,s:0.75} {C:attention,s:0.75}Siegel{C:inactive,s:0.75} enthält)\"\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Jugong',      \n                text = {\n                    \"Füge ein zufälliges {C:attention}Siegel{} der\",\n                    \"wertenden Karte ganz links der\",\n                    \"{C:attention}ersten Hand{} der Runde hinzu\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Sleima',      \n                text = {\n                    \"{C:mult}+#1#{} Mult wenn\",\n                    \"Deckgröße > {C:attention}#3#{}\",\n                    \"Füge am Ende der Runde eine zufällige\",\n                    \"Spiekarte dem Deck hinzu\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_muk = {\n                name = 'Sleimok',      \n                text = {\n                    \"{C:mult}+#1#{} Mult für jede Karte\",\n                    \"über {C:attention}#3#{} im vollen Deck\",\n                    \"{X:mult,C:white} X#2# {} Mult wenn Deckgröße > {C:attention}#4#{}\",\n                    \"{C:inactive,s:0.8}(Aktuell {C:mult,s:0.8}+#5#{} {C:inactive,s:0.8}Mult){}\",\n                    \"Füge am Ende der Runde zwei zufällige Spielkarten\",\n                    \"dem Deck hinzu und entferne eine zufällige\",\n                    \"Spielkarte vom Deck\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Muschas',      \n                text = {\n                    \"Wenn die Hand {C:attention}5{} wertende\",\n                    \"Karten enthält, hat jede Karte eine {C:green}#1#-zu-#2#{}-Chance\",\n                    \"erneut auszulösen\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Wasserstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Austos',      \n                text = {\n                    \"Wenn die Hand {C:attention}5{} wertende\",\n                    \"Karten enthält, hat jede Karte eine {C:green}#1#-zu-#2#{}-Chance\",\n                    \"erneut auszulösen\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Nebulak',      \n                text = {\n                    \"{C:green}#1#-zu-#2#{}-Chance am Ende der Runde die\",\n                    \"Edition von einem zufälligen\",\n                    \"{C:attention}Joker{} durch {C:dark_edition}Negativ{} zu {C:attention}ersetzen{}\",\n                    \"{S:1.1,C:red,E:2}Zerstört sich selbst{}\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#3#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_haunter = {\n                name = 'Apollo',      \n                text = {\n                    \"{C:green}#1#-zu-#2#{}-Chance am Ende der Runde die\",\n                    \"Edition von einem zufälligen\",\n                    \"{C:attention}Joker{} durch {C:dark_edition}Negativ{} zu {C:attention}ersetzen{}\",\n                    \"{S:1.1,C:red,E:2}Zerstört sich selbst{} am Ende der Runde\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Linkkabel{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Gengar',      \n                text = {\n                    \"{C:green}Prozent Chance{}\",\n                    \"Manchmal wird  am Ende der Runde die Edition\",\n                    \"von einem zufälligen {C:attention}Joker{} durch\",\n                    \"{C:dark_edition}Negativ{} {C:attention}ersetzt{}\",\n                    \"{C:inactive,s:0.8}(Ausgenommen Gengars){}\",\n                } \n            },\n            j_poke_mega_gengar = {\n                name = 'Mega Gengar',      \n                text = {\n                    \"{C:dark_edition}Polychrom{} Joker die im\",\n                    \"{C:attention}Shop{} und in {C:attention}Booster-Paketen{} erscheinen würden\",\n                    \"sind stattdessen {C:dark_edition}Negativ{}\",\n                } \n            },\n            j_poke_onix = {\n                name = 'Onix',      \n                text = {\n                    \"Die ganz linke wertende Karte\",\n                    \"der {C:attention}ersten Hand{} jeder Runde\",\n                    \"wird eine {C:attention}Stein-Karte{}\",\n                    \"{C:inactive}(Entwicklung mit einem {C:metal}Stahl{} {C:inactive}Sticker){}\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Traumato',      \n                text = {\n                    \"{C:mult}+#2#{} Mult pro\",\n                    \"benutzter einzigartiger {C:planet}Planeten-Karte{}\",\n                    \"in diesem Durchlauf\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}+28{C:inactive} Mult)\"\n                } \n            },\n            j_poke_hypno = {\n                name = 'Hypno',      \n                text = {\n                    \"{C:attention}Hält Trance{}\",\n                    \"{C:mult}+#2#{} Mult pro benutzter einzigartiger\",\n                    \"{C:planet}Planeten-Karte{} in diesem Durchlauf\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Krabby',      \n                text = {\n                    \"Gespielte {C:attention}Bildkarten{}\",\n                    \"geben {C:chips}+#1#{} Chips\",\n                    \"wenn gezählt\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Kingler',      \n                text = {\n                    \"Alle gespielte {C:attention}Bildkarten{}\",\n                    \"werden zu {C:attention}Bonuskarten{}\",\n                    \"und geben {C:chips}+#1#{} Chips\",\n                    \"wenn gezählt\",\n                } \n            },\n            j_poke_voltorb = {\n                name = 'Voltobal',      \n                text = {\n                    \"Wenn der Joker {C:attention}ganz links{} positioniert ist,\",\n                    \"erhalte {C:mult}+#1#{} Mult\",\n                    \"und schwäche diesen Joker\",\n                    \"bis zu Ende der Runde\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_electrode = {\n                name = 'Lektroball',      \n                text = {\n                    \"Wenn der Joker {C:attention}ganz links{} positioniert ist,\",\n                    \"erhalte {C:mult}+#1#{} Mult und {C:money}$#2#{}\",\n                    \"und schwäche diesen Joker\",\n                    \"bis zu Ende der Runde\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Owei',      \n                text = {\n                    \"Gespielte Karten mit\",\n                    \"{C:hearts}#2#{}-Farbe geben\",\n                    \"{C:mult}+#1#{} Mult, wenn gezählt\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Blattstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Kokowei',      \n                text = {\n                    \"{C:green}#4#-zu-#5#{}-Chance dass\",\n                    \"gespielte Karten mit\",\n                    \"{C:hearts}#3#{}-Farbe\",\n                    \"{C:mult}+#1#{} Mult und {X:mult,C:white}X#2#{} Mult geben\",\n                    \"wenn gezählt\", \n                } \n            },\n            j_poke_cubone = {\n                name = 'Tragosso',      \n                text = {\n                    \"{C:attention}Hält Kampfknochen{}\",\n                    \"Gibt {C:mult}+#1#{} Mult für\",\n                    \"jeden Verbrauchsgegenstand {C:attention}im Besitz{}\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Kampfknochen{}{C:inactive,s:0.75} zählt doppelt){}\",\n                    \"{C:inactive}(Aktuell {C:mult}+#3#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.75}(Entwicklung bei {C:attention,s:0.75}#4#{}{C:inactive,s:0.75}/#5# benutzten Verbrauchsgegenständen)\"\n                } \n            },\n            j_poke_marowak = {\n                name = 'Knogga',      \n                text = {\n                    \"{C:attention}+#2#{} Slot für Verbrauchsgegenstände\",\n                    \"Gibt {X:mult,C:white} X#1# {} Mult für jeden\",\n                    \"gefüllten Slot für Verbrauchsgegenstände\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Kampfknochen{}{C:inactive,s:0.75} zählt doppelt){}\",\n                    \"{C:inactive}(Aktuell {X:mult,C:white} X#3# {}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Kicklee',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult für jede Karte\",\n                    \"über {C:attention}#2#{} im vollen Deck\",\n                    \"{C:inactive}(Aktuell {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Nockchan',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult für jede Karte\",\n                    \"über {C:attention}#2#{} im vollen Deck\",\n                    \"{C:inactive}(Aktuell {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Schlurp',      \n                text = {\n                    \"Erster und zweiter gespielter\",\n                    \"{C:attention}Bube{} gibt {X:mult,C:white} X#1# {} Mult\",\n                    \"wenn gezählt\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive}/20 mal ausgelöst){}\"\n                } \n            },\n            j_poke_koffing = {\n                name = 'Smogon',      \n                text = {\n                    \"Verkaufe diese Karte um die\",\n                    \"benötigte Punktzahl des aktuellen\",\n                    \"{C:attention}Boss Blind{} zu {C:attention}halbieren{}\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#1#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_weezing = {\n                name = 'Smogmog',      \n                text = {\n                    \"Verkaufe diese Karte um die\",\n                    \"benötigte Punktzahl des aktuellen\",\n                    \"{C:attention}Boss Blind{} zu {C:attention}halbieren{}\",\n                    \"und zu deaktivieren\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Rihorn',      \n                text = {\n                    \"Jede gespielte {C:attention}Stein-Karte{}\",\n                    \"erhält permanent\",\n                    \"{C:chips}+#1#{} Chips wenn gezählt\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Rizeros',      \n                text = {\n                    \"Jede gespielte {C:attention}Stein-Karte{}\",\n                    \"erhält permanent {C:chips}+#1#{} Chips, wenn gezählt\",\n                    \"Löse {C:attention}erste{} gespielte\",\n                    \"{C:attention}Stein-Karte{} der Wertung erneut aus\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Linkkabel{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Chaneira',      \n                text = {\n                    \"Die ersten {C:attention}#1#{} Male jede Runde\",\n                    \"wenn eine {C:attention}Glückskarte{} ausgelöst wird,\",\n                    \"füge dem Deck eine permanente Kopie hinzu\",\n                    \"und ziehe sie auf die {C:attention}Hand\",\n                    \"{C:inactive}(Aktuell {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\",\n                    \"{C:inactive}(Entwicklung wenn Deck >= 25% {C:attention}Glückskarten{C:inactive} enthält)\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Tangela',      \n                text = {\n                    \"Gespielte {C:attention}Wildcards{} geben\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips oder {C:money}$#3#{}\",\n                    \"{C:green}#4#-zu-#5#{}-Chance von {C:attention}allen drei{}\",\n                    \"{C:inactive}(Entwicklung bei {C:attention}#6#{C:inactive}/#7# {C:inactive}gezählten{} {C:attention}Wildcards{})\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Kangama',      \n                text = {\n                    \"{C:attention}+#1#{} Slots für Verbrauchsgegenstände\",\n                    \"{C:chips}-#2#{} Hand\",\n                } \n            },\n            j_poke_mega_kangaskhan = {\n                name = 'Mega Kangama',      \n                text = {\n                    \"Löse alle gespielten Karten erneut aus\",\n                    \"Erhalte einen {C:attention}Doppel-Tag{} am\",\n                    \"Ende der Runde wenn mindestens\",\n                    \"{C:attention}#1# Verbrauchsgegenstände{} diese Runde benutzt wurden\",\n                    \"{C:inactive}(Aktuell {C:attention}#2#{C:inactive} Verbrauchsgegenstände benutzt){}\"\n                } \n            },\n            j_poke_horsea = {\n                name = 'Seeper',      \n                text = {\n                    \"Erhält {C:mult}+#2#{} Mult\",\n                    \"für jede wertende {C:attention}6{}\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}+12{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_seadra = {\n                name = 'Seemon',      \n                text = {\n                    \"Erhält {C:mult}+#2#{} Mult\",\n                    \"wenn eine {C:attention}6{} punktet\",\n                    \"Wird verdoppelt wenn ein {C:attention}König{}\",\n                    \"auf der Hand gehalten wird\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Entwicklung mit einem {C:dragon}Drachen{} {C:inactive}Sticker){}\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Goldini',      \n                text = {\n                    \"Löse jede {C:attention}Gold-Karte{}\",\n                    \"auf der Hand {C:attention}#1#{} weiteres Mal aus\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_seaking = {\n                name = 'Golking',      \n                text = {\n                    \"Löse jede {C:attention}Gold-Karte{}\",\n                    \"auf der Hand {C:attention}#1#{} weitere Male aus\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Sterndu',      \n                text = {\n                    \"Gespielte Karten mit\",\n                    \"{C:diamonds}#2#{}-Farbe geben\",\n                    \"{C:mult}+#1#{} Mult, wenn gezählt\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Wasserstein{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Starmie',      \n                text = {\n                    \"Gespielte Karten mit\",\n                    \"{C:diamonds}#3#{}-Farbe geben\",\n                    \"{C:mult}+#1#{} Mult und\",\n                    \"{C:money}$#2#{} wenn gezählt\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Pantimos',      \n                text = {\n                    \"Löse die Karte ganz links auf der Hand\",\n                    \"{C:attention}#1#{} weitere Male aus\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Sichlor',      \n                text = {\n                    \"Wenn Blind ausgewählt wird,\",\n                    \"wird der rechte Joker zerstört und erhalte {C:mult}+#2#{} Mult\",\n                    \"Erhalte {C:attention}Foil{}, {C:attention}Holografisch{}, or {C:attention}Polychrom{}\",\n                    \"wenn der Joker {C:red}Selten{} oder höher war\",\n                    \"{C:inactive}(Entwicklung mit einem {C:dragon}Stahl{} {C:inactive}Sticker){}\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_jynx = {\n                name = 'Rossana',      \n                text = {\n                    \"{C:attention}Spielkarten{} die dem Deck hinzugefügt werden\",\n                    \"aus dem {C:attention}Shop{}, {C:attention}Standardpaketen{},\",\n                    \"{C:spectral}Cryptid{}, {C:item}Items{} und bestimmten Jokern\",\n                    \"werden {C:attention}verdoppelt{}\"\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Elektek',      \n                text = {\n                    \"Wenn eine Karte am Ende der Runde\",\n                    \"{C:attention}verkauft{} wird\",\n                    \"erhalte {C:money}$#1#{} des {C:attention}Verkaufswerts{}\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Linkkabel{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Magmar',      \n                text = {\n                    \"Wenn der {C:attention}erste{} Abwurf\",\n                    \"der Runde nur {C:attention}1{} Karte hat\",\n                    \"zerstöre sie und erhalte {C:mult}+#2#{} Mult\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Linkkabel{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Pinsir',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult wenn eine\",\n                    \"gespielte Karte\",\n                    \"den {C:attention}gleichen Rang{} hat wie\",\n                    \"eine Karte {C:attention}auf der Hand{}\"\n                } \n            },\n            j_poke_mega_pinsir = {\n                name = 'Mega Pinsir',\n                text = {\n                    \"Gespielte {C:attention}unverbesserte{} Karten\",\n                    \"geben {X:mult,C:white} X#1# {} Mult wenn gezählt\",\n                } \n            },\n            j_poke_tauros = {\n                name = 'Tauros (Anführer)',\n                text = {\n                    \"Jeder {C:attention}Tauros{} Joker gibt {X:mult,C:white} X#1# {} Mult\",\n                    \"Jede Aktualisierung im Shop hat eine\",\n                    \"{C:green}#2#-zu-#3#{}-Chance dem Shop eine\",\n                    \"{C:attention}Tauros (Herde){} Karte hinzuzufügen\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Tauros (Herde)',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Karpador',\n                text = {\n                    \"{C:chips}+#2#{} Chip\",\n                    \"{C:attention}Platscher{}\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#1#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Garados',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_mega_gyarados = {\n                name = 'Mega Garados',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"Deaktiviert den Effekt\",\n                    \"jedes {C:attention}Boss Blind{}\"\n                } \n            },\n            j_poke_lapras = {\n                name = 'Lapras',\n                text = {\n                    \"{C:chips}+#2#{} Chips für jeden übersprungenen\",\n                    \"{C:attention}Blind{} in diesem Durchlauf\",\n                    \"{C:inactive}(Aktuell {C:chips}+#1# {C:inactive}Chips)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Ditto',\n                text = {\n                    \"Verkaufe diese Karte um den Joker\",\n                    \"ganz links zu duplizieren\",\n                    \"mit {C:attention}Verderblich{}\",\n                    \"und einem {C:colorless}Normal{} Sticker\",\n                    \"{C:inactive}(entfernt Ewig, ausgenommen Dittos){}\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Evoli',\n                text = {\n                    \"Erhalte {C:money}$#1#{} für\",\n                    \"die ersten {C:attention}5{} {C:green}Aktualisierungen{}\",\n                    \"{C:inactive}(Entwicklung mit...einer Menge){}\",\n                    \"{C:inactive}Aktuell {C:attention}#2#{C:inactive}/#3#\"\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Aquana',\n                text = {\n                    \"Erhält {C:chips}+#2#{} Chips\",\n                    \"für alle {C:attention}3{} {C:green}Aktualisierungen{}\",\n                    \"{C:inactive}(Aktuell {C:attention}#3#{}{C:inactive}/3 Aktualisierungen)\",\n                    \"{C:inactive}(Aktuell {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Blitza',\n                text = {\n                    \"Erhalte {C:money}$#1#{}\",\n                    \"für alle {C:attention}3{} {C:green}Aktualisierungen{}\",\n                    \"{C:inactive}(Aktuell {C:attention}#2#{}{C:inactive}/3 Aktualisierungen)\"\n                } \n            },\n            j_poke_flareon = {\n                name = 'Flamara',\n                text = {\n                    \"Erhalte {X:red,C:white} X#2# {} Mult\",\n                    \"für alle {C:attention}3{} {C:green}Aktualisierungen{}\",\n                    \"{C:inactive}(Aktuell {C:attention}#3#{}{C:inactive}/3 Aktualisierungen)\",\n                    \"{C:inactive}(Aktuell {X:red,C:white} X#1# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Porygon',\n                text = {\n                    \"{C:pink}+1{} Energie Limit\",\n                    \"Erzeuge eine {C:pink}Energie{} Karte\",\n                    \"wenn ein {C:attention}Booster-Paket{}\",\n                    \"geöffnet wird\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Upgrade{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Amonitas',\n                text = {\n                    \"{C:attention}Antike #1#er{}\",\n                    \"{X:attention,C:white}Eins{} : Erhalte {C:money}$#2#{} des Verkaufswerts\",\n                    \"{X:attention,C:white}Zwei{} : Erhalte {C:money}$#3#{}\",\n                    \"{X:attention,C:white}Drei+{} : Erzeuge eine zufällige {C:attention}Tarot-Karte{}\",\n                    \"{C:inactive}(Muss Platz haben)\",\n                    \"{C:inactive}(Entwicklung wenn die dritte Stufe {C:attention}#4#{}{C:inactive}/#5# mal ausgelöst wurde)\"\n                } \n            },\n            j_poke_omastar = {\n                name = 'Amoroso',\n                text = {\n                    \"{C:attention}Antike #1#er{}\",\n                    \"{X:attention,C:white}Eins{} : Erhalte {C:money}$#2#{} des Verkaufswerts\",\n                    \"{X:attention,C:white}Zwei{} : Erhalte {C:money}$#3#{}\",\n                    \"{X:attention,C:white}Drei{} : Erzeuge eine zufällige {C:attention}Tarot-Karte{}\",\n                    \"{X:attention,C:white}Vier+{} : Erzeuge ein zufälliges {C:item}Item{}\",\n                    \"{C:inactive}(Muss Platz haben){}\"\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Kabuto',\n                text = {\n                    \"{C:attention}Antike #1#er{}\",\n                    \"{X:attention,C:white}Eins{} : {C:chips}+#2#{} Chips\",\n                    \"{X:attention,C:white}Zwei{} : Wertende {C:attention}#1#er{} erhalten permanent {C:chips}+#3#{} Chips\",\n                    \"{X:attention,C:white}Drei+{} : {C:chips}+#4#{} Chips\",\n                    \"{C:inactive}(Entwicklung wenn die dritte Stufe {C:attention}#5#{}{C:inactive}/#6# mal ausgelöst wurde)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Kabutops',\n                text = {\n                    \"{C:attention}Antike #1#er{}\",\n                    \"{X:attention,C:white}Eins{} : {C:chips}+#2#{} Chips\",\n                    \"{X:attention,C:white}Zwei{} : Wertende {C:attention}#1#er{} erhalten permanent {C:chips}+#3#{} Chips\",\n                    \"{X:attention,C:white}Drei{} : {C:chips}+#4#{} Chips\",\n                    \"{X:attention,C:white}Vier+{} : {C:attention}Erste{} und {C:attention}zweite{} gespielte Karte werden\",\n                    \"{C:attention}#5#{} weiteres Mal ausgelöst\"\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Aerodactyl',\n                text = {\n                    \"{C:attention}Antike #1#e{}\",\n                    \"{X:attention,C:white}Eins{} : {C:mult}+#2#{} Mult\",\n                    \"{X:attention,C:white}Zwei{} : {C:mult}+#3#{} Mult und {C:chips}+#4#{} Chips\",\n                    \"{X:attention,C:white}Drei{} : {X:red,C:white}X#5#{} Mult\",\n                    \"{X:attention,C:white}Vier+{} : Die Punkzahlen dieses Jokers werden {C:attention}verdoppelt{}\"\n                } \n            },\n            j_poke_mega_aerodactyl = {\n                name = 'Mega Aerodactyl',\n                text = {\n                    \"Gespielte {C:attention}#1#e{} geben\",\n                    \"{X:mult,C:white} X#2# {} Mult für jedes {C:attention}#1#{} in\",\n                    \"der gespielten Hand, wenn gezählt\",\n                    \"{C:green}#3#-zu-#4#{}-Chance für jedes\",\n                    \"gespielte {C:attention}#1#{} es zu zerstören\",\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Relaxo',\n                text = {\n                    \"{C:attention}Hält Überreste{}\",\n                    \"Erhalte {X:red,C:white}X#1#{} Mult am Ende der Runde\",\n                    \"für jedes {C:attention}Überreste{} im Besitz\",\n                    \"{C:inactive}(Aktuell {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Arktos',\n                text = {\n                    \"Füge {C:attention}Foil{}, eine\",\n                    \"zufällige {C:attention}Verbesserung{} und ein\",\n                    \"zufälliges {C:attention}Siegel{} nicht wertenden Karten\",\n                    \"der {C:attention}ersten Hand{} der Runde hinzu\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Zapdos',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult für\",\n                    \"jede {C:money}$#2#{} im Besitz\",\n                    \"{C:inactive}(Aktuell {X:red,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Lavados',\n                text = {\n                    \"Upgrade das Level der\",\n                    \"ersten {C:attention}3 abgeworfenen{}\",\n                    \"Poker Hände jeder Runde\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'Dratini',\n                text = {\n                    \"Erhält {C:mult}+#2#{} Mult\",\n                    \"wenn die gespielte Hand\",\n                    \"{C:attention}#3#{} oder weniger Karten enthält\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}+10{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Dragonir',\n                text = {\n                    \"Erhält {C:mult}+#2#{} Mult\",\n                    \"wenn die gespielte Hand\",\n                    \"{C:attention}#3#{} oder weniger Karten enthält\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}+30{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Dragoran',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"Wenn gespielte Hand\",\n                    \"nur {C:attention}1{} Karte hat\",\n                    \"löse sie {C:attention}#2#{} weitere Male aus\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'Mewtu',\n                text = {\n                    \"Am Ende des Shops, erzeuge ein\",\n                    \"{C:dark_edition}Polychromes{} {C:attention}Duplikat{} von\",\n                    \"dem {C:attention}Joker{} ganz links mit {C:attention}+1{} {C:pink}Energie{}\",\n                    \"und zerstöre dann den {C:attention}Joker{} ganz links\",\n                    \"{C:dark_edition}Polychrome{} Joker geben {X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Kann sich nicht selbst zerstören)\",\n                } \n            },\n            j_poke_mega_mewtwo_x = {\n                name = \"Mega Mewtu X\",\n                text = {\n                    \"Alle Joker geben {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_mega_mewtwo_y = {\n                name = \"Mega Mewtu Y\",\n                text = {\n                    \"Gibt dem Joker ganz links \",\n                    \"am Ende des Shops {C:attention}+2{} {C:pink}Energie{}\",\n                    \"{C:pink}+1{} Energie Limit wenn der\",\n                    \"{C:attention}Boss Blind{} besiegt wird\"\n                } \n            },\n            j_poke_mew = {\n                name = 'Mew',\n                text = {\n                    \"Am Ende des Shops, erzeuge\",\n                    \"eine zufällige {C:dark_edition}Negative{} {C:attention}Tarot-Karte{},\",\n                    \"{C:spectral}Geister-Karte{} oder {C:item}Item{}\",\n                    \"Erzeugt manchmal {C:attention}stattdessen{} einen\",\n                    \"{C:dark_edition}Negativen{} Joker\",\n                } \n            },\n            j_poke_sentret = {\n                name = 'Wiesor',\n                text = {\n                    \"{C:mult}+#2#{} Mult pro\",\n                    \"{C:attention}fortlaufender{} gespielter Hand, die\",\n                    \"nicht der letzten gespielten Hand entspricht\",\n                    \"{C:inactive}(Letzte Hand: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{} {C:inactive}Mult)\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}+15{} {C:inactive}Mult)\"\n                }  \n            },\n            j_poke_furret = {\n                name = 'Wiesenior',\n                text = {\n                    \"{C:mult}+#2#{} Mult wenn die gespielte Hand\",\n                    \"nicht der letzten gespielten Hand entspricht\",\n                    \"{C:inactive}(Letzte Hand: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{} {C:inactive}Mult)\",\n                }  \n            },\n            j_poke_crobat = {\n                name = 'Iksbat',\n                text = {\n                    \"Verändere {C:attention}zufällig{} bestehende Verbesserungen von wertenden Karten\",\n                    \"Erhalte {C:mult}+#2#{} für {C:attention}Mult{} und {C:attention}Wildcards{}\",\n                    \"{C:chips}+#4#{} für {C:attention}Bonuskarten{} und {C:attention}Stein-Karten{},\",\n                    \"{X:red,C:white}X#6#{} für {C:attention}Stahl-Karten{} und {C:attention}Glas-Karten{},\",\n                    \"{C:money}$#8#{} für {C:attention}Gold-Karten{} and {C:attention}Glückskarten{}\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} am Ende der Runde)\"\n                } \n            },\n            j_poke_pichu = {\n                name = 'Pichu',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#2# {} Mult\",\n                    \"Erhalte {C:money}$#1#{} am\",\n                    \"Ende der Runde\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#3#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Pii',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Erzeuge eine {C:attention}Der Mond{} Karte mit\",\n                    \"{C:dark_edition}Negativ{} am Ende der Runde\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Fluffeluff',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Erzeuge eine {C:attention}Die Welt{} Karte mit\",\n                    \"{C:dark_edition}Negativ{} am Ende der Runde\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Blubella',\n                text = {\n                    \"Gespielte Karten mit {C:attention}ungeradem{} Rang\",\n                    \"geben {C:mult}+#1#{} Mult oder werden\",\n                    \"{C:attention}Wildcards{} wenn gezählt\",\n                    \"Wenn Karte bereits {C:attention}Wildcard{} ist, füge {C:dark_edition}Foil{},\",\n                    \"{C:dark_edition}Holografisch{} or {C:dark_edition}Polychrom{} Effekt hinzu\"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Quaxo',\n                text = {\n                    \"Gespielte Karten mit {V:1}#2#{}-Farbe geben\",\n                    \"{C:mult}+#1#{} Mult wenn gezählt\",\n                    \"Diese Karten lösen erneut aus je nachdem\",\n                    \"wie viele {X:water,C:white}Wasser{} Joker im Besitz\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{}{C:inactive,s:0.8} Auslösungen werden gleichmäßig auf die wertenden Karten verteilt){}\",\n                    \"Farben ändern in der Reihenfolge {C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                } \n            },\n            j_poke_espeon = {\n                name = 'Psiana',\n                text = {\n                    \"Löse jede gespielte {C:attention}#3#{} erneut aus wenn gezählt\",\n                    \"Jede gespielte Karte mit {V:1}#4#{}-Farbe\",\n                    \"gibt {X:red,C:white}X#2#{} Mult wenn gezählt\",\n                    \"Benötigter {C:attention}Rang{} und {C:attention}Farbe{} werden\",\n                    \"{C:attention}zufällig{} ausgewählt bei jeder {C:green}Aktualisierung{}\"\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Nachtara',\n                text = {\n                    \"Verringere Level von {C:attention}#1#{}\",\n                    \"Alle {C:attention}#2#{} Verringerungen, erzeuge\",\n                    \"einen {C:attention}Orbital Tag{} oder {C:dark_edition}Negativ Tag{}\",\n                    \"Benötigte Hand {C:attention}wechselt{} bei jeder {C:green}Aktualisierung{}\",\n                    \"{C:inactive}(Aktuell {C:attention}#3#{}{C:inactive}/#2# Verringerungen)\"\n                } \n            },\n            j_poke_slowking = {\n                name = 'Laschoking',\n                text = {\n                    \"Gespielte {C:attention}Könige{} geben {X:red,C:white}X#1#{} Mult\",\n                    \"wenn gezählt, erhöht sich um {X:red,C:white}X#2#{} Mult\",\n                    \"pro gespielter Hand nach der ersten Hand\",\n                    \"Wird am Ende der Runde zurückgesetzt\",      \n                }\n            },\n            j_poke_steelix = {\n                name = 'Stahlos',\n                text = {\n                    \"Die wertende Karte ganz links\",\n                    \"der {C:attention}ersten Hand{} der Runde\",\n                    \"wird eine {C:attention}Stahl-Karte{}\",\n                    \"{C:attention}Stein-Karten{} {C:attention}auf der Hand{}\",\n                    \"werden zu {C:attention}Stahl-Karten{}\"\n                } \n            },\n            j_poke_scizor = {\n                name = 'Scherox',\n                text = {\n                    \"Wenn Blind ausgewählt wird, zerstöre den Joker\",\n                    \"rechts davon und erhalte {C:mult}+#4#{} Mult. Erhalte {C:attention}Foil{}\",\n                    \"{C:attention}Holografisch{}, oder {C:attention}Polychrom{} wenn er nicht {C:attention}Gewöhnlich{} war\",\n                    \"Editionen werden {C:attention}gestapelt{} auf diesem Joker\",\n                    \"{C:inactive,s:0.75}(Übereinstimmungen zerstören die Edition wenn möglich){}\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{} {C:inactive}Mult, {C:chips}+#2#{} {C:inactive}Chips, {X:red,C:white}X#3#{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_delibird = {\n                name = \"Botogel\",\n                text = {\n                  \"Erhalte am Ende der Runde\",\n                  \"ein {S:1.1,C:green,E:2}Geschenk{}\",\n                  \"{C:inactive}(Muss Platz haben)\"\n                }\n            },\n            j_poke_mantine = {\n                name = \"Mantax\",\n                text = {\n                  \"Erhalte {C:chips}+#2#{} Chips wenn eine\",\n                  \"{C:attention}Gold-Karte{} auf der Hand gehalten wird\",\n                  \"oder wenn eine {C:attention}Gold-Karte{} gezählt wird\",\n                  \"{C:inactive}(Aktuell {C:chips}+#1#{C:inactive} Chips)\",\n                }\n            },\n            j_poke_kingdra = {\n                name = 'Seedraking',\n                text = {\n                    \"Erhalte {C:mult}+#2#{} Mult\",\n                    \"wenn eine {C:attention}6{} gezählt wird\",\n                    \"Erhalte {X:red,C:white}X#4#{} Mult {C:attention}stattdessen{} wenn ein\",\n                    \"{C:attention}König{} auf der Hand gehalten wird\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult, {X:red,C:white}X#3#{} Mult{C:inactive})\",\n                } \n            },\n            j_poke_porygon2 = {\n                name = 'Porygon2',\n                text = {\n                    \"{C:pink}+2{} Energie Limit\",\n                    \"Erzeuge eine {C:pink}Energie{} Karte\",\n                    \"von demselben {C:pink}Typ{} wie\",\n                    \"der Joker ganz links wenn ein\",\n                    \"{C:attention}Booster-Paket{} geöffnet wird\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Dubiosdisc{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_stantler = {\n                name = \"Damhirplex\",\n                text = {\n                  \"Wenn gespielte Hand ein {C:attention}Paar{} enthält\",\n                  \"gibt {C:chips}+#1#{} Chips mal den\",\n                  \"{C:attention}Basischips{} der ersten gezählten Karte\",\n                  \"Chips werden {C:attention}verdoppelt{} bei der {C:attention}finalen Hand{} der Runde\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = 'Rabauz',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Wenn {C:attention}erste Hand oder Abwurf{} der Runde\",\n                    \"genau {C:attention}5{} Karten hat, wird eine\",\n                    \"zufällige Karte bei gespielter Hand kopiert oder\",\n                    \"bei Abwurf zerstört\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'Kapoera',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"Wenn Blind ausgewählt wird\",\n                    \"erhalte {X:red,C:white} X#3# {} Mult wenn\",\n                    \"Deckgröße genau {C:attention}#2#{} ist\",\n                } \n            },\n            j_poke_smoochum = {\n                name = 'Kussilla',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Erhalte einen {C:attention}Standard-Tag{}\",\n                    \"wenn dieser Joker sich entwickelt\",\n                    \"{C:inactive}(Ja, dies {C:attention}reduziert{C:inactive} dein Mult)\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                }\n            },\n            j_poke_elekid = {\n                name = 'Elekid',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Erhalte einen {C:attention}Coupon-Tag{}\",\n                    \"wenn dieser Joker sich entwickelt\",\n                    \"{C:inactive}(Ja, dies {C:attention}reduziert{C:inactive} dein Mult)\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                }\n            },\n            j_poke_magby = {\n                name = 'Magby',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"{C:red}+#2#{} Abwurf\",\n                    \"{C:inactive}(Ja, dies {C:attention}reduziert{C:inactive} dein Mult)\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#3#{}{C:inactive} Runden)\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Heiteira',\n                text = {\n                    \"Die ersten {C:attention}#1#{} Male jede Runde wenn {C:attention}Glückskarten{}\",\n                    \"ausgelöst werden, füge eine\",\n                    \"permanente Kopie mit {C:dark_edition}Polychrom{} zum Deck\",\n                    \"hinzu und ziehe sie auf die {C:attention}Hand\",\n                    \"{C:inactive}(Aktuell {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\"\n                } \n            },\n            j_poke_treecko = {\n                name = \"Geckarbor\",\n                text = {\n                    \"{C:attention}+#3#{} Handgröße, {C:attention}Natur{}\",\n                    \"Gespielt {C:attention}#6#, #7# oder #8#{} haben\",\n                    \"eine {C:green}#4#-zu-#5#{}-Chance {C:money}$#1#{} zu geben wenn gezählt\",\n                    \"Garantiert wenn eine andere {X:grass,C:white}Pflanze{} Karte im Besitz\",\n                    \"{C:inactive,s:0.8}(beinhaltet Joker und Energie Karten){}\",\n                    \"{C:inactive}(Entwicklung nach Ertag von {C:money}$#2#/16{})\"\n                } \n            },\n            j_poke_grovyle = {\n                name = \"Reptain\",\n                text = {\n                    \"{C:attention}+#3#{} Handgröße, {C:attention}Natur{}\",\n                    \"Gespielte {C:attention}#6#, #7# oder #8#{} haben\",\n                    \"eine {C:green}#4#-zu-#5#{}-Chance {C:money}$#1#{} zu geben wenn gezählt\",\n                    \"Garantiert wenn eine andere {X:grass,C:white}Pflanze{} Karte im Besitz\",\n                    \"{C:inactive,s:0.8}(beinhaltet Joker und Energie Karten){}\",\n                    \"{C:inactive}(Entwicklung nach Ertag von {C:money}$#2#/32{})\"\n                } \n            },\n            j_poke_sceptile = {\n                name = \"Gewaldro\",\n                text = {\n                    \"{C:attention}+#3#{} Handgröße, {C:attention}Natur{}\",\n                    \"Gespielte {C:attention}#5#, #6# oder #7#{} geben {C:money}$#1#{} wenn gezählt\",\n                    \"Erhalte {C:money}$#1#{} am Ende der Runde für\",\n                    \"jede andere {X:grass,C:white}Pflanze{} Karte im Besitz\",\n                    \"{C:inactive,s:0.8}(beinhaltet Joker und Energie Karten){}\",\n                    \"{C:inactive}(Aktuell {C:money}$#4#{}, Maximal {C:money}$14{}{C:inactive}){}\"\n                } \n            },\n            j_poke_torchic = {\n                name = \"Flemmli\",\n                text = {\n                    \"{C:mult}+#3#{} Abwurf, {C:attention}Natur{}\",\n                    \"{C:mult}+#1#{} Mult für jede abgeworfene {C:attention}#5#, #6# oder #7#{} diese Runde\",\n                    \"Erhalte doppelt wenn eine andere {X:fire,C:white}Feuer{} oder {X:earth,C:white}Kampf{} Karte im Besitz\",\n                    \"{C:inactive,s:0.8}(beinhaltet Joker und Energie Karten){}\",\n                    \"{C:inactive}(Aktuell {C:mult}#4#{}{C:inactive} Mult){}\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}#2#/60{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_combusken = {\n                name = \"Jungglut\",\n                text = {\n                    \"{C:mult}+#3#{} Abwurf, {C:attention}Natur{}\",\n                    \"{C:mult}+#1#{} Mult für jede abgeworfene {C:attention}#5#, #6# oder #7#{} diese Runde\",\n                    \"Erhalte doppelt wenn eine andere {X:fire,C:white}Feuer{} oder {X:earth,C:white}Kampf{} Karte im Besitz\",\n                    \"{C:inactive,s:0.8}(beinhaltet Joker und Energie Karten){}\",\n                    \"{C:inactive}(Aktuell {C:mult}#4#{}{C:inactive} Mult){}\",\n                    \"{C:inactive}(Entwicklung bei {C:mult}#2#/150{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_blaziken = {\n                name = \"Lohgock\",\n                text = {\n                    \"{C:mult}+#2#{} Abwurf, {C:attention}Natur{}\",\n                    \"Für jede abgeworfene {C:attention}#6#, #7# oder #8#{} diese Runde\",\n                    \"erhalte {C:mult}+#4#{} Mult und {X:red,C:white} X#1# {} Mult für\",\n                    \"jede {X:fire,C:white}Feuer{} oder {X:earth,C:white}Kampf{} Karte im Besitz\",\n                    \"{C:inactive,s:0.8}(beinhaltet Joker und Energie Karten){}\",\n                    \"{C:inactive}(Aktuell {C:mult}+#5#{}{C:inactive} Mult, {X:red,C:white} X#3# {}{C:inactive} Mult){}\",\n                } \n            },\n            j_poke_mudkip = {\n                name = \"Hydropi\",\n                text = {\n                    \"{C:chips}+#3#{} Hand, {C:attention}Natur{}\",\n                    \"Gespielte {C:attention}#4#, #5# oder #6#{} geben {C:chips}+#1#{} Chips\",\n                    \"Erhalte doppelte Chips wenn eine\",\n                    \"andere {X:water,C:white}Wasser{} oder {X:earth,C:white}Boden{} Karte im Besitz\",\n                    \"{C:inactive,s:0.8}(beinhaltet Joker und Energie Karten){}\",\n                    \"{C:inactive}(Entwicklung bei {C:chips}#2#/400{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_marshtomp = {\n                name = \"Moorabbel\",\n                text = {\n                    \"{C:chips}+#3#{} Hand, {C:attention}Natur{}\",\n                    \"Gespielte {C:attention}#4#, #5# oder #6#{} geben {C:chips}+#1#{} Chips\",\n                    \"Erhalte doppelte Chips wenn eine\",\n                    \"andere {X:water,C:white}Wasser{} oder {X:earth,C:white}Boden{} Karte im Besitz\",\n                    \"{C:inactive,s:0.8}(beinhaltet Joker und Energie Karten){}\",\n                    \"{C:inactive}(Entwicklung bei {C:chips}#2#/960{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_swampert = {\n                name = \"Sumpex\",\n                text = {\n                    \"{C:chips}+#3#{} Hand, {C:attention}Natur{}\",\n                    \"Gespielte {C:attention}#6#, #7# oder #8#{} geben {C:chips}+#1#{} Chips\",\n                    \"Geben zusätzlich {C:chips}+#5#{} Chips pro\",\n                    \"andere {X:water,C:white}Wasser{} oder {X:earth,C:white}Boden{} Karte im Besitz\",\n                    \"{C:inactive,s:0.8}(beinhaltet Joker und Energie Karten){}\",\n                    \"{C:inactive}(Aktuell {C:chips}+#4#{}{C:inactive} total)\"\n                } \n            },\n            j_poke_aron = {\n                name = 'Stollunior',\n                text = {\n                    \"Erzeuge eine {C:attention}Der Wagen{} Karte\",\n                    \"wenn {C:attention}Small Blind{} ausgewählt wird\",\n                    \"Wenn eine Stahl-Karte gezählt wird,\",\n                    \"erhalte {X:mult,C:white}X#2#{} Mult und zerstöre sie\",\n                    \"{C:inactive}(Entwicklung bei {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{} {C:inactive}Mult)\",\n                }\n            },\n            j_poke_lairon = {\n                name = 'Stollrak',\n                text = {\n                    \"Erzeuge eine {C:attention}Der Wagen{} Karte wenn\",\n                    \"{C:attention}Small Blind{} oder {C:attention}Big Blind{} ausgewählt wird.\",\n                    \"Wenn eine Stahl-Karte gezählt wird,\",\n                    \"erhalte {X:mult,C:white}X#2#{} Mult und zerstöre sie\",\n                    \"{C:inactive}(Entwicklung bei {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{} {C:inactive}Mult)\"\n                }\n            },\n            j_poke_aggron = {\n                name = 'Stolloss',\n                text = {\n                    \"Erzeuge eine {C:attention}Der Wagen{} Karte\",\n                    \"wenn {C:attention}Blind{} ausgewählt wird.\",\n                    \"Wenn eine Stahl-Karte gezählt wird,\",\n                    \"erhalte {X:mult,C:white}X#2#{} Mult und zerstöre sie\",\n                    \"{C:inactive}(Aktuell {X:mult,C:white}X#1#{}{C:inactive} Mult)\"\n                }\n            },\n            j_poke_feebas = {\n                name = 'Barschwa',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:attention}Platscher{}\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Schönschuppe{}{C:inactive} Karte)\"\n                } \n            },\n            j_poke_milotic = {\n                name = \"Milotic\",\n                text = {\n                  \"Löse alle gespielten Karten erneut aus\",\n                  \"wenn sie alle die gleiche {C:attention}Farbe{} haben\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"Schneppke\",\n                text = {\n                  \"Nimm bis zu {C:mult}-$#1#{} Schulden auf\",\n                  \"{C:inactive,s:0.8}(Entwicklung nach {C:attention,s:0.8}#2#{}{C:inactive,s:0.8} Runden in den Schulden)\",\n                  \"{C:inactive,s:0.8}(Entwicklung mit einem {C:attention,s:0.8}Funkelstein{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_glalie = {\n                name = \"Firnontor\",\n                text = {\n                  \"Nimm bis zu {C:mult}-$#1#{} Schulden auf\",\n                  \"Setzt das Geld am Ende der Runde auf {C:money}$0\"\n                }\n            },\n            j_poke_beldum = {\n                name = 'Tanhel',\n                text = {\n                    \"Erhält {C:chips}+#2#{} Chips\",\n                    \"wenn die Hand mindestens eine wertende\",\n                    \"{C:attention}Ass{} enthält, erhalte {C:attention}doppelt{} wenn\",\n                    \"gespielte Hand ein {C:attention}Vierling{} ist\",\n                    \"{C:inactive}(Aktuell {C:chips}+#1#{}{C:inactive} Chips)\",\n                    \"{C:inactive}(Entwicklung bei {C:chips}+64{}{C:inactive} Chips)\"\n                } \n            },\n            j_poke_metang = {\n                name = 'Metang',\n                text = {\n                    \"Erhält {C:chips}+#2#{} Chips\",\n                    \"wenn die Hand mindestens zwei wertende\",\n                    \"{C:attention}Asse{} enthält, erhalte {C:attention}vierfach{} wenn\",\n                    \"gespielte Hand ein {C:attention}Vierling{} ist\",\n                    \"{C:inactive}(Aktuell {C:chips}+#1#{}{C:inactive} Chips)\",\n                    \"{C:inactive}(Entwicklung bei {C:chips}+256{}{C:inactive} Chips)\"\n                } \n            },\n            j_poke_metagross = {\n                name = 'Metagross',\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"Wenn gespielte Hand ein {C:attention}Vierling{} ist\",\n                    \"gibt jeder gespielten Karte {X:mult,C:white}X{} Mult\",\n                    \"gleich der {C:attention}Quadratwurzel{} \",\n                    \"der gesamten Chips dieser Karte\",\n                } \n            },\n            j_poke_buizel = {\n                name = 'Bamelin',\n                text = {\n                    \"{C:chips}+#1#{} Chips für\",\n                    \"jede {C:attention}nicht wertende{} Karte\",\n                    \"in der gespielten Hand\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'Bojelin',\n                text = {\n                    \"{C:chips}+#1#{} Chips für\",\n                    \"jede {C:attention}nicht wertende{} Karte\",\n                    \"in der gespielten Hand\",\n                }  \n            },\n            j_poke_mimejr = {\n                name = 'Pantimimi',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Gibt am Ende der Runde ein {C:attention}Rotes{} oder {C:attention}Blaues{} Siegel\",\n                    \"einer zufälligen Karte im Deck\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                }\n            },\n            j_poke_happiny = {\n                name = 'Wonneira',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Erzeuge eine {C:attention}Der Magier{} Karte mit\",\n                    \"{C:dark_edition}Negativ{} am Ende der Runde\",\n                    \"{C:green}#3#-zu-#4#{}-Chance {C:attention}2{} Stück zu erzeugen\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Mampfaxo',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Erzeuge eine zufällige {C:item}Item{} Karte mit\",\n                    \"{C:dark_edition}Negativ{} am Ende der Runde\",\n                    \"{C:inactive}(Ja, dies {C:attention}reduziert{C:inactive} dein Mult)\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                }\n            },\n            j_poke_mantyke = {\n                name = \"Mantirps\",\n                text = {\n                  \"{C:attention}Baby{}, {X:red,C:white}X#2#{} Mult\",\n                  \"Am Ende der Runde wird eine zufällige\",\n                  \"Karte im {C:attention}Deck{} zu einer {C:attention}Gold-Karte{}.\",\n                  \"{C:attention}Gold-Karten{} {C:attention}auf der Hand{}\",\n                  \"geben {C:chips}+#1#{} Chips\",\n                  \"{C:inactive}(Entwicklung nach {C:attention}#3#{C:inactive} Runden)\",\n                }\n            },\n            j_poke_magnezone = {\n                name = 'Magnezone',\n                text = {\n                    \"Gespielte {C:attention}Stahl-Karten{} geben {X:red,C:white}X#1#{} Mult\",\n                    \"plus {X:red,C:white}X#2#{} Mult für jeden\",\n                    \"{X:metal,C:white}Stahl{} Joker im Besitz\",\n                    \"{C:inactive}(Aktuell {X:red,C:white}X#3#{}{C:inactive} Mult){}\",\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'Schlurplek',\n                text = {\n                    \"Der erste und zweite gespielte\",\n                    \"{C:attention}Bube{} gibt {X:mult,C:white} X#1# {} Mult\",\n                    \"wenn gezählt und weitere {C:attention}Buben{}\",\n                    \"geben {X:mult,C:white} X#2# {} Mult wenn gezählt\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'Rihornior',\n                text = {\n                    \"Jede gespielte {C:attention}Stein-Karte{}\",\n                    \"erhält permanent\",\n                    \"{C:chips}+#1#{} Chips wenn gezählt\",\n                    \"{C:attention}Stein-Karten{} lösen erneut aus für jeden\",\n                    \"{X:earth,C:white}Boden{} Joker im Besitz\",\n                    \"{C:inactive}(Aktuell #2# mal ausgelöst)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'Tangoloss',\n                text = {\n                    \"Gespielte {C:attention}Wildcards{} geben\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips oder {C:money}$#3#{}\",\n                    \"{C:green}#4#-zu-#5#{}-Chance von {C:attention}allen drei{}\",\n                    \"Wildcards {C:attention}können nicht{} geschwächt werden\"\n                } \n            },\n            j_poke_electivire = {\n                name = 'Elevoltek',\n                text = {\n                    \"Wenn eine Karte {C:attention}verkauft{} wird\",\n                    \"erhalte am Ende der Runde\",\n                    \"{C:money}$#1#{} dem eigenen {C:attention}Verkaufswert{}\",\n                    \"Gibt {X:mult,C:white}X#2#{} Mult für jeden\",\n                    \"{C:money}${} an Verkaufswert den dieser Joker hat\",\n                    \"{C:inactive}(Aktuell {X:mult,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'Magbrant',\n                text = {\n                    \"Wenn der {C:attention}erste{} Abwurf der\",\n                    \"Runde nur {C:attention}1{} Karte hat,\",\n                    \"zerstöre sie und erhalte {C:mult}+#2#{} Mult\",\n                    \"Erhält {X:mult,C:white}X#4#{} Mult für jede\",\n                    \"abgeworfene Karte\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_leafeon = {\n                name = 'Folipurba',\n                text = {\n                    \"Wenn eine {C:attention}Glückskarte{} ausgelöst wird\",\n                    \"erhält sie permanent {C:chips}+#2#{} Chips\",\n                    \"pro {C:green}Aktualisierung{} im letzten Shop\",\n                    \"{C:inactive}(Aktuell {C:chips}+#3#{}{C:inactive} Chips erhalten)\"\n                } \n            },\n            j_poke_glaceon = {\n                name = 'Glaziola',\n                text = {\n                    \"Jede Aktualisierung im Shop hat eine\",\n                    \"{C:green}#1#-zu-#2#{}-Chance eine Kopie\",\n                    \"als {C:attention}Glas-Karte{} von einer zufälligen\",\n                    \"Karte im Deck dem Shop hinzuzufügen\",\n                } \n            },\n            j_poke_porygonz = {\n                name = 'Porygon-Z',\n                text = {\n                    \"{C:pink}+3{} Energie Limit\",\n                    \"{X:red,C:white} X#2# {} Mult pro benutzte {C:pink}Energie{}\",\n                    \"Karte in diesem {C:attention}Durchlauf{}\",\n                    \"{C:inactive}(Aktuell {X:red,C:white} X#1# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_froslass = {\n                name = \"Frosdedje\",\n                text = {\n                  \"Nimm bis zu {C:mult}-$#1#{} Schulden auf\",\n                  \"Erzeuge ein {C:item}Item{} wenn\",\n                  \"eine Hand gespielt wird während man Schulden hat\",\n                  \"{C:inactive}(Muss Platz haben){}\"\n                }\n            },\n            j_poke_sylveon = {\n                name = 'Feelinara',\n                text = {\n                    \"Erhalte einen {C:attention}Tag{} alle {C:attention}#3#{} {C:green}Aktualisierungen{}\",\n                    \"Wenn {C:attention}< 2{} Tags im Besitz\",\n                    \"gibt jede Karte mit {C:attention}Edition{} die {C:attention}auf der Hand{}\",\n                    \"gehalten wird {X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Aktuell {C:attention}#2#{}{C:inactive}/#3# Aktualisierungen)\"\n                } \n            },\n            j_poke_elgyem = {\n              name = \"Pygraulon\",\n              text = {\n                \"Erzeuge eine {C:dark_edition}Negative{} {C:planet}Planeten-Karte{}\",\n                \"von einer der {}Poker Hände{} mit den\",\n                \"{C:attention}#1#{} höchsten Leveln\",\n                \"wenn {C:attention}Blind{} ausgewählt wird\",\n                \"{C:inactive,s:0.8}(Entwicklung bei {C:planet,s:0.8}#2#{C:inactive,s:0.8}/#3# verschiedenen Planeten-Karten im Besitz){}\"\n              }\n            },\n            j_poke_beheeyem = {\n                name = \"Megalon\",\n                text = {\n                  \"Erzeuge eine {C:dark_edition}Negative{} {C:planet}Planeten-Karte{}\",\n\t\t\t\t  \"von einer der {}Poker Hände{} mit den\",\n\t\t\t\t  \"{C:attention}#1#{} höchsten Leveln\",\n\t\t\t\t  \"wenn {C:attention}Blind{} ausgewählt wird\",\n                  \"Nachdem {C:attention}#2# Booster-Pakete{} geöffnet wurden, erzeuge\",\n                  \"{C:attention}Teleskop{} oder {C:attention}Observatorium{} wenn möglich\"\n                }\n            },\n            j_poke_grubbin = {\n                name = 'Mabula',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"Karte punktet {C:attention}dreifach{}\",\n                    \"Mult wenn ein\",\n                    \"{X:lightning, C:black}Elektro{} Joker im Besitz\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#2#{}{C:inactive} Runden)\"\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'Akkup',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"für jeden {X:lightning, C:black}Elektro{} Joker\",\n                    \"im Besitz {C:inactive}(inklusive sich selbst){}\",\n                     \"{C:inactive}(Aktuell {C:mult}+#2#{C:inactive} Mult)\",\n                    \"{C:inactive}(Entwicklung mit einer {C:attention}Donnerstein{}{C:inactive} Karte)\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'Donarion',\n                text = {\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{X:red,C:white} X#1# {} Mult für jeden\",\n                    \"anderen {X:lightning, C:black}Elektro{} Joker\",\n                    \"im Besitz{}\",\n                     \"{C:inactive}(Aktuell {X:red,C:white} X#2# {}{C:inactive} Mult)\",\n                }  \n            },\n            j_poke_mimikyu = {\n                name = \"Mimigma\",\n                text = {\n                  \"{C:chips}+#1#{} Chips wenn gespielte\",\n                  \"Hand keine wertende {C:hearts}#2#{} hat\",\n                  \"Verhindert Tod wenn Punktzahl\",\n                  \"mindestens {C:attention}50%{} der benötigten Chips beträgt\",\n                  \"{C:inactive}(#3#){}\"\n                }\n            },\n            j_poke_yamper = {\n                name = 'Voldi',\n                text = {\n                    \"{C:mult}+#1#{} Mult und erhalte {C:money}$#2#{}\",\n                    \"wenn gespielte Hand\",\n                    \"einen {C:attention}Straight{} enthält\",\n                    \"{C:inactive}(Entwicklung nach {C:attention}#3#{}{C:inactive} Runden)\"\n                } \n            },\n            j_poke_boltund = {\n                name = 'Bellektro',\n                text = {\n                    \"{X:red,C:white}X#1#{} Mult und erhalte {C:money}$#2#{}\",\n                    \"wenn gespielte Hand\",\n                    \"einen {C:attention}Straight{} enthält\",\n                } \n            },\n            j_poke_dreepy = {\n                name = \"Grolldra\",\n                text = {\n                  \"Wenn verkauft wird, addiere {C:money}$#1#{} zum Verkaufswert\",\n                  \"von jedem Joker und\",\n                  \"ändere alle Karten {C:attention}auf der Hand\",\n                  \"zu {C:spades}#2#{}\",\n                  \"{C:inactive}(Entwicklung wenn ein Straight Flush gespielt wird){}\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"Phandra\",\n                text = {\n                  \"{X:red,C:white} X#4# {} Mult für jeden {C:money}${} an\",\n                  \"Verkaufswert von allen {C:attention}Jokern{} im Besitz\",\n                  \"Wenn gespielte Hand ein {C:attention}Straight Flush{} ist\",\n                  \"addiere {C:money}$#1#{} zum Verkaufswert von jedem Joker im Besitz\",\n                  \"{C:inactive}(Aktuell {X:red,C:white} X#5# {C:inactive} Mult){}\",\n                  \"{C:inactive}(Entwicklung bei {C:money}$#2#{}{C:inactive}/#3# Verkaufswert aller Joker)\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"Katapuldra\",\n                text = {\n                  \"{X:red,C:white} X#2# {} Mult füpr jeden {C:money}${} an\",\n                  \"Verkaufswert von allen {C:attention}Jokern{} im Besitz\",\n                  \"Wenn gespielte Hand ein {C:attention}Straight Flush{} ist\",\n                  \"und es keine {C:attention}Drachenpfeile{} im Besitz sind,\",\n                  \"erzeuge {C:attention}2 Drachenpfeile{} mit {C:dark_edition}Negativ{}\",\n                  \"{C:inactive}(Aktuell {X:red,C:white} X#3# {C:inactive} Mult){}\"\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"Grolldra Pfeil\",\n                text = {\n                  \"Wenn verkauft wird, addiere {C:money}$#1#{} zum Verkaufswert\",\n                  \"von jedem Joker und\",\n                  \"ändere alle Karten {C:attention}auf der Hand{}\",\n                  \"zu {C:spades}#2#{}\",\n                }\n            },\n            j_poke_fidough = {\n                name = \"Hefel\",\n                text = {\n                  \"Erhält {C:chips}+#2#{} Chips wenn gespielte Hand eine {C:attention}#3#{} enthält\",\n                  \"Benötigter {C:attention}Rang{} wird bei jeder Verstärkung erhöht\",\n                  \"{C:inactive,s:0.8}(Wenn der Rang der höchste ist, wird er zum niedrigsten)\",\n                  \"{C:inactive}(Aktuell {C:chips}+#1#{C:inactive} Chips)\",\n                  \"{C:inactive}(Entwicklung wenn ein {X:fire,C:white}Feuer{}{C:inactive} Joker im Besitz)\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"Backel\",\n                text = {\n                  \"Erhält {C:chips}+#2#{} Chips wenn gespielte Hand eine {C:attention}#3#{} enthält\",\n                  \"Benötigter {C:attention}Rang{} wird bei jeder Verstärkung erhöht\",\n                  \"Erhaltene Chips um {C:chips}+2{} erhöht für jeden\",\n                  \"{X:fire,C:white}Feuer{} Joker im Besitz\",\n                  \"{C:inactive,s:0.8}(Wenn der Rang der höchste ist, wird er zum niedrigsten)\",\n                  \"{C:inactive}(Aktuell {C:chips}+#1#{C:inactive} Chips)\",\n                }\n            },\n            j_poke_tinkatink = {\n                name = \"Forgita\",\n                text = {\n                  \"Gespielte Karten geben {C:mult}+#1#{} Mult.\",\n                  \"Wenn Blind ausgewählt wird \",\n                  \"schwäche {C:attention}#3#{} Karten im Deck\",\n                  \"die keine {C:attention}Stahl-Karten{} sind\",\n                  \"{C:inactive}(Entwicklung nach {C:attention}#2#{C:inactive} Runden)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"Tafforgita\",\n                text = {\n                  \"Gespielte Karten geben {C:mult}+#1#{} Mult.\",\n                  \"Wenn Blind ausgewählt wird \",\n                  \"schwäche {C:attention}#3#{} Karten im Deck\",\n                  \"die keine {C:attention}Stahl-Karten{} sind\",\n                  \"{C:inactive}(Entwicklung nach {C:attention}#2#{C:inactive} Runden)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"Granforgita\",\n                text = {\n                  \"Gespielte Karten geben {C:mult}+#1#{} Mult.\",\n                  \"Wenn Blind ausgewählt wird \",\n                  \"schwäche {C:attention}#3#{} Karten im Deck\",\n                  \"die keine {C:attention}Stahl-Karten{} sind\",\n                  \"Gespielte {C:attention}Stahl-Karten{}\",\n                  \"verhalten sich wie {C:attention}Glas-Karten{}\"\n                }\n            },\n            j_poke_annihilape = {\n                name = 'Epitaff',\n                text = {\n                    \"Jede gespielte {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, oder {C:attention}7{} gibt\",\n                    \"{C:mult}+#1#{} Mult und {C:chips}+#2#{} Chips wenn gezählt\",\n                    \"für jede gespielte Hand diese Runde\",\n                    \"{C:inactive}(Aktuell {C:mult}+#3#{} {C:inactive}Mult {C:chips}+#4#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_gimmighoul = {\n                name = \"Gierspenst (Truhe)\",\n                text = {\n                  \"Gespielte {C:attention}Gold-Karten{}\",\n                  \"geben {C:money}$#1#{} wenn gezählt\",\n                  \"Überspringe ein {C:attention}Booster-Paket{} um...?\",\n                  \"{C:inactive}(Entwicklung wenn {C:money}$#2#{C:inactive}/$#3# verdient oder ausgegeben wurde){}\"\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"Gierspenst (Verirrt)\",\n                text = {\n                  \"Verdiene etwas {C:money}${}\",\n                  \"{S:1.1,C:red,E:2}zerstört sich selbst{}\",\n                }\n            },\n            j_poke_gholdengo = {\n                name = \"Monetigo\",\n                text = {\n                  \"Gespielte {C:attention}Gold-Karten{} {C:red}geben{} {C:money}$#2#{}\",\n                  \"wenn gezählt und multiplizieren\",\n                  \"{X:red,C:white}X{} Mult von diesem Joker mit {X:red,C:white}X#3#\",\n                  \"Dieser Joker kann nicht geschwächt werden\",\n                  \"{C:inactive}(Aktuell {X:red,C:white}X#1#{C:inactive} Mult)\",\n                  \"{C:inactive}(Wird am Ende der Runde zurückgesetzt)\",\n                }\n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"Erzeugt Verbrauchsgegenstände\",\n                    \"bei Erhalt?\",\n                    \"Erzeugt {C:attention}#1#{}? {C:attention}Tags{}?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'Pokedex',\n                text = {\n                    \"{C:mult}+#2#{} Mult für jeden\",\n                    \"Joker mit einem {C:pink}Typ{} im Besitz\",\n                    \"Es können {C:attention}Pokemon{} von der gleichen\", \n                    \"evolutionären Linie erscheinen\",\n                    \"{C:inactive}(Aktuell {C:mult}+#1#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_everstone = {\n                name = 'Ewigstein',\n                text = {\n                    \"Pokemon können sich {C:attention}nicht entwickeln{}\",\n                    \"Jedes {C:attention}Basis{} Pokemon gibt {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_tall_grass = {\n                name = 'Hohes Gras',\n                text = {\n                    \"{C:green}#1#-zu-#2#{}-Chance einen\",\n                    \"{C:chips}Gewöhnlichen{} Pokemon {C:attention}Joker{} zu erzeugen\",\n                    \"wenn eine Hand gespielt wird\",\n                    \"Garantiert wenn gespielte Hand\",\n                    \"eine {C:attention}Wildcard{} enthält\",\n                } \n            },\n            j_poke_jelly_donut = {\n                name = \"Jelly Donut\",\n                text = {\n                  \"Erzeuge eine {C:colorless}Normal\",\n                  \"{C:pink}Energíe{} wenn Blind\",\n                  \"ausgewählt wird\",\n                  \"{C:inactive}({C:attention}#1#{}{C:inactive} Runden verbleibend){}\"\n                }\n            },\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Trainer Sleeve\",\n                text = {\n                    \"Start run with the\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Obituary Sleeve\",\n                text = {\n                    \"All cards have a {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Luminous Sleeve\",\n                text = {\n                    \"All Jokers are created\",\n                    \"with random {C:pink}Type{} stickers\",\n                },\n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Hyperball\",\n                text = {\n                    \"Erschaffe einen zufälligen\",\n                    \"{C:attention}Phase 2 Joker{}\",\n                    \"{C:inactive}(Muss Platz haben)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Meisterball\",\n                text = {\n                    \"Erschaffe einen zufälligen\",\n                    \"{C:attention}Legendären Pokemon Joker{}\",\n                    \"{C:inactive}(Muss Platz haben)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Transformation\",\n                text = {\n                    \"Entwickelt das Pokemon ganz links\",\n                    \"auf die höchste {C:attention}Stufe{}\",\n                    \"und erhöht die meisten {C:attention}Werte{} and {C:money}${}\", \n                    \"wenn möglich\",\n                    \"{C:inactive}(Maximal {C:attention}#1#{}{C:inactive} Erhöhungen pro Joker)\"\n                },\n            },\n            c_poke_obituary = {\n                name = \"Nachruf\",\n                text = {\n                    \"Fügt ein {C:pink}Pinkes Siegel{}\",\n                    \"zu {C:attention}1{} ausgewählten Karte hinzu\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Albtraum\",\n                text = {\n                    \"Zerstört einen zufälligen Pokemon\",\n                    \"Joker und erzeugt {C:attention}3{}\",\n                    \"zufällige {C:pink}Energien{} mit {C:dark_edition}Negativ{}\"\n                },\n            },\n\t\t\tc_poke_revenant = {\n                name = \"Rächer\",\n                text = {\n                    \"Fügt ein {C:item}Silbernes Siegel{}\",\n                    \"zu {C:attention}1{} ausgewählten Karte hinzu\",\n                }\n            },\n\t\t\tc_poke_megastone = {\n                name = \"Mega-Stein\",\n                text = {\n                    \"{C:attention}Wiederverwendbar{}\",\n                    \"{C:attention}Mega Entwicklung{} von einem Pokemon\", \n                    \"oder {C:attention}Zurückentwicklung{} einer Mega Entwicklung\",\n                    \"{C:attention}Zurückentwicklung{} der Mega Entwicklung wenn verkauft\",\n                    \"{C:inactive}(Einmal pro Runde verwendbar)\",\n                },\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Taschen-Tag\",\n                text = {\n                    \"Gibt ein kostenloses {C:pink}Mega-Taschen-Pack\",\n                    \"{C:green}25%{} Chance Paket beinhaltet\",\n                    \"einen {C:attention}Mega-Stein{} bei {C:attention}Ante 5+{}\"\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"Shiny-Tag\",\n                text = {\n                    \"Nächster Basis-Edition Shop\",\n                    \"Joker ist kostenlos und\",\n                    \"wird {C:colorless}Shiny{}\",\n                }, \n            },\n            tag_poke_stage_one_tag = {\n                name = \"Phase 1-Tag\",\n                text = {\n                    \"Shop hat einen kostenlosen\",\n                    \"{C:attention}Phase 1{} Joker\",\n                }, \n            },\n            tag_poke_safari_tag = {\n                name = \"Safari-Tag\",\n                text = {\n                    \"Shop hat einen kostenlosen\",\n                    \"{C:safari}Safari{} Joker\",\n                }, \n            },\n        },\n        Tarot = {\n            c_poke_pokeball = {\n                name = \"Pokéball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Basic Joker{} card\",\n                    \"{C:inactive}(Muss Platz haben)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Greatball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Stage 1 Joker{} card\",\n                    \"{C:inactive}(Muss Platz haben)\"\n                },\n            },\n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Energiesuche\",\n                text = {\n                    \"{C:pink}+1{} Energie Limit\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Energieforschung\",\n                text = {\n                    \"{C:pink}+1{} Energie Limit\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Angel\",\n                text = {\n                    \"{C:attention}Taschen-Pakete{} beinhalten\",\n                    \"{C:attention}1{} Karte mehr\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Superangel\",\n                text = {\n                    \"{C:attention}Taschen-Pakete{} beinhalten\",\n                    \"{C:attention}1{} Karte mehr\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"Typ\",\n                text = {\n                  \"{X:grass,C:white}Pflanze{}\",\n                }\n            },\n            Fire = {\n                name = \"Typ\",\n                text = {\n                  \"{X:fire,C:white}Feuer{}\",\n                }\n            },\n            Water = {\n                name = \"Typ\",\n                text = {\n                  \"{X:water,C:white}Wasser{}\",\n                }\n            },\n            Lightning = {\n                name = \"Typ\",\n                text = {\n                  \"{X:lightning,C:black}Elektro{}\",\n                }\n            },\n            Psychic = {\n                name = \"Typ\",\n                text = {\n                  \"{X:psychic,C:white}Psycho{}\",\n                }\n            },\n            Fighting = {\n                name = \"Typ\",\n                text = {\n                  \"{X:fighting,C:white}Kampf{}\",\n                }\n            },\n            Colorless = {\n                name = \"Typ\",\n                text = {\n                  \"{X:colorless,C:white}Normal{}\",\n                }\n            },\n            Dark = {\n                name = \"Typ\",\n                text = {\n                  \"{X:dark,C:white}Unlicht{}\",\n                }\n            },\n            Metal = {\n                name = \"Typ\",\n                text = {\n                  \"{X:metal,C:white}Stahl{}\",\n                }\n            },\n            Fairy = {\n                name = \"Typ\",\n                text = {\n                  \"{X:fairy,C:white}Fee{}\",\n                }\n            },\n            Dragon = {\n                name = \"Typ\",\n                text = {\n                  \"{X:dragon,C:white}Drache{}\",\n                }\n            },\n            Earth = {\n                name = \"Typ\",\n                text = {\n                  \"{X:earth,C:white}Boden{}\",\n                }\n            },\n            Bird = {\n                name = \"Typ\",\n                text = {\n                  \"{X:bird,C:white}Flug{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"Antik\",\n                text = {\n                    \"Effekt basierend auf\",\n                    \"der Anzahl an {C:attention}#1#{}\",\n                    \"in der Poker Hand\"\n                }\n            },\n            eitem = {\n                name = \"Entwicklungskarte\",\n                text = {\n                    \"Entwickelt {C:attention}geeigneten{}\",\n                    \"Joker ganz links\",\n                }\n            },\n\t\t\ttypechanger = {\n                name = \"Typänderung\",\n                text = {\n                    \"Wendet einen {V:1}#1#{} Sticker\",\n                    \"auf den ganz linken oder ausgewählten Joker an\"\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"Heldenkarte\",\n                text = {\n                    \"Benutzt von {C:attention}#1#{}\"\n                }\n            },\n            basic = {\n                name = \"Basis\",\n                text = {\n                    \"Ein Pokemon Joker,\",\n                    \"der nicht {C:attention}entwickelt{} wurde\"\n                }\n            },\n            stage1 = {\n                name = \"Phase 1\",\n                text = {\n                    \"Ein Pokemon Joker,\",\n                    \"der einmal {C:attention}entwickelt{} wurde\"\n                }\n            },\n            stage2 = {\n                name = \"Phase 2\",\n                text = {\n                    \"Ein Pokemon Joker,\",\n                    \"der zweimal {C:attention}entwickelt{} wurde\"\n                }\n            },\n            energy = {\n                name = \"Energie\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n\t\t\tmoney_chance = {\n                name = \"Geld Chance\",\n                text = {\n                    \"{C:attention}#1#%{} Chance\",\n                    \"zusätzlich {C:money}$1{} zu verdienen\"\n                }\n            },\n            mult_progress = {\n                name = \"Mult Gewinn Fortschritt\",\n                text = {\n                    \"{C:attention}#1#%{} Fortschritt\",\n                    \"bis {C:mult}Mult{} Gewinn\",\n                    \"um {C:mult}+1{} erhöht\"\n                }\n            },\n            chip_progress = {\n                name = \"Chip Gewinn Fortschritt\",\n                text = {\n                    \"{C:attention}#1#%{} Fortschritt\",\n                    \"bis {C:chips}Chip{} Gewinn\",\n                    \"um {C:chips}+1{} erhöht\"\n                }\n            },\n            money_progress = {\n                name = \"Geld Gewinn Fortschritt\",\n                text = {\n                    \"{C:attention}#1#%{} Fortschritt\",\n                    \"bis {C:money}${} Gewinn\",\n                    \"um {C:money}1${} erhöht\"\n                }\n            },\n\t\t\tavailability = {\n                name = \"Verfügbarkeit\",\n                text = {\n                    \"Nicht verfügbar wenn\",\n                    \"{C:attention}#1#{}\",\n                }\n            },\n            baby = {\n                name = \"Baby\",\n                text = {\n                    \"Andere Nicht-Baby Joker werden {C:attention}angeheftet{}\",\n                    \"wenn du die Karte bekommst, Joker werden\",\n                    \"losgelöst wenn diese Karte\",\n                    \"entwickelt oder entfernt wird\"\n                }\n            },\n\t\t\tnature = {\n                name = \"Natur\",\n                text = {\n                    \"Benötigte {C:attention}#1#{} werden\",\n                    \"zufällig gesetzt bei der Erstellung\",\n                    \"des Jokers\"\n                }\n            },\n\t\t\tmega_rule = {\n                name = \"Beschränkung\",\n                text = {\n                    \"Nur 1 Joker mit\",\n                    \"{C:attention}Mega Entwicklung{} pro\",\n                    \"{C:attention}Mega-Stein{} im Besitz\"\n                }\n            },\n            mega_poke = {\n                name = \"Mega Entwicklung\",\n                text = {\n                    \"{C:attention}Mega Entwicklung{}\",\n                    \"mit einem {C:attention}Mega-Stein{}\"\n                }\n            },\n            mega_used_on = {\n                name = \"Benutzt für\",\n                text = {\n                    \"{C:attention}#1#{}\",\n                }\n            }, \n            split_mega = {\n                name = \"XY Mega\",\n                text = {\n                  \"{C:attention}Mega Entwicklung{} basierend auf der Position\",\n                  \"Ganz links - {C:attention}#1#{}\",\n                  \"Ganz rechts - {C:attention}#2#{}\"\n                }\n            },\n            safaridesc = {\n                name = \"Safari\",\n                text = {\n                    \"Kann man nur erhalten\",\n                    \"durch {C:attention}Entwicklung{}\",\n                    \"oder bestimmte {C:attention}Pokeball Items{}\"\n                } \n            },\n\t\t\tplaying_card_to_evolve = {\n                name = \"Anforderung\",\n                text = {\n                    \"Muss auf eine\",\n                    \"{C:attention}Spielkarte{} angewendet werden\",\n                    \"für eine Entwicklung\"\n                }\n            },\n            deli_gift = {\n                name = \"Geschenk\",\n                text = {\n                    \"{C:green}35%{} - {C:money}$8{}\",\n                    \"{C:green}30%{} - {C:item}Item{} {C:attention}Karte\",\n                    \"{C:green}20%{} - {C:attention}Coupon-Tag\",\n                    \"{C:green}15%{} - {C:dark_edition}Polychrom{} {C:attention}Geschenk Karte\",\n                }\n            },\n\t\t\tholding = {\n                name = \"Hält\",\n                text = {\n                  \"Dieser Joker kommt mit\",\n                  \"einer {C:attention}#1#{} Karte\",\n                  \"{C:inactive}(Muss Platz haben){}\"\n                }\n            },\n\t\t\teeveelution = {\n                name = \"Entwicklungen\",\n                text = {\n                    \"{C:attention}Wasserstein{} - {X:water,C:white}Aquana{}\",\n                    \"{C:attention}Donnerstein{} - {X:lightning,C:black}Blitza{}\",\n                    \"{C:attention}Feuerstein{} - {X:fire,C:white}Flamara{}\",\n                    \"{C:attention}Sonnenstein{} - {X:psychic,C:white}Psiana{}\",\n                    \"{C:attention}Mondsteine{} - {X:dark,C:white}Nachtara{}\",\n                    \"{C:attention}Blattstein{} - {X:grass,C:white}Folipurba{}\",\n                    \"{C:attention}Eisstein{} - {X:water,C:white}Glaziola{}\",\n                    \"{C:attention}Funkelstein{} - {X:fairy,C:white}Feelinara{}\"\n                }\n            },\n\t\t\tpercent_chance = {\n                name = \"Prozent Chance\",\n                text = {\n                  \"{C:green}#1#%{} Chance\",\n                  \"dass {C:attention}Effekt{} eintrifft\",\n                  \"{C:inactive}(Wahrscheinlichkeit kann nicht erhöht werden){}\"\n                }\n            },\n\t\t\tprecise_energy_tooltip = {\n                name = \"Präzise Energie Skalierung\",\n                text = {\n                    \"{s:0.8}Nutze {C:attention,s:0.8}Dezimalstellen{} für alle Werte bei der Anwendung von {C:pink,s:0.8}Energie{}{s:0.8} Bonus{}\",\n                    \"{s:0.8}Wird diese Option {C:attention,s:0.8}ausgeschaltet{}{s:0.8} gilt folgendes für den Bonus:{}\",\n                    \"{C:attenion}1. {X:mult,C:white,s:0.8}X{} {s:0.8}Mult - Nutze Dezimalstellen\",\n                    \"{C:attenion}2. {s:0.8}Flaches {C:mult,s:0.8}Mult{}{s:0.8} und {C:chips,s:0.8}Chips{}{s:0.8} - Werden zur nächsten Ganzen Zahl gerundet\",\n                    \"{C:attenion}3. {s:0.8}{C:mult,s:0.8}Mult Gewinn{}{s:0.8} und {C:chips,s:0.8}Chips Gewinn{}{s:0.8} - Dezimalkomponente wird prozentual\", \n                    \"{s:0.8}angezeigt, zur Anwendung des Bonus auf die Basis {C:mult,s:0.8}Mult{}{s:0.8} und {C:chips,s:0.8}Chips{}\",\n                    \"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - Dezimalkomponenten werden prozentual angezeigt,\",\n                    \"{s:0.8}mit der Chance extra {C:money,s:0.8}${}{s:0.8} zu erhalten{}\",\n                    \"{C:inactive,s:0.8}(Nicht-Pokemon Joker werden immer präzise Skalierung nutzen){}\"\n                }\n            },\n\t\t\tdiscovery_tooltip = {\n              name = \"Entdeckung\",\n              text = {\n                \"Pokermon Mod Objekte sind standardmäßig\",\n                \"nicht entdeckt. Deaktivieren dieser Konfigurationsoption\",\n                \"entdeckt alle Mod Objekte\",\n                \"{C:red}Entdeckung aller Objekte kann nicht rückgängig gemacht werden{}\"\n              }\n            }, \n            designed_by = {\n              name = \"Designed von\",\n              text = {\n                \"{C:dark_edition}#1#{}\"\n              }\n            },\n\t\t\tendless = {\n              name = \"Wiederverwendbar\",\n              text = {\n                \"Wird bei Benutzung nicht verbraucht\",\n                \"{C:inactive,s:0.8}(Ausgenommen {C:attention,s:0.8}Krummlöffel{C:inactive,s:0.8})\"\n              }\n            },\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"Pinkes Siegel\",\n                text = {\n                    \"Erzeugt eine {C:pink}Energie{} Karte\",\n                    \"wenn die Karte bei der\",\n                    \"{C:attention}ersten Hand{} der Runde punktet\"\n                },\n            },\n\t\t\t\n\t\t\t--less cursed\n            poke_silver_seal = {\n                name = \"Silbernes Siegel\",\n                text = {\n                  \"Erzeugt eine {C:item}Item{} Karte\",\n                  \"und wird {C:attention}abgelegt{} wenn auf der Hand {C:attention}gehalten{}\",\n                  \"während der Punktezählung\"\n                }\n            },\n\n            grass_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:grass,C:white}Pflanze{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:fire,C:white}Feuer{}\"\n                } \n            },\n            water_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:water,C:white}Wasser{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:lightning,C:white}Elektro{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:psychic,C:white}Psycho{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:fighting,C:white}Kampf{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:colorless,C:white}Normal{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:dark,C:white}Unlicht{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:metal,C:white}Stahl{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:fairy,C:white}Fee{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:dragon,C:white}Drache{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"Typ\",\n                text = {\n                    \"{X:earth,C:white}Boden{}\"\n                } \n            },\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"Nicht entdeckt\",\n                text = {\n                    \"Kaufe oder verwende\",\n                    \"diese Karte in einem\",\n                    \"Durchlauf ohne Code, um\",\n                    \"herauszufinden, was sie bewirkt\"\n                }\n            },\n            undiscovered_item = {\n                name = \"Nicht entdeckt\",\n                text = {\n                    \"Kaufe oder verwende\",\n                    \"diese Karte in einem\",\n                    \"Durchlauf ohne Code, um\",\n                    \"herauszufinden, was sie bewirkt\"\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"Taschen-Paket\",\n                text = {\n                    \"Wähle {C:attention}#1#{} von\",\n                    \"bis zu {C:attention}#2#\",\n                    \"{C:pink}Energie{} oder {C:item}Item{} Karten{}\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"Taschen-Paket\",\n                text = {\n                    \"Wähle {C:attention}#1#{} von\",\n                    \"bis zu {C:attention}#2#\",\n                    \"{C:pink}Energie{} oder {C:item}Item{} Karten{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"Jumbo-Taschen-Paket\",\n                text = {\n                    \"Wähle {C:attention}#1#{} von\",\n                    \"bis zu {C:attention}#2#\",\n                    \"{C:pink}Energie{} oder {C:item}Item{} Karten{}\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"Mega-Taschen-Paket\",\n                text = {\n                    \"Wähle {C:attention}#1#{} von\",\n                    \"bis zu {C:attention}#2#\",\n                    \"{C:pink}Energie{} oder {C:item}Item{} Karten{}\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"Taschen-Paket\",\n                text = {\n                    \"Wähle {C:attention}#1#{} von\",\n                    \"bis zu {C:attention}#2#\",\n                    \"{C:pink}Energie{} oder {C:item}Item{} Karten{}\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"Taschen-Paket\",\n                text = {\n                   \"Wähle {C:attention}#1#{} von\",\n                    \"bis zu {C:attention}#2#\",\n                    \"{C:pink}Energie{} oder {C:item}Item{} Karten{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"Jumbo-Taschen-Paket\",\n                text = {\n                    \"Wähle {C:attention}#1#{} von\",\n                    \"bis zu {C:attention}#2#\",\n                    \"{C:pink}Energie{} oder {C:item}Item{} Karten{}\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"Mega-Taschen-Paket\",\n                text = {\n                    \"Wähle {C:attention}#1#{} von\",\n                    \"bis zu {C:attention}#2#\",\n                    \"{C:pink}Energie{} oder {C:item}Item{} Karten{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Pokemon Master\",\n            c_poke_nuzlocke = \"Nusslocke\",\n        },\n        dictionary = {\n            k_energy = \"Energie\",\n            k_item = \"Item\",\n            k_poke_pocket_pack = \"Taschen-Paket\",\n\n            k_poke_safari = \"Safari\",\n\t\t\tk_poke_mega = \"Mega\",\n\n            b_save = \"SPEICHERN\",\n            b_energy_cards = \"Energie-Karten\",\n            b_item_cards = \"Item-Karten\",\n            \n            --Mod Menu stuff\n            poke_settings_header_required = \"Neustart nötig:\",\n            poke_settings_header_norequired = \"Kein Neustart nötig:\",\n            poke_settings_pokemon_only = \"Nur Pokemon?\",\n            poke_settings_unlimited_energy = \"Unbegrenzt Energie?\",\n            poke_settings_shiny_playing_cards = \"Shiny auf Spielkarten?\",\n            poke_settings_jokers_only = \"Nur Joker?\",\n            poke_settings_no_evolutions = \"Keine Entwicklungen?\",\n            poke_settings_pokeballs = \"Pokébälle?\",\n            poke_settings_pokedex_number = \"Pokedex Nummern?\",\n            poke_settings_pokemon_splash = \"Pokémon Platscher Karten?\",\n            poke_settings_pokemon_gen_one = \"Nur erste Generation?\",\n            poke_settings_pokemon_precise_energy = \"Nutze Präzise Energie Skalierung?\",\n            poke_settings_pokemon_discovery = \"! Entdeckung?\",\n            poke_credits_actualcredits = \"Credits\",\n            poke_credits_thanks = \"Dank an\",\n            poke_credits_lead = \"Hauptentwickler: \",\n            poke_credits_graphics = \"Grafisches Design: \",\n            poke_credits_quality_assurance_main = \"QA: \",\n            poke_credits_developer = \"Entwickler: \",\n            poke_credits_designer = \"Design Assistenten: \",\n            poke_credits_community_manager = \"Community Manager: \",\n            poke_credits_promotion_producer = \"Promotion Producer: \",\n            poke_credits_localization = \"Lokalisierung: \",\n            poke_credits_sound = \"Tontechniker: \",\n\n            poke_plus_pokeitem = \"+1 Item\",\n            poke_plus_energy = \"+1 Energie\",\n            poke_destroyed_ex = \"Zerstört!\",\n            poke_evolve_success = \"Entwickelt!\",\n            poke_evolve_level = \"Level up!\",\n            poke_tera_ex = \"Tera!\",\n            poke_metal_ex = \"Stahl!\",\n            poke_dragon_ex = \"Drache!\",\n\t\t\tpoke_energized_ex = \"Erregt!\",\n            poke_unlimited_energy = \"Unendlichkeit\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Porenta\\'d\",\n            cubone_marowak_infoqueue = \"Tragosso und Knogga\",\n            snorlax_infoqueue = \"Relaxo\",\n            pokeball_variable = \"Pokéball\",\n            goodrod_variable = \"Angel\",\n            pinkseal_variable = \"Pinkes Siegel\",\n\t\t\ttwisted_spoon_variable = \"Krummlöffel\",\n\n            --From Gastly Line\n            poke_lick_ex = \"Lecken!\",\n            poke_lick = \"Lecken\",\n            --From Kingler\n            poke_surf_ex = \"Surfen!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"BOOM!\",\n            --From Exeggutor\n            poke_solar_ex = \"Solar!\",\n            poke_solar = \"Solar\",\n            --From Pinsir\n            poke_pinsir_pin = \"Angeheftet!\",\n            poke_pinsir_remove_pin = \"Nicht angeheftet!\",\n            --From Tangela line\n            poke_tangela_bonus = \"Alle!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"Skree!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"Blüte!\",\n            poke_petal_dance = \"Blüte\",\n            --From Scizor\n            poke_x_scissor_ex = \"X Scheren!\",\n            poke_x_scissor = \"X Scheren\",\n            --From Kingdra\n            poke_twister_ex = \"Wirbelwind!\",\n            --From Mime Jr.\n            poke_mime_ex = \"Mimen!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"Feuersturm!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"Donner!\",\n\t\t\tpoke_gift_ex = \"Geschenk!\",\n            poke_faint_ex = \"Ohnmacht!\",\n            poke_nido_ex = \"Nido!\",\n\t\t\tpoke_disguise_intact = \"Tarnung intakt! Tod abgewendet!\",\n            poke_disguise_broken = \"Tarnung gebrochen! Tod nicht verhindert!\",\n\t\t\tpoke_dig_ex = \"Dig!\",\n            poke_blazekick_ex = \"Blaze Kick!\",\n            poke_darts_ex = \"Pfeile!\",\n            poke_none = \"None\",\n            poke_dawn_info1 = \"(Nächte gespielte Hand setzt den Handtyp)\",\n            poke_dawn_info2 = \"(Handtyp gesetzt!)\",\n            poke_make_it_rain = \"Lass es regnen!\",\n            poke_val_down = \"Wertverlust!\",\n            poke_powder_ex = \"Pulverschnee!\",\n            poke_future_sight = \"Blick in die Zukunft!\"\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"Pinkes Siegel\",\n\t\t\tpoke_silver_seal = \"Silbernes Siegel\",\n\n            poke_shiny = \"Shiny\",\n\n            grass_sticker = \"Tera\",\n            fire_sticker = \"Tera\",\n            water_sticker = \"Tera\",\n            lightning_sticker = \"Tera\",\n            psychic_sticker = \"Tera\",\n            fighting_sticker = \"Tera\",\n            colorless_sticker = \"Tera\",\n            dark_sticker = \"Tera\",\n            metal_sticker = \"Tera\",\n            fairy_sticker = \"Tera\",\n            dragon_sticker = \"Tera\",\n            earth_sticker = \"Tera\",\n\n            k_poke_safari = \"Safari\",\n\t\t\tk_poke_mega = \"Mega\",\n        },\n        v_dictionary = {\n            \n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"{C:attention}+1{} Joker Slot wenn Boss Blind besiegt wurde {C:inactive}(bis zu 5)\"},\n           ch_c_poke_nuzlocke = {\"Erster Shop jeder Ante hat ein {C:attention}Clownspaket\"}\n        },\n    }\n}\n"
  },
  {
    "path": "localization/en-us.lua",
    "content": "-- Welcome to en-us.lua!\r\n-- friendly reminder that in the us we say things like \"color\" and not \"colour\"\r\n-- This is also the default file, if there are things here that are \"missing\" from other files it will use this one instead\r\n\r\n--Progress report: (this is the english file so it doesn't really matter but this is for consistency)\r\n\r\n--[[\r\nDecks: Yes\r\nJokers: Yes\r\nSettings/Mod: Yes\r\nItems: Yes\r\nEnergy: Yes\r\nDeck Sleeves (requires Decksleeves Mod): Yes\r\nBoss Blinds: Yes\r\nChallenges: Yes\r\nSpectrals: Yes\r\nTarots: Yes (there aren't any lmao)\r\nStickers: Yes\r\nPlanets: Yes (there aren't any lmao)\r\nDictonary: Yes\r\nEditions: Yes\r\nVouchers: Yes\r\nTags: Yes\r\nMisc Infoqueues (ancient, baby, eitem, Type, etc): Yes\r\nOther (packs, stickers, etc): Yes\r\nMisc: Yes\r\n]]--\r\n\r\n\r\nreturn {\r\n    descriptions = {\r\n        Back = {\r\n            b_poke_pokemondeck = {\r\n                name = \"Trainer Deck\",\r\n                text = {\r\n                    \"Start run with the\",\r\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\r\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\r\n                } \r\n            },\r\n            b_poke_telekineticdeck = {\r\n                name = \"Telekinetic Deck\",\r\n                text = {\r\n                    \"Start run with the\",\r\n                    \"{C:tarot,T:v_crystal_ball}#1#{} voucher\",\r\n                    \"and {C:attention}2{} copies\",\r\n                    \"of {C:item,T:c_poke_twisted_spoon}#2#\"\r\n                } \r\n            },\r\n            --Fun fact: this and luminious deck had their descriptions mixed up\r\n            b_poke_obituarydeck = {\r\n                name = \"Obituary Deck\",\r\n                text = {\r\n                    \"All cards have a {C:dark_edition}#1#{}\",\r\n                } \r\n            },\r\n            b_poke_revenantdeck = {\r\n                name = \"Revenant Deck\",\r\n                text = {\r\n                    \"All cards have a {C:dark_edition}#1#{}\",\r\n                } \r\n            },\r\n            b_poke_luminousdeck = {\r\n                name = \"Luminous Deck\",\r\n                text = {\r\n                    \"All Jokers are\",\r\n                    \"created {C:pink}Energized{} and\",\r\n                    \"with random {C:pink}Type{} stickers\"\r\n                }\r\n            },\r\n            b_poke_ampeddeck = {\r\n                name = \"Amped Deck\",\r\n                text = {\r\n                    \"Start run with the\",\r\n                    \"{C:tarot,T:v_poke_energysearch}#1#{} voucher\",\r\n                    \"and a copy of\",\r\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\r\n                } \r\n            },\r\n            b_poke_futuredeck = {\r\n                name = \"Future Deck\",\r\n                text = {\r\n                    \"{C:purple}+#1# Foresight{}\",\r\n                } \r\n            },\r\n            b_poke_stadiumdeck = {\r\n                name = \"Stadium Deck\",\r\n                text = {\r\n                    \"Deck starts with a {C:attention}Bonus, Mult,\",\r\n                    \"{C:attention}Wild, Glass, Steel, Stone,\",\r\n                    \"{C:attention}Gold,{} and {C:attention}Lucky{} card\"\r\n                } \r\n            },\r\n            b_poke_megadeck = {\r\n                name = \"Mega Deck\",\r\n                text = {\r\n                    \"Start the run with the\",\r\n                    \"{C:tarot,T:v_reroll_surplus}#2#{}, {C:tarot,T:v_reroll_glut}#3#{}\",\r\n                    \"and {C:tarot,T:v_crystal_ball}#5#{} vouchers\",\r\n                    \"and a {C:spectral,T:c_poke_megastone}#1#{} card\",\r\n                    \"{C:red}-#4#{} shop slot\"\r\n                } \r\n            },\r\n            b_poke_vendingdeck = {\r\n                name = \"Vending Deck\",\r\n                text = {\r\n                    \"After defeating each\",\r\n                    \"{C:attention}Odd Boss Blind{}, gain a\",\r\n                    \"{C:attention,T:tag_vremade_double}#1#\",\r\n                } \r\n            },\r\n            b_poke_diceydeck = {\r\n                name = \"Debris Deck\",\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer and limit, {C:attention}+#1#{} hand size\",\r\n                    \"At end of each round:\",\r\n                    \"Earn {C:money}$#4#{} for each {C:attention}Hazard{}\",\r\n                    \"card in your {C:attention}full deck\",\r\n                    \"Earn no {C:attention}Interest\"\r\n                } \r\n            },\r\n        },\r\n        Blind = {\r\n            bl_poke_cgoose = {\r\n                name = \"Chartreuse Chamber\",\r\n                text = {\r\n                    \"Random Types are debuffed\",\r\n                    \"every hand\",\r\n                }, \r\n            },\r\n            bl_poke_mirror = {\r\n                name = \"The Mirror\",\r\n                text = {\r\n                    \"Rightmost Joker\",\r\n                    \"transforms into a {c:attention}Ditto\",\r\n                    \"when {C:attention}Blind{} selected\",\r\n                }, \r\n            },\r\n            bl_poke_rocket = {\r\n                name = \"The Rocket\",\r\n                text = {\r\n                    \"All cards are drawn face down\",\r\n                    \"if you have $25 or more\"\r\n                }, \r\n            },\r\n            bl_poke_star = {\r\n                name = \"The Star\",\r\n                text = {\r\n                    \"A random type is debuffed\",\r\n                    \"every hand\",\r\n                },\r\n            },\r\n            bl_poke_gray_godfather = {\r\n                name = \"Gray Godfather\",\r\n                text = {\r\n                    \"-$#1# when hand is played\",\r\n                    \"or discarded, then\",\r\n                    \"destroy a random Joker\",\r\n                    \"if you are in debt\",\r\n                }, \r\n            },\r\n            bl_poke_white_executive = {\r\n                name = \"White Executive\",\r\n                text = {\r\n                    \"Debuffs #1# cards in your deck,\",\r\n                    \"equal to the total sell value\",\r\n                    \"of every Joker and Consumable,\",\r\n                    \"when {C:attention}Blind{} selected\",\r\n                }, \r\n            },\r\n            bl_poke_magma = {\r\n                name = \"The Magma\",\r\n                text = {\r\n                    \"Base Chips are quartered\",\r\n                }, \r\n            },\r\n            bl_poke_aqua = {\r\n                name = \"The Aqua\",\r\n                text = {\r\n                    \"Base Mult is quartered\",\r\n                }, \r\n            },\r\n            bl_poke_iridescent_hacker = {\r\n                name = \"Iridescent Hacker\",\r\n                text = {\r\n                    \"Random types are debuffed\",\r\n                    \"every hand\",\r\n                },\r\n            },\r\n        },\r\n        Item = {\r\n            c_poke_pokeball = {\r\n                name = \"Poké Ball\",\r\n                text = {\r\n                    \"Creates a\",\r\n                    \"{C:attention}Basic Joker{} card\",\r\n                    \"{C:inactive}(Must have room)\"\r\n                },\r\n            },\r\n            c_poke_greatball = {\r\n                name = \"Great Ball\",\r\n                text = {\r\n                    \"Creates a\",\r\n                    \"{C:attention}Stage 1 Joker{} card\",\r\n                    \"{C:inactive}(Must have room)\"\r\n                },\r\n            },\r\n            c_poke_moonstone = {\r\n                name = \"Moon Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:green}#2# in #3#{} chance to\",\r\n                    \"upgrade level of\",\r\n                    \"selected {C:attention}poker hand{}\",\r\n                    \"{C:inactive}(Hand: {C:attention}#1#{C:inactive}){}\"\r\n                },\r\n            },\r\n            c_poke_sunstone = {\r\n                name = \"Sun Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Enhances {C:attention}#1#{} selected cards\",\r\n                    \"to {C:attention}Wild{} cards and\",\r\n                    \"{C:attention}randomizes{} their ranks\",\r\n                },\r\n            },\r\n            c_poke_waterstone = {\r\n                name = \"Water Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Enhances {C:attention}#1#{} selected card\",\r\n                    \"into a {C:attention}Bonus{} card\",\r\n                    \"If already a {C:attention}Bonus{} card\",\r\n                    \"{C:attention}Doubles{} its total Chips\",\r\n                    \"{C:inactive}(Up to {C:chips}+#2#{C:inactive} Chips per increase)\",\r\n                },\r\n            },\r\n            c_poke_thunderstone = {\r\n                name = \"Thunder Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Destroys {C:attention}1{} selected card,\",\r\n                    \"adds {C:attention}2 Gold{} cards with\",\r\n                    \"the same rank to deck\",\r\n                    \"and draws {C:attention}1{} to hand\",\r\n                },\r\n            },\r\n            c_poke_firestone = {\r\n                name = \"Fire Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Enhances {C:attention}#1#{} selected cards to {C:attention}Mult{} cards\",\r\n                    \"then destroys {C:attention}1{} at random\",\r\n                },\r\n            },\r\n            c_poke_leafstone = {\r\n                name = \"Leaf Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:green}#1# in #2#{} chance for\",\r\n                    \"each card in hand to\",\r\n                    \"be enhanced to a {C:attention}Lucky{} card\",\r\n                },\r\n            },\r\n            c_poke_linkcable = {\r\n                name = \"Linking Cord\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Select {C:attention}#1#{} cards,\",\r\n                    \"{C:attention}Increase{} the rank of the {C:attention}left{} card\",\r\n                    \"{C:attention}Decrease{} the rank of the {C:attention}right{} card\",\r\n                },\r\n            },\r\n            c_poke_leftovers = {\r\n                name = \"Leftovers\",\r\n                text = {\r\n                    \"{C:attention}Reusable{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Adds {C:money}$#2#{} of sell value to\",\r\n                    \"leftmost or selected Joker\",\r\n                    \"{C:inactive}(Useable once per round)\",\r\n                }\r\n            },\r\n            c_poke_leek = {\r\n                name = \"Leek\",\r\n                text = {\r\n                    \"{C:attention}Reusable{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:green}#1# in #2#{} chance to add\",\r\n                    \"{C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or\",\r\n                    \"{C:dark_edition}Polychrome{} to self,\",\r\n                    \"remove {C:attention}Edition{} at end of round\",\r\n                    \"{C:inactive}(Useable once per round)\",\r\n                }\r\n            },\r\n            c_poke_thickclub = {\r\n                name = \"Thick Club\",\r\n                text = {\r\n                    \"{C:attention}Reusable{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Permanently adds {C:chips}+#2#{} Chips\",\r\n                    \"to {C:attention}#1#{} selected card\",\r\n                    \"{C:inactive}(Useable once per round)\",\r\n                }\r\n            },\r\n            c_poke_heavyboots = {\r\n                name = \"Heavy-Duty Boots\",\r\n                text = {\r\n                    \"{C:attention}Reusable{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Hazard{} card {C:green,E:1,S:1.1}probabilities{} become\", \r\n                    \"{C:attention}0{} until end of round\",\r\n                    \"{C:inactive}(Useable once per round)\",\r\n                }\r\n            },\r\n            c_poke_teraorb = {\r\n                name = \"Tera Orb\",\r\n                text = {\r\n                    \"{C:attention}Type Changer:{} {B:1,V:2}#1#{}\",\r\n                    \"{C:inactive,s:0.8}({C:pink,s:0.8}Type{C:inactive,s:0.8} changes every hand played){}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:pink}Energize{} leftmost or\",\r\n                    \"selected Joker if it\",\r\n                    \"is already {B:1,V:2}#1#{} {C:pink}Type{}\"\r\n                },\r\n            },\r\n            c_poke_metalcoat = {\r\n                name = \"Metal Coat\",\r\n                text = {\r\n                    \"{C:attention}Type Changer:{} {X:metal,C:white}Metal{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Creates a {C:attention}Steel{} copy of\",\r\n                    \"{C:attention}1{} selected card\",\r\n                },\r\n            },\r\n            c_poke_dragonscale = {\r\n                name = \"Dragon Scale\",\r\n                text = {\r\n                    \"{C:attention}Type Changer:{} {X:dragon,C:white}Dragon{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Creates up to {C:attention}3{} random\",\r\n                    \"{C:item}Item{} or {C:pink}Energy{} cards\",\r\n                    \"{C:inactive}(Must have room){}\"\r\n                },\r\n            },\r\n            c_poke_kingsrock = {\r\n                name = \"King's Rock\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Turns {C:attention}#1#{} selected\",\r\n                    \"card into a {C:attention}King{}\",\r\n                },\r\n            },\r\n            c_poke_upgrade = {\r\n                name = \"Upgrade\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Gives {C:attention}#1#{} selected cards\",\r\n                    \"a random {C:attention}non-Stone Enhancement{}\",\r\n                }\r\n            },\r\n            c_poke_dubious_disc = {\r\n                name = \"Dubious Disc\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Enhances{} all cards\",\r\n                    \"{C:attention}held{} in hand randomly\",\r\n                }\r\n            },\r\n            c_poke_icestone = {\r\n                name = \"Ice Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Enhances {C:attention}#1#{} selected cards\",\r\n                    \"to {C:attention}Glass Cards{}\",\r\n                    \"{C:green}#2# in #3#{} chance for each\",\r\n                    \"selected card to {C:attention}shatter{}\",\r\n                }\r\n            },\r\n            c_poke_shinystone = {\r\n                name = \"Shiny Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Add {C:dark_edition}Foil{}, {C:dark_edition}Holographic{},\",\r\n                    \"or {C:dark_edition}Polychrome{} effect to\",\r\n                    \"{C:attention}1{} selected card in hand and\",\r\n                    \"remove card {C:attention}Enhancement{}\",\r\n                }\r\n            },\r\n            c_poke_twisted_spoon = {\r\n                name = \"Twisted Spoon\",\r\n                text = {\r\n                    \"Creates the last\",\r\n                    \"{C:item}Item{} card or {C:pink}Energy{} card\",\r\n                    \"used during this run\",\r\n                    \"{s:0.8,C:item}Twisted Spoon, Reusables\",\r\n                    \"{s:0.8,C:item}and Berry Juices{s:0.8} excluded\"\r\n                }\r\n            },\r\n            c_poke_prismscale = {\r\n                name = \"Prism Scale\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Converts {C:attention}#2#{} random {C:attention}held{}\",\r\n                    \"cards to be the {C:attention}suit{} of\",\r\n                    \"{C:attention}#1#{} selected card\",\r\n                }\r\n            },\r\n            c_poke_duskstone = {\r\n                name = \"Dusk Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Earn {C:money}$#1#{} for each {C:attention}Drainable{} \",\r\n                    \"Joker, then {C:attention}Drain {C:money}$1{} from them\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"After {C:attention}#2#{} {C:inactive}[#3#]{} Rounds, earn\",\r\n                    \"{C:money}$#1#{} for each Joker instead\",\r\n                    \"{C:inactive}(Currently {C:money}$#4#{C:inactive}/$#5# Max)\"\r\n                }\r\n            },\r\n            c_poke_dawnstone = {\r\n                name = \"Dawn Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Earn {C:money}${} equal to {c:attention}twice{}\",\r\n                    \"the {C:mult}Mult{} value of {C:attention}#1#{}\",\r\n                    \"{C:inactive}#4#{}\",\r\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive}/$40 Max)\",\r\n                }\r\n            },\r\n            c_poke_hardstone = {\r\n                name = \"Hard Stone\",\r\n                text = {\r\n                    \"{C:attention}Evolution Card{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Enhances {C:attention}1{} selected card into a\",\r\n                    \"{C:attention}Stone{} card with {C:chips}+#2#{} extra Chips\",\r\n                    \"for each {X:earth,C:white}Earth{} Joker you have\"\r\n                }\r\n            },\r\n            c_poke_miracleseed = {\r\n                name = \"Miracle Seed\",\r\n                text = {\r\n                    \"Enhances {C:attention}1{} selected\",\r\n                    \"card into a {C:attention}Seed{} card\"\r\n                }\r\n            },\r\n            c_poke_heartscale = {\r\n                name = \"Heart Scale\",\r\n                text = {\r\n                    \"Select {C:attention}#1#{} cards,\",\r\n                    \"convert the {C:attention}left{} card\",\r\n                    \"into the {C:attention}right{} card and\",\r\n                    \"both cards into {C:hearts}#2#{}\",\r\n                    \"{C:inactive}(Drag to rearrange)\",\r\n                }\r\n            },\r\n            c_poke_berry_juice = {\r\n                name = \"Berry Juice\",\r\n                text = {\r\n                    \"Effect depends on\",\r\n                    \"{C:attention}Consumable{} destroyed\"\r\n                }\r\n            },\r\n            c_poke_berry_juice_energy = {\r\n                name = \"Energized Berry Juice\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"Joker of any {C:pink}Type{}\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_berry_juice_spectral = {\r\n                name = \"Ghostly Berry Juice\",\r\n                text = {\r\n                    \"Add a random {C:attention}seal{} and {C:dark_edition}Foil{}, \",\r\n                    \"{C:dark_edition}Holographic{} or {C:dark_edition}Polychrome{} to\",\r\n                    \"{C:attention}1{} selected card in hand\"\r\n                },\r\n            },\r\n            c_poke_berry_juice_planet = {\r\n                name = \"Starry Berry Juice\",\r\n                text = {\r\n                    \"Upgrades highest level\",\r\n                    \"{C:attention}poker hand{} by one level\",\r\n                },\r\n            },\r\n            c_poke_berry_juice_item = {\r\n                name = \"Itemized Berry Juice\",\r\n                text = {\r\n                    \"Create a {C:item}Twisted Spoon{} card\",\r\n                    \"{C:green}#1# in #2#{} chance to\",\r\n                    \"create {C:attention}2{} instead\",\r\n                    \"{C:inactive}(Must have room){}\"\r\n                },\r\n            },\r\n            c_poke_berry_juice_tarot = {\r\n                name = \"Occult Berry Juice\",\r\n                text = {\r\n                    \"Create a {C:tarot}Fool{} card\",\r\n                    \"and earn {C:money}$#1#{}\",\r\n                },\r\n            },\r\n            c_poke_berry_juice_mystery = {\r\n                name = \"Mystery Berry Juice\",\r\n                text = {\r\n                    \"Creates a random\",\r\n                    \"{C:item}Berry Juice{} card\"\r\n                }\r\n            },\r\n            c_poke_oven = {\r\n                name = \"Microwave\",\r\n                text = {\r\n                  \"Gain {C:attention}+#1#{} discard this round\",\r\n                  \"if used during the {C:attention}Blind\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Transforms leftmost\",\r\n                  \"or selected {C:attention}Rotom\"\r\n                }\r\n            },\r\n            c_poke_washing_machine = {\r\n                name = \"Washing Machine\",\r\n                text = {\r\n                  \"Gain {C:attention}+#1#{} hand this round\",\r\n                  \"if used during the {C:attention}Blind\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Transforms leftmost\",\r\n                  \"or selected {C:attention}Rotom\"\r\n                }\r\n            },\r\n            c_poke_fridge = {\r\n                name = \"Fridge\",\r\n                text = {\r\n                  \"Create {C:attention}2{} random {C:attention}Consumables\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Transforms leftmost\",\r\n                  \"or selected {C:attention}Rotom\"\r\n                }\r\n            },\r\n            c_poke_fan = {\r\n                name = \"Fan\",\r\n                text = {\r\n                  \"Create up to {C:attention}2{}\",\r\n                  \"{C:blue}Common{} Jokers\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Transforms leftmost\",\r\n                  \"or selected {C:attention}Rotom\"\r\n                }\r\n            },\r\n            c_poke_lawn_mower = {\r\n                name = \"Lawn Mower\",\r\n                text = {\r\n                  \"Gain {C:attention}+#1#{} hand size this round\",\r\n                  \"if used during the {C:attention}Blind\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Transforms leftmost\",\r\n                  \"or selected {C:attention}Rotom\"\r\n                }\r\n            },\r\n        },\r\n        Energy = {\r\n            c_poke_grass_energy = {\r\n                name = \"Grass Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:grass,C:white}Grass{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_fire_energy = {\r\n                name = \"Fire Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:fire,C:white}Fire{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_water_energy = {\r\n                name = \"Water Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:water,C:white}Water{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_lightning_energy = {\r\n                name = \"Lightning Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:lightning,C:black}Lightning{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_psychic_energy = {\r\n                name = \"Psychic Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:psychic,C:white}Psychic{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_fighting_energy = {\r\n                name = \"Fighting Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:fighting,C:white}Fighting{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_colorless_energy = {\r\n                name = \"Colorless Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:colorless,C:white}Colorless{} Joker if able\",\r\n                    \"Half as effective with\",\r\n                    \"non-{X:colorless,C:white}Colorless{} Jokers\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\"\r\n                },\r\n            },\r\n            c_poke_darkness_energy = {\r\n                name = \"Darkness Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:dark,C:white}Dark{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_metal_energy = {\r\n                name = \"Metal Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:Metal,C:white}Metal{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_fairy_energy = {\r\n                name = \"Fairy Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:fairy,C:white}Fairy{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            --Dragon deez\r\n            c_poke_dragon_energy = {\r\n                name = \"Dragon Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:dragon,C:white}Dragon{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_earth_energy = {\r\n                name = \"Earth Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"{X:earth,C:white}Earth{} Joker if able\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_bird_energy = {\r\n                name = \"Bird Energy\",\r\n                text = {\r\n                  \"\"\r\n                },\r\n            },\r\n            c_poke_emergy = {\r\n                name = \"Emergy\",\r\n                text = {\r\n                    \"Create {C:attention}1{} random {C:green}Energy\",\r\n                    \"card with {C:dark_edition}Negative{} for each\",\r\n                    \"{C:attention}Jolly Joker{} or {C:legendary}M Joker{}\"\r\n                },\r\n            },\r\n        },\r\n        Edition = {\r\n            e_poke_shiny = {\r\n                name = \"Shiny\",\r\n                label = \"Shiny\",\r\n                text = {\r\n                    \"{C:attention}+1{} Booster Pack slot\",\r\n                    \"available in shop\",\r\n                }\r\n            },\r\n        },\r\n        Enhanced = {\r\n            --No enchanced cards? kind of surprising ngl\r\n            -- HA HA! Not anymore!\r\n\r\n            m_poke_hazard = {\r\n                name = \"Hazard Card\",\r\n                text = {\r\n                    \"no rank or suit\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:green}#1# in #2#{} chance to\",\r\n                    \"be destroyed if {C:attention}held{} in\",\r\n                    \"hand at end of round\"\r\n                },\r\n            },\r\n            m_poke_flower = {\r\n                name = \"Flower Card\",\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult if poker\",\r\n                    \"hand contains {C:attention}4+ suits\"\r\n                },\r\n            },\r\n            m_poke_seed = {\r\n                name = \"Seed Card\",\r\n                text = {\r\n                    \"{C:attention}Grows{} when scored\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Turns into a {C:attention}Flower{} card\",\r\n                    \"and earns {C:money}$#3#{} after\",\r\n                    \"growing {C:attention}#1#{} {C:inactive}[#2#]{} times\",\r\n                },\r\n            },\r\n            m_poke_ludicolo = {\r\n                name = \"Ludicolo\",\r\n                text = {\r\n                    \"Does something awesome\",\r\n                    \"when held in hand\"\r\n                },\r\n            },\r\n        },\r\n        Stake = {\r\n            stake_poke_diamond = {\r\n                name = \"Diamond Stake\",\r\n                colour = \"Diamond\",\r\n                text = {\r\n                    \"{C:attention}Non-Baby{} Pokemon Jokers evolve {C:attention}1{} round slower\",\r\n                    \"{s:0.8}Applies all previous Stakes\"\r\n                }\r\n            },\r\n            stake_poke_pearl = {\r\n                name = \"Pearl Stake\",\r\n                colour = \"Pearl\",\r\n                text = {\r\n                    \"{C:attention}-1{} Energy Limit\",\r\n                    \"{s:0.8}Applies all previous Stakes\"\r\n                }\r\n            },\r\n        },\r\n        Joker = {\r\n            j_poke_bulbasaur = {\r\n                name = \"Bulbasaur\",\r\n                text = {\r\n                    \"{C:attention}+#4#{} hand size\",\r\n                    \"Earn {C:money}$#1#{} for each\",\r\n                    \"{C:attention}#3#{} held in hand\",\r\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after earning {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\r\n                } \r\n            },\r\n            j_poke_ivysaur = {\r\n                name = \"Ivysaur\",\r\n                text = {\r\n                    \"{C:attention}+#3#{} hand size\",\r\n                    \"Earn {C:money}$#1#{} or {C:money}$#5#{} for each\",\r\n                    \"{C:attention}#4#{} held in hand\",\r\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after earning {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\r\n                } \r\n            },\r\n            j_poke_venusaur = {\r\n                name = \"Venusaur\",\r\n                text = {\r\n                    \"{C:attention}+#3#{} hand size\",\r\n                    \"Earn {C:money}$#1#{} for each\",\r\n                    \"{C:attention}#4#{} held in hand\",\r\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\r\n                }\r\n            },\r\n            j_poke_mega_venusaur = {\r\n                name = \"Mega Venusaur\",\r\n                text = {\r\n                    \"{C:attention}+#1#{} hand size\",\r\n                }\r\n            },\r\n            j_poke_charmander = {\r\n                name = \"Charmander\",\r\n                text = {\r\n                    \"{C:red}+#4#{} discard\",\r\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\r\n                    \"when {C:attention}#3#{} discards remaining\",\r\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +16 Mult)\",\r\n                } \r\n            },\r\n            j_poke_charmeleon = {\r\n                name = \"Charmeleon\",\r\n                text = {\r\n                    \"{C:red}+#4#{} discard\",\r\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\r\n                    \"when {C:attention}#3#{} discards remaining\",\r\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +36 Mult)\",\r\n                }\r\n            },\r\n            j_poke_charizard = {\r\n                name = \"Charizard\",\r\n                text = {\r\n                    \"{C:red}+#4#{} discard, {C:mult}+#1#{} Mult\",\r\n                    \"{X:mult,C:white} X#2# {} Mult when {C:attention}#3#{} discards remaining\",\r\n                } \r\n            },\r\n            j_poke_mega_charizard_x = {\r\n                name = \"Mega Charizard X\",\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult when {C:attention}#2#{} discards remaining\",\r\n                } \r\n            },\r\n            j_poke_mega_charizard_y = {\r\n                name = \"Mega Charizard Y\",\r\n                text = {\r\n                    \"{C:red}+#1#{} discards\",\r\n                } \r\n            },\r\n            j_poke_squirtle = {\r\n                name = \"Squirtle\",\r\n                text = {\r\n                    \"{C:chips}+#2#{} hand\",\r\n                    \"Gains {C:chips}+#4#{} Chips for each\",\r\n                    \"remaining {C:attention}hand{} when\",\r\n                    \"hand is played\",\r\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +#3# Chips)\",\r\n                } \r\n            },\r\n            j_poke_wartortle = {\r\n                name = \"Wartortle\",\r\n                text = {\r\n                    \"{C:chips}+#2#{} hand\",\r\n                    \"Gains {C:chips}+#4#{} Chips for each\",\r\n                    \"remaining {C:attention}hand{} when\",\r\n                    \"hand is played\",\r\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +#3# Chips)\",\r\n                } \r\n            },\r\n            j_poke_blastoise = {\r\n                name = \"Blastoise\",\r\n                text = {\r\n                    \"{C:chips}+#3#{} hand, {C:chips}+#1#{} Chips\",\r\n                    \"{C:chips}+#2#{} Chips for each remaining hand\",\r\n                    \"{C:inactive}(Currently {C:chips}+#4#{C:inactive} Chips)\",\r\n                } \r\n            },\r\n            j_poke_mega_blastoise = {\r\n                name = \"Mega Blastoise\",\r\n                text = {\r\n                    \"{C:chips}+#2#{} hands\",\r\n                } \r\n            },\r\n            j_poke_caterpie = {\r\n                name = \"Caterpie\",\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_metapod = {\r\n                name = \"Metapod\",\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_butterfree = {\r\n                name = \"Butterfree\",\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult\",\r\n                } \r\n            },\r\n            j_poke_weedle = {\r\n                name = \"Weedle\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_kakuna = {\r\n                name = \"Kakuna\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_beedrill = {\r\n                name = \"Beedrill\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips\"\r\n                } \r\n            },\r\n            j_poke_mega_beedrill = {\r\n                name = \"Mega Beedrill\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips\",\r\n                } \r\n            },\r\n            j_poke_pidgey = {\r\n                name = \"Pidgey\",\r\n                text = {\r\n                    \"Gives {C:mult}+#2#{} Mult for each\",\r\n                    \"different {C:attention}rank{} and {C:attention}suit\",\r\n                    \"in poker hand\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_pidgeotto = {\r\n                name = \"Pidgeotto\",\r\n                text = {\r\n                    \"Gives {C:mult}+#2#{} Mult for each\",\r\n                    \"different {C:attention}rank{} and {C:attention}suit\",\r\n                    \"in poker hand\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_pidgeot = {\r\n                name = \"Pidgeot\",\r\n                text = {\r\n                    \"Gives {C:mult}+#1#{} Mult for each\",\r\n                    \"different {C:attention}rank{} and {C:attention}suit\",\r\n                    \"in poker hand\",\r\n                } \r\n            },\r\n            j_poke_mega_pidgeot = {\r\n                name = \"Mega Pidgeot\",\r\n                text = {\r\n                    \"Gives {X:mult,C:white} X#1# {} Mult for each\",\r\n                    \"different {C:attention}rank{} and {C:attention}suit\",\r\n                    \"in poker hand\",\r\n                } \r\n            },\r\n            j_poke_rattata = {\r\n                name = \"Rattata\",\r\n                text = {\r\n                    \"Retrigger {C:attention}first 2{} scored cards\",\r\n                    \"{C:attention}#1#{} additional time\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_raticate = {\r\n                name = \"Raticate\",\r\n                text = {\r\n                    \"Retrigger {C:attention}first 3{} scored cards\",\r\n                    \"{C:attention}#1#{} additional time\",\r\n                }\r\n            },\r\n            j_poke_spearow = {\r\n                name = \"Spearow\",\r\n                text = {\r\n                    \"After drawing {C:attention}#2#{} {C:inactive}[#3#]{} cards\",\r\n                    \"during {C:attention}Blinds{}, upgrade level\",\r\n                    \"of next played {C:attention}poker hand{}{C:inactive}#4#{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#1#{C:inactive,s:0.8} times)\"\r\n                } \r\n            },\r\n            j_poke_fearow = {\r\n                name = \"Fearow\",\r\n                text = {\r\n                    \"{C:red}+#4#{} discard\",\r\n                    \"After drawing {C:attention}#1#{} {C:inactive}[#2#]{} cards\",\r\n                    \"during {C:attention}Blinds{}, upgrade level\",\r\n                    \"of next played {C:attention}poker hand{}{C:inactive}#3#{}\",\r\n                }\r\n            },\r\n            j_poke_ekans = {\r\n                name = \"Ekans\",\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult if played hand\",\r\n                    \"contains a {C:attention}Straight{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_arbok = {\r\n                name = \"Arbok\",\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult if played hand\",\r\n                    \"contains a {C:attention}Straight{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Create a {C:tarot}Tarot{} card if\",\r\n                    \"it also contains an {C:attention}Ace{}\"\r\n                } \r\n            },\r\n            j_poke_pikachu = {\r\n                name = \"Pikachu\",\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult if you\",\r\n                    \"have {C:money}$#3#{} or more\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Earn {C:money}$#2#{} when {C:attention}Blind{}\",\r\n                    \"is selected if you have\",\r\n                    \"less than {C:money}$#3#\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Thunder Stone{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_raichu = {\r\n                name = \"Raichu\",\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult for every\",\r\n                    \"{C:money}$#2#{} you have\",\r\n                    \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Earn interest when\",\r\n                    \"{C:attention}Blind{} is selected\",\r\n                } \r\n            },\r\n            j_poke_sandshrew = {\r\n                name = \"Sandshrew\",\r\n                text = {\r\n                    \"{C:chips}+#2#{} Chips for each {C:attention}Glass{} card\",\r\n                    \"in your {C:attention}full deck\",\r\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive} Chips)\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_sandslash = {\r\n                name = \"Sandslash\",\r\n                text = {\r\n                    \"{C:green}#3# in #4#{} chance for each\",\r\n                    \"discarded {C:attention}Enhanced{} card\",\r\n                    \"to become a {C:attention}Glass{} card\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"{C:chips}+#1#{} Chips for each {C:attention}Glass{} card\",\r\n                    \"in your {C:attention}full deck\",\r\n                    \"{C:inactive}(Currently {C:chips}+#2#{C:inactive} Chips)\",\r\n                } \r\n            },\r\n            j_poke_nidoranf = {\r\n                name = \"Nidoran F\",\r\n                text = {\r\n                    \"Each {C:attention}Queen{} held in hand\",\r\n                    \"gives {C:chips}+#1#{} Chips\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_nidorina = {\r\n                name = \"Nidorina\",\r\n                text = {\r\n                    \"Each {C:attention}Queen{} held in hand\",\r\n                    \"gives {C:chips}+#1#{} Chips\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_nidoqueen = {\r\n                name = \"Nidoqueen\",\r\n                text = {\r\n                    \"{C:attention}+#2#{} hand size\",\r\n                    \"Each {C:attention}Queen{} held in hand\",\r\n                    \"gives {C:chips}+#1#{} Chips\",\r\n                } \r\n            },\r\n            j_poke_nidoranm = {\r\n                name = \"Nidoran M\",\r\n                text = {\r\n                    \"Each {C:attention}King{} held in hand\",\r\n                    \"gives {C:mult}+#1#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_nidorino = {\r\n                name = \"Nidorino\",\r\n                text = {\r\n                    \"Each {C:attention}King{} held in hand\",\r\n                    \"gives {C:mult}+#1#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_nidoking = {\r\n                name = \"Nidoking\",\r\n                text = {\r\n                    \"{C:attention}+#2#{} hand size\",\r\n                    \"Each {C:attention}King{} held in hand\",\r\n                    \"gives {C:mult}+#1#{} Mult\",\r\n                } \r\n            },\r\n            j_poke_clefairy = {\r\n                name = \"Clefairy\",\r\n                text = {\r\n                    \"Played {C:clubs}#2#{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_clefable = {\r\n                name = \"Clefable\",\r\n                text = {\r\n                    \"When scored, {C:clubs}#2#{} cards\",\r\n                    \"give {C:mult}+#1#{} Mult for each\",\r\n                    \"{C:clubs}#2#{} card played this round\",\r\n                    \"{C:inactive,s:0.8}(If you play 5 clubs, each gives {C:mult,s:0.8}+#4#{C:inactive,s:0.8} Mult)\",\r\n                    \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\"\r\n                } \r\n            },\r\n            j_poke_vulpix = {\r\n                name = \"Vulpix\",\r\n                text = {\r\n                    \"{C:green}#1# in #2#{} chance for each\",\r\n                    \"played {C:attention}9{} to create a\",\r\n                    \"{C:tarot}Tarot{} card when scored\",\r\n                    \"{C:inactive,s:0.8}(Must have room)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Fire Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_ninetales = {\r\n                name = \"Ninetales\",\r\n                text = {\r\n                    \"{C:attention}Holding {C:dark_edition}Negative {C:spectral}Medium{}\",\r\n                    \"{C:green}#1# in #2#{} chance for each\",\r\n                    \"played {C:attention}9{} to create a\",\r\n                    \"{C:tarot}Tarot{} card when scored\",\r\n                    \"{C:inactive,s:0.8}(Must have room)\",\r\n                } \r\n            },\r\n            j_poke_jigglypuff = {\r\n                name = \"Jigglypuff\",\r\n                text = {\r\n                    \"Played {C:spades}#2#{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#3#{} Chips\",\r\n                    \"when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_wigglytuff = {\r\n                name = \"Wigglytuff\",\r\n                text = {\r\n                    \"Played {C:spades}#3#{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, and the\",\r\n                    \"card's total Chips when scored\",\r\n                } \r\n            },\r\n            j_poke_zubat = {\r\n                name = \"Zubat\",\r\n                text = {\r\n                    \"Gains {C:mult}+#2#{} Mult if played hand\",\r\n                    \"contains a scoring {C:attention}Enhanced{} card,\",\r\n                    \"removes card {C:attention}Enhancement{} from\",\r\n                    \"first scoring {C:attention}Enhanced{} card\",\r\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +#3# Mult)\",\r\n                }\r\n            },\r\n            j_poke_golbat = {\r\n                name = \"Golbat\",\r\n                text = {\r\n                    \"Gains {C:mult}+#2#{} Mult for each\",\r\n                    \"{C:attention}Enhanced{} card in poker hand,\",\r\n                    \"removes card {C:attention}Enhancement\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves after eating {C:attention,s:0.8}#3#{C:inactive,s:0.8} Enhancements)\",\r\n                } \r\n            },\r\n            j_poke_oddish = {\r\n                name = \"Oddish\",\r\n                text = {\r\n                    \"Played cards with {C:attention}odd{} rank\",\r\n                    \"give {C:mult}+#1#{}, {C:mult}+#4#{}, or {C:mult}+#2#{} Mult when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_gloom = {\r\n                name = \"Gloom\",\r\n                text = {\r\n                    \"Played cards with {C:attention}odd{} rank\",\r\n                    \"give {C:mult}+#1#{}, {C:mult}+#3#{}, or {C:mult}+#2#{} Mult when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Leaf Stone{C:inactive,s:0.8} or {C:attention,s:0.8}Sun Stone{C:inactive,s:0.8})\",\r\n                } \r\n            },\r\n            j_poke_vileplume = {\r\n                name = \"Vileplume\",\r\n                text = {\r\n                    \"Played cards with {C:attention}odd{} rank\",\r\n                    \"give {C:mult}+#2#{} Mult, {X:mult,C:white}X#3#{} Mult, or {X:mult,C:white}X#1#{} Mult\",\r\n                    \"when scored\",\r\n                } \r\n            },\r\n            j_poke_paras = {\r\n                name = \"Paras\",\r\n                text = {\r\n                    \"{C:mult}+#2#{} Mult per played hand\",\r\n                    \"that contains a {C:attention}Two Pair{}\",\r\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +8 Mult)\",\r\n                }  \r\n            },\r\n            j_poke_parasect = {\r\n                name = \"Parasect\",\r\n                text = {\r\n                    \"{C:mult}+#2#{} Mult per played hand\",\r\n                    \"that contains a {C:attention}Two Pair{}\",\r\n                    \"{C:mult}-#3#{} Mult per played hand\",\r\n                    \"that does not\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_venonat = {\r\n                name = \"Venonat\",\r\n                text = {\r\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\r\n                    \"{C:green,E:1,S:1.1}probabilities\",\r\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}2 in 6{C:inactive})\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_venomoth = {\r\n                name = \"Venomoth\",\r\n                text = {\r\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\r\n                    \"{C:green,E:1,S:1.1}probabilities\",\r\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}3 in 6{C:inactive})\"\r\n                } \r\n            },\r\n            j_poke_diglett = {\r\n                name = \"Diglett\",\r\n                text = {\r\n                    \"{C:chips}+#2#{} Chips if played hand\",\r\n                    \"contains a {C:attention}Three of a kind{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:mult}+#3#{} Mult if played hand\",\r\n                    \"contains a scoring {C:attention}2{}, {C:attention}3{}, or {C:attention}4{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_dugtrio = {\r\n                name = \"Dugtrio\",\r\n                text = {\r\n                    \"{C:chips}+#2#{} Chips if played hand\",\r\n                    \"contains a {C:attention}Three of a kind{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{X:mult,C:white} X#1# {} Mult if played hand\",\r\n                    \"contains a scoring {C:attention}2{}, {C:attention}3{}, or {C:attention}4{}\",\r\n                } \r\n            },\r\n            j_poke_meowth = {\r\n                name = \"Meowth\",\r\n                text = {\r\n                    \"Earn {C:money}$#1#{} at end of round\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"The first {C:green}successful{} {C:attention}Lucky{} card\",\r\n                    \"trigger each round increases\",\r\n                    \"payout by {C:money}$#2#{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves at {C:money,s:0.8}$#1#{C:inactive,s:0.8} / $#3# payout)\"\r\n                } \r\n            },\r\n            j_poke_persian = {\r\n                name = \"Persian\",\r\n                text = {\r\n                    \"Earn {C:money}$#1#{} at end of round\",\r\n                    \"{C:green}#3# in #4#{} chance to earn {C:attention}double{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"The first {C:green}successful{} {C:attention}Lucky{} card\",\r\n                    \"trigger each round increases\",\r\n                    \"payout by {C:money}$#2#{}\",\r\n                } \r\n            },\r\n            j_poke_psyduck = {\r\n                name = \"Psyduck\",\r\n                text = {\r\n                    \"If played hand is a\",\r\n                    \"single {C:attention}face{} card, earn {C:money}$#1#{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_golduck = {\r\n                name = \"Golduck\",\r\n                text = {\r\n                    \"If played hand is a single\",\r\n                    \"{C:attention}face{} card, earn {C:money}$#1#{} and it\",\r\n                    \"becomes {C:attention}Gold{} when scored\"\r\n                } \r\n            },\r\n            j_poke_mankey = {\r\n                name = \"Mankey\",\r\n                text = {\r\n                    \"Each played {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, or {C:attention}7{} gives\",\r\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            --anyways, how's your day been? i'm doing fine myself\r\n            --I'm doing pretty well. We had a snow day yesterday.\r\n            j_poke_primeape = {\r\n                name = \"Primeape\",\r\n                text = {\r\n                    \"Each played {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, or {C:attention}7{} gives\",\r\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#3#{C:inactive,s:0.8} times)\"\r\n                } \r\n            },\r\n            j_poke_growlithe = {\r\n                name = \"Growlithe\",\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult if played hand\",\r\n                    \"contains a {C:attention}Flush{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Fire Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_arcanine = {\r\n                name = \"Arcanine\",\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult if played hand contains a {C:attention}Flush{}\",\r\n                    \"First played unenhanced card in that {C:attention}Flush{}\",\r\n                    \"becomes a {C:attention}Mult{} card when scored\"\r\n                } \r\n            },\r\n            j_poke_poliwag = {\r\n                name = \"Poliwag\",\r\n                text = {\r\n                    \"Played {V:1}#3#{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult when scored,\",\r\n                    \"suit{} cycles after scoring\",\r\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_poliwhirl = {\r\n                name = \"Poliwhirl\",\r\n                text = {\r\n                    \"Played {V:1}#2#{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult when scored\",\r\n                    \"suit cycles after scoring\",\r\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Water Stone{C:inactive,s:0.8} or {C:attention,s:0.8}King's Rock{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_poliwrath = {\r\n                name = \"Poliwrath\",\r\n                text = {\r\n                    \"Played {V:1}#2#{} cards give {C:mult}+#7#{} Mult\",\r\n                    \"and {X:mult,C:white}X#1#{} Mult when scored,\",\r\n                    \"suit cycles after scoring\",\r\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\"\r\n                } \r\n            },\r\n            j_poke_abra = {\r\n                name = \"Abra\",\r\n                text = {\r\n                    \"{C:green}#1# in #2#{} chance to create a {C:tarot}Tarot{}\",\r\n                    \"or {C:item}Item{} card if played {C:attention}poker hand{}\",\r\n                    \"has already been played this round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_kadabra = {\r\n                name = \"Kadabra\",\r\n                text = {\r\n                    \"{C:green}#1# in #2#{} chance to create a {C:tarot}Tarot{} or\",\r\n                    \"{C:item}Twisted Spoon{} card if {C:attention}poker hand{}\",\r\n                    \"has already been played this round\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_alakazam = {\r\n                name = \"Alakazam\",\r\n                text = {\r\n                    \"{C:attention}+#3#{} consumable slot\",\r\n                    \"{C:green}#1# in #2#{} chance to create a {C:attention}Fool{} or\",\r\n                    \"{C:item}Twisted Spoon{} card if {C:attention}poker hand{}\",\r\n                    \"has already been played this round\",\r\n                } \r\n            },\r\n            j_poke_mega_alakazam = {\r\n                name = \"Mega Alakazam\",\r\n                text = {\r\n                    \"{C:attention}+#3#{} consumable slot\",\r\n                    \"Every held {C:attention}Consumable{} gives {X:mult,C:white}X#1#{} Mult\",\r\n                    \"{C:item}Twisted Spoons{} give {X:mult,C:white}X#2#{} Mult\",\r\n                } \r\n            },\r\n            j_poke_machop = {\r\n                name = \"Machop\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} hands\",\r\n                    \"{C:mult}-#2# discards{}\",\r\n                    \"{C:mult}+#4#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_machoke = {\r\n                name = \"Machoke\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} hands\",\r\n                    \"{C:mult}-#2# discards{}\",\r\n                    \"{C:mult}+#3#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_machamp = {\r\n                name = \"Machamp\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} hands\",\r\n                    \"{C:mult}-#2# discards{}\",\r\n                    \"{C:mult}+#3#{} Mult\"\r\n                } \r\n            },\r\n            j_poke_bellsprout = {\r\n                name = \"Bellsprout\",\r\n                text = {\r\n                    \"Played cards with {C:attention}even{} rank\",\r\n                    \"give {C:chips}+#1#{} Chips when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_weepinbell = {\r\n                name = \"Weepinbell\",\r\n                text = {\r\n                    \"Played cards with {C:attention}even{} rank\",\r\n                    \"give {C:chips}+#1#{} Chips when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Leaf Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_victreebel = {\r\n                name = \"Victreebel\",\r\n                text = {\r\n                    \"Played cards with {C:attention}even{} rank\",\r\n                    \"give {C:chips}+#1#{} Chips when scored\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Retrigger the first {C:attention}#2#{} {C:inactive}[#3#]{}\",\r\n                    \"scored cards with {C:attention}even{}\",\r\n                    \"rank each round\"\r\n                } \r\n            },\r\n            j_poke_tentacool = {\r\n                name = \"Tentacool\",\r\n                text = {\r\n                    \"Each played {C:attention}10{} gives\",\r\n                    \"{C:mult}+#1#{} Mult when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_tentacruel = {\r\n                name = \"Tentacruel\",\r\n                text = {\r\n                    \"Each played {C:attention}10{} gives\",\r\n                    \"{C:mult}+#1#{} Mult when scored\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}10s can't{} be debuffed\"\r\n                } \r\n            },\r\n            j_poke_geodude = {\r\n                name = \"Geodude\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips\",\r\n                    \"{C:attention}-#2#{} hand size\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_graveler = {\r\n                name = \"Graveler\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips\",\r\n                    \"{C:attention}-#2#{} hand size\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_golem = {\r\n                name = \"Golem\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips\",\r\n                    \"{C:attention}-#2#{} hand size\",\r\n                } \r\n            },\r\n            j_poke_ponyta = {\r\n                name = \"Ponyta\",\r\n                text = {\r\n                    \"Gains {C:chips}+#2#{} Chips if played\", \r\n                    \"hand contains a {C:attention}Straight{}\",\r\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +60 Chips)\",\r\n                } \r\n            }, \r\n            j_poke_rapidash = {\r\n                name = \"Rapidash\",\r\n                text = {\r\n                    \"Gains {C:chips}+#2#{} Chips if played\", \r\n                    \"hand contains a {C:attention}Straight{}\",\r\n                    \"Chip increase goes up by {C:chips}+1{} each time\",\r\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\r\n                } \r\n            },\r\n            --This was my first shiny :O\r\n            j_poke_slowpoke = {\r\n                name = \"Slowpoke\",\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult on {C:attention}final hand{} of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}King's Rock{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            -- not used currently\r\n            j_poke_slowpoke2 = {\r\n                name = \"Slowpoke\",\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult on {C:attention}final hand{} of round\",\r\n                    \"{C:green}#3# in #4#{} chance to create\",\r\n                    \"a {C:attention}King's Rock{} card at\",\r\n                    \"end of round {C:inactive,s:0.8}(Must have room){}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds or with a {C:attention,s:0.8}King's Rock{} {C:inactive,s:0.8}card)\"\r\n                } \r\n            },\r\n            j_poke_slowbro = {\r\n                name = \"Slowbro\",\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult per hand played\",\r\n                    \"{C:inactive,s:0.8}(Resets at end of round)\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#2#{C:inactive} Mult)\"\r\n                } \r\n            },\r\n            j_poke_mega_slowbro = {\r\n                name = \"Mega Slowbro\",\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult per hand played\",\r\n                    \"{C:inactive,s:0.8}(Resets when {C:attention,s:0.8}Boss Blind{C:inactive,s:0.8} is defeated)\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#2#{C:inactive} Mult)\"\r\n                } \r\n            },\r\n            j_poke_shell = {\r\n                name = \"Shellder...?\",\r\n                text = {\r\n                  \"Evolves leftmost {C:attention}Slowpoke\",\r\n                  \"{S:1.1,C:red,E:2}self destructs{}\",\r\n                }\r\n            },\r\n            j_poke_magnemite = {\r\n                name = \"Magnemite\",\r\n                text = {\r\n                    \"Played {C:attention}Steel{} cards\",\r\n                    \"give {X:mult,C:white}X#1#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_magneton = {\r\n                name = \"Magneton\",\r\n                text = {\r\n                    \"Played {C:attention}Steel{} cards give {X:mult,C:white}X#1#{} Mult\",\r\n                    \"plus {X:mult,C:white}X#2#{} Mult for each\",\r\n                    \"adjacent {X:metal,C:white}Metal{} Joker\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Thunder Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_farfetchd = {\r\n                name = 'Farfetch\\'d',      \r\n                text = {\r\n                    \"{C:attention}Holding {C:item}Leek{}\",\r\n                    \"{C:green}#2# in #3#{} chance to earn {C:money}$#1#\",\r\n                    \"when a {C:attention}Consumable{} is used,\",\r\n                    \"{C:money}${} guaranteed when using {C:item}Leeks{}\",\r\n                } \r\n            },\r\n            j_poke_doduo = {\r\n                name = 'Doduo',      \r\n                text = {\r\n                    \"First {C:attention}2{} played {C:attention}face{} cards\",\r\n                    \"give {C:mult}+#1#{} Mult when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_dodrio = {\r\n                name = 'Dodrio',\r\n                text = {\r\n                    \"First {C:attention}3{} played {C:attention}face{} cards\",\r\n                    \"give {C:mult}+#1#{} Mult when scored\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"If poker hand is \",\r\n                    \"{C:attention}exactly 3 face{} cards gain\",\r\n                    \"{C:attention}+#2#{} hand size this round\"\r\n                    \r\n                } \r\n            },\r\n            j_poke_seel = {\r\n                name = 'Seel',      \r\n                text = {\r\n                    \"{C:green}#1# in #2#{} chance to add a random\",\r\n                    \"{C:attention}seal{} to first scoring card\",\r\n                    \"on {C:attention}first hand{} of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_dewgong = {\r\n                name = 'Dewgong',      \r\n                text = {\r\n                    \"Add a random {C:attention}seal{} to the\",\r\n                    \"leftmost scoring card on\",\r\n                    \"{C:attention}first hand{} of round\",\r\n                } \r\n            },\r\n            j_poke_grimer = {\r\n                name = 'Grimer',      \r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult if deck size > {C:attention}#3#{}\",\r\n                    \"{br:4}ERROR - CONTACT STEAK\",\r\n                    \"Add a random playing card\",\r\n                    \"to deck at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_muk = {\r\n                name = 'Muk',      \r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult per card over {C:attention}#2#{} in your deck\",\r\n                    \"{br:4}ERROR - CONTACT STEAK\",\r\n                    \"At end of round, destroy {C:attention}1{} random card\",\r\n                    \"in deck then add {C:attention}2{} random cards\",\r\n                    \"{C:inactive}(Currently {C:mult}+#3#{} {C:inactive}Mult){}\"\r\n                } \r\n            },\r\n            j_poke_shellder = {\r\n                name = 'Shellder',      \r\n                text = {\r\n                    \"If hand has {C:attention}5{} scoring cards,\",\r\n                    \"each have a {C:green}#1# in #2#{} chance\",\r\n                    \"to {C:attention}retrigger{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Water Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_cloyster = {\r\n                name = 'Cloyster',      \r\n                text = {\r\n                    \"If hand has {C:attention}5{} scoring cards,\",\r\n                    \"each have a {C:green}#1# in #2#{} chance\",\r\n                    \"to {C:attention}retrigger{}\",\r\n                } \r\n            },\r\n            j_poke_gastly = {\r\n                name = 'Gastly',      \r\n                text = {\r\n                    \"{C:green}#1# in #2#{} chance to {C:attention}replace{} the\",\r\n                    \"edition of a random {C:attention}Joker{} with\",\r\n                    \"{C:dark_edition}Negative{} at end of round\",\r\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_haunter = {\r\n                name = 'Haunter',      \r\n                text = {\r\n                    \"{C:green}#1# in #2#{} chance to {C:attention}replace{} the\",\r\n                    \"edition of a random {C:attention}Joker{} with\",\r\n                    \"{C:dark_edition}Negative{} at end of round\",\r\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_gengar = {\r\n                name = 'Gengar',      \r\n                text = {\r\n                    \"{C:attention}Replace{} the edition of a\",\r\n                    \"random {C:attention}Joker{} with\",\r\n                    \"{C:dark_edition}Negative{} in {C:dark_edition}#1#{} rounds\",\r\n                    \"{C:inactive,s:0.8}(Gengar picks a new number!){}\",\r\n                    \"{C:inactive,s:0.8}(Excludes Gengars){}\",\r\n                } \r\n            },\r\n            j_poke_mega_gengar = {\r\n                name = 'Mega Gengar',      \r\n                text = {\r\n                    \"Create a {C:attention}Negative Tag{} when\",\r\n                    \"{C:attention}Small Blind{} or {C:attention}Big Blind{} is selected\",\r\n                } \r\n            },\r\n            j_poke_onix = {\r\n                name = 'Onix',      \r\n                text = {\r\n                    \"The leftmost scoring card of\",\r\n                    \"{C:attention}first hand{} of round\",\r\n                    \"becomes a {C:attention}Stone{} card\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:metal,s:0.8}Metal{C:inactive,s:0.8} sticker)\"\r\n                } \r\n            },\r\n            j_poke_drowzee = {\r\n                name = 'Drowzee',      \r\n                text = {\r\n                    \"{X:mult,C:white}X#2#{} Mult per unique\",\r\n                    \"{C:planet}Planet{} card used this run\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves after playing {C:planet,s:0.8}#3#{C:inactive,s:0.8} unique planet cards)\",\r\n                } \r\n            },\r\n            j_poke_hypno = {\r\n                name = 'Hypno',      \r\n                text = {\r\n                    \"{C:attention}Holding {C:spectral}Trance{}\",\r\n                    \"{X:mult,C:white}X#2#{} Mult per unique\",\r\n                    \"{C:planet}Planet{} card used this run\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_krabby = {\r\n                name = 'Krabby',      \r\n                text = {\r\n                    \"Played {C:attention}face{} cards give\",\r\n                    \"{C:chips}+#1#{} Chips when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_kingler = {\r\n                name = 'Kingler',      \r\n                text = {\r\n                    \"All played {C:attention}face{} cards give\",\r\n                    \"{C:chips}+#1#{} Chips when scored and become\",\r\n                    \"{C:attention}Bonus{} cards if unenhanced\",\r\n                } \r\n            },\r\n            j_poke_voltorb = {\r\n                name = 'Voltorb',      \r\n                text = {\r\n                    \"{C:attention}Volatile Right{}\",\r\n                    \"{X:mult,C:white} X#1# {} Mult then\",\r\n                    \"debuff self this round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds not debuffed)\",\r\n                } \r\n            },\r\n            j_poke_electrode = {\r\n                name = 'Electrode',      \r\n                text = {\r\n                    \"{C:attention}Volatile Right{}\",\r\n                    \"{X:mult,C:white} X#1# {} Mult and earn {C:money}$#2#{}\",\r\n                    \"then debuff self this round\"\r\n                } \r\n            },\r\n            j_poke_exeggcute = {\r\n                name = 'Exeggcute',      \r\n                text = {\r\n                    \"Played {C:hearts}#2#{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult when scored\",\r\n                    \"{C:green}#4# in #5#{} chance for\",\r\n                    \"{C:mult}+#3#{} Mult instead\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Leaf Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_exeggutor = {\r\n                name = 'Exeggutor',      \r\n                text = {\r\n                    \"Played {C:hearts}#3#{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult when scored\",\r\n                    \"{C:green}#4# in #5#{} chance for\",\r\n                    \"{X:mult,C:white}X#2#{} Mult instead\",\r\n                } \r\n            },\r\n            j_poke_cubone = {\r\n                name = 'Cubone',\r\n                text = {\r\n                    \"{C:attention}Holding {C:item}Thick Club{}\",\r\n                    \"Gives {C:mult}+#1#{} Mult for\",\r\n                    \"each {C:attention}held consumable\",\r\n                    \"{C:inactive,s:0.8}({C:item,s:0.8}Thick Clubs{C:inactive,s:0.8} count as double){}\",\r\n                    \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves after using {C:attention,s:0.8}#3#{C:inactive,s:0.8} consumables)\",\r\n                } \r\n            },\r\n            j_poke_marowak = {\r\n                name = 'Marowak',      \r\n                text = {\r\n                    \"{C:attention}+#2#{} consumable slots\",\r\n                    \"Gives {X:mult,C:white} X#1# {} Mult for\",\r\n                    \"each {C:attention}held consumable\",\r\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}Thick Clubs{C:inactive,s:0.8} count as double){}\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white} X#3# {C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_hitmonlee = {\r\n                name = 'Hitmonlee',      \r\n                text = {\r\n                    \"{X:mult,C:white}X#1#{} Mult for every card\",\r\n                    \"below {C:attention}#2#{} in your {C:attention}full deck\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_hitmonchan = {\r\n                name = 'Hitmonchan',      \r\n                text = {\r\n                    \"{X:mult,C:white}X#1#{} Mult for every card\",\r\n                    \"above {C:attention}#2#{} in your {C:attention}full deck\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_lickitung = {\r\n                name = 'Lickitung',      \r\n                text = {\r\n                    \"First and second played {C:attention}Jacks{}\",\r\n                    \"give {X:mult,C:white} X#1# {} Mult when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\",\r\n                } \r\n            },\r\n            j_poke_koffing = {\r\n                name = 'Koffing',      \r\n                text = {\r\n                    \"{C:attention}Volatile Left{}\",\r\n                    \"{C:mult}+#1#{} Mult then\",\r\n                    \"debuff self this round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds not debuffed)\",\r\n                } \r\n            },\r\n            j_poke_weezing = {\r\n                name = 'Weezing',      \r\n                text = {\r\n                    \"{C:attention}Volatile Left{}\",\r\n                    \"{C:mult}+#1#{} Mult then\",\r\n                    \"debuff self this round\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Sell this card to {C:attention}disable{}\",\r\n                    \"the current {C:attention}Boss Blind{}\",\r\n                } \r\n            },\r\n            j_poke_rhyhorn = {\r\n                name = 'Rhyhorn',      \r\n                text = {\r\n                    \"Every played {C:attention}Stone{} card\",\r\n                    \"permanently gains\",\r\n                    \"{C:chips}+#1#{} Chips when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_rhydon = {\r\n                name = 'Rhydon',      \r\n                text = {\r\n                    \"Every played {C:attention}Stone{} card permanently\",\r\n                    \"gains {C:chips}+#1#{} Chips when scored\",\r\n                    \"{br:4}ERROR - CONTACT STEAK\",\r\n                    \"Retrigger {C:attention}first{} scored {C:attention}Stone{} card\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_chansey = {\r\n                name = 'Chansey',      \r\n                text = {\r\n                    \"The first {C:attention}#1#{C:inactive} [#2#]{} times a {C:attention}Lucky{} card triggers\",\r\n                    \"each round, add a permanent copy to\",\r\n                    \"your deck and draw it to hand\",\r\n                    \"{C:inactive,s:0.8}(Evolves when deck is >= 25% #3#{C:attention,s:0.8}Lucky{C:inactive,s:0.8} cards)\"\r\n                } \r\n            },\r\n            j_poke_tangela = {\r\n                name = 'Tangela',      \r\n                text = {\r\n                    \"Played {C:attention}Wild{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\r\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#6#{C:inactive,s:0.8} Wild cards)\"\r\n                } \r\n            },\r\n            j_poke_kangaskhan = {\r\n                name = 'Kangaskhan',      \r\n                text = {\r\n                    \"{C:attention}+#1#{} consumable slots\",\r\n                    \"{C:mult}-$#2#{} interest cap\",\r\n                } \r\n            },\r\n            j_poke_mega_kangaskhan = {\r\n                name = 'Mega Kangaskhan',      \r\n                text = {\r\n                    \"Retrigger all played cards\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"Create a {C:attention}Double Tag{} at\",\r\n                    \"end of round if at least\",\r\n                    \"{C:attention}#1# Consumables{} used this round\",\r\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive} Consumables used)\"\r\n                } \r\n            },\r\n            j_poke_horsea = {\r\n                name = 'Horsea',      \r\n                text = {\r\n                    \"Gains {C:mult}+#2#{} Mult\",\r\n                    \"for each {C:attention}6{}\",\r\n                    \"in poker hand\",\r\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +12 Mult)\",\r\n                } \r\n            },\r\n            j_poke_seadra = {\r\n                name = 'Seadra',      \r\n                text = {\r\n                    \"Gains {C:mult}+#2#{} Mult for each scored {C:attention}6{}\",\r\n                    \"Doubled if a {C:attention}King{} is held in hand\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:dragon,s:0.8}Dragon{C:inactive,s:0.8} sticker)\"\r\n                } \r\n            },\r\n            j_poke_goldeen = {\r\n                name = 'Goldeen',      \r\n                text = {\r\n                    \"Retrigger each {C:attention}Gold{} card\",\r\n                    \"{C:attention}held in hand #1#{} time\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_seaking = {\r\n                name = 'Seaking',      \r\n                text = {\r\n                    \"Retrigger each {C:attention}Gold{} card\",\r\n                    \"{C:attention}held in hand #1#{} times\",\r\n                } \r\n            },\r\n            j_poke_staryu = {\r\n                name = 'Staryu',      \r\n                text = {\r\n                    \"Played {C:diamonds}#2#{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult and {C:money}$#3#{} when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Water Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_starmie = {\r\n                name = 'Starmie',      \r\n                text = {\r\n                    \"Played {C:diamonds}#3#{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult and {C:money}$#2#{} when scored\",\r\n                } \r\n            },\r\n            j_poke_mrmime = {\r\n                name = 'Mr. Mime',      \r\n                text = {\r\n                    \"Retrigger leftmost card\",\r\n                    \"{C:attention}held in hand #1#{} times\"\r\n                } \r\n            },\r\n            j_poke_scyther = {\r\n                name = 'Scyther',      \r\n                text = {\r\n                    \"When Blind is selected, destroy Joker\",\r\n                    \"to the right and gain {C:mult}+#2#{} Mult\",\r\n                    \"Gain {C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or {C:dark_edition}Polychrome{}\",\r\n                    \"if it was {C:rare}Rare{} or higher\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:metal,s:0.8}Metal{C:inactive,s:0.8} sticker or a {C:attention,s:0.8}Hard Stone{C:inactive,s:0.8})\",\r\n                } \r\n            },\r\n            j_poke_jynx = {\r\n                name = 'Jynx',      \r\n                text = {\r\n                    \"When {C:attention}Blind{} is selected,\",\r\n                    \"gain {C:attention}+#1#{} hand size if\",\r\n                    \"deck size >= {C:attention}#2#{}\",\r\n                    \"{br:4}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Playing cards{} added to\",\r\n                    \"your deck are {C:attention}duplicated{}\",\r\n                } \r\n            },\r\n            j_poke_electabuzz = {\r\n                name = 'Electabuzz',      \r\n                text = {\r\n                    \"Gains {C:money}$#1#{} of {C:attention}sell value{} when a card\",\r\n                    \"is {C:attention}sold{} and at end of round\",\r\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\r\n                    \"Earn {C:attention}#2#%{} of this Joker's sell value\",\r\n                    \"at end of round {C:inactive}(rounded up){}\",\r\n                    \"{C:inactive}(Currently earns {C:money}$#3#{C:inactive}/$#4# Max)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_magmar = {\r\n                name = 'Magmar',      \r\n                text = {\r\n                    \"If {C:attention}first discard{} of round has only\",\r\n                    \"{C:attention}1{} card, destroy it and gain {C:mult}+#2#{} Mult\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_pinsir = {\r\n                name = 'Pinsir',\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult if a scored card\",\r\n                    \"has the {C:attention}same rank{} as\",\r\n                    \"a card {C:attention}held in hand{}\"\r\n                } \r\n            },\r\n            j_poke_mega_pinsir = {\r\n                name = 'Mega Pinsir',\r\n                text = {\r\n                    \"Played {C:attention}unenhanced{} cards\",\r\n                    \"give {X:mult,C:white} X#1# {} Mult when scored\",\r\n                } \r\n            },\r\n            j_poke_tauros = {\r\n                name = 'Tauros (Leader)',\r\n                text = {\r\n                    \"{C:attention}Tauros{} and {C:attention}Miltank{} Jokers\",\r\n                    \"each give {X:mult,C:white} X#1# {} Mult\",\r\n                    \"{br:4}ERROR - CONTACT STEAK\",\r\n                    \"Rerolls have a {C:green}#2# in #3#{} chance\",\r\n                    \"to add a {C:attention}Tauros (Herd){} to shop\",\r\n                } \r\n            },\r\n            j_poke_taurosh = {\r\n                name = 'Tauros (Herd)',\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult\",\r\n                } \r\n            },\r\n            j_poke_magikarp = {\r\n                name = 'Magikarp',\r\n                text = {\r\n                    \"{C:chips}+#2#{} Chip\",\r\n                    \"Applies {C:attention}Splash{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_gyarados = {\r\n                name = 'Gyarados',\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult\",\r\n                } \r\n            },\r\n            j_poke_mega_gyarados = {\r\n                name = 'Mega Gyarados',\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult\",\r\n                    \"{br:1.5}ERROR - CONTACT STEAK\",\r\n                    \"Disables effect of\",\r\n                    \"every {C:attention}Boss Blind{}\"\r\n                } \r\n            },\r\n            j_poke_lapras = {\r\n                name = 'Lapras',\r\n                text = {\r\n                    \"{C:chips}+#2#{} Chips for each\",\r\n                    \"{C:attention}Blind{} skipped this run\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Visit the {C:attention}shop{}\",\r\n                    \"after skipping\",\r\n                    \"{C:inactive}(Currently {C:chips}+#1# {C:inactive}Chips)\"\r\n                } \r\n            },\r\n            j_poke_ditto = {\r\n                name = 'Ditto',\r\n                text = {\r\n                    \"{C:attention}Volatile Right{}\",\r\n                    \"{C:attention}Transforms{} into leftmost\",\r\n                    \"Joker with {C:attention}Perishable{}\",\r\n                    \"and a {X:colorless,C:white}Colorless{} sticker\",\r\n                    \"at the end of {C:attention}shop\",\r\n                    \"{C:inactive,s:0.8}(Excludes Dittos)\",\r\n                } \r\n            },\r\n            j_poke_eevee = {\r\n                name = 'Eevee',\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult on {C:attention}first\",\r\n                    \"{C:attention}hand{} of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves with...a lot)\",\r\n                } \r\n            },\r\n            j_poke_vaporeon = {\r\n                name = 'Vaporeon',\r\n                text = {\r\n                    \"Every played {C:attention}card{}\",\r\n                    \"permanently gains\",\r\n                    \"{C:chips}+#1#{} Chips when scored\",\r\n                    \"{C:attention}Doubled{} for {C:attention}Bonus{} cards\"\r\n                } \r\n            },\r\n            j_poke_jolteon = {\r\n                name = 'Jolteon',\r\n                text = {\r\n                    \"Earn {C:money}$#1#{} for each\",\r\n                    \"discarded {C:attention}Gold{} card\",\r\n                } \r\n            },\r\n            j_poke_flareon = {\r\n                name = 'Flareon',\r\n                text = {\r\n                    \"First {C:attention}Mult{} card\",\r\n                    \"held in hand\", \r\n                    \"gives {X:mult,C:white} X#1# {} Mult\"\r\n                } \r\n            },\r\n            j_poke_porygon = {\r\n                name = 'Porygon',\r\n                text = {\r\n                    \"{C:pink}+1{} Energy Limit\",\r\n                    \"Create an {C:pink}Energy{} card when\",\r\n                    \"any {C:attention}Booster Pack{} is opened\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:item,s:0.8}Upgrade{C:inactive,s:0.8})\",\r\n                } \r\n            },\r\n            j_poke_omanyte = {\r\n                name = 'Omanyte',\r\n                text = {\r\n                    \"{C:attention}Ancient #1#s{}\",\r\n                    \"{X:attention,C:white}1+{} : Create a {C:tarot}Tarot{} card\",\r\n                    \"{X:attention,C:white}2+{} : Earn {C:money}$#2#{}\",\r\n                    \"{X:attention,C:white}3+{} : Create a {C:item}Item{} card\",\r\n                    \"{C:inactive,s:0.8}(Must have room)\",\r\n                    \"{C:inactive,s:0.8}(Trigger {X:attention,C:white,s:0.8}3+{C:inactive,s:0.8} ability {C:attention,s:0.8}#3#{C:inactive,s:0.8} times to evolve)\"\r\n                } \r\n            },\r\n            j_poke_omastar = {\r\n                name = 'Omastar',\r\n                text = {\r\n                    \"{C:attention}Ancient #1#s{}\",\r\n                    \"{X:attention,C:white}1+{} : Create a {C:tarot}Tarot{} card\",\r\n                    \"{X:attention,C:white}2+{} : Earn {C:money}$#2#{}\",\r\n                    \"{X:attention,C:white}3+{} : Create a {C:item}Item{} card\",\r\n                    \"{C:inactive,s:0.8}(Must have room)\",\r\n                    \"{X:attention,C:white}4+{} : Create a {C:attention}Tag{} once per round{C:inactive}#3#{}\",\r\n                } \r\n            },\r\n            j_poke_kabuto = {\r\n                name = 'Kabuto',\r\n                text = {\r\n                    \"{C:attention}Ancient #1#s{}\",\r\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} Chips\",\r\n                    \"{X:attention,C:white}2+{} : {}Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\r\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} Chips\",\r\n                    \"{C:inactive,s:0.8}(Trigger {X:attention,C:white,s:0.8}3+{C:inactive,s:0.8} ability {C:attention,s:0.8}#5#{C:inactive,s:0.8} times to evolve)\"\r\n                } \r\n            },\r\n            j_poke_kabutops = {\r\n                name = 'Kabutops',\r\n                text = {\r\n                    \"{C:attention}Ancient #1#s{}\",\r\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} Chips\",\r\n                    \"{X:attention,C:white}2+{} : {}Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\r\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} Chips\",\r\n                    \"{X:attention,C:white}4+{} : {}Retrigger all played {C:attention}#1#s{}\",\r\n                } \r\n            },\r\n            j_poke_aerodactyl = {\r\n                name = 'Aerodactyl',\r\n                text = {\r\n                    \"{C:attention}Ancient #1#s{}\",\r\n                    \"{X:attention,C:white}1+{} : {X:mult,C:white}X#2#{} Mult\",\r\n                    \"{X:attention,C:white}2+{} : Gains {X:mult,C:white}X#3#{} Mult\",\r\n                    \"{X:attention,C:white}3+{} : The first scoring unenhanced {C:attention}#1#{}\",\r\n                    \"becomes a {C:attention}Glass{} card\",\r\n                    \"{X:attention,C:white}4+{} : {C:attention}Double{} this Joker's {X:mult,C:white}X{} Mult\",\r\n                    \"{C:inactive}(Resets at end of round){}\",\r\n                } \r\n            },\r\n            j_poke_mega_aerodactyl = {\r\n                name = 'Mega Aerodactyl',\r\n                text = {\r\n                    \"Played {C:attention}#1#s{} give {X:mult,C:white} X#2# {} Mult for each\",\r\n                    \"{C:attention}#1#{} in played hand when scored\",\r\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\r\n                    \"{C:green}#3# in #4#{} chance for each\",\r\n                    \"played {C:attention}#1#{} to be destroyed\",\r\n                } \r\n            },\r\n            j_poke_snorlax = {\r\n                name = 'Snorlax',\r\n                text = {\r\n                    \"{C:attention}Holding {C:item}Leftovers{}\",\r\n                    \"At end of round gain {X:mult,C:white}X#1#{} Mult\",\r\n                    \"for each {C:item}Leftovers{} you have\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white} X#2# {C:inactive} Mult)\"\r\n                } \r\n            },\r\n            j_poke_articuno = {\r\n                name = 'Articuno',\r\n                text = {\r\n                    \"Add {C:attention}Foil{} and a {C:attention}seal{}\",\r\n                    \"to leftmost scoring card\",\r\n                    \"in played hand\"\r\n                } \r\n            },\r\n            j_poke_zapdos = {\r\n                name = 'Zapdos',\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult for\",\r\n                    \"every {C:money}$#2#{} you have\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_moltres = {\r\n                name = 'Moltres',\r\n                text = {\r\n                    \"Upgrade the {C:attention}first discarded{}\",\r\n                    \"poker hand each round\",\r\n                    \"by {C:attention}3{} levels\"\r\n                } \r\n            },\r\n            j_poke_dratini = {\r\n                name = 'Dratini',\r\n                text = {\r\n                    \"Gains {C:mult}+#2#{} Mult\",\r\n                    \"if played hand has\",\r\n                    \"{C:attention}#3#{} or fewer cards\",\r\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +#4# Mult)\",\r\n                } \r\n            },\r\n            j_poke_dragonair = {\r\n                name = 'Dragonair',\r\n                text = {\r\n                    \"Gains {C:mult}+#2#{} Mult\",\r\n                    \"if played hand has\",\r\n                    \"{C:attention}#3#{} or fewer cards\",\r\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +#4# Mult)\",\r\n                } \r\n            },\r\n            j_poke_dragonite = {\r\n                name = 'Dragonite',\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult\",\r\n                    \"{br:1.6}ERROR - CONTACT STEAK\",\r\n                    \"Retrigger played card {C:attention}#2#{} times\",\r\n                    \"if played hand is\",\r\n                    \"exactly {C:attention}1{} card\"\r\n                } \r\n            },\r\n            j_poke_mewtwo = {\r\n                name = 'Mewtwo',\r\n                text = {\r\n                    \"When {C:attention}Boss Blind{} is defeated, create a\",\r\n                    \"{C:dark_edition}Polychrome{} {C:attention}duplicate{} of leftmost\",\r\n                    \"{C:attention}Joker{} and {C:pink}Energize{} the {C:attention}duplicate{}\",\r\n                    \"then destroy leftmost {C:attention}Joker{}\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"{C:dark_edition}Polychrome{} Jokers give {X:mult,C:white} X#1# {} Mult\",\r\n                    \"{C:inactive}(Can't destroy self)\",\r\n                } \r\n            },\r\n            j_poke_mega_mewtwo_x = {\r\n                name = \"Mega Mewtwo X\",\r\n                text = {\r\n                    \"All Jokers give {X:mult,C:white} X#1# {} Mult\",\r\n                } \r\n            },\r\n            j_poke_mega_mewtwo_y = {\r\n                name = \"Mega Mewtwo Y\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost {C:attention}Joker twice{}\",\r\n                    \"at the end of {C:attention}shop\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:pink}+1{} Energy Limit when\",\r\n                    \"{C:attention}Boss Blind{} is defeated\",\r\n                    \"{C:inactive}(Can't {C:pink}Energize{C:inactive} self)\",\r\n                } \r\n            },\r\n            j_poke_mew = {\r\n                name = 'Mew',\r\n                text = {\r\n                    \"At the end of the {C:attention}shop{},\",\r\n                    \"create a {C:dark_edition}Negative{} {C:tarot}Tarot{},\",\r\n                    \"{C:spectral}Spectral{} or {C:item}Item{} card\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"{C:green}#1#%{} chance to create a\",\r\n                    \"{C:dark_edition}Negative{} Joker {C:attention}instead{}\",\r\n                    \"{C:inactive,s:0.8}(Odds can't be increased){}\",\r\n                } \r\n            },\r\n            j_poke_chikorita = {\r\n                name = 'Chikorita',\r\n                text = {\r\n                    \"{C:attention}+#1#{} hand size\",\r\n                    \"Every card held in hand\",\r\n                    \"beyond the {C:attention}fourth{} earns\",\r\n                    \"{C:money}$#2#{} at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_bayleef = {\r\n                name = 'Bayleef',\r\n                text = {\r\n                    \"{C:attention}+#1#{} hand size\",\r\n                    \"Every card held in hand\",\r\n                    \"beyond the {C:attention}second{} earns\",\r\n                    \"{C:money}$#2#{} at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_meganium = {\r\n                name = 'Meganium',\r\n                text = {\r\n                    \"{C:attention}+#1#{} hand size\",\r\n                    \"Every card held in hand\",\r\n                    \"earns {C:money}$#2#{} at end of round\",\r\n                }\r\n            },\r\n            j_poke_cyndaquil = {\r\n                name = 'Cyndaquil',\r\n                text = {\r\n                    \"{C:red}+#1#{} discard\",\r\n                    \"{C:mult}+#2#{} Mult for each\",\r\n                    \"remaining {C:attention}discard{}\",\r\n                    \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_quilava = {\r\n                name = 'Quilava',\r\n                text = {\r\n                    \"{C:red}+#1#{} discard\",\r\n                    \"{C:mult}+#2#{} Mult for each\",\r\n                    \"remaining {C:attention}discard{}\",\r\n                    \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_typhlosion = {\r\n                name = 'Typhlosion',\r\n                text = {\r\n                    \"{C:red}+#1#{} discard\",\r\n                    \"{C:mult}+#2#{} Mult and {X:mult,C:white} X#3# {} Mult for\",\r\n                    \"each remaining {C:attention}discard{}\",\r\n                    \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult and {X:mult,C:white} X#5# {C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_totodile = {\r\n                name = 'Totodile',\r\n                text = {\r\n                    \"{C:blue}+#1#{} hand\",\r\n                    \"{C:chips}+#2#{} Chips for each card\",\r\n                    \"played this round\",\r\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive} Chips)\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#4#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_croconaw = {\r\n                name = 'Croconaw',\r\n                text = {\r\n                    \"{C:blue}+#1#{} hand\",\r\n                    \"{C:chips}+#2#{} Chips for each card\",\r\n                    \"played this round\",\r\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive} Chips)\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#4#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_feraligatr = {\r\n                name = 'Feraligatr',\r\n                text = {\r\n                    \"{C:blue}+#1#{} hand\",\r\n                    \"{C:chips}+#2#{} Chips for each card\",\r\n                    \"played this round\",\r\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive} Chips)\",\r\n                }\r\n            },\r\n            j_poke_sentret = {\r\n                name = 'Sentret',\r\n                text = {\r\n                    \"{C:mult}+#2#{} Mult per\",\r\n                    \"{C:attention}consecutive{} hand played that\",\r\n                    \"isn't the last played hand\",\r\n                    \"{C:inactive}(Last hand: {C:attention}#3#{C:inactive})\",\r\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +15 Mult)\",\r\n                }\r\n            },\r\n            j_poke_furret = {\r\n                name = 'Furret',\r\n                text = {\r\n                    \"{C:mult}+#2#{} Mult when played hand\",\r\n                    \"isn't the last played hand\",\r\n                    \"{C:inactive}(Last hand: {C:attention}#3#{C:inactive})\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\r\n                }  \r\n            },\r\n            j_poke_hoothoot = {\r\n                name = 'Hoothoot',\r\n                text = {\r\n                    \"{C:purple}+#1# Foresight\",\r\n                    \"Each {C:attention}Foreseen{} card\",\r\n                    \"gives their total Chips\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_noctowl = {\r\n                name = 'Noctowl',\r\n                text = {\r\n                    \"{C:purple}+#1# Foresight\",\r\n                    \"Each {C:attention}Foreseen{} card\",\r\n                    \"gives their total Chips\",\r\n                }\r\n            },\r\n            j_poke_ledyba = {\r\n                name = \"Ledyba\",\r\n                text = {\r\n                  \"{C:mult}+#1#{} Mult for every {C:attention}5{} cards\",\r\n                  \"remaining in deck\",\r\n                  \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\r\n                  \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\r\n                }\r\n            },\r\n            j_poke_ledian = {\r\n                name = \"Ledian\",\r\n                text = {\r\n                  \"{C:mult}+#1#{} Mult for every {C:attention}3{} cards\",\r\n                  \"remaining in deck\",\r\n                  \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_spinarak = {\r\n                name = \"Spinarak\",\r\n                text = {\r\n                  \"{C:chips}+#1#{} Chips\",\r\n                  \"{C:green}#2# in #3#{} for {C:chips}+#5#{} Chips instead\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#4#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_ariados = {\r\n              name = \"Ariados\",\r\n              text = {\r\n                \"{C:chips}+#1#{} Chips\",\r\n                \"{C:green}#2# in #3#{} for {C:chips}+#4#{} Chips instead\",\r\n              }\r\n            },\r\n            j_poke_crobat = {\r\n                name = 'Crobat',\r\n                text = {\r\n                    \"For each scoring {C:attention}Enhancement{} gain\",\r\n                    \"{C:mult}+#2#{} Mult, {C:chips}+#4#{} Chips, {X:mult,C:white}X#6#{} Mult, or\",\r\n                    \"increase payout by {C:money}$#8#{},\",\r\n                    \"removes card {C:attention}Enhancement\",\r\n                    \"{C:inactive,s:0.9}(Value based on Enhancement type){}\",\r\n                    \"{C:inactive,s:0.9}(Currently {C:chips,s:0.9}+#3#{C:inactive,s:0.9}, {C:mult,s:0.9}+#1#{C:inactive,s:0.9}, {X:mult,C:white,s:0.9}X#5#{C:inactive,s:0.9}, {C:money,s:0.9}$#7#{C:inactive,s:0.9} at end of round)\"\r\n                } \r\n            },\r\n            j_poke_chinchou = {\r\n                name = \"Chinchou\",\r\n                text = {\r\n                  \"Gives {C:chips}+#1#{} Chips and earns {C:money}$#2#{}\",\r\n                  \"if played hand contains a {C:attention}Pair\",\r\n                  \"{C:inactive}(Evolves after {C:attention}#3#{C:inactive} rounds)\",\r\n                }\r\n            },\r\n            j_poke_lanturn = {\r\n                name = \"Lanturn\",\r\n                text = {\r\n                  \"Gives {C:chips}+#1#{} Chips and earns {C:money}$#2#{}\",\r\n                  \"if played hand contains a {C:attention}Pair\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"{C:chips}+#3#{} Chips extra per {X:water,C:white}Water{} Joker\",\r\n                  \"{C:money}$#4#{} extra per {X:lightning,C:black}Lightning{} Joker\",\r\n                  \"{C:inactive}(Currently {C:chips}+#6#{C:inactive} Chips and {C:money}$#5#{C:inactive})\"\r\n                }\r\n            },\r\n            j_poke_pichu = {\r\n                name = 'Pichu',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#2# {} Mult\",\r\n                    \"Earn {C:money}$#1#{} at\",\r\n                    \"end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_cleffa = {\r\n                name = 'Cleffa',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Creates a {C:dark_edition}Negative{} copy of\",\r\n                    \"{C:tarot}The Moon{} at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_igglybuff = {\r\n                name = 'Igglybuff',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Creates a {C:dark_edition}Negative{} copy of\",\r\n                    \"{C:tarot}The World{} at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_togepi = {\r\n                name = 'Togepi',\r\n                text = {\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_togetic = {\r\n                name = 'Togetic',\r\n                text = {\r\n                    \"{C:attention}Lucky{} cards have\",\r\n                    \"a {C:green}#1# in #2#{} chance to give {C:chips}+#4#{} Chips\",\r\n                    \"and a {C:green}#1# in #3#{} chance to give {X:mult,C:white}X#5#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Shiny Stone{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_natu = {\r\n                name = 'Natu',\r\n                text = {\r\n                    \"{C:planet}Planet{} cards give an extra level\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_xatu = {\r\n                name = 'Xatu',\r\n                text = {\r\n                    \"{C:planet}Planet{} cards give an extra level\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:planet}Celestial Packs{} contain every\",\r\n                    \"{C:attention}available{} {C:planet}Planet{} card\"\r\n                }\r\n            },\r\n            j_poke_mareep = {\r\n                name = \"Mareep\",\r\n                text = {\r\n                  \"Gains {X:mult,C:white}X#2#{} Mult when one or more\",\r\n                  \"{C:attention}playing cards{} are {C:attention}added{} to deck\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"Loses {X:mult,C:white}X#3#{} Mult when one or more\",\r\n                  \"{C:attention}playing cards{} are {C:attention}destroyed\",\r\n                  \"{C:inactive}(Evolves at {X:mult,C:white}X#1#{C:inactive} / X#4# Mult)\",\r\n                }\r\n            },\r\n            j_poke_flaaffy = {\r\n                name = \"Flaaffy\",\r\n                text = {\r\n                  \"Gains {X:mult,C:white}X#2#{} Mult when one or more\",\r\n                  \"{C:attention}playing cards{} are {C:attention}added{} to deck\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"Loses {X:mult,C:white}X#3#{} Mult when one or more\",\r\n                  \"{C:attention}playing cards{} are {C:attention}destroyed\",\r\n                  \"{C:inactive}(Evolves at {X:mult,C:white}X#1#{C:inactive} / X#4# Mult)\",\r\n                }\r\n            },\r\n            j_poke_ampharos = {\r\n                name = \"Ampharos\",\r\n                text = {\r\n                  \"Gains {X:mult,C:white}X#2#{} Mult when one or more\",\r\n                  \"{C:attention}playing cards{} are {C:attention}added{} to deck\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_mega_ampharos = {\r\n                name = \"Mega Ampharos\",\r\n                text = {\r\n                  \"{X:mult,C:white} X#1# {} Mult\",\r\n                  \"When Blind is selected, increase\",\r\n                  \"hand size to {C:attention}half{} your\",\r\n                  \"deck size then lose all\",\r\n                  \"discards and all but {C:attention}1{} hand\",\r\n                  \"{C:inactive}(rounded up, currently {C:attention}#2#{C:inactive})\"\r\n                }\r\n            },\r\n            j_poke_marill = {\r\n                name = 'Marill',\r\n                text = {\r\n                    \"{X:mult,C:white}X#2#{} Mult if played hand\",\r\n                    \"contains a scoring {C:attention}unenhanced{} card\",\r\n                    \"and a scoring {C:attention}enhanced{} card\",\r\n                    \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#1#{C:inactive,s:0.8} Bonus cards)\",\r\n                }\r\n            },\r\n            j_poke_azumarill = {\r\n                name = 'Azumarill',\r\n                text = {\r\n                    \"{X:mult,C:white}X#1#{} Mult\",\r\n                    \"Gives {C:attention}double{} {X:mult,C:white}X{} Mult if played hand\",\r\n                    \"contains a scoring {C:attention}non-Bonus{} card\",\r\n                    \"and a scoring {C:attention}Bonus{} card\"\r\n                }\r\n            },\r\n            j_poke_sudowoodo = {\r\n                name = \"Sudowoodo\",\r\n                text = {\r\n                  \"Retrigger all {C:attention}played{} and\",\r\n                  \"{C:attention}held{} {C:attention}face{} cards\",\r\n                }\r\n            },\r\n            j_poke_weird_tree = {\r\n                name = \"Weird Tree\",\r\n                text = {\r\n                  \"{C:attention}Type Changer: {X:grass,C:white}Grass{}\",\r\n                  \"{C:}Transforms{} at end of round\",\r\n                  \"if this Joker isn't\",\r\n                  \"a {X:grass,C:white}Grass{} type or you\",\r\n                  \"have a {X:water,C:white}Water{} type\"\r\n                }\r\n            },\r\n            j_poke_bellossom = {\r\n                name = 'Bellossom',\r\n                text = {\r\n                    \"Played cards with {C:attention}odd{} rank\",\r\n                    \"give {C:mult}+#1#{} Mult or become {C:attention}Wild{}\",\r\n                    \"or {C:attention}Seed{} cards when scored\",\r\n                    \"If already {C:attention}enhanced{}, adds {C:dark_edition}Foil{},\",\r\n                    \"{C:dark_edition}Holographic{} or {C:dark_edition}Polychrome{} edition\"\r\n                } \r\n            },\r\n            j_poke_politoed = {\r\n                name = 'Politoed',\r\n                text = {\r\n                    \"Retrigger first scoring {V:1}#2#{}\",\r\n                    \"then retrigger it again for\",\r\n                    \"each {X:water,C:white}Water{} Joker you have,\",\r\n                    \"suit cycles after scoring\",\r\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\"\r\n                } \r\n            },\r\n            j_poke_hoppip = {\r\n                name = 'Hoppip',\r\n                text = {\r\n                    \"{C:attention}+#1#{} hand size\",\r\n                    \"First two {C:attention}discarded cards{}\",\r\n                    \"become {C:attention}Seed{} cards\",\r\n                    \"{S:1.1,C:red,E:2}self destructs{} on discard\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_skiploom = {\r\n                name = 'Skiploom',\r\n                text = {\r\n                    \"{C:attention}+#1#{} hand size\",\r\n                    \"First three {C:attention}discarded cards{}\",\r\n                    \"become {C:attention}Seed{} cards\",\r\n                    \"{S:1.1,C:red,E:2}self destructs{} on discard\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_jumpluff = {\r\n                name = 'Jumpluff',\r\n                text = {\r\n                    \"{C:attention}+#1#{} hand size\",\r\n                    \"All {C:attention}discarded cards{}\",\r\n                    \"become {C:attention}Seed{} cards\",\r\n                    \"{S:1.1,C:red,E:2}self destructs{} on discard\",\r\n                }\r\n            },\r\n            j_poke_aipom = {\r\n              name = \"Aipom\",\r\n              text = {\r\n                \"{C:attention}-#3#{} card selection limit\",\r\n                \"{C:inactive}(play/discard limits)\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"All {C:attention}Flushes{} and {C:attention}Straights{} can\",\r\n                \"be made with {C:attention}3{} cards\",\r\n                \"{C:inactive,s:0.8}(Evolves after playing {C:attention,s:0.8}#1#{C:inactive,s:0.8} Straights and {C:attention,s:0.8}#2#{C:inactive,s:0.8} Flushes){}\"\r\n              }\r\n            },\r\n            j_poke_sunkern = {\r\n                name = 'Sunkern',\r\n                text = {\r\n                    \"Earn {C:money}$#1#{} when {C:attention}Blind{} is selected\",\r\n                    \"and when hand is {C:attention}played{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Sun Stone{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_sunflora = {\r\n                name = 'Sunflora',\r\n                text = {\r\n                    \"Earn {C:money}$#1#{} when {C:attention}Blind{} is selected,\",\r\n                    \"hand is {C:attention}played{}, hand is {C:attention}discarded{},\",\r\n                    \"consumable is {C:attention}used{} and at end of round\",\r\n                }\r\n            },\r\n            j_poke_wooper = {\r\n                name = \"Wooper\",\r\n                text = {\r\n                  \"{C:mult}+#1#{} Mult\",\r\n                  \"{C:mult}-#3#{} Mult for each {C:attention}face{}\",\r\n                  \"card remaining in {C:attention}deck\",\r\n                  \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult)\",\r\n                  \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\r\n                }\r\n            },\r\n            j_poke_quagsire = {\r\n                name = \"Quagsire\",\r\n                text = {\r\n                  \"{C:mult}+#1#{} Mult\",\r\n                  \"{C:mult}-#2#{} Mult for each {C:attention}face{}\",\r\n                  \"card remaining in {C:attention}deck\",\r\n                  \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_yanma = {\r\n              name = \"Yanma\",\r\n              text = {\r\n                \"Each played {C:attention}3{} or {C:attention}6{} gives\",\r\n                \"{C:chips}+#2#{} Chips and {C:mult}+#1#{} Mult when scored\",\r\n                \"{C:green}#5# in #6#{} chance for {C:chips}+#4#{} Chips\",\r\n                \"and {C:mult}+#3#{} Mult instead\",\r\n                \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#7#{C:inactive,s:0.8} 3s or 6s)\"\r\n              }\r\n            },\r\n            j_poke_espeon = {\r\n                name = 'Espeon',\r\n                text = {\r\n                    \"Retrigger each played {C:attention}#3#{}\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"Each scored {V:1}#4#{} card\",\r\n                    \"gives {X:mult,C:white}X#2#{} Mult\",\r\n                    \"{C:inactive,s:0.7}Rank and Suit change every round{}\"\r\n                } \r\n            },\r\n            j_poke_umbreon = {\r\n                name = 'Umbreon',\r\n                text = {\r\n                    \"If first {C:attention}discarded{} hand\",\r\n                    \"is a {C:attention}#1#{}\",\r\n                    \"increase level of most\",\r\n                    \"played {C:attention}poker hand\",\r\n                    \"{C:inactive,s:0.7}Hand changes every round{}\"\r\n                } \r\n            },\r\n            j_poke_murkrow = {\r\n              name = \"Murkrow\",\r\n              text = {\r\n                \"{X:mult,C:white} X#1# {} Mult for each\",\r\n                \"{X:dark,C:white}Dark{} Joker you have\",\r\n                \"{C:inactive}(Currently {X:mult,C:white} X#2#{C:inactive} Mult)\",\r\n                \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\"\r\n              }\r\n            },\r\n            j_poke_slowking = {\r\n                name = 'Slowking',\r\n                text = {\r\n                    \"Played {C:attention}Kings{} give\",\r\n                    \"{X:mult,C:white}X#1#{} Mult when scored\",\r\n                    \"Increases by {X:mult,C:white}X#2#{} Mult\",\r\n                    \"when hand is played\",\r\n                    \"{C:inactive,s:0.8}(Resets at end of round)\",\r\n                }\r\n            },\r\n            j_poke_misdreavus = {\r\n                name = 'Misdreavus',\r\n                text = {\r\n                    \"Played {C:attention}face{} cards permanently\",\r\n                    \"lose up to {C:chips}#1#{} Chips when scored\",\r\n                    \"Gain lost Chips\",\r\n                    \"{C:inactive}(Currently {C:chips}+#2#{C:inactive} Chips)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\",\r\n                }\r\n            },\r\n            j_poke_unown = {\r\n                name = \"Unown\",\r\n                text = {\r\n                  \"{C:attention}Nature:{} {C:inactive}({C:attention}#2#{C:inactive})\",\r\n                  \"{C:mult}+#1#{} Mult if played hand\",\r\n                  \"contains a {C:attention}Nature{} card\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{S:1.1,C:red,E:2}self destructs{} at end of round\",\r\n                }\r\n            },\r\n            j_poke_wobbuffet = {\r\n              name = \"Wobbuffet\",\r\n              text = {\r\n                \"Retrigger each played\",\r\n                \"{C:attention}6{}, {C:attention}7{}, {C:attention}8{}, {C:attention}9{} or {C:attention}10{}\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{C:attention}Volatile Left{}\",\r\n                \"When {C:attention}Blind{} is selected\",\r\n                \"add {C:attention}Eternal{} to rightmost Joker\",\r\n              }\r\n            },\r\n            j_poke_girafarig = {\r\n              name = \"Girafarig\",\r\n              text = {\r\n                \"First and last {C:attention}face{} cards\",\r\n                \"give {X:mult,C:white}X#1#{} Mult when scored\",\r\n                \"if played hand contains a {C:attention}Two Pair{}\",\r\n                \"{C:inactive,s:0.8}(Evolves after using a {C:attention,s:0.8}Death{C:inactive,s:0.8} on {C:attention,s:0.8}2{C:inactive,s:0.8} face cards){}\"\r\n              }\r\n            },\r\n            j_poke_pineco = {\r\n              name = \"Pineco\",\r\n              text = {\r\n                \"{C:attention}Volatile Left{}\",\r\n                \"{C:chips}+#1#{} Chips then\",\r\n                \"debuff self this round\",\r\n                \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds not debuffed)\",\r\n              }\r\n            },\r\n            j_poke_forretress = {\r\n              name = \"Forretress\",\r\n              text = {\r\n                \"{C:attention}Volatile Left{}\",\r\n                \"{C:chips}+#1#{} Chips then\",\r\n                \"debuff self this round\",\r\n                \"Gives {C:attention}Double{} Chips if a\",\r\n                \"{C:attention}Steel{} card is {C:attention}held{} in hand\",\r\n              }\r\n            },\r\n            j_poke_dunsparce = {\r\n                name = 'Dunsparce',\r\n                text = {\r\n                  \"{C:inactive}Does nothing...?\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{S:1.1,C:red,E:2}self destructs{} at the end of {C:attention}shop\",\r\n                  \"if you {C:green}Reroll{}\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_gligar = {\r\n                name = 'Gligar',\r\n                text = {\r\n                    \"Played cards give {X:mult,C:white}X#1#{} Mult\",\r\n                    \"for each {V:1}#2#{} {C:attention}held{} in hand\",\r\n                    \"{C:inactive, s:0.8}(Suit changes every round)\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\",\r\n                }\r\n            },\r\n            j_poke_steelix = {\r\n                name = 'Steelix',\r\n                text = {\r\n                    \"The leftmost scoring card of\",\r\n                    \"{C:attention}first hand{} of round becomes a {C:attention}Steel{} card\",\r\n                    \"{br:4}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Stone{} cards held in hand become {C:attention}Steel{}\"\r\n                } \r\n            },\r\n            j_poke_mega_steelix = {\r\n                name = \"Mega Steelix\",\r\n                text = {\r\n                  \"Earn {C:money}$#1#{} for each {C:diamonds}#2#{} in your\",\r\n                  \"{C:attention}full deck{} at end of round\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{C:diamonds}non-#2#{} {C:attention}Steel{} cards\",\r\n                  \"held in hand become {C:diamonds}#3#{}\",\r\n                  \"then lose their {C:attention}Enhancement{}\",\r\n                }\r\n            },\r\n            j_poke_snubbull = {\r\n                name = 'Snubbull',\r\n                text = {\r\n                    \"First played {C:attention}face{} card\",\r\n                    \"gives {X:mult,C:white}X#1#{} Mult when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_granbull = {\r\n                name = 'Granbull',\r\n                text = {\r\n                    \"First played {C:attention}face{} card\",\r\n                    \"gives {X:mult,C:white}X#2#{} Mult when scored if it\",\r\n                    \"is a {C:attention}Queen{} and {X:mult,C:white}X#1#{} Mult otherwise\",\r\n                }\r\n            },\r\n            j_poke_qwilfish = {\r\n                name = 'Qwilfish',\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer\",\r\n                    \"Gain {C:chips}+#2#{} Chips when\",\r\n                    \"an {C:attention}enhanced{} card\",\r\n                    \"is destroyed\",\r\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive} Chips)\",\r\n                }\r\n            },\r\n            j_poke_scizor = {\r\n                name = 'Scizor',\r\n                text = {\r\n                    \"When {C:attention}Blind{} is selected, destroy Joker\",\r\n                    \"to the right and gain {C:mult}+#4#{} Mult\",\r\n                    \"Gain {C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or {C:dark_edition}Polychrome{}\",\r\n                    \"if it was {C:red}Rare{} or higher\",\r\n                    \"Those editions {C:attention}stack{} on this Joker\",\r\n                    \"{C:inactive,s:0.8}(Matches destroyed Joker's edition if able){}\",\r\n                    \"{C:inactive}(Currently {C:chips}+#2#{} {C:inactive}Chips, {C:mult}+#1#{} {C:inactive}Mult, {X:mult,C:white}X#3#{} {C:inactive}Mult)\"\r\n                } \r\n            },\r\n            j_poke_mega_scizor = {\r\n                name = \"Mega Scizor\",\r\n                text = {\r\n                  \"{C:blue}Common{} Jokers give {X:mult,C:white} X#1# {} Mult\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Destroy all {C:blue}Common{} Jokers\",\r\n                  \"at end of round\"\r\n                }\r\n            },\r\n            j_poke_shuckle = {\r\n                name = \"Shuckle\",\r\n                text = {\r\n                  \"When {C:attention}Blind{} is selected, destroy\",\r\n                  \"leftmost {C:attention}Consumable{} and\",\r\n                  \"create a {C:item}Berry Juice{} card\",\r\n                  \"{C:inactive}(Can't destroy {C:item}Berry Juice{C:inactive})\"\r\n                }\r\n            },\r\n            j_poke_sneasel = {\r\n                name = 'Sneasel',\r\n                text = {\r\n                    \"If played hand is a single {C:attention}#1#{}\",\r\n                    \"destroy it and earn {C:money}$#2#\",\r\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\",\r\n                }\r\n            },\r\n            j_poke_teddiursa = {\r\n              name = \"Teddiursa\",\r\n              text = {\r\n                \"Gains {C:mult}+#2#{} Mult when any\",\r\n                \"{C:attention}Booster Pack{} is skipped\",\r\n                \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / #3# Mult)\",\r\n              }\r\n            },\r\n            j_poke_ursaring = {\r\n              name = \"Ursaring\",\r\n              text = {\r\n                \"Gains {C:mult}+#2#{} Mult and\",\r\n                \"creates an {C:item}Item{} when any\",\r\n                \"{C:attention}Booster Pack{} is skipped {C:inactive,s:0.8}(Must have room)\",\r\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\",\r\n              }\r\n            },\r\n            j_poke_slugma = {\r\n              name = \"Slugma\",\r\n              text = {\r\n                \"Every {C:attention}4{} {C:inactive}[#4#]{} hands played, destroy\",\r\n                \"first card {C:attention}held{} in hand after scoring\",\r\n                \"and this Joker gains {C:chips}+#2#{} Chips\",\r\n                \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / #3# Chips)\",\r\n              }\r\n            },\r\n            j_poke_magcargo = {\r\n                name = \"Magcargo\",\r\n                text = {\r\n                  \"Every {C:attention}3{} {C:inactive}[#3#]{} hands played, destroy\",\r\n                  \"first card {C:attention}held{} in hand after scoring\",\r\n                  \"and this Joker gains {C:chips}+#2#{} Chips\",\r\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\r\n                }\r\n            },\r\n            j_poke_swinub = {\r\n                name = \"Swinub\",\r\n                text = {\r\n                  \"First played card gives {C:mult}+#1#{} Mult for each\",\r\n                  \"{C:attention}Stone{} and {C:attention}Glass{} Card in poker hand\",\r\n                  \"{br:2}text needs to be here to work\",\r\n                  \"{C:green}#3# in #4#{} chance to earn {C:money}$#2#{} \",\r\n                  \"at end of round\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#5#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_piloswine = {\r\n              name = \"Piloswine\",\r\n              text = {\r\n                \"First played card gives {C:mult}+#1#{} Mult for each\",\r\n                \"{C:attention}Stone{} and {C:attention}Glass{} card in poker hand\",\r\n                \"{br:2}text needs to be here to work\",\r\n                \"{C:green}#3# in #4#{} chance to earn {C:money}$#2#{} \",\r\n                \"at end of round\",\r\n                \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#5#{C:inactive,s:0.8} Stone or Glass cards)\",\r\n              }\r\n            },\r\n            j_poke_heracross = {\r\n                name = 'Heracross',\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult if no scored cards\",\r\n                    \"have the {C:attention}same rank{} as\",\r\n                    \"a card {C:attention}held in hand{}\"\r\n                }\r\n            },\r\n            j_poke_mega_heracross = {\r\n                name = \"Mega Heracross\",\r\n                text = {\r\n                  \"Retrigger all played cards {C:attention}twice{}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Debuffs self this round\",\r\n                  \"if you play or discard\",\r\n                  \"less than {C:attention}5{} cards\",\r\n                  \"{C:inactive}(debuffs before scoring)\"\r\n                }\r\n            },\r\n            j_poke_corsola = {\r\n              name = 'Corsola',\r\n              text = {\r\n                \"When {C:attention}Blind{} is selected, gain {C:mult}+#1#{} Mult\",\r\n                \"for each {X:water,C:white}Water{} Joker you have,\",\r\n                \"then create a {C:attention}Basic{} {X:water,C:white}Water{} Joker\",\r\n                \"{C:inactive,s:0.8}(Must have room)\",\r\n                \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)\",\r\n              }\r\n            },\r\n            j_poke_remoraid = {\r\n              name = \"Remoraid\",\r\n              text = {\r\n                \"Retrigger all cards\",\r\n                \"in first played hand\",\r\n                \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\r\n              }\r\n            },\r\n            j_poke_octillery = {\r\n              name = \"Octillery\",\r\n              text = {\r\n                \"Retrigger all cards played\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Debuffs self this round after scoring\",\r\n                \"if poker hand doesn't contain an {C:attention}8{}\"\r\n              }\r\n            },\r\n            j_poke_delibird = {\r\n                name = \"Delibird\",\r\n                text = {\r\n                  \"At end of round,\",\r\n                  \"receive a {S:1.1,C:green,E:2}Present!{}\",\r\n                  \"{C:inactive,s:0.8}(Must have room)\",\r\n                }\r\n            },\r\n            j_poke_mantine = {\r\n                name = \"Mantine\",\r\n                text = {\r\n                  \"Gains {C:chips}+#2#{} Chips when a {C:attention}Gold{} card\",\r\n                  \"is scored or held in hand\",\r\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\r\n                }\r\n            },\r\n            j_poke_skarmory = {\r\n                name = 'Skarmory',\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer and limit\",\r\n                    \"{X:mult,C:white}X#2#{} Mult for each\",\r\n                    \"{C:attention}Hazard{} or {C:attention}Steel{} card\",\r\n                    \"{C:attention}held{} in hand\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_kingdra = {\r\n                name = 'Kingdra',\r\n                text = {\r\n                    \"Gains {C:mult}+#2#{} Mult for each scored {C:attention}6{}\",\r\n                    \"If a {C:attention}King{} is held in hand,\",\r\n                    \"gains {X:mult,C:white}X#4#{} Mult {C:attention}instead{} for each scored {C:attention}6{}\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_phanpy = {\r\n                name = \"Phanpy\",\r\n                text = {\r\n                  \"Gains {X:mult,C:white}X#2#{} Mult for each\",\r\n                  \"{C:attention}consecutive{} played hand\",\r\n                  \"with {C:attention}5{} scoring cards\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_donphan = {\r\n                name = \"Donphan\",\r\n                text = {\r\n                  \"Gains {X:mult,C:white}X#2#{} Mult for each\",\r\n                  \"{C:attention}consecutive{} played hand\",\r\n                  \"with {C:attention}5{} scoring cards\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_porygon2 = {\r\n                name = 'Porygon2',\r\n                text = {\r\n                    \"{C:pink}+2{} Energy Limit\",\r\n                    \"When any {C:attention}Booster Pack{} is opened\",\r\n                    \"create an {C:pink}Energy{} card of\",\r\n                    \"the same {C:pink}Type{} of leftmost Joker\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:item,s:0.8}Dubious Disc{C:inactive,s:0.8})\",\r\n                } \r\n            },\r\n            j_poke_stantler = {\r\n                name = \"Stantler\",\r\n                text = {\r\n                    \"{C:purple}+#1# Foresight \",\r\n                    \"Adds the rank of {C:attention}highest{}\",\r\n                    \"ranked {C:attention}Foreseen{} card to Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\",\r\n                }\r\n            },\r\n            j_poke_smeargle = {\r\n                name = \"Smeargle\",\r\n                text = {\r\n                  \"{C:attention}Sketch{}\",\r\n                  \"When {C:attention}Blind{} is selected,\",\r\n                  \"copies ability of {C:attention}Joker{}\",\r\n                  \"to the right\",\r\n                }\r\n            },\r\n            j_poke_tyrogue = {\r\n                name = 'Tyrogue',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"If {C:attention}first hand or discard{} of round\",\r\n                    \"has exactly {C:attention}5{} cards, a random card is\",\r\n                    \"copied {C:inactive}(if played){} or destroyed {C:inactive}(if discarded){}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }  \r\n            },\r\n            j_poke_hitmontop = {\r\n                name = 'Hitmontop',\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult\",\r\n                    \"When {C:attention}Blind{} is selected\",\r\n                    \"gains {X:mult,C:white} X#3# {} Mult if\",\r\n                    \"deck size is exactly {C:attention}#2#{}\",\r\n                } \r\n            },\r\n            j_poke_smoochum = {\r\n                name = 'Smoochum',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Creates a {C:attention}Standard Tag{}\",\r\n                    \"when this Joker evolves\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_elekid = {\r\n                name = 'Elekid',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Creates a {C:attention}Coupon Tag{}\",\r\n                    \"when this Joker evolves\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_magby = {\r\n                name = 'Magby',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"{C:red}+#2#{} discards\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_houndour = {\r\n              name = \"Houndour\",\r\n              text = {\r\n                \"{C:attention}+#3#{} discard selection limit\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Discarded cards permanently\",\r\n                \"gain {C:mult}+#1#{} Mult\",\r\n                \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\r\n              }\r\n            },\r\n            j_poke_houndoom = {\r\n              name = \"Houndoom\",\r\n              text = {\r\n                \"{C:attention}+#2#{} discard selection limit\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Discarded cards permanently\",\r\n                \"gain {C:mult}+#1#{} Mult\",\r\n              }\r\n            },\r\n            j_poke_mega_houndoom = {\r\n                name = \"Mega Houndoom\",\r\n                text = {\r\n                  \"{C:attention}+#3#{} discard selection limit\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Gains {X:mult,C:white} X#2# {} Mult whenever\",\r\n                  \"cards are discarded\",\r\n                  \"resets at end of round\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white} X#1# {C:inactive} Mult)\"\r\n                }\r\n            },\r\n            j_poke_miltank = {\r\n                name = \"Miltank\",\r\n                text = {\r\n                  \"Earn {C:money}$#1#{} for each\", \r\n                  \"{X:colorless,C:white}Colorless{} Joker you have\",\r\n                  \"at end of round\",\r\n                  \"{C:inactive}(Currently {C:money}$#2#{C:inactive}){}\"\r\n                }\r\n            },\r\n            j_poke_blissey = {\r\n                name = 'Blissey',\r\n                text = {\r\n                    \"The first {C:attention}#1#{C:inactive} [#2#]{} times a {C:attention}Lucky{} card triggers\",\r\n                    \"each round, add a permanent {C:dark_edition}Polychrome{} copy to\",\r\n                    \"your deck and draw it to hand\",\r\n                } \r\n            },\r\n            j_poke_raikou = {\r\n                name = \"Raikou\",\r\n                text = {\r\n                  \"If first played hand is {C:attention}1{} card,\",\r\n                  \"turns {C:attention}3{} cards {C:attention}held{} in hand\",\r\n                  \"to its {C:attention}rank{} and earn {C:money}$#1#{}\",\r\n                }\r\n            },\r\n            j_poke_entei = {\r\n                name = \"Entei\",\r\n                text = {\r\n                  \"If {C:attention}first discard{} is exactly\",\r\n                  \"{C:attention}4{} cards, destroy one of them\",\r\n                  \"and gain {X:red,C:white}X#2#{} Mult\",\r\n                  \"{C:inactive}(Currently {X:red,C:white}X#1#{C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_suicune = {\r\n                name = \"Suicune\",\r\n                text = {\r\n                  \"Permanently {C:attention}doubles{} the\",\r\n                  \"total Chips of each scoring\",\r\n                  \"card in played hand\",\r\n                  \"{C:inactive}(Up to {C:chips}+#1#{C:inactive} Chips per increase)\",\r\n                }\r\n            },\r\n            j_poke_larvitar = {\r\n                name = \"Larvitar\",\r\n                text = {\r\n                  \"If played hand is a {C:attention}Full House{}\",\r\n                  \"every played card permanently \",\r\n                  \"gains {C:chips}+#1#{} Chips when scored\",\r\n                  \"{C:inactive,s:0.8}(Evolves after playing {C:attention,s:0.8}#2#{C:inactive,s:0.8} Full Houses)\"\r\n                }\r\n            },\r\n            j_poke_pupitar = {\r\n                name = \"Pupitar\",\r\n                text = {\r\n                  \"If played hand is a {C:attention}Full House{}\",\r\n                  \"every played card permanently \",\r\n                  \"gains {C:chips}+#1#{} Chips when scored\",\r\n                  \"{C:inactive,s:0.8}(Evolves after playing {C:attention,s:0.8}#2#{C:inactive,s:0.8} Full Houses)\"\r\n                }\r\n            },\r\n            j_poke_tyranitar = {\r\n                name = \"Tyranitar\",\r\n                text = {\r\n                  \"If played hand is a {C:attention}Full House{}, each\",\r\n                  \"played card permanently loses\",\r\n                  \"up to {C:chips}#1#{} Chips and permanently\",\r\n                  \"gains {X:mult,C:white}X#2#{} Mult if Chips were\",\r\n                  \"lost when scored\"\r\n                }\r\n            },\r\n            j_poke_mega_tyranitar = {\r\n                name = \"Mega Tyranitar\",\r\n                text = {\r\n                  \"If played hand is a {C:attention}Full House{}\",\r\n                  \"upgrade its level, then played\",\r\n                  \"cards permanently gain {C:chips}Chips\",\r\n                  \"equal to level of {C:attention}Full House{}\"\r\n                }\r\n            },\r\n            j_poke_lugia = {\r\n              name = \"Lugia\",\r\n              text = {\r\n                \"Gains {X:mult,C:white} X#2# {} Mult for\",\r\n                \"every {C:attention}#3#{} {C:inactive}[#4#]{} cards\",\r\n                \"drawn during {C:attention}Blinds{}\",\r\n                \"{C:inactive}(Currently {X:mult,C:white} X#1# {C:inactive} Mult){}\"\r\n              }\r\n            },\r\n            j_poke_ho_oh = {\r\n                name = \"Ho-Oh\",\r\n                text = {\r\n                  \"The first time a {C:attention}Consumable{}\",\r\n                  \"is used each round, create\",\r\n                  \"a {C:dark_edition}Polychrome{} copy of it\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                }\r\n            },\r\n            j_poke_celebi = {\r\n                name = \"Celebi\",\r\n                text = {\r\n                    \"{C:attention}-#2#{} Ante every {C:attention}#1#{} {C:inactive}[#3#]{} {C:attention}Blinds{} skipped\",\r\n                    \"{C:inactive}(Required skips increase each time)\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{X:mult,C:white} X#4# {} Mult for each round played\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white} X#5# {C:inactive} Mult){}\"\r\n                    \r\n                } \r\n            },\r\n            j_poke_treecko = {\r\n                name = \"Treecko\",\r\n                text = {\r\n                    \"{C:attention}+#3#{} hand size, {C:attention}Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\r\n                    \"Played {C:attention}Nature{} cards earn {C:money}$#1#{}\",\r\n                    \"when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\",\r\n                } \r\n            },\r\n            j_poke_grovyle = {\r\n                name = \"Grovyle\",\r\n                text = {\r\n                    \"{C:attention}+#3#{} hand size, {C:attention}Nature: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\r\n                    \"Played {C:attention}Nature{} cards earn {C:money}$#1#{}\",\r\n                    \"or {C:money}$#4#{} when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\",\r\n                } \r\n            },\r\n            j_poke_sceptile = {\r\n                name = \"Sceptile\",\r\n                text = {\r\n                    \"{C:attention}+#3#{} hand size, {C:attention}Nature: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\r\n                    \"Played {C:attention}Nature{} cards earn {C:money}$#1#{}\",\r\n                    \"when scored plus {C:money}$#5#{} for each\",\r\n                    \"{C:attention}other{} {X:grass,C:white}Grass{} Joker you have\",\r\n                    \"{C:inactive}(Currently {C:money}$#4#{C:inactive} total){}\"\r\n                } \r\n            },\r\n            j_poke_torchic = {\r\n                name = \"Torchic\",\r\n                text = {\r\n                    \"{C:mult}+#3#{} discard, {C:attention}Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\r\n                    \"Played {C:attention}Nature{} cards give {C:mult}+#1#{} Mult\",\r\n                    \"when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\",\r\n                } \r\n            },\r\n            j_poke_combusken = {\r\n                name = \"Combusken\",\r\n                text = {\r\n                    \"{C:mult}+#3#{} discard, {C:attention}Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\r\n                    \"Played {C:attention}Nature{} cards give {C:mult}+#1#{} Mult\",\r\n                    \"when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\",\r\n                } \r\n            },\r\n            j_poke_blaziken = {\r\n                name = \"Blaziken\",\r\n                text = {\r\n                    \"{C:mult}+#3#{} discard, {C:attention}Nature: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\r\n                    \"Played {C:attention}Nature{} cards give {C:mult}+#1#{} Mult\",\r\n                    \"when scored\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Each {X:fire,C:white}Fire{} or {X:fighting,C:white}Fighting{} Joker gives\",\r\n                    \"{X:mult,C:white} X#2# {} Mult if you have discarded\",\r\n                    \"{C:attention}#4# {C:inactive}[#5#] {C:attention}Nature{} cards this round\"\r\n                } \r\n            },\r\n            j_poke_mudkip = {\r\n                name = \"Mudkip\",\r\n                text = {\r\n                    \"{C:chips}+#3#{} hand, {C:attention}Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\r\n                    \"Played {C:attention}Nature{} cards give {C:chips}+#1#{} Chips\",\r\n                    \"when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\"\r\n                } \r\n            },\r\n            j_poke_marshtomp = {\r\n                name = \"Marshtomp\",\r\n                text = {\r\n                    \"{C:chips}+#3#{} hand, {C:attention}Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\r\n                    \"Played {C:attention}Nature{} cards give {C:chips}+#1#{} Chips\",\r\n                    \"when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\"\r\n                } \r\n            },\r\n            j_poke_swampert = {\r\n                name = \"Swampert\",\r\n                text = {\r\n                    \"{C:chips}+#2#{} hand, {C:attention}Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\r\n                    \"Played {C:attention}Nature{} cards give {C:chips}+#1#{} Chips\",\r\n                    \"when scored\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Create a {C:tarot}Tarot{} card for every {C:attention}2{}\",\r\n                    \"{X:water,C:white}Water{} or {X:earth,C:white}Earth{} Jokers you have if\",\r\n                    \"poker hand contains {C:attention}#3# Nature{} cards\",\r\n                    \"{C:inactive}(Must have room){}\"\r\n                } \r\n            },\r\n            j_poke_poochyena = {\r\n              name = \"Poochyena\",\r\n              text = {\r\n                \"Gains {C:mult}+#2#{} Mult when a\",\r\n                \"{C:attention}playing card{} is destroyed\",\r\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n              }\r\n            },\r\n            j_poke_mightyena = {\r\n              name = \"Mightyena\",\r\n              text = {\r\n                \"Gains {C:mult}+#2#{} Mult when a\",\r\n                \"{C:attention}playing card{} is destroyed\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Gain increased by {C:mult}+#3#{} Mult\",\r\n                \"for each {X:dark,C:white}Dark{} Joker you have\",\r\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n              }\r\n            },\r\n            j_poke_zigzagoon = {\r\n              name = \"Zigzagoon\",\r\n              text = {\r\n                \"{C:green}#1# in #2#{} chance to create a\",\r\n                \"{C:attention}Pickup{} {C:item}Item{} when hand is played\",\r\n                \"{C:inactive}(Must have room)\",\r\n                \"{C:inactive,s:0.8}(Evolves after {C:attention}#3#{C:inactive,s:0.8} rounds)\",\r\n              }\r\n            },\r\n            j_poke_linoone = {\r\n              name = \"Linoone\",\r\n              text = {\r\n                \"{C:green}#1# in #2#{} chance to create a\",\r\n                \"{C:attention}Pickup{} {C:item}Item{} when hand is played\",\r\n                \"Guaranteed if hand\",\r\n                \"contains a {C:attention}Straight{}\",\r\n                \"{C:inactive}(Must have room)\"\r\n              }\r\n            },\r\n            j_poke_wurmple = {\r\n                name = \"Wurmple\",\r\n                text = {\r\n                  \"{C:mult}+#1#{} Mult or {C:chips}+#2#{} Chips, {C:attention}Nature: {C:inactive}({V:1}#4#{C:inactive}){}\",\r\n                  \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#3# Nature{C:inactive,s:0.8} cards)\",\r\n                }\r\n            },\r\n            j_poke_silcoon = {\r\n                name = \"Silcoon\",\r\n                text = {\r\n                  \"{C:mult}+#1#{} Mult, {C:attention}Nature: {C:inactive}({V:1}#2#{C:inactive}){}\",\r\n                  \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#3# Nature{C:inactive,s:0.8} cards)\",\r\n                }\r\n            },\r\n            j_poke_beautifly = {\r\n                name = \"Beautifly\",\r\n                text = {\r\n                  \"{C:mult}+#1#{} Mult, {C:attention}Nature: {C:inactive}({V:1}#2#{C:inactive}){}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{C:green}#3# in #4#{} chance to level up\",\r\n                  \"{C:attention}Flush{} if {C:attention}poker hand{} contains\",\r\n                  \"a scoring {C:attention}Nature{} card\"\r\n                }\r\n            },\r\n            j_poke_cascoon = {\r\n                name = \"Cascoon\",\r\n                text = {\r\n                  \"{C:chips}+#1#{} Chips, {C:attention}Nature: {C:inactive}({V:1}#2#{C:inactive}){}\",\r\n                  \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#3# Nature{C:inactive,s:0.8} cards)\",\r\n                }\r\n            },\r\n            j_poke_dustox = {\r\n                name = \"Dustox\",\r\n                text = {\r\n                  \"{C:chips}+#1#{} Chips, {C:attention}Nature: {C:inactive}({V:1}#2#{C:inactive}){}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{X:mult,C:white} X#3# {} Mult if all\",\r\n                  \"cards {C:attention}held in hand\",\r\n                  \"are {C:attention}Nature{} cards\"\r\n                }\r\n            },\r\n            j_poke_taillow = {\r\n              name = \"Taillow\",\r\n              text = {\r\n                \"When you draw an {C:attention}Ace{} during\",\r\n                \"the {C:attention}Blind{}, gain {C:mult}+#2#{} Mult\",\r\n                \"resets at end of round\",\r\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n              }\r\n            }, \r\n            j_poke_swellow = {\r\n              name = \"Swellow\",\r\n              text = {\r\n                \"When {C:attention}Boss Blind{} is selected,\",\r\n                \"the top {C:attention}2{} cards of your\",\r\n                \"deck become {C:attention}Aces\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"When you draw an {C:attention}Ace{} during\",\r\n                \"the {C:attention}Blind{}, gain {C:mult}+#2#{} Mult\",\r\n                \"resets at end of round\",\r\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n              }\r\n            }, \r\n            j_poke_wingull = {\r\n              name = \"Wingull\",\r\n              text = {\r\n                \"Earn {C:money}$#1#{} for each\",\r\n                \"discarded {C:attention}#3#{}, rank\",\r\n                \"changes every round\",\r\n                \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\r\n              }\r\n            }, \r\n            j_poke_pelipper = {\r\n              name = \"Pelipper\",\r\n              text = {\r\n                \"Earn {C:money}$#1#{} for each\",\r\n                \"discarded {C:attention}#3#{}, rank\",\r\n                \"changes every round\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Earn {C:money}$#2#{} extra for each\",\r\n                \"{X:water,C:white}Water{} Joker you have\"\r\n              }\r\n            }, \r\n            j_poke_ralts = {\r\n              name = \"Ralts\",\r\n              text = {\r\n                \"{C:attention}Holding{} {X:psychic,C:white}Psychic{} {C:pink}Energy\",\r\n                \"{C:mult}+#1#{} Mult for each {C:pink}Energized{}\",\r\n                \"Joker if played hand\",\r\n                \"contains a {C:attention}Pair\",\r\n                \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\r\n                \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n              }\r\n            }, \r\n            j_poke_kirlia = {\r\n              name = \"Kirlia\",\r\n              text = {\r\n                \"{C:pink}+#2#{} Energy Limit\",\r\n                \"{C:mult}+#1#{} Mult for each {C:pink}Energized{}\",\r\n                \"Joker if played hand\",\r\n                \"contains a {C:attention}Pair\",\r\n                \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\r\n                \"{C:inactive,s:0.8}(Evolves after using {C:attention,s:0.8}#4#{C:planet,s:0.8} Planet {C:inactive,s:0.8}cards)\",\r\n                \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dawn Stone{C:inactive,s:0.8}){}\"\r\n              }\r\n            }, \r\n            j_poke_gardevoir = {\r\n              name = \"Gardevoir\",\r\n              text = {\r\n                \"{C:pink}+#2#{} Energy Limit\",\r\n                \"When you sell an {C:pink}Energized{} Joker,\",\r\n                \"create a {C:dark_edition}Negative{} {C:spectral}Black Hole{} card\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{X:mult,C:white}X#1#{} Mult for each {C:pink}Energized{}\",\r\n                \"Joker and each level {C:attention}#4#+{} hand\",\r\n                \"{C:inactive}(Currently {X:mult,C:white} X#3#{C:inactive} Mult)\",\r\n              }\r\n            }, \r\n            j_poke_shroomish = {\r\n                name = \"Shroomish\",\r\n                text = {\r\n                  \"When {C:attention}Blind{} is selected, gain\",\r\n                  \"{C:chips}+#1#{} hand, {C:mult}+#2#{} discard, or\",\r\n                  \"{C:attention}+#3#{} hand size this round\",\r\n                  \"{C:inactive,s:0.8}(Evolves after defeating {C:attention,s:0.8}#4#{C:inactive,s:0.8} Boss Blinds){}\"\r\n                }\r\n            }, \r\n            j_poke_breloom = {\r\n                name = \"Breloom\",\r\n                text = {\r\n                  \"When {C:attention}Blind{} is selected, gain\",\r\n                  \"{C:chips}+#1#{} hands, {C:mult}+#2#{} discards, or\",\r\n                  \"{C:attention}+#3#{} hand size this round\"\r\n                }\r\n            }, \r\n            j_poke_slakoth = {\r\n                name = \"Slakoth\",\r\n                text = {\r\n                  \"{C:mult}+#1#{} Mult\",\r\n                  \"{C:attention}-#3#{} hand this round\",\r\n                  \"when hand is played\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            }, \r\n            j_poke_vigoroth = {\r\n                name = \"Vigoroth\",\r\n                text = {\r\n                  \"{X:mult,C:white} X#1# {} Mult for each remaining hand\",\r\n                  \"{C:inactive,s:0.8}(Currently {X:mult,C:white,s:0.8} X#2# {C:inactive,s:0.8} Mult){}\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds without discarding)\",\r\n                }\r\n            }, \r\n            j_poke_slaking = {\r\n                name = \"Slaking\",\r\n                text = {\r\n                  \"{X:mult,C:white} X#1# {} Mult\",\r\n                  \"{C:attention}-#2#{} hand this round\",\r\n                  \"when hand is played\",\r\n                }\r\n            }, \r\n            j_poke_nincada = {\r\n                name = \"Nincada\",\r\n                text = {\r\n                  \"{C:chips}+#1#{} Chips, {C:attention}Multi Evolution{}\",\r\n                  \"{C:chips}-#2#{} Chips and {C:green}#3# in #4#{} chance to create\",\r\n                  \"a random {C:attention}Consumable{} if poker hand\",\r\n                  \"contains a {C:attention}9{} or {C:attention}Jack{}\",\r\n                  \"{C:inactive,s:0.8}(Evolves at {C:chips,s:0.8}0{C:inactive,s:0.8} Chips)\",\r\n                }\r\n            }, \r\n            j_poke_ninjask = {\r\n                name = \"Ninjask\",\r\n                text = {\r\n                  \"When Blind is selected, {C:green}#2# in #3#{}\",\r\n                  \"chance to create a {C:attention}Speed Tag{}\",\r\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\r\n                  \"Each {C:attention}9{} and {C:attention}Jack{} in {C:attention}first{}\",\r\n                  \"played hand gives {C:mult}+#1#{} Mult\",\r\n                }\r\n            },\r\n            j_poke_shedinja = {\r\n                name = \"Shedinja\",\r\n                text = {\r\n                  \"Prevents Death on\",\r\n                  \"{C:attention}non-Boss Blinds{}, gain {X:mult,C:white}X#2#{} Mult\",\r\n                  \"for each Death prevented\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\r\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\r\n                  \"{S:1.1,C:red,E:2}self destructs{} if you\",\r\n                  \"have a {X:fire,C:white}Fire{}, {X:dark,C:white}Dark{}, {X:earth,C:white}Earth{}, or\",\r\n                  \"{X:psychic,C:white}Psychic{} Joker at end of {C:attention}shop\",\r\n                  \"{C:inactive}(Excludes Shedinjas){}\"\r\n                }\r\n            },\r\n            j_poke_makuhita = {\r\n                name = \"Makuhita\",\r\n                text = {\r\n                  \"When {C:attention}Blind{} is selected,\",\r\n                  \"gain {C:chips}+#1#{} hand\",\r\n                  \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\r\n                }\r\n            },\r\n            j_poke_hariyama = {\r\n                name = \"Hariyama\",\r\n                text = {\r\n                  \"When {C:attention}Blind{} is selected,\",\r\n                  \"gain {C:chips}+#1#{} hand for each\",\r\n                  \"{X:fighting,C:white}Fighting{} Joker you have\",\r\n                }\r\n            },\r\n            j_poke_azurill = {\r\n                name = 'Azurill',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white}X#1#{} Mult\",\r\n                    \"Creates a {C:dark_edition}Negative{} copy of\",\r\n                    \"{C:tarot}The Hierophant{} at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_nosepass = {\r\n                name = 'Nosepass',      \r\n                text = {\r\n                    \"First played {C:attention}face{} card\",\r\n                    \"becomes a {C:attention}Stone{} card and\",\r\n                    \"gives {X:mult,C:white} X#1# {} Mult when scored\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Thunder Stone{C:inactive,s:0.8})\"\r\n                } \r\n            },\r\n            j_poke_skitty = {\r\n                name = \"Skitty\",\r\n                text = {\r\n                  \"Copies ability of\",\r\n                  \"{B:1,V:2}#1#{} Joker\",\r\n                  \"to the right\",\r\n                  \"{C:inactive,s:0.8}(Type changes every round){}\",\r\n                  \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\",\r\n                }\r\n            },\r\n            j_poke_delcatty = {\r\n                name = \"Delcatty\",\r\n                text = {\r\n                  \"Copies ability of\",\r\n                  \"{B:1,V:2}#1#{} Joker\",\r\n                  \"to the right\",\r\n                  \"with {C:pink}+#2#{} Energy\",\r\n                  \"{C:inactive,s:0.8}(Type changes every round){}\",\r\n                }\r\n            },\r\n            j_poke_aron = {\r\n                name = 'Aron',\r\n                text = {\r\n                    \"Gain {X:mult,C:white}X#2#{} Mult for each\",\r\n                    \"{C:attention}Steel{} card in {C:attention}poker hand{},\",\r\n                    \"then destroy them\",\r\n                    \"{C:inactive}(Evolves at {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_lairon = {\r\n                name = 'Lairon',\r\n                text = {\r\n                    \"Gain {X:mult,C:white}X#2#{} Mult for each\",\r\n                    \"{C:attention}Steel{} and {C:attention}Stone{} card in\",\r\n                    \"{C:attention}poker hand{}, then destroy them\",\r\n                    \"{C:inactive}(Evolves at {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{C:inactive} Mult)\"\r\n                }\r\n            },\r\n            j_poke_aggron = {\r\n                name = 'Aggron',\r\n                text = {\r\n                    \"Gain {X:mult,C:white}X#2#{} Mult for each\",\r\n                    \"{C:attention}Steel{}, {C:attention}Stone{} and {C:attention}Gold{} card in\",\r\n                    \"{C:attention}poker hand{}, then destroy them\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\"\r\n                }\r\n            },\r\n            j_poke_meditite = {\r\n              name = \"Meditite\",\r\n              text = {\r\n                \"{C:mult}+#1#{} Mult for each {C:attention}empty\",\r\n                \"consumable slot when\",\r\n                \"{C:attention}#3#{} discards remaining\",\r\n                \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult)\",\r\n                \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n              }\r\n            },\r\n            j_poke_medicham = {\r\n              name = \"Medicham\",\r\n              text = {\r\n                \"Applies {C:attention}Sixth Sense{}\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{C:mult}+#1#{} Mult for each {C:attention}empty\",\r\n                \"consumable slot when\",\r\n                \"{C:attention}#3#{} discards remaining\",\r\n                \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult)\",\r\n              }\r\n            },\r\n            j_poke_volbeat = {\r\n              name = \"Volbeat\",\r\n              text = {\r\n                \"Gains {C:chips}+#2#{} Chips when\",\r\n                \"you use a {C:planet}Planet{} card\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"If you have another {X:grass,C:white}Grass{}\",\r\n                \"Joker, gains {X:mult,C:white} X#4# {} Mult as well\",\r\n                \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips, {X:mult,C:white} X#3# {C:inactive} Mult)\"\r\n              }\r\n            },\r\n            j_poke_illumise = {\r\n              name = \"Illumise\",\r\n              text = {\r\n                \"When {C:attention}Blind{} is selected,\",\r\n                \"create a {C:planet}Planet{} card for\",\r\n                \"each {X:grass,C:white}Grass{} Joker you have\",\r\n                \"{C:inactive}(Must have room){}\",\r\n              }\r\n            },\r\n            j_poke_roselia = {\r\n                name = \"Roselia\",\r\n                text = {\r\n                  \"If the {C:attention}first{} scoring card of\",\r\n                  \"the round is {C:attention}Odd{}, retrigger\",\r\n                  \"it {C:attention}#1#{} times, otherwise it\",\r\n                  \"becomes a {C:attention}Seed{} card\",\r\n                  \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Shiny Stone{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_carvanha = {\r\n              name = \"Carvanha\",\r\n              text = {\r\n                \"When {C:attention}Blind{} is selected, destroy\",\r\n                \"Joker to the right\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{X:red,C:white}X#1#{} Mult if played {C:attention}poker hand{} has\",\r\n                \"already been played this round\",\r\n                \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} Jokers destroyed)\",\r\n              }\r\n            },\r\n            j_poke_sharpedo = {\r\n                name = \"Sharpedo\",\r\n                text = {\r\n                  \"When {C:attention}Blind{} is selected, destroy\",\r\n                  \"Joker to the right to\",\r\n                  \"create a {C:spectral}Spectral{} card\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{X:red,C:white}X#1#{} Mult if played {C:attention}poker hand{} has\",\r\n                  \"already been played this round\",\r\n                }\r\n            },\r\n            j_poke_numel = {\r\n                name = \"Numel\",\r\n                text = {\r\n                  \"{X:red,C:white}X#1#{} Mult every\",\r\n                  \"{C:attention}#3#{} cards scored\",\r\n                  \"{C:inactive}#4# remaining{}\",\r\n                  \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\r\n                }\r\n            },\r\n            j_poke_camerupt = {\r\n              name = \"Camerupt\",\r\n              text = {\r\n                \"{X:red,C:white}X#1#{} Mult every\",\r\n                \"{C:attention}#2#{} cards scored,\",\r\n                \"with {C:attention}Mult{} cards\",\r\n                \"counted twice\",\r\n                \"{C:inactive}#3# remaining{}\",\r\n              }\r\n            },\r\n            j_poke_mega_camerupt = {\r\n              name = \"Mega Camerupt\",\r\n              text = {\r\n                \"Gains {X:mult,C:white} X#2# {} Mult when\",\r\n                \"a {C:attention}Mult{} card is scored\",\r\n                \"resets at end of round\",\r\n                \"{C:inactive}(Currently {X:mult,C:white} X#1# {C:inactive} Mult)\"\r\n              }\r\n            },\r\n            j_poke_torkoal = {\r\n              name = \"Torkoal\",\r\n              text = {\r\n                \"Retrigger each played\",\r\n                \"{C:attention}Mult{} card for each\",\r\n                \"remaining {C:attention}discard\",\r\n              }\r\n            },\r\n            j_poke_spinda = {\r\n              name = \"Spinda\",\r\n              text = {\r\n                \"{C:attention}Holding Wheel of Fortune{}\",\r\n                \"{C:attention}Rank Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\r\n                \"{C:attention}Enhance Nature: {C:inactive}({C:attention}#1#, #2#, #3#{C:inactive}){}\",\r\n                \"{br:3}ERROR - CONTACT STEAK\",\r\n                \"Each played card with a\",\r\n                \"{C:attention}Nature rank{} becomes a random\",\r\n                \"{C:attention}Nature Enhancement{} when scored\",\r\n              }\r\n            },\r\n            j_poke_cacnea = {\r\n              name = \"Cacnea\",\r\n              text = {\r\n                \"{C:hazard}+#1#{} hazard layer\",\r\n                \"Earn {C:money}$#2#{} when a\",\r\n                \"card is destroyed\",\r\n                \"{C:inactive}(Evolves after {C:attention}#3#{C:inactive} rounds)\",\r\n              }\r\n            },\r\n            j_poke_cacturne = {\r\n              name = \"Cacturne\",\r\n              text = {\r\n                \"{C:hazard}+#1#{} hazard layer\",\r\n                \"Earn {C:money}$#2#{} when a\",\r\n                \"card is destroyed\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Destroy all {C:attention}Hazard{}\",\r\n                \"cards in {C:attention}first{} hand\",\r\n                \"after scoring\",\r\n              }\r\n            },\r\n            j_poke_swablu = {\r\n              name = \"Swablu\",\r\n              text = {\r\n                \"When you draw a {C:attention}9\",\r\n                \"during the {C:attention}Blind{}\",\r\n                \"gain {C:chips}+#2#{} Chips\",\r\n                \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +#3# Chips)\",\r\n              }\r\n            },\r\n            j_poke_altaria = {\r\n              name = \"Altaria\",\r\n              text = {\r\n                \"When you draw a {C:attention}9{} during\",\r\n                \"the {C:attention}Blind{}, gain {C:chips}+#2#{} Chips\",\r\n                \"and {C:green}#4# in #5#{} chance to\",\r\n                \"earn {C:money}$#3#{} as well\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Guaranteed if you have\",\r\n                \"another {X:dragon,C:white}Dragon{} Joker\",\r\n                \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\r\n              }\r\n            },\r\n            j_poke_corphish = {\r\n                name = \"Corphish\",\r\n                text = {\r\n                    \"{C:attention}Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Gains {C:mult}+#2#{} Mult if\",\r\n                    \"played hand contains\",\r\n                    \"an unscored {C:attention}Nature{} card\",\r\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +#3# Mult)\",\r\n                } \r\n            },\r\n            j_poke_crawdaunt = {\r\n                name = \"Crawdaunt\",\r\n                text = {\r\n                    \"{C:attention}Nature: {C:inactive}({C:attention}#3#, #4#, #5#{C:inactive}){}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Gains {C:mult}+#2#{} Mult for each\",\r\n                    \"unscored {C:attention}Nature{} card\",\r\n                    \"in played hand\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_lileep = {\r\n                name = \"Lileep\",\r\n                text = {\r\n                  \"{C:attention}Ancient #1#s{}\",\r\n                  \"{X:attention,C:white}1+{} : {C:attention}+#4#{} hand size this round\",\r\n                  \"{X:attention,C:white}2+{} : Add {C:money}$#3#{} of sell value to self\",\r\n                  \"and every {C:attention}Consumable\",\r\n                  \"{X:attention,C:white}3+{} : Each card held in hand gives {C:chips}+#2#{} Chips\",\r\n                  \"{C:inactive,s:0.8}(Trigger {X:attention,C:white,s:0.8}3+{C:inactive,s:0.8} ability {C:attention,s:0.8}#6#{C:inactive,s:0.8} times to evolve)\"\r\n                }\r\n            },\r\n            j_poke_cradily = {\r\n                name = \"Cradily\",\r\n                text = {\r\n                  \"{C:attention}Ancient #1#s{}\",\r\n                  \"{X:attention,C:white}1+{} : {C:attention}+#4#{} hand size this round\",\r\n                  \"{X:attention,C:white}2+{} : Add {C:money}$#3#{} of sell value to self\",\r\n                  \"and every {C:attention}Consumable\",\r\n                  \"{X:attention,C:white}3+{} : Each card held in hand gives {C:chips}+#2#{} Chips\",\r\n                  \"{X:attention,C:white}4+{} : Earn {C:money}${} equal to the highest sell\",\r\n                  \"value among your {C:attention}Consumables \"\r\n                }\r\n            },\r\n            j_poke_anorith = {\r\n                name = \"Anorith\",\r\n                text = {\r\n                  \"{C:attention}Ancient #1#s{}\",\r\n                  \"{X:attention,C:white}1+{} : {C:mult}+#2#{} Mult\",\r\n                  \"{X:attention,C:white}2+{} : {C:green}#3# in #4#{} chance to add\",\r\n                  \"a {C:attention}#1#{} to deck\",\r\n                  \"{X:attention,C:white}3+{} : Destroy a card in deck\",\r\n                  \"with {C:attention}rank{} higher than {C:attention}#1#\",\r\n                  \"{C:inactive,s:0.8}(Trigger {X:attention,C:white,s:0.8}3+{C:inactive,s:0.8} ability {C:attention,s:0.8}#5#{C:inactive,s:0.8} times to evolve)\"\r\n                }\r\n            },\r\n            j_poke_armaldo = {\r\n                name = \"Armaldo\",\r\n                text = {\r\n                  \"{C:attention}Ancient #1#s{}\",\r\n                  \"{X:attention,C:white}1+{} : {C:mult}+#2#{} Mult\",\r\n                  \"{X:attention,C:white}2+{} : {C:green}#3# in #4#{} chance to add\",\r\n                  \"an {C:attention}Enhanced #1#{} to deck\",\r\n                  \"{X:attention,C:white}3+{} : Destroy a card in deck\",\r\n                  \"with {C:attention}rank{} higher than {C:attention}#1#\",\r\n                  \"{X:attention,C:white}4+{} : {X:mult,C:white} X#5# {} Mult for each {C:attention}Enhanced{}\",\r\n                  \"{C:attention}#1#{} in your {C:attention}full deck\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white} X#6# {C:inactive} Mult){}\"\r\n                }\r\n            },\r\n            j_poke_feebas = {\r\n                name = 'Feebas',\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult\",\r\n                    \"Applies {C:attention}Splash{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Prism Scale{C:inactive,s:0.8})\",\r\n                } \r\n            },\r\n            j_poke_milotic = {\r\n                name = \"Milotic\",\r\n                text = {\r\n                  \"Retrigger all cards played if\",\r\n                  \"poker hand is {C:attention}mono-suit{}\"\r\n                }\r\n            },\r\n            j_poke_duskull = {\r\n              name = \"Duskull\",\r\n              text = {\r\n                \"Retrigger first {C:attention}4{} scored cards\",\r\n                \"in {C:attention}final hand{} of round\",\r\n                \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\r\n              }\r\n            },\r\n            j_poke_dusclops = {\r\n              name = \"Dusclops\",\r\n              text = {\r\n                \"Retrigger first {C:attention}4{} scored cards\",\r\n                \"in {C:attention}final hand{} of round\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"If there is {C:attention}1{} unscored card\",\r\n                \"in final hand, destroy it\",\r\n                \"and create a {C:spectral}Spectral{} card\",\r\n                \"{C:inactive}(Must have room){}\",\r\n                \"{C:inactive}(Evolves with a {C:attention}Linking Cord{C:inactive})\",\r\n              }\r\n            },\r\n            j_poke_chimecho = {\r\n              name = \"Chimecho\",\r\n              text = { \r\n                \"{C:attention}Vouchers{} in the shop are {C:attention}free\",\r\n                \"{br:3}ERROR - CONTACT STEAK\",\r\n                \"{V:1}Add a copy of the first\",\r\n                \"{C:attention,V:1}#1#{} {C:inactive}[#2#]{} {C:attention,V:1}Glass{V:1} cards destroyed\",\r\n                \"{V:1}each round to hand\",\r\n              }\r\n            },\r\n            j_poke_absol = {\r\n                name = \"Absol\",\r\n                text = {\r\n                  \"{X:red,C:white}X#1#{} Mult\",\r\n                  \"All {C:attention}listed{} {C:green,E:1,S:1.1}probabilities{}\", \r\n                  \"are always {C:attention}0{}\",\r\n                  \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}0 in 6{C:inactive})\",\r\n                }\r\n            },\r\n            j_poke_wynaut = {\r\n                name = 'Wynaut',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Creates a {C:dark_edition}Negative{} copy of\",\r\n                    \"{C:tarot}The Fool{} at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_snorunt = {\r\n                name = \"Snorunt\",\r\n                text = {\r\n                  \"Go up to {C:mult}-$#1#{} in debt\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds in debt)\",\r\n                  \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dawn Stone{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_glalie = {\r\n                name = \"Glalie\",\r\n                text = {\r\n                  \"Go up to {C:mult}-$#1#{} in debt\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"At end of round,\",\r\n                  \"sets money to {C:money}$0\"\r\n                }\r\n            },\r\n            j_poke_clamperl = {\r\n              name = \"Clamperl\",\r\n              text = {\r\n                \"{C:attention}Holding {C:spectral}Ethereal {C:attention}Tag\",\r\n                \"Gain {C:attention}+#1#{} hand size while\",\r\n                \"opening {C:attention}Booster Packs{}\",\r\n                \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\",\r\n                \"{C:inactive,s:0.8}(Evolves after selling a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\",\r\n              }\r\n            },\r\n            j_poke_huntail = {\r\n              name = \"Huntail\",\r\n              text = {\r\n                \"Gain {C:attention}+#1#{} hand size while\",\r\n                \"opening {C:attention}Booster Packs{}\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Gains {X:mult,C:white}X#2#{} Mult and destroys a\",\r\n                \"random card {C:attention}held{} in hand when\",\r\n                \"a {C:tarot}Tarot{} or {C:item}Item{} card is {C:attention}sold\",\r\n                \"while opening {C:attention}Booster Packs\",\r\n                \"{C:inactive}(Currently {X:mult,C:white} X#3# {C:inactive} Mult)\"\r\n              }\r\n            },\r\n            j_poke_gorebyss = {\r\n              name = \"Gorebyss\",\r\n              text = {\r\n                \"Gain {C:attention}+#1#{} hand size while\",\r\n                \"opening {C:attention}Booster Packs{}\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Gains {X:mult,C:white}X#2#{} Mult when a\",\r\n                \"{C:tarot}Tarot{} or {C:item}Item{} card is {C:attention}used\",\r\n                \"while opening {C:attention}Booster Packs\",\r\n                \"{C:inactive}(Currently {X:mult,C:white} X#3# {C:inactive} Mult)\"\r\n              }\r\n            },\r\n            j_poke_relicanth = {\r\n                name = 'Relicanth',\r\n                text = {\r\n                    \"{C:attention}Ancient #1#s{}\",\r\n                    \"{X:attention,C:white}1+{} : {C:attention}Last{} scored card gives {C:chips}+#2#{} Chips\",\r\n                    \"{X:attention,C:white}2+{} : The bottom card of your deck\",\r\n                    \"becomes a {C:attention}Stone{} card\",\r\n                    \"{X:attention,C:white}3+{} : Draw the bottom card of your\",\r\n                    \"deck and earn {C:money}$#3#{}\",\r\n                    \"{X:attention,C:white}4+{} : {C:attention}Last{} scored card gives {X:mult,C:white} X#4# {} Mult.\",\r\n                    \"Then destroy it if it\",\r\n                    \"wasn't a {C:attention}Stone{} card\",\r\n                } \r\n            },\r\n            j_poke_luvdisc = {\r\n              name = \"Luvdisc\",\r\n              text = {\r\n                \"{C:attention}Holding {C:hearts}Heart Scale\",\r\n                \"Applies {C:attention}Splash\",\r\n              }\r\n            },\r\n            j_poke_bagon = {\r\n              name = \"Bagon\",\r\n              text = {\r\n                \"{C:attention}-#2#{} hand size\",\r\n                \"Gives {C:mult}+#1#{} Mult for each\",\r\n                \"{C:attention}Straight{} played this run\",\r\n                \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult){}\",\r\n                \"{C:inactive,s:0.8}(Evolves after playing {C:attention,s:0.8}#3#{C:inactive,s:0.8} Straights){}\"\r\n              }\r\n            },\r\n            j_poke_shelgon = {\r\n              name = \"Shelgon\",\r\n              text = {\r\n                \"{C:attention}-#2#{} hand size\",\r\n                \"Gives {C:mult}+#1#{} Mult for each\",\r\n                \"{C:attention}Straight{} played this run\",\r\n                \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult){}\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"If played hand is a {C:attention}Straight{}\",\r\n                \"reduce {C:attention}rounds{} to {C:attention}Evolve{} by {C:attention}1\",\r\n                \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\"\r\n              }\r\n            },\r\n            j_poke_salamence = {\r\n              name = \"Salamence\",\r\n              text = {\r\n                \"When {C:attention}Blind{} is selected, gain {C:attention}+#3#\",\r\n                \"hand size this round for every\",\r\n                \"{C:attention}#4# Straights{} played this run\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"Gives {C:mult}+#1#{} Mult for each\",\r\n                \"{C:attention}Straight{} played this run\",\r\n                \"{C:inactive}(Currently {C:mult}+#5#{C:inactive} Mult){}\",\r\n              }\r\n            },\r\n            j_poke_beldum = {\r\n                name = 'Beldum',\r\n                text = {\r\n                    \"Gains {C:chips}+#2#{} Chips if played hand\",\r\n                    \"is a {C:attention}Four of a Kind{}\",\r\n                    \"Gains {C:chips}+#2#{} Chips if poker hand\",\r\n                    \"contains an {C:attention}Ace\",\r\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +#4# Chips)\",\r\n                } \r\n            },\r\n            j_poke_metang = {\r\n                name = 'Metang',\r\n                text = {\r\n                    \"Gains {C:chips}+#2#{} Chips if played hand\",\r\n                    \"is a {C:attention}Four of a Kind{}\",\r\n                    \"Gains {C:chips}+#2#{} Chips if poker hand\",\r\n                    \"contains {C:attention}2+{} {C:attention}Aces\",\r\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +#4# Chips)\",\r\n                } \r\n            },\r\n            j_poke_metagross = {\r\n                name = 'Metagross',\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"If played hand is a {C:attention}Four of a Kind{}\",\r\n                    \"each played card gives {X:mult,C:white}X{} Mult\",\r\n                    \"equal to the {C:attention}fourth root{} \",\r\n                    \"of that card's total Chips\",\r\n                } \r\n            },\r\n            j_poke_jirachi = {\r\n                name = 'Jirachi',\r\n                text = {\r\n                    \"At the end of the shop,\",\r\n                    \"{C:dark_edition}make a wish!\",\r\n                }\r\n            },\r\n            j_poke_jirachi_banker = {\r\n                name = 'Jirachi',\r\n                text = {\r\n                    \"{C:attention}Double{} end of round payout\",\r\n                }\r\n            },\r\n            j_poke_jirachi_booster = {\r\n                name = 'Jirachi',\r\n                text = {\r\n                    \"{C:attention}+1{} Booster Pack slot\",\r\n                    \"{C:attention}Booster Packs{} have {C:attention}1{} more card in them\",\r\n                }\r\n            },\r\n            j_poke_jirachi_power = {\r\n                name = 'Jirachi',\r\n                text = {\r\n                    \"Every {C:attention}#2#{} hands, played cards\",\r\n                    \"give {X:mult,C:white}X#1#{} Mult when scored\",\r\n                    \"{C:inactive}(#3#){}\",\r\n                }\r\n            },\r\n            j_poke_jirachi_negging = {\r\n                name = 'Jirachi',\r\n                text = {\r\n                    \"{C:blue}+2{} Joker slots\",\r\n                    \"{C:dark_edition}Negative{} cards appear {C:attention}2X{} more often\",\r\n                }\r\n            },\r\n            j_poke_jirachi_invis = {\r\n                name = 'Jirachi',\r\n                text = {\r\n                    \"When {C:attention}Blind{} is selected\",\r\n                    \"create a {C:attention}copy{} of\",\r\n                    \"{C:attention}Joker{} to the right\",\r\n                    \"then {S:1.1,C:red,E:2}self destructs{}\",\r\n                    \"{C:inactive}(removes Negative)\"\r\n                }\r\n            },\r\n            j_poke_jirachi_copy = {\r\n                name = 'Jirachi',\r\n                text = {\r\n                    \"Copies ability of {C:attention}Joker{} to the right\",\r\n                    \"as if it was {C:pink}Energized{} an extra time\",\r\n                }\r\n            },\r\n            j_poke_jirachi_fixer = {\r\n                name = 'Jirachi',\r\n                text = {\r\n                    \"If {C:attention}first hand{} has exactly {C:attention}1{} card,\",\r\n                    \"add {C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or {C:dark_edition}Polychrome{} to it\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"If {C:attention}first discard{} has exactly {C:attention}1{} card,\",\r\n                    \"{C:attention}destroy{} it\",\r\n                }\r\n            },\r\n            j_poke_deoxys = {\r\n                name = \"Deoxys\",\r\n                text = {\r\n                  \"If {C:attention}first discard{} of\",\r\n                  \"round has only {C:attention}1{} card,\",\r\n                  \"add a {C:attention}DNA{} seal to it\",\r\n                  \"{C:inactive,s:0.8}(Transforms with a {C:planet,s:0.8}Meteorite{C:inactive,s:0.8} card){}\"\r\n                }\r\n            },\r\n            j_poke_deoxys_attack = {\r\n                name = \"Deoxys (Attack)\",\r\n                text = {\r\n                  \"{C:attention}DNA{} seals give an extra\",\r\n                  \"permanent {X:mult,C:white}X#1#{} Mult\",\r\n                  \"to copied cards\",\r\n                  \"{C:inactive,s:0.8}(Transforms with a {C:planet,s:0.8}Meteorite{C:inactive,s:0.8} card){}\"\r\n                }\r\n            },\r\n            j_poke_deoxys_speed = {\r\n                name = \"Deoxys (Speed)\",\r\n                text = {\r\n                  \"{C:attention}DNA{} seals give an extra\",\r\n                  \"permanent {C:chips}+#3#{} Chips\",\r\n                  \"to copied cards\",\r\n                  \"{C:inactive,s:0.8}(Transforms with a {C:planet,s:0.8}Meteorite{C:inactive,s:0.8} card){}\"\r\n                }\r\n            },\r\n            j_poke_deoxys_defense = {\r\n                name = \"Deoxys (Defense)\",\r\n                text = {\r\n                  \"{C:attention}DNA{} seals give an extra\",\r\n                  \"permanent {C:money}$#2#{} payout\",\r\n                  \"at end of round\",\r\n                  \"to copied cards\",\r\n                  \"{C:inactive,s:0.8}(Transforms with a {C:planet,s:0.8}Meteorite{C:inactive,s:0.8} card){}\"\r\n                }\r\n            },\r\n            j_poke_bidoof = {\r\n                name = \"Bidoof\",\r\n                text = {\r\n                    \"{C:attention}#1#{} free {C:green}Reroll{} per shop\",\r\n                    \"{C:inactive,s:0.8}(Evolves after rerolling {C:attention,s:0.8}#2#{C:inactive,s:0.8} times){}\"\r\n                }\r\n            },\r\n            j_poke_bibarel = {\r\n                name = \"Bibarel\",\r\n                text = {\r\n                    \"{C:attention}#1#{} free {C:green}#3#{} per shop\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Free {C:green}Rerolls{} increase by {C:attention}#2#\",\r\n                    \"when {C:attention}Boss Blind{} is defeated\"\r\n                }\r\n            },\r\n            j_poke_kricketot = {\r\n              name = \"Kricketot\",\r\n              text = {\r\n                \"Earn {C:money}$#1#{} if played hand is\",\r\n                \"exactly {C:attention}4{} cards and has\",\r\n                \"at least {C:attention}4{} different {C:attention}suits{}\",\r\n                \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n              }\r\n            },\r\n            j_poke_kricketune = {\r\n              name = \"Kricketune\",\r\n              text = {\r\n                \"Earn {C:money}$#1#{} if played hand is\",\r\n                \"exactly {C:attention}4{} cards and has\",\r\n                \"at least {C:attention}4{} different {C:attention}suits{}\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{C:green}#2# in #3#{} chance to create\",\r\n                \"a {C:tarot}Tarot{} card as well\"\r\n              }\r\n            },\r\n            j_poke_budew = {\r\n                name = 'Budew',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Creates a {C:dark_edition}Negative{} copy of\",\r\n                    \"{C:item}Miracle Seed{} at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_roserade = {\r\n              name = \"Roserade\",\r\n              text = {\r\n                \"If the first card in\",\r\n                \"poker hand is {C:attention}Odd\",\r\n                \"retrigger it {C:attention}#1#{} times\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{C:attention}Flower{} cards only require\",\r\n                \"{C:attention}3+{} suits to trigger\"\r\n              }\r\n            },\r\n            j_poke_buizel = {\r\n                name = 'Buizel',\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips for\",\r\n                    \"each {C:attention}unscored{} card\",\r\n                    \"in played hand\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }  \r\n            },\r\n            j_poke_floatzel = {\r\n                name = 'Floatzel',\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips for\",\r\n                    \"each {C:attention}unscored{} card\",\r\n                    \"in played hand\",\r\n                }\r\n            },\r\n            j_poke_ambipom = {\r\n              name = \"Ambipom\",\r\n              text = {\r\n                \"All {C:attention}Flushes{} and {C:attention}Straights{} can\",\r\n                \"be made with {C:attention}exactly 3{} cards\",\r\n              }\r\n            },\r\n            j_poke_buneary = {\r\n              name = \"Buneary\",\r\n              text = {\r\n                \"{C:mult}+#1#{} Mult for\",\r\n                \"each {C:attention}unscored{} card\",\r\n                \"in played hand\",\r\n                \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\r\n              }\r\n            },\r\n            j_poke_lopunny = {\r\n                name = \"Lopunny\",\r\n                text = {\r\n                  \"{C:purple}+#3# Foresight\",\r\n                  \"{C:mult}+#1#{} Mult for\",\r\n                  \"each unscored card\",\r\n                  \"in played hand\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{X:mult,C:white} X#2# {} Mult if an unscored\",\r\n                  \"card has the {C:attention}same rank{}\",\r\n                  \"as a {C:attention}Foreseen{} card\"\r\n                }\r\n            },\r\n            j_poke_mega_lopunny = {\r\n                name = \"Mega Lopunny\",\r\n                text = {\r\n                  \"{C:purple}+#1# Foresight\",\r\n                  \"Gives {X:mult,C:white}X{} Mult\",\r\n                  \"equal to the {C:attention}level\",\r\n                  \"of {C:attention}Foreseen hand\",\r\n                  \"{C:inactive}(Foreseen hand: {C:attention}#2#{C:inactive})\",\r\n                }\r\n            },\r\n            j_poke_mismagius = {\r\n                name = 'Mismagius',\r\n                text = {\r\n                    \"Played {C:attention}face{} cards permanently\",\r\n                    \"lose up to {C:chips}#1#{} Chips when scored\",\r\n                    \"Gain lost Chips\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"{C:green}#3# in #4#{} chance for them to\",\r\n                    \"permanently gain {C:chips}#5#{} Chips instead\",\r\n                    \"{C:inactive}(Currently {C:chips}+#2#{C:inactive} Chips)\",\r\n                }\r\n            },\r\n            j_poke_honchkrow = {\r\n                name = \"Honchkrow\",\r\n                text = {\r\n                  \"Each {X:dark,C:white}Dark{} Joker gives {X:mult,C:white}X#1#{} Mult\",\r\n                }\r\n            },\r\n            j_poke_chingling = {\r\n                name = 'Chingling',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Creates a {C:dark_edition}Negative{} copy of\",\r\n                    \"{C:tarot}Justice{} at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_bonsly = {\r\n                name = \"Bonsly\",\r\n                text = {\r\n                  \"{C:attention}Baby{}, {X:mult,C:white}X#1#{} Mult\",\r\n                  \"At end of round, add a random\",\r\n                  \"{C:attention}Enhanced face{} card to your deck\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_mimejr = {\r\n                name = 'Mime Jr.',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Adds a {C:red}Red Seal{} or {C:blue}Blue Seal{}\",\r\n                    \"to a random card in deck\",\r\n                    \"at the end of the round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_happiny = {\r\n                name = 'Happiny',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Creates a {C:dark_edition}Negative{} copy of\",\r\n                    \"{C:tarot}The Magician{} at end of round\",\r\n                    \"{C:green}#3# in #4#{} chance to create {C:attention}2{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_munchlax = {\r\n                name = 'Munchlax',\r\n                text = {\r\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                    \"Creates a {C:dark_edition}Negative{C:item} Item\",\r\n                    \"at the end of the round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_riolu = {\r\n              name = \"Riolu\",\r\n              text = {\r\n                \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\r\n                \"Creates a copy of {C:dark_edition}Aura{}\",\r\n                \"at end of round\",\r\n                \"{C:inactive}(Must have room)\",\r\n                \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n              }\r\n            },\r\n            j_poke_lucario = {\r\n              name = \"Lucario\",\r\n              text = {\r\n                 \"Each {C:attention}editioned{} card\",\r\n                 \"held in hand\",\r\n                 \"gives {X:mult,C:white} X#1# {} Mult\",\r\n              }\r\n            },\r\n            j_poke_mega_lucario = {\r\n              name = \"Mega Lucario\",\r\n              text = {\r\n                 \"Each card held in hand\",\r\n                 \"gives {X:mult,C:white} X#1# {} Mult if\",\r\n                 \"you have {C:attention}3+ unique\",\r\n                 \"{C:attention}editions{} held\",\r\n              }\r\n            },\r\n            j_poke_mantyke = {\r\n                name = \"Mantyke\",\r\n                text = {\r\n                  \"{C:attention}Baby{}, {X:mult,C:white}X#2#{} Mult\",\r\n                  \"Creates a {C:dark_edition}Negative{} copy of\",\r\n                  \"{C:item}The Devil{} at end of round\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_weavile = {\r\n                name = 'Weavile',\r\n                text = {\r\n                    \"If played hand is a single {C:attention}#3#{} destroy it,\",\r\n                    \"earn {C:money}$#4#{} and this gains {X:mult,C:white}X#1#{} Mult,\",\r\n                    \"resets when {C:attention}Boss Blind{} is defeated\",\r\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#2#{C:inactive} Mult){}\",\r\n                }\r\n            },\r\n            j_poke_magnezone = {\r\n                name = 'Magnezone',\r\n                text = {\r\n                    \"Played {C:attention}Steel{} cards give {X:mult,C:white}X#1#{} Mult\",\r\n                    \"plus {X:mult,C:white}X#2#{} Mult for each\",\r\n                    \"{X:metal,C:white}Metal{} Joker you have\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult){}\",\r\n                } \r\n            },\r\n            j_poke_lickilicky = {\r\n                name = 'Lickilicky',\r\n                text = {\r\n                    \"First and second played {C:attention}Jacks{}\",\r\n                    \"give {X:mult,C:white}X#1#{} Mult when scored\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"Further {C:attention}Jacks{} give\",\r\n                    \"{X:mult,C:white} X#2# {} Mult when scored\"\r\n                } \r\n            },\r\n            j_poke_rhyperior = {\r\n                name = 'Rhyperior',\r\n                text = {\r\n                    \"Each played {C:attention}Stone{} card \",\r\n                    \"permanently gains {C:chips}+#1#{} Chips\",\r\n                    \"and retrigger when scored\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Stone{} cards retrigger an\",\r\n                    \"additional time for every\",\r\n                    \"{C:attention}3{} {X:earth,C:white}Earth{} Jokers you have\",\r\n                    \"{C:inactive}(Currently #2# retriggers)\"\r\n                } \r\n            },\r\n            j_poke_tangrowth = {\r\n                name = 'Tangrowth',\r\n                text = {\r\n                    \"{C:attention}Wild{} cards {C:attention}can't{} be debuffed\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"Played {C:attention}Wild{} cards give\",\r\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\r\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\r\n                } \r\n            },\r\n            j_poke_electivire = {\r\n                name = 'Electivire',\r\n                text = {\r\n                    \"Gains {C:money}$#1#{} of {C:attention}sell value{} when a card\",\r\n                    \"is {C:attention}sold{} and at end of round\",\r\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\r\n                    \"Gives {X:mult,C:white}X#2#{} Mult for each dollar\",\r\n                    \"of sell value this Joker has\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_magmortar = {\r\n                name = 'Magmortar',\r\n                text = {\r\n                    \"If {C:attention}first discard{} of round has only\",\r\n                    \"{C:attention}1{} card, destroy it and gain {C:mult}+#2#{} Mult\",\r\n                    \"{br:4}ERROR - CONTACT STEAK\",\r\n                    \"Gains {X:mult,C:white}X#4#{} Mult when\",\r\n                    \"you use a discard\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_togekiss = {\r\n                name = 'Togekiss',\r\n                text = {\r\n                    \"Adds {C:attention}#6#{} to all {C:attention}listed{} {C:green,E:1,S:1.1}probabilities\",\r\n                    \"{br:4}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Lucky{} cards have\",\r\n                    \"a {C:green}#1# in #2#{} chance to give {C:chips}+#4#{} Chips\",\r\n                    \"and a {C:green}#1# in #3#{} chance to give {X:mult,C:white}X#5#{} Mult\",\r\n                }\r\n            },\r\n            j_poke_yanmega = {\r\n              name = \"Yanmega\",\r\n              text = {\r\n                \"Each played {C:attention}3{} or {C:attention}6{} gives\",\r\n                \"{C:chips}+#2#{} Chips and {C:mult}+#1#{} Mult when scored\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{C:green}#3# in #4#{} chance to retrigger each\",\r\n                \"played {C:attention}3{} or {C:attention}6{}\"\r\n              }\r\n            },\r\n            j_poke_leafeon = {\r\n                name = 'Leafeon',\r\n                text = {\r\n                    \"{C:attention}+#1#{} hand size\",\r\n                    \"reduces by {C:red}#2#{}\",\r\n                    \"every hand played\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Gain {C:attention}+#2#{} hand size\",\r\n                    \"when a {C:attention}Lucky{} card\",\r\n                    \"{C:green}successfully{} triggers\",\r\n                    \"{C:inactive}(Max of {C:attention}+#3#{C:inactive} hand size){}\"\r\n                } \r\n            },\r\n            j_poke_glaceon = {\r\n                name = 'Glaceon',\r\n                text = {\r\n                    \"Each reroll in the shop has a\",\r\n                    \"{C:green}#1# in #2#{} chance to add\",\r\n                    \"a {C:attention}Glass{} copy of a random\",\r\n                    \"card in your deck to shop\",\r\n                } \r\n            },\r\n            j_poke_gliscor = {\r\n                name = 'Gliscor',\r\n                text = {\r\n                    \"Played cards give {X:mult,C:white}X#1#{} Mult for each\",\r\n                    \"{V:1}#2#{} or debuffed card {C:attention}held{} in hand\",\r\n                    \"{C:inactive, s:0.8}(Suit changes every round)\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_mamoswine = {\r\n              name = \"Mamoswine\",\r\n              text = {\r\n                \"First played card gives {C:mult}+#1#{} Mult for each\",\r\n                \"{C:attention}Stone{} and {C:attention}Glass{} card in poker hand\",\r\n                \"{br:2}text needs to be here to work\",\r\n                \"{C:green}#3# in #4#{} chance for played {C:attention}Stone{}\",\r\n                \"and {C:attention}Glass{} cards to earn {C:money}$#2#{} when scored\",\r\n              }\r\n            },\r\n            j_poke_porygonz = {\r\n                name = 'Porygon-Z',\r\n                text = {\r\n                    \"{C:pink}+3{} Energy Limit\",\r\n                    \"{X:mult,C:white} X#2# {} Mult per {C:pink}Energy{}\",\r\n                    \"card used this run\",\r\n                    \"{br:2}text needs to be here to work\",\r\n                    \"Creates an {C:pink}Energy\",\r\n                    \"when you use an {C:pink}Energy\",\r\n                    \"{C:inactive}(Must have room)\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white} X#1# {C:inactive} Mult)\"\r\n                } \r\n            },\r\n            j_poke_gallade = {\r\n              name = \"Gallade\",\r\n              text = {\r\n                \"{C:pink}+#2#{} Energy Limit\",\r\n                \"{C:green}#4# in #5#{} chance to {C:pink}Energize{} a random\",\r\n                \"Joker when an {C:item}Item{} is used\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{X:mult,C:white}X#1#{} Mult for each Joker with\",\r\n                \"{C:attention}#6#+{} Energy Count if played\",\r\n                \"hand contains a {C:attention}Pair\",\r\n                \"{C:inactive}(Currently {X:mult,C:white} X#3#{C:inactive} Mult)\",\r\n              }\r\n            },\r\n            j_poke_probopass = {\r\n                name = 'Probopass',      \r\n                text = {\r\n                    \"{C:attention}Stone{} cards are considered {C:attention}face{} cards\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Played {C:attention}Stone{} cards\",\r\n                    \"give {X:mult,C:white} X#1# {} Mult when scored\"\r\n                } \r\n            },\r\n            j_poke_dusknoir = {\r\n                name = \"Dusknoir\",\r\n                text = {\r\n                  \"Retrigger all scored cards\",\r\n                  \"in {C:attention}final hand{} of round\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{C:spectral}Spectral{} cards may\",\r\n                  \"appear in the shop\",\r\n                  \"{C:inactive,s:0.8}(Increases rate if they already appear){}\"\r\n                }\r\n            },\r\n            j_poke_froslass = {\r\n                name = \"Froslass\",\r\n                text = {\r\n                  \"Go up to {C:mult}-$#1#{} in debt\",\r\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\r\n                  \"Create an {C:item}Item{} card if\",\r\n                  \"hand is played while in debt\",\r\n                  \"{C:inactive,s:0.8}(Must have room)\",\r\n                }\r\n            },\r\n            j_poke_rotom = {\r\n                name = \"Rotom\",\r\n                text = {\r\n                  \"{C:green}#1# in #2#{} chance to create\",\r\n                  \"an {C:item}Item{} card when any\",\r\n                  \"{C:attention}Booster Pack{} is opened\",\r\n                  \"{C:inactive}(Must have room){}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{C:attention}Booster Packs{} cost {C:money}$1{} less\",\r\n                  \"{C:inactive}(Transforms when using a {C:attention}Machine{C:inactive}){}\"\r\n                }\r\n            },\r\n            j_poke_rotomh = {\r\n                name = \"Rotom (Heat)\",\r\n                text = {\r\n                  \"{C:green}#1# in #2#{} chance to create\",\r\n                  \"an {C:item}Item{} card when any\",\r\n                  \"{C:attention}Booster Pack{} is opened\",\r\n                  \"{C:inactive}(Must have room){}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"If first discard is\",\r\n                  \"exactly {C:attention}2{} cards, {C:attention}Enhance\",\r\n                  \"both to {C:attention}Mult{} cards\",\r\n                  \"{C:inactive}(Transforms when using a {C:attention}Machine{C:inactive}){}\"\r\n                }\r\n            },\r\n            j_poke_rotomw = {\r\n                name = \"Rotom (Wash)\",\r\n                text = {\r\n                  \"{C:green}#1# in #2#{} chance to create\",\r\n                  \"an {C:item}Item{} card when any\",\r\n                  \"{C:attention}Booster Pack{} is opened\",\r\n                  \"{C:inactive}(Must have room){}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Earn {C:money}$#3#{} per scoring\",\r\n                  \"{C:attention}Enhanced{} card played,\",\r\n                  \"removes card {C:attention}Enhancement\",\r\n                  \"{C:inactive}(Transforms when using a {C:attention}Machine{C:inactive}){}\"\r\n                }\r\n            },\r\n            j_poke_rotomf = {\r\n              name = \"Rotom (Frost)\",\r\n              text = {\r\n                \"{C:green}#1# in #2#{} chance to create\",\r\n                \"an {C:item}Item{} card when any\",\r\n                \"{C:attention}Booster Pack{} is opened\",\r\n                \"{C:inactive}(Must have room){}\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"When {C:attention}Blind{} is selected, create\",\r\n                \"a random {C:attention}Consumable{} with\",\r\n                \"{C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or {C:dark_edition}Polychrome{}\",\r\n                \"{C:inactive}(Transforms when using a {C:attention}Machine{C:inactive}){}\"\r\n              }\r\n            },\r\n            j_poke_rotomfan = {\r\n                name = \"Rotom (Fan)\",\r\n                text = {\r\n                  \"{C:green}#1# in #2#{} chance to create\",\r\n                  \"an {C:item}Item{} card when any\",\r\n                  \"{C:attention}Booster Pack{} is opened\",\r\n                  \"{C:inactive}(Must have room){}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"When {C:attention}Blind{} is selected,\",\r\n                  \"destroy Joker to the\",\r\n                  \"right and create a {C:attention}Tag\",\r\n                  \"{C:inactive}(Transforms when using a {C:attention}Machine{C:inactive}){}\"\r\n                }\r\n            },\r\n            j_poke_rotomm = {\r\n                name = \"Rotom (Mow)\",\r\n                text = {\r\n                  \"{C:green}#1# in #2#{} chance to create\",\r\n                  \"an {C:item}Item{} card when any\",\r\n                  \"{C:attention}Booster Pack{} is opened\",\r\n                  \"{C:inactive}(Must have room){}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"{C:attention}Decrease{} rank of\",\r\n                  \"first {C:attention}2{} cards {C:attention}held{} in\",\r\n                  \"hand at end of round\",\r\n                  \"{C:inactive}(Transforms when using a {C:attention}Machine{}){}\"\r\n                }\r\n            },\r\n            j_poke_shaymin = {\r\n              name = \"Shaymin\",\r\n              text = {\r\n                \"The rightmost scoring card\",\r\n                \"of {C:attention}first hand{} of round\",\r\n                \"becomes a {C:attention}Flower{} card\",\r\n                \"{C:inactive,s:0.8}(Transforms after scoring {C:attention,s:0.8}#1#{C:inactive,s:0.8} Flower cards)\"\r\n              }\r\n            },\r\n            j_poke_shaymin_sky = {\r\n              name = \"Shaymin (Sky)\",\r\n              text = {\r\n                \"{C:attention}Flower{} cards are\",\r\n                \"also {C:attention}Wild{} cards\",\r\n                \"{C:inactive,s:0.8}(Transforms with a {C:attention,s:0.8}Death{C:inactive,s:0.8} card)\"\r\n              }\r\n            },\r\n            j_poke_pansage = {\r\n                name = \"Pansage\",\r\n                text = {\r\n                    \"Applies {C:attention}Shortcut\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Leaf Stone{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_simisage = {\r\n                name = \"Simisage\",\r\n                text = {\r\n                    \"Applies {C:attention}Shortcut\",\r\n                    \"Each played unenhanced card\",\r\n                    \"has a {C:green}#1# in #2#{} chance to\",\r\n                    \"become a {C:attention}Lucky{} card\"\r\n                }\r\n            },\r\n            j_poke_pansear = {\r\n                name = \"Pansear\",\r\n                text = {\r\n                    \"Applies {C:attention}Four Fingers\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Fire Stone{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_simisear = {\r\n                name = \"Simisear\",\r\n                text = {\r\n                    \"Applies {C:attention}Four Fingers\",\r\n                    \"If first played hand contains a {C:attention}Straight\",\r\n                    \"or {C:attention}Flush{}, create an {C:attention}Empress{} card\",\r\n                    \"and each unscoring card is destroyed {C:inactive}#1#{}\",\r\n                }\r\n            },\r\n            j_poke_panpour = {\r\n                name = \"Panpour\",\r\n                text = {\r\n                    \"Applies {C:attention}Pareidolia\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Water Stone{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_simipour = {\r\n                name = \"Simipour\",\r\n                text = {\r\n                    \"Applies {C:attention}Pareidolia\",\r\n                    \"Leftmost unenhanced card with the\",\r\n                    \"lowest base Chips in played hand\",\r\n                    \"becomes a {C:attention}Bonus{} card\",\r\n                }\r\n            },\r\n            j_poke_munna = {\r\n                name = \"Munna\",\r\n                text = {\r\n                  \"{C:purple}+#3# Foresight\",\r\n                  \"When hand is played, gain\",\r\n                  \"{X:mult,C:white} X#2# {} Mult for each\",\r\n                  \"{C:attention}Enhanced Foreseen{} card,\",\r\n                  \"removes card {C:attention}Enhancement\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white} X#1# {C:inactive} Mult){}\",\r\n                  \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\",\r\n                }\r\n            },\r\n            j_poke_musharna = {\r\n                name = \"Musharna\",\r\n                text = {\r\n                  \"When {C:attention}Blind{} is selected, gain\",\r\n                  \"{C:purple}+#2# Foresight{} this round for\",\r\n                  \"each {X:psychic,C:white}Psychic{} Joker you have\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"Each {C:attention}Enhanced Foreseen{}\",\r\n                  \"card gives {X:mult,C:white} X#1# {} Mult\",\r\n                  \"{C:inactive,s:0.8}({X:mult,C:white,s:0.8} X {C:inactive,s:0.8} Mult inherited from {C:attention,s:0.8}Munna{C:inactive,s:0.8}){}\",\r\n                }\r\n            },\r\n            j_poke_roggenrola = {\r\n                name = \"Roggenrola\",\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer\",\r\n                    \"Each card with {C:attention}no rank{}\",\r\n                    \"held in hand gives {C:mult}+#2#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#3#{C:inactive,s:0.8} times)\",\r\n                }\r\n            },\r\n            j_poke_boldore = {\r\n                name = \"Boldore\",\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer\",\r\n                    \"Each card with {C:attention}no rank{}\",\r\n                    \"held in hand gives {C:mult}+#2#{} Mult\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_gigalith = {\r\n                name = \"Gigalith\",\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer\",\r\n                    \"Each card with {C:attention}no rank{}\",\r\n                    \"held in hand gives {C:mult}+#2#{} Mult\",\r\n                    \"and retriggers\"\r\n                }\r\n            },\r\n            j_poke_drilbur = {\r\n                name = \"Drilbur\",\r\n                text = {\r\n                  \"First played {C:attention}Stone{} card\",\r\n                  \"each round is destroyed\",\r\n                  \"and creates {C:money}Treasure{}\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#1#{C:inactive,s:0.8} times)\"\r\n                }\r\n            },\r\n            j_poke_excadrill = {\r\n              name = \"Excadrill\",\r\n              text = {\r\n                \"Played {C:attention}Stone{} cards are\",\r\n                \"destroyed and create {C:money}Treasure{}\",\r\n                \"{C:inactive}(Must have room)\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{C:mult}+#1#{} Mult for each card below\",\r\n                \"{C:attention}#2#{} in your {C:attention}full deck\",\r\n                \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\r\n              }\r\n            },\r\n            j_poke_trubbish = {\r\n              name = \"Trubbish\",\r\n              text = {\r\n                \"Gains {C:chips}+#2#{} Chips and earns\",\r\n                \"{C:money}$#3#{} per {C:attention}discard{} if no\",\r\n                \"discards are used by\",\r\n                \"the end of the round\",\r\n                \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\r\n                \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#4#{C:inactive,s:0.8} times)\"\r\n              }\r\n            },\r\n            j_poke_garbodor = {\r\n                name = \"Garbodor\",\r\n                text = {\r\n                  \"Gains {C:chips}+#2#{} Chips per {C:attention}discard\",\r\n                  \"if no discards are used\",\r\n                  \"by the end of the round\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Creates a {C:attention}Garbage Tag{} if\",\r\n                  \"no discards are used\",\r\n                  \"by the end of the ante\",\r\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\r\n                }\r\n            },\r\n            j_poke_zorua = {\r\n                name = \"Zorua\",\r\n                text = {\r\n                    \"{V:1}Copies ability of rightmost {C:attention}Joker{}\",\r\n                    \"{br:2.5}ERROR - CONTACT STEAK\",\r\n                    \"After scoring played hand while\",\r\n                    \"copying, remove copy effect\",\r\n                    \"until end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_zoroark = {\r\n                name = \"Zoroark\",\r\n                text = {\r\n                    \"Copies ability of rightmost {C:attention}Joker{}\",\r\n                }\r\n            },\r\n            j_poke_gothita = {\r\n                name = \"Gothita\",\r\n                text = {\r\n                    \"All {C:planet}Planet{} cards and {C:planet}Celestial Packs{}\",\r\n                    \"in the shop cost {C:money}$2{} less\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_gothorita = {\r\n                name = \"Gothorita\",\r\n                text = {\r\n                    \"All {C:planet}Planet{} cards and {C:planet}Celestial Packs{}\",\r\n                    \"in the shop cost {C:money}$3{} less\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_gothitelle = {\r\n                name = \"Gothitelle\",\r\n                text = {\r\n                    \"All {C:planet}Planet{} cards and {C:planet}Celestial Packs{}\",\r\n                    \"in the shop are {C:attention}free{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Earn {C:money}$#1#{} when a {C:planet}Planet{} card is used\"\r\n                } \r\n            },\r\n            j_poke_vanillite = {\r\n                name = \"Vanillite\",\r\n                text = {\r\n                  \"{C:attention}Volatile Left\",\r\n                  \"{C:chips}+#1#{} Chips\",\r\n                  \"{C:chips}-#3#{} Chips for every hand played\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_vanillish = {\r\n                name = \"Vanillish\",\r\n                text = {\r\n                  \"{C:attention}Volatile Left\",\r\n                  \"{C:chips}+#1#{} Chips\",\r\n                  \"{C:chips}-#3#{} Chips for every hand played\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_vanilluxe = {\r\n                name = \"Vanilluxe\",\r\n                text = {\r\n                  \"{C:chips}+#1#{} Chips\",\r\n                  \"{C:chips}-#2#{} Chips for every hand played\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"When fully melted\",\r\n                  \"create {C:attention}#3# Double Tags{} \"\r\n                }\r\n            },\r\n            j_poke_frillish = {\r\n                name = \"Frillish\",\r\n\t\t\t\ttext = {\r\n                    \"Gains {C:chips}+#2#{} Chips for each\",\r\n                    \"discarded {C:attention}face{} card\",\r\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +#3# Chips)\",\r\n                } \r\n            },\r\n            j_poke_jellicent = {\r\n                name = \"Jellicent\",\r\n                text = {\r\n                  \"Gains {C:chips}+#2#{} Chips for each\",\r\n                  \"discarded {C:attention}face{} card\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"Gain {C:attention}doubled{} if it\",\r\n                  \"is a {C:attention}King{} or {C:attention}Queen{}\",\r\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\r\n                }\r\n            },\r\n            j_poke_ferroseed = {\r\n                name = \"Ferroseed\",\r\n                text = {\r\n                  \"{C:hazard}+#2#{} hazard layer\",\r\n                  \"{C:attention}Wild{} cards and {C:attention}Hazard{} cards\",\r\n                  \"are also {C:attention}Steel{} cards\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_ferrothorn = {\r\n              name = \"Ferrothorn\",\r\n              text = {\r\n                \"{C:hazard}+#1#{} hazard layer\",\r\n                \"{C:attention}Wild{} cards and {C:attention}Hazard{} cards\",\r\n                \"are also {C:attention}Steel{} cards\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"If played hand contains\",\r\n                \"a {C:attention}Flush{}, retrigger all\",\r\n                \"{C:attention}Steel{} cards {C:attention}held in hand{}\",\r\n              }\r\n            },\r\n            j_poke_elgyem = {\r\n                name = \"Elgyem\",\r\n                text = {\r\n                    \"When {C:attention}Blind{} is selected, create a\",\r\n                    \"{C:dark_edition}Negative{} {C:planet}Planet{} card of one of\",\r\n                    \"your {C:attention}#1#{} highest level {C:attention}poker hands\",\r\n                    \"{C:inactive,s:0.8}(Evolves when holding {C:planet,s:0.8}#2#{C:inactive,s:0.8}/#3# different planet cards){}\"\r\n                }\r\n            },\r\n            j_poke_beheeyem = {\r\n                name = \"Beheeyem\",\r\n                text = {\r\n                    \"When {C:attention}Blind{} is selected, create a\",\r\n                    \"{C:dark_edition}Negative{} {C:planet}Planet{} card of one of\",\r\n                    \"your {C:attention}#1#{} highest level {C:attention}poker hands\",\r\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\r\n                    \"After opening {C:attention}#2# Boosters{}, create a\",\r\n                    \"{C:attention}Telescope{} or {C:attention}Observatory{} if able\"\r\n                }\r\n            },\r\n            j_poke_litwick = {\r\n                name = \"Litwick\",\r\n                text = {\r\n                    \"{C:mult}+#4#{} Mult\",\r\n                    \"{C:attention}Tripled{} if this Joker has\",\r\n                    \"{C:money}$#5#{} or more sell value\",\r\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Drain {C:money}$#1#{} from adjacent\",\r\n                    \"Jokers at end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves at {C:money,s:0.8}$#3#{C:inactive,s:0.8} / $#2# Sell Value)\"\r\n                }\r\n            },\r\n            j_poke_lampent = {\r\n              name = \"Lampent\",\r\n              text = {\r\n                \"{C:attention}Drain {C:money}$#1#{} from all other\",\r\n                \"Jokers at end of round\",\r\n                \"{br:3.5}ERROR - CONTACT STEAK\",\r\n                \"Adds this Joker's\",\r\n                \"sell value to Mult\",\r\n                \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult){}\",\r\n                \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\"\r\n              }\r\n            },\r\n            j_poke_chandelure = {\r\n                name = \"Chandelure\",\r\n                text = {\r\n                    \"Each Joker with {C:money}$1{} sell\",\r\n                    \"value gives {X:mult,C:white} X#1# {} Mult\",\r\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\r\n                    \"Adds this Joker's\",\r\n                    \"sell value to Mult\",\r\n                    \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult){}\",\r\n                }\r\n            },\r\n            j_poke_golett = {\r\n                name = \"Golett\",\r\n                text = {\r\n                  \"{C:hazard}+#1#{} hazard layer\",\r\n                  \"{C:green}#4# in #5#{} chance for cards held\",\r\n                  \"in hand to give {X:mult,C:white}X#2#{} Mult\",\r\n                  \"Guaranteed for {C:attention}Hazard{} cards\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\"\r\n                }\r\n            },\r\n            j_poke_golurk = {\r\n                name = \"Golurk\",\r\n                text = {\r\n                  \"{C:hazard}+#1#{} hazard layer\",\r\n                  \"{C:green}#3# in #4#{} chance for cards held\",\r\n                  \"in hand to give {X:mult,C:white}X#2#{} Mult\", \r\n                  \"Guaranteed for {C:attention}Hazard{} cards\",\r\n                }\r\n            },\r\n            j_poke_pawniard = {\r\n                name = \"Pawniard\",\r\n                text = {\r\n                  \"Gains {X:red,C:white}X#2#{} Mult when a\",\r\n                  \"{C:attention}face{} card is destroyed\",\r\n                  \"{C:inactive}(Evolves at {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X#3#{C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_bisharp = {\r\n              name = \"Bisharp\",\r\n              text = {\r\n                \"Gains {X:red,C:white}X#2#{} Mult when a\",\r\n                \"{C:attention}face{} card is destroyed\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"If first played hand is a\",\r\n                \"single {C:attention}face{} card, destroy it\",\r\n                \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\r\n                \"{C:inactive,s:0.8}(Evolves after destroying {C:attention,s:0.8}#3#{C:inactive,s:0.8} Kings)\",\r\n              }\r\n            },\r\n            j_poke_zweilous = {\r\n                name = \"Zweilous\",\r\n                text = {\r\n                  \"{X:mult,C:white} X#1# {} Mult if played hand\",\r\n                  \"is a {C:attention}Three of a Kind{}\",\r\n                  \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} Times){}\"\r\n                }\r\n            },\r\n            j_poke_hydreigon = {\r\n                name = \"Hydreigon\",\r\n                text = {\r\n                  \"If played hand is a {C:attention}Three of a Kind{}\",\r\n                  \"each unscoring card is destroyed\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"Gains {X:mult,C:white} X#2# {} Mult when a\",\r\n                  \"{C:attention}playing card{} is destroyed\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white} X#1# {C:inactive} Mult){}\"\r\n                }\r\n            },\r\n            j_poke_deino = {\r\n                name = \"Deino\",\r\n                text = {\r\n                  \"{X:mult,C:white} X#1# {} Mult if played hand\",\r\n                  \"is a {C:attention}Three of a Kind{}\",\r\n                  \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times){}\"\r\n                }\r\n            },\r\n            j_poke_litleo = {\r\n                name = \"Litleo\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips if played hand\",\r\n                    \"contains a {C:attention}Flush{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_pyroar = {\r\n                name = \"Pyroar\",\r\n                text = {\r\n                    \"{C:chips}+#1#{} Chips if played hand contains a {C:attention}Flush{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Create an {C:pink}Energy{} card if it\",\r\n                    \"also contains a {C:attention}King{} or {C:attention}Queen{}\"\r\n                } \r\n            },\r\n            j_poke_sylveon = {\r\n                name = 'Sylveon',\r\n                text = {\r\n                    \"If {C:attention}first hand{} is\",\r\n                    \"exactly {C:attention}1{} unenhanced card,\",\r\n                    \"add {C:dark_edition}Foil{}, {C:dark_edition}Holographic{},\",\r\n                    \"or {C:dark_edition}Polychrome{} to it\",\r\n                } \r\n            },\r\n            j_poke_pumpkaboo_small = {\r\n                name = 'Pumpkaboo (Small)',\r\n                text = {\r\n                  \"After discarding {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jacks,\",\r\n                  \"create a {C:spectral}Spectral{} card\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_pumpkaboo_average = {\r\n                name = 'Pumpkaboo (Average)',\r\n                text = {\r\n                  \"After discarding {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jacks,\",\r\n                  \"create a {C:spectral}Spectral{} card\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_pumpkaboo_large = {\r\n                name = 'Pumpkaboo (Large)',\r\n                text = {\r\n                  \"After discarding {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jacks,\",\r\n                  \"create a {C:spectral}Spectral{} card\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_pumpkaboo_super = {\r\n                name = 'Pumpkaboo (Super)',\r\n                text = {\r\n                  \"After discarding {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jacks,\",\r\n                  \"create a {C:spectral}Spectral{} card\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\r\n                }\r\n            },\r\n            j_poke_gourgeist_small = {\r\n                name = \"Gourgeist (Small)\",\r\n                text = {\r\n                  \"After discarding {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jacks,\",\r\n                  \"create a {C:spectral}Spectral{} card\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Earn {C:money}$#3#{} when a {C:spectral}Spectral{} card\",\r\n                  \"is used and apply a {X:psychic,C:white}Psychic{}\",\r\n                  \"sticker to leftmost {C:attention}Joker\"\r\n                }\r\n            },\r\n            j_poke_gourgeist_average = {\r\n                name = \"Gourgeist (Average)\",\r\n                text = {\r\n                  \"After discarding {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jacks,\",\r\n                  \"create a {C:spectral}Spectral{} card\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Earn {C:money}$#3#{} when a {C:spectral}Spectral{} card\",\r\n                  \"is used and apply a {X:psychic,C:white}Psychic{}\",\r\n                  \"sticker to leftmost {C:attention}Joker\"\r\n                }\r\n            },\r\n            j_poke_gourgeist_large = {\r\n                name = \"Gourgeist (Large)\",\r\n                text = {\r\n                  \"After discarding {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jacks,\",\r\n                  \"create a {C:spectral}Spectral{} card\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Earn {C:money}$#3#{} when a {C:spectral}Spectral{} card\",\r\n                  \"is used and apply a {X:psychic,C:white}Psychic{}\",\r\n                  \"sticker to leftmost {C:attention}Joker\"\r\n                }\r\n            },\r\n            j_poke_gourgeist_super = {\r\n                name = \"Gourgeist (Super)\",\r\n                text = {\r\n                  \"After discarding {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jacks,\",\r\n                  \"create a {C:spectral}Spectral{} card\",\r\n                  \"{C:inactive}(Must have room)\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Earn {C:money}$#3#{} when a {C:spectral}Spectral{} card\",\r\n                  \"is used and apply a {X:psychic,C:white}Psychic{}\",\r\n                  \"sticker to leftmost {C:attention}Joker\"\r\n                }\r\n            },\r\n            j_poke_grubbin = {\r\n                name = 'Grubbin',\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult\",\r\n                    \"{C:attention}Tripled{} if you have\",\r\n                    \"a {X:lightning, C:black}Lightning{} Joker\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }  \r\n            },\r\n            j_poke_charjabug = {\r\n                name = 'Charjabug',\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult for each\",\r\n                    \"{X:lightning, C:black}Lightning{} Joker you have\",\r\n                    \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)\",\r\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Thunder Stone{C:inactive,s:0.8})\"\r\n                }  \r\n            },\r\n            j_poke_vikavolt = {\r\n                name = 'Vikavolt',\r\n                text = {\r\n                    \"{C:mult}+#3#{} Mult\",\r\n                    \"{X:mult,C:white} X#1# {} Mult for each other\",\r\n                    \"{X:lightning, C:black}Lightning{} Joker you have\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white} X#2# {C:inactive} Mult)\",\r\n                }\r\n            },\r\n            j_poke_rockruff = {\r\n              name = \"Rockruff\",\r\n              text = {\r\n                \"Each played {C:attention}non-face{} card\",\r\n                \"gives {C:mult}+#1#{} Mult when scored\",\r\n                \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#2#{C:inactive,s:0.8} Even cards)\",\r\n                \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#3#{C:inactive,s:0.8} Odd cards)\"\r\n              }\r\n            },\r\n            j_poke_lycanroc_day = {\r\n              name = \"Lycanroc (Midday)\",\r\n              text = {\r\n                \"Each played card with {C:attention}even{} rank\",\r\n                \"gives {C:mult}+#1#{} Mult when scored\",\r\n                \"{br:3}ERROR - CONTACT STEAK\",\r\n                \"If first played hand has\",\r\n                \"exactly {C:attention}1{} card it gives\", \r\n                \"{C:chips}+#2#{} Chips and {C:blue}+1{} hand this\",\r\n                \"round when scored\"\r\n              }\r\n            },\r\n            j_poke_lycanroc_night= {\r\n              name = \"Lycanroc (Midnight)\",\r\n              text = {\r\n                \"Each played card with {C:attention}odd{} rank\",\r\n                \"gives {C:mult}+#1#{} Mult when scored\",\r\n                \"{br:3}ERROR - CONTACT STEAK\",\r\n                \"When {C:attention}Boss Blind{} is selected\",\r\n                \"gain {C:chips}+#2#{} hand, {C:mult}+#3#{} discard\", \r\n                \"and {C:attention}+#2#{} hand size this round\",\r\n              }\r\n            },\r\n            j_poke_lycanroc_dusk = {\r\n              name = \"Lycanroc (Dusk)\",\r\n              text = {\r\n                \"Each played {C:attention}non-face{} card\",\r\n                \"gives {C:mult}+#1#{} Mult when scored\",\r\n                \"{br:3}ERROR - CONTACT STEAK\",\r\n                \"Retrigger the {C:attention}first{} card\",\r\n                \"with {C:attention}even{} rank and the\",\r\n                \"{C:attention}first{} card with {C:attention}odd{} rank\",\r\n                \"in poker hand\"\r\n              }\r\n            },\r\n            j_poke_mimikyu = {\r\n                name = \"Mimikyu\",\r\n                text = {\r\n                  \"{C:chips}+#1#{} Chips if played\",\r\n                  \"hand has no scoring {C:hearts}#2#{}\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"Prevents Death if chips scored are\",\r\n                  \"at least {C:attention}50%{} of required chips\",\r\n                  \"{C:inactive}(#3#){}\"\r\n                }\r\n            },\r\n            j_poke_nickit = {\r\n                name = \"Nickit\",\r\n                text = {\r\n                    \"Earn {C:money}$#1#{} at\",\r\n                    \"end of round\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_thievul = {\r\n                name = \"Thievul\",\r\n                text = {\r\n                    \"Earn {C:money}${} at end of round\",\r\n                    \"equal to {C:attention}double{} the sell value\", \r\n                    \"of the leftmost {C:attention}Joker{}\",\r\n                    \"{C:inactive,s:0.8}(Except itself)\",\r\n                    \"{C:inactive}(Currently {C:money}$#1#{C:inactive}, Max of {C:money}$15{C:inactive})\",\r\n                } \r\n            },\r\n            j_poke_yamper = {\r\n                name = 'Yamper',\r\n                text = {\r\n                    \"{C:mult}+#1#{} Mult and earn {C:money}$#2#{}\",\r\n                    \"if played hand contains\",\r\n                    \"a {C:attention}Straight{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\r\n                } \r\n            },\r\n            j_poke_boltund = {\r\n                name = 'Boltund',\r\n                text = {\r\n                    \"{X:mult,C:white}X#1#{} Mult and earn {C:money}$#2#{}\",\r\n                    \"if played hand contains\",\r\n                    \"a {C:attention}Straight{}\",\r\n                } \r\n            },\r\n            j_poke_dreepy = {\r\n                name = \"Dreepy\",\r\n                text = {\r\n                  \"When sold, adds {C:money}$#1#{} of sell value\",\r\n                  \"to every {C:attention}Joker{} card and {C:attention}converts{}\",\r\n                  \"all cards held in hand to\",\r\n                  \"leftmost card's {C:attention}suit\",\r\n                  \"{C:inactive,s:0.8}(Evolves when a {C:attention,s:0.8}Straight Flush{C:inactive,s:0.8} is played)\",\r\n                }\r\n            },\r\n            j_poke_drakloak = {\r\n                name = \"Drakloak\",\r\n                text = {\r\n                  \"{X:mult,C:white} X#4# {} Mult for every {C:money}${} of\",\r\n                  \"sell value of all owned {C:attention}Jokers{}\",\r\n                  \"{br:4}ERROR - CONTACT STEAK\",\r\n                  \"If played hand is a {C:attention}Straight Flush{}\",\r\n                  \"adds {C:money}$#1#{} of sell value to every Joker card\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white} X#5# {C:inactive} Mult){}\",\r\n                  \"{C:inactive,s:0.8}(Evolves at {C:money,s:0.8}$#2#{C:inactive,s:0.8}/$#3# total sell value of Jokers)\",\r\n                }\r\n            },\r\n            j_poke_dragapult = {\r\n                name = \"Dragapult\",\r\n                text = {\r\n                  \"{X:mult,C:white} X#2# {} Mult for every {C:money}${} of\",\r\n                  \"sell value of all owned {C:attention}Jokers{}\",\r\n                  \"{br:4}ERROR - CONTACT STEAK\",\r\n                  \"If played hand is a {C:attention}Straight Flush{}\",\r\n                  \"and you have no {C:attention}Dreepy Darts{}\",\r\n                  \"create {C:attention}2 Dreepy Darts{} with {C:dark_edition}Negative{}\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white} X#3# {C:inactive} Mult){}\"\r\n                }\r\n            },\r\n            j_poke_dreepy_dart = {\r\n                name = \"Dreepy Dart\",\r\n                text = {\r\n                    \"When sold, adds {C:money}$#1#{} of sell value\",\r\n                    \"to every {C:attention}Joker{} card and {C:attention}converts{}\",\r\n                    \"all cards held in hand to\",\r\n                    \"leftmost card's {C:attention}suit\",\r\n                }\r\n            },\r\n            j_poke_hisuian_qwilfish = {\r\n                name = \"Qwilfish (Hisuian)\",\r\n                text = {\r\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\r\n                    \"Gain {C:chips}+#3#{} Chips when a\",\r\n                    \"{C:attention}Hazard Card{} is drawn\",\r\n                    \"{C:inactive}(Evolves at {C:chips}+#4#{C:inactive} / +#5# Chips)\",\r\n                }\r\n            },\r\n            j_poke_overqwil = {\r\n                name = \"Overqwil\",\r\n                text = {\r\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\r\n                    \"Gain {C:chips}+#3#{} Chips when a\",\r\n                    \"{C:attention}Hazard Card{} is drawn\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Halve{} Chips after hand played\",\r\n                    \"{C:inactive}(Currently {C:chips}+#4#{C:inactive} Chips)\",\r\n                }\r\n            },\r\n            j_poke_wyrdeer = {\r\n                name = \"Wyrdeer\",\r\n                text = {\r\n                    \"{C:purple}+#1# Foresight\",\r\n                    \"Adds {C:attention}double{} the rank of {C:attention}highest{}\",\r\n                    \"ranked {C:attention}Foreseen{} card to Mult\",\r\n                    \"{br:3}ERROR - CONTACT STEAK\",\r\n                    \"Gain {C:purple}+#2# Foresight{} when hand is played\",\r\n                    \"{C:inactive,s:0.8}(Resets at end of round)\",\r\n                    \r\n                }\r\n            },\r\n            j_poke_kleavor = {\r\n                name = 'Kleavor',      \r\n                text = {\r\n                    \"When {C:attention}Blind{} is selected, destroy\",\r\n                    \"Joker to the right and gain {C:mult}+#2#{} Mult\",\r\n                    \"Add a {C:attention}Stone{} card to deck with\",\r\n                    \"{C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or {C:dark_edition}Polychrome{} if\",\r\n                    \"it was {C:green}Uncommon{} or higher\",\r\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n                } \r\n            },\r\n            j_poke_ursaluna = {\r\n              name = \"Ursaluna\",\r\n              text = {\r\n                \"Gains {C:mult}+#2#{} Mult and creates\",\r\n                \"an {C:item}Item{} with {C:dark_edition}Foil{}, {C:dark_edition}Holographic{},\",\r\n                \"or {C:dark_edition}Polychrome{} when any\",\r\n                \"{C:attention}Booster Pack{} is skipped {C:inactive,s:0.8}(Must have room)\",\r\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n              }\r\n            },\r\n            j_poke_tarountula = {\r\n                name = \"Tarountula\",\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer, {C:attention}+#3#{} hand size\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_spidops = {\r\n                name = \"Spidops\",\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer, {C:attention}+#2#{} hand size\",\r\n                    \"Apply a random {C:attention}seal{} to\",\r\n                    \"every {C:attention}#3#th{} {C:attention}playing card {C:inactive}[#4#]{}\",\r\n                    \"added to your deck\"\r\n                }\r\n            },\r\n            j_poke_fidough = {\r\n                name = \"Fidough\",\r\n                text = {\r\n                  \"Gains {C:chips}+#2#{} Chips if poker hand contains a {C:attention}#3#{}\",\r\n                  \"Required {C:attention}rank{} rises with each trigger\",\r\n                  \"{C:inactive,s:0.8}(If rank is highest, it becomes lowest)\",\r\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\r\n                  \"{C:inactive,s:0.8}(Evolves when you have a {X:fire,C:white,s:0.8}Fire{C:inactive,s:0.8} Joker)\",\r\n                }\r\n            },\r\n            j_poke_dachsbun = {\r\n                name = \"Dachsbun\",\r\n                text = {\r\n                  \"Gains {C:chips}+#2#{} Chips if poker hand contains a {C:attention}#3#{}\",\r\n                  \"Required {C:attention}rank{} rises with each trigger\",\r\n                  \"{br:4}ERROR - CONTACT STEAK\",\r\n                  \"Increase Chip gain by {C:chips}+2{} for each\",\r\n                  \"{X:fire,C:white}Fire{} Joker you have\",\r\n                  \"{C:inactive,s:0.8}(If rank is highest, it becomes lowest)\",\r\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\r\n                }\r\n            },\r\n            j_poke_charcadet = {\r\n              name = \"Charcadet\",\r\n              text = {\r\n                \"Gains {C:mult}+#2#{} Mult after scoring\",\r\n                \"played hand\",\r\n                \"{C:inactive,s:0.8}(Resets at end of round)\",\r\n                \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dawn Stone{C:inactive,s:0.8} or {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\",\r\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\r\n              }\r\n            },\r\n            j_poke_armarouge = {\r\n              name = \"Armarouge\",\r\n              text = {\r\n                \"{X:mult,C:white} X#1# {} Mult\",\r\n                \"Loses {X:mult,C:white} X#2# {} Mult after scoring\",\r\n                \"played hand\",\r\n                \"{C:inactive,s:0.8}(Resets at end of round)\",\r\n              }\r\n            },\r\n            j_poke_ceruledge = {\r\n              name = \"Ceruledge\",\r\n              text = {\r\n                \"Gains {X:mult,C:white} X#2# {} Mult after scoring\",\r\n                \"played hand and drains {C:money}$#3#{}\",\r\n                \"from another random Joker\",\r\n                \"{C:inactive,s:0.8}(Resets at end of round)\",\r\n                \"{C:inactive}(Currently {X:mult,C:white} X#1# {C:inactive} Mult)\",\r\n              }\r\n            },\r\n            j_poke_bramblin = {\r\n              name = \"Bramblin\",\r\n              text = {\r\n                \"{C:attention}Second{} scoring {C:attention}#1#{} of the round\",\r\n                \"becomes a {C:attention}Seed{} card\",\r\n                \"{C:inactive,s:0.8}(Rank changes every round){}\",\r\n                \"{C:inactive,s:0.7}(Evolves after drawing {C:attention,s:0.7}#2#{C:inactive,s:0.7} cards during Blinds){}\",\r\n              }\r\n            },\r\n            j_poke_brambleghast = {\r\n              name = \"Brambleghast\",\r\n              text = {\r\n                \"{C:chips}+#1#{} Chips for each {C:money}$1{} you have\",\r\n                \"{C:inactive}(Currently {C:chips}+#2#{C:inactive} Chips)\",\r\n                \"{br:2}ERROR - CONTACT STEAK\",\r\n                \"{C:attention}Second{} scoring {C:attention}#3#{} of the round\",\r\n                \"becomes a {C:attention}Seed{} card\",\r\n                \"with {C:attention}2 growths{}\",\r\n                \"{C:inactive,s:0.8}(Rank changes every round){}\",\r\n              }\r\n            },\r\n            j_poke_tinkatink = {\r\n                name = \"Tinkatink\",\r\n                text = {\r\n                  \"Played cards give {C:mult}+#1#{} Mult\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"When {C:attention}Blind{} is selected, debuff\",\r\n                  \"{C:attention}#3#{} {C:attention}non-Steel{} cards in your deck\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_tinkatuff = {\r\n                name = \"Tinkatuff\",\r\n                text = {\r\n                  \"Played cards give {C:mult}+#1#{} Mult\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"When {C:attention}Blind{} is selected, debuff\",\r\n                  \"{C:attention}#3#{} {C:attention}non-Steel{} cards in your deck\",\r\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\r\n                }\r\n            },\r\n            j_poke_tinkaton = {\r\n                name = \"Tinkaton\",\r\n                text = {\r\n                  \"Played cards give {C:mult}+#1#{} Mult\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"When {C:attention}Blind{} is selected, debuff\",\r\n                  \"{C:attention}#3#{} {C:attention}non-Steel{} cards in your deck\",\r\n                  \"{br:4}ERROR - CONTACT STEAK\",\r\n                  \"{C:attention}Steel{} cards are also {C:attention}Glass{} cards\"\r\n                }\r\n            },\r\n            j_poke_wiglett = {\r\n                name = \"Wiglett\",\r\n                text = {\r\n                    \"{C:mult}+#3#{} Mult if played hand\",\r\n                    \"contains a {C:attention}Three of a kind{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:chips}+#2#{} Chips if played hand\",\r\n                    \"contains a scoring {C:attention}5{}, {C:attention}6{}, or {C:attention}7{}\",\r\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\r\n                } \r\n            },\r\n            j_poke_wugtrio = {\r\n                name = \"Wugtrio\",\r\n                text = {\r\n                    \"{X:mult,C:white} X#1# {} Mult if played hand\",\r\n                    \"contains a {C:attention}Three of a kind{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:chips}+#2#{} Chips if played hand\",\r\n                    \"contains a scoring {C:attention}5{}, {C:attention}6{}, or {C:attention}7{}\",\r\n                } \r\n            },\r\n            j_poke_annihilape = {\r\n                name = 'Annihilape',\r\n                text = {\r\n                    \"Each played {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, or {C:attention}7{} gives\",\r\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips when scored\",\r\n                    \"for each hand played this round\",\r\n                    \"{C:inactive}(Currently {C:mult}+#3#{} {C:inactive}Mult {C:chips}+#4#{C:inactive} Chips)\",\r\n                } \r\n            },\r\n            j_poke_dudunsparce = {\r\n                name = 'Dudunsparce',\r\n                text = {\r\n                  \"{C:attention}+#1#{} card slot available in shop\",\r\n                  \"{C:attention}+#1#{} Booster Pack slot available in shop\",\r\n                  \"{C:attention}+#1#{} Voucher slot available in shop\",\r\n                }\r\n            },\r\n            j_poke_dudunsparce2 = {\r\n                name = 'Dudunsparce',\r\n                text = {\r\n                  \"{C:attention}Holding Coupon Tag{}\",\r\n                  \"{C:attention}+#1#{} card slot available in shop\",\r\n                  \"{C:attention}+#1#{} Booster Pack slot available in shop\",\r\n                  \"{C:attention}+#1#{} Voucher slot available in shop\",\r\n                }\r\n            },\r\n            j_poke_kingambit = {\r\n                name = \"Kingambit\",\r\n                text = {\r\n                  \"{X:red,C:white}X#1#{} Mult\",\r\n                  \"If played hand has the only\",\r\n                  \"{C:attention}King{} in your {C:attention}full deck{}, each\",\r\n                  \"played {C:attention}non-face{} card gives half\",\r\n                  \"this Joker's {X:mult,C:white}X{} Mult when scored\",\r\n                }\r\n            },\r\n            j_poke_farigiraf = {\r\n              name = \"Farigiraf\",\r\n              text = {\r\n                \"{C:attention}Holding{} {C:spectral}Cryptid{}\",\r\n                \"First and last {C:attention}face{} cards\",\r\n                \"give {X:mult,C:white}X#1#{} Mult when scored\",\r\n                \"if played hand contains a {C:attention}Two Pair{}\",\r\n              }\r\n            },\r\n            j_poke_gimmighoul = {\r\n                name = \"Gimmighoul (Chest)\",\r\n                text = {\r\n                  \"Played {C:attention}Gold{} cards earn {C:money}$#1#{} when scored\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"Skip a {C:attention}Booster Pack{} for...?\",\r\n                  \"{C:inactive,s:0.8}(Evolves after earning or spending {C:money,s:0.8}$#2#{C:inactive,s:0.8}/$#3#)\"\r\n                }\r\n            },\r\n            j_poke_gimmighoulr = {\r\n                name = \"Gimmighoul (Roaming)\",\r\n                text = {\r\n                  \"Earn some {C:money}${}\",\r\n                  \"{S:1.1,C:red,E:2}self destructs{}\",\r\n                }\r\n            },\r\n            j_poke_gholdengo = {\r\n                name = \"Gholdengo\",\r\n                text = {\r\n                  \"Played {C:attention}Gold{} cards {C:red}spend{} {C:money}$#2#{}\",\r\n                  \"when scored and multiply\",\r\n                  \"this Joker's {X:mult,C:white}X{} Mult by {X:mult,C:white}X#3#\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"This Joker can't be debuffed\",\r\n                  \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\r\n                  \"{C:inactive,s:0.8}(Resets at end of round)\",\r\n                }\r\n            },\r\n            j_poke_missingno = {\r\n                name = 'Missingno.',\r\n                text = {\r\n                    \"Creates consumables\",\r\n                    \"when obtained?\",\r\n                    \"Creates {C:attention}#1#{}? {C:attention}Tags{}?\",\r\n                } \r\n            },\r\n            j_poke_pokedex = {\r\n                name = 'Pokedex',\r\n                text = {\r\n                    \"{C:attention}Pokemon{} from the same\", \r\n                    \"evolutionary line may appear\",\r\n                } \r\n            },\r\n            j_poke_rotomdex = {\r\n                name = 'Rotom Dex',\r\n                text = {\r\n                    \"{C:attention}Booster Packs{} cost {C:money}$1{} less\",\r\n                    \"for each different {C:pink}Type\",\r\n                    \"among your Jokers\",\r\n                    \"{C:inactive}(Currently {C:money}$#1#{C:inactive} less)\"\r\n                } \r\n            },\r\n            j_poke_everstone = {\r\n                name = 'Everstone',\r\n                text = {\r\n                    \"Pokemon {C:attention}can't{} evolve or transform\",\r\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Basic{} Pokemon each give {X:mult,C:white} X#2# {} Mult\",\r\n                    \"{C:attention}Baby{} Pokemon each give {X:mult,C:white} X#1# {} Mult\",\r\n                } \r\n            },\r\n            j_poke_tall_grass = {\r\n                name = 'Tall Grass',\r\n                text = {\r\n                    \"{C:green}#1# in #2#{} chance to create a {C:chips}Common{}\",\r\n                    \"Pokemon {C:attention}Joker{} when hand is played\",\r\n                    \"Guaranteed with a scoring {C:attention}Wild{} card\",\r\n                    \"{C:inactive}(Must have room){}\",\r\n                } \r\n            },\r\n            j_poke_jelly_donut = {\r\n                name = \"Jelly Donut\",\r\n                text = {\r\n                  \"Create a {X:colorless,C:white}Colorless{C:pink} Energy\",\r\n                  \"when {C:attention}Blind{} is selected\",\r\n                  \"{C:inactive}({C:attention}#1#{C:inactive} rounds remaining){}\"\r\n                }\r\n            },\r\n            j_poke_ruins_of_alph = {\r\n                name = \"Ruins of Alph\",\r\n                text = {\r\n                  \"When {C:attention}Blind{} is selected,\",\r\n                  \"create {C:attention}3{} {C:dark_edition}Negative{} {C:attention}Unown\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"After an {C:attention}Unown{} triggers\",\r\n                  \"merge it and gain {C:mult}+#1#{} Mult\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Sell this for a {C:attention}reward{}\", \r\n                  \"based on Unown {C:attention}merged\",\r\n                  \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult and {C:attention}#2#{C:inactive} Unown)\",\r\n                }\r\n            },\r\n            j_poke_unown_swarm = {\r\n                name = \"Unown Swarm\",\r\n                text = {\r\n                  \"Each {C:purple}Legendary{} Joker gives\",\r\n                  \"{C:mult}+#1#{} Mult and {X:mult,C:white}X#2#{} Mult\"\r\n                }\r\n            },\r\n            j_poke_treasure_eatery = {\r\n                name = \"Treasure Eatery\",\r\n                text = {\r\n                  \"{C:attention}Type Changer{}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Convert the leftmost Joker's {C:pink}Type{}\",\r\n                  \"into the rightmost Joker's {C:pink}Type{}\",\r\n                  \"when {C:attention}Blind{} is selected\",\r\n                  \"{C:inactive}({C:attention}#1#{C:inactive} rounds remaining){}\"\r\n                }\r\n            },\r\n            j_poke_rival = {\r\n                name = \"Rival\",\r\n                text = {\r\n                    \"Increase payout by {C:money}$#2#{} after skipping\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"When {C:attention}Boss Blind{} is defeated,\",\r\n                    \"{S:1.1,C:red,E:2}self destruct{} and earn {C:money}$#1#\",\r\n                }\r\n            },\r\n            j_poke_bitter_rival = {\r\n                name = \"Bitter Rival\",\r\n                text = {\r\n                    \"Increase payout by {C:money}$#2#{} after skipping\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"When {C:attention}Boss Blind{} is defeated,\",\r\n                    \"{S:1.1,C:red,E:2}self destruct{} and earn {C:money}$#1#\",\r\n                }\r\n            },\r\n            j_poke_champion = {\r\n                name = \"Champion\",\r\n                text = {\r\n                    \"When {C:attention}Boss Blind{} is defeated,\",\r\n                    \"create a {C:attention}Speed Tag\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{X:mult,C:white}X#1#{} Mult for each\",\r\n                    \"Blind skipped this run\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#2#{C:inactive} Mult){}\"\r\n                }\r\n            },\r\n            j_poke_professor = {\r\n                name = \"Professor\",\r\n                text = {\r\n                    \"After {C:attention}#1#{} rounds, sell this card\",\r\n                    \"to create a {C:attention}Starter Tag\",\r\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/#1#){}\"\r\n                }\r\n            },\r\n            j_poke_imposter_professor = {\r\n                name = \"Imposter Professor\",\r\n                text = {\r\n                    \"After {C:attention}#1#{} rounds, sell this card\",\r\n                    \"to create a {C:attention}rental Pokedex\",\r\n                    \"and a {C:attention}Starter Tag...?\",\r\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/#1#){}\"\r\n                }\r\n            },\r\n            j_poke_oologist = {\r\n                name = \"Oologist\",\r\n                text = {\r\n                    \"After {C:attention}#1#{} rounds, sell\",\r\n                    \"this card to create a\",\r\n                    \"{C:dark_edition}Negative{} {C:attention}Mystery Egg{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"Creates another one for\",\r\n                    \"every {C:attention}#1#{} additional rounds\",\r\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/#1#){}\"\r\n                }\r\n            },\r\n            j_poke_mystery_egg = {\r\n                name = \"Mystery Egg\",\r\n                text = {\r\n                  \"Transforms into a {C:attention}Basic{} or\",\r\n                  \"{C:attention}Baby{} Joker after {C:attention}#1#{} rounds\",\r\n                  \"that is {C:pink}Energized{} if applicable\"\r\n                }\r\n            },\r\n            j_poke_daycare = {\r\n              name = \"Daycare\",\r\n              text = {\r\n                \"Sell this card to create\",\r\n                \"a {C:attention}Mystery Egg{} based on\",\r\n                \"adjacent Pokemon Jokers\",\r\n                \"{C:inactive,s:0.8}(Excludes Baby and Legendary Jokers){}\"\r\n              }\r\n            },\r\n            j_poke_repel = {\r\n                name = 'Repel',      \r\n                text = {\r\n                    \"Sell this card to {C:attention}disable{}\",\r\n                    \"the current {C:attention}Boss Blind{}\",\r\n                    \"and create a {C:attention}D6 Tag{}\"\r\n                } \r\n            },\r\n            j_poke_billion_lions = {\r\n                name = 'A Billion Lions',\r\n                text = {\r\n                    \"When {C:attention}Blind{} is selected\",\r\n                    \"destroy each {C:pink}typed{} Joker you have\",\r\n                    \"then gain {X:mult,C:white}X#2#{} Mult for each\",\r\n                    \"{S:1.1,C:red,E:2}self destructs{} when out of lions\",\r\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult, {C:attention}#3#{C:inactive} lions)\"\r\n                } \r\n            },\r\n            j_poke_spiclops = {\r\n                name = \"Spiclops\",\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer, {C:attention}+#2#{} hand size\",\r\n                    \"Apply a random {C:attention}seal{} to\",\r\n                    \"every {C:attention}#3#th{} {C:attention}playing card {C:inactive}[#4#]{}\",\r\n                    \"added to your deck\",\r\n                    \"When {C:attention}Blind{} is selected\",\r\n                    \"gain hand size equal to the {C:attention}hazard level{} and\",\r\n                    \"lose {C:attention}1 discard{}\",\r\n                    \"If first played hand is\",\r\n                    \"all {C:attention} Hazard{} cards, gain\",\r\n                    \"{C:attention{}+1{} hand size this round for\",\r\n                    \"each card in that hand\",\r\n                    \"Adds a {C:blue}Blue{} seal to every third\",\r\n                    \"{C:attention}Hazard Card held{} in hand\",\r\n                    \"at end of round\",\r\n                    \"For every #5# {C:inactive}[#6#]{} {C:attention}Hazard Cards{} drawn\",\r\n                    \"create a {C:planet}Planet{} card for your\",\r\n                    \"most played hand {C:inactive}(Must have room){}\"\r\n\r\n                }\r\n            },\r\n            j_poke_miror_budicolo = {\r\n                name = \"Ludicolo\",\r\n                text = {\r\n                    \"Adds itself to\",\r\n                    \"your deck??\"\r\n                },\r\n            },\r\n            j_poke_capture_disc = {\r\n                name = \"Capture Disc\",\r\n                text = {\r\n                    \"This Joker gains {C:mult}+#1#{} Mult\",\r\n                    \"when {C:attention}shaken{}, resets\",\r\n                    \"at end of round\",\r\n                    \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)\"\r\n                },\r\n            },\r\n            --[[ Egg dynatext, not used right now\r\n            j_poke_mystery_egg = {\r\n                name = \"Mystery Egg\",\r\n                text = {\r\n                    \"This Egg needs more time to hatch.\",\r\n                    \"Keep it secret. Keep it safe.\",\r\n                    \"It looks cold and lonely.\",\r\n                    \"Follow that egg!\",\r\n                    \"Is it supposed to glow?\",\r\n                    \"I wonder what's inside?\",\r\n                    \"It moves around inside sometimes.\",\r\n                    \"It's a secret to everybody.\",\r\n                    \"Not to be put on a sandwich.\",\r\n                }\r\n            },--]]\r\n        },\r\n        Planet = {\r\n           --I wonder what a Pokémon planet would do?\r\n        },\r\n        Sleeve = {\r\n            sleeve_poke_pokemonsleeve = {\r\n                name = \"Trainer Sleeve\",\r\n                text = {\r\n                    \"Start run with the\",\r\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\r\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\r\n                },\r\n            },\r\n            sleeve_poke_pokemonsleeve_alt = {\r\n                name = \"Trainer Sleeve\",\r\n                text = {\r\n                    \"Start run with a {C:tarot,T:c_poke_greatball}#3#{} card\",\r\n                    \"instead of a {C:tarot,T:c_poke_pokeball}#2#{} card\",\r\n                },\r\n            },\r\n            sleeve_poke_obituarysleeve = {\r\n                name = \"Obituary Sleeve\",\r\n                text = {\r\n                    \"All cards have a {C:dark_edition}#1#{}\",\r\n                },\r\n            },\r\n            sleeve_poke_obituarysleeve_alt = {\r\n                name = \"Obituary Sleeve\",\r\n                text = {\r\n                    \"{C:pink}Pink Seals{} have a {C:green}#1# in #2#{} chance to\",\r\n                    \"be removed after triggering\",\r\n                    \"Jokers create a {C:dark_edition}Negative {C:pink}Energy{} of\",\r\n                    \"their type when sold or destroyed\",\r\n                },\r\n            },\r\n            sleeve_poke_revenantsleeve = {\r\n                name = \"Revenant Sleeve\",\r\n                text = {\r\n                    \"All cards have a {C:dark_edition}#1#{}\",\r\n                },\r\n            },\r\n\t\t\tsleeve_poke_revenantsleeve_alt = {\r\n              name = \"Revenant Sleeve\",\r\n              text = {\r\n                  \"{C:blue}+#1#{} consumable slots\",\r\n                  \"{C:pink}Pocket Packs{} will not\",\r\n                  \"appear in the shop\",\r\n              },\r\n            },\r\n            sleeve_poke_luminoussleeve = {\r\n                name = \"Luminous Sleeve\",\r\n                text = {\r\n                    \"All Jokers are created\",\r\n                    \"with random {C:pink}Type{} stickers\",\r\n                    \"and are {C:pink}Energized{} once\",\r\n                },\r\n            },\r\n            sleeve_poke_luminoussleeve_alt = {\r\n                name = \"Luminous Sleeve\",\r\n                text = {\r\n                    \"Rerolls have a {C:green}#1# in #2#{} chance\",\r\n                    \"to spawn a {C:item}Tera Orb\",\r\n                },\r\n            },\r\n            sleeve_poke_telekineticsleeve = {\r\n                name = \"Telekinetic Sleeve\",\r\n                text = {\r\n                    \"Start run with the\",\r\n                    \"{C:tarot,T:v_crystal_ball}#1#{} voucher\",\r\n                    \"and {C:attention}2{} copies\",\r\n                    \"of {C:item,T:c_poke_twisted_spoon}#2#\"\r\n                } \r\n            },\r\n\t\t\tsleeve_poke_telekineticsleeve_alt = {\r\n                name = \"Telekinetic Sleeve\",\r\n                text = {\r\n                    \"{C:item,T:c_poke_twisted_spoon}#2#s{} in your\",\r\n                    \"{C:attention}consumable{} area give\",\r\n                    \"{C:blue}+1{} consumable slot\",\r\n                }\r\n            },\r\n            sleeve_poke_ampedsleeve = {\r\n                name = \"Amped Sleeve\",\r\n                text = {\r\n                    \"Start run with the\",\r\n                    \"{C:tarot,T:v_poke_energysearch}#1#{} voucher\",\r\n                    \"and a copy of\",\r\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\r\n                } \r\n            },\r\n            sleeve_poke_ampedsleeve_alt = {\r\n                name = \"Amped Sleeve\",\r\n                text = {\r\n                    \"Start run with a {C:dark_edition}Negative {C:attention,T:j_poke_jelly_donut}#1#\",\r\n                    \"instead of a {C:pink,T:c_poke_double_rainbow_energy}#2#\",\r\n                    \"{C:pink,T:c_poke_colorless_energy}#3#{} is no longer half as\",\r\n                    \"effective on non-Colorless Jokers\",\r\n                } \r\n            },\r\n            sleeve_poke_futuresleeve = {\r\n                name = \"Future Sleeve\",\r\n                text = {\r\n                    \"{C:purple}+#1# Foresight{}\",\r\n                } \r\n            },\r\n            sleeve_poke_futuresleeve_alt = {\r\n                name = \"Future Sleeve\",\r\n                text = {\r\n                  \"Gain {C:purple}+#2# Foresight{} when hand is played\",\r\n                  \"{C:inactive,s:0.8}(Resets at end of round)\",\r\n                } \r\n            },\r\n            sleeve_poke_stadiumsleeve = {\r\n                name = \"Stadium Sleeve\",\r\n                text = {\r\n                    \"Deck starts with a {C:attention}Bonus, Mult,\",\r\n                    \"{C:attention}Wild, Glass, Steel, Stone,\",\r\n                    \"{C:attention}Gold,{} and {C:attention}Lucky{} card\"\r\n                } \r\n            },\r\n            sleeve_poke_stadiumsleeve_alt = {\r\n                name = \"Stadium Sleeve\",\r\n                text = {\r\n                    \"After defeating each\",\r\n                    \"{C:attention}Boss Blind{}, create a random\",\r\n                    \"{C:dark_edition}Negative{} {C:attention}Enhancement{} {C:tarot}Tarot{} card\"\r\n                } \r\n            },\r\n            sleeve_poke_megasleeve = {\r\n                name = \"Mega Sleeve\",\r\n                text = {\r\n                    \"Start the run with the\",\r\n                    \"{C:tarot,T:v_reroll_surplus}#2#{}, {C:tarot,T:v_reroll_glut}#3#{}\",\r\n                    \"and {C:tarot,T:v_crystal_ball}#5#{} vouchers\",\r\n                    \"and a {C:spectral,T:c_poke_megastone}#1#{} card\",\r\n                    \"{C:red}-#4#{} shop slot\"\r\n                } \r\n            },\r\n            sleeve_poke_megasleeve_alt = {\r\n                name = \"Mega Sleeve\",\r\n                text = {\r\n                    \"{C:attention}Mega Evolution{} is no longer\",\r\n                    \"restricted to 1 Joker per\",\r\n                    \"{C:spectral,T:c_poke_megastone}#1#{} you have\",\r\n                } \r\n            },\r\n            sleeve_poke_vendingsleeve = {\r\n                name = \"Vending Sleeve\",\r\n                text = {\r\n                    \"After defeating each\",\r\n                    \"{C:attention}Odd Boss Blind{}, gain a\",\r\n                    \"{C:attention,T:tag_vremade_double}#1#\",\r\n                } \r\n            },\r\n            sleeve_poke_vendingsleeve_alt = {\r\n                name = \"Vending Sleeve\",\r\n                text = {\r\n                    \"Gain a {C:attention,T:tag_vremade_double}#1#\",\r\n                    \"after defeating every\",\r\n                    \"{C:attention}Boss Blind{} instead\"\r\n                } \r\n            },\r\n            sleeve_poke_diceysleeve = {\r\n                name = \"Debris Sleeve\",\r\n                text = {\r\n                    \"{C:hazard}+#1#{} hazard layer and limit, {C:attention}+#1#{} hand size\",\r\n                    \"At end of each round:\",\r\n                    \"Earn {C:money}$#4#{} for each {C:attention}Hazard{}\",\r\n                    \"card in your {C:attention}full deck\",\r\n                    \"Earn no {C:attention}Interest\"\r\n                } \r\n            },\r\n            sleeve_poke_diceysleeve_alt = {\r\n                name = \"Debris Sleeve\",\r\n                text = {\r\n                    \"All {C:attention}Hazards{} give {C:attention}+1{} hand size\",\r\n                } \r\n            },\r\n        },\r\n        Spectral = {\r\n            c_poke_ultraball = {\r\n                name = \"Ultra Ball\",\r\n                text = {\r\n                    \"Creates a\",\r\n                    \"{C:attention}Stage 2 Joker{} card\",\r\n                    \"{C:inactive}(Must have room)\"\r\n                },\r\n            },\r\n            c_poke_masterball = {\r\n                name = \"Master Ball\",\r\n                text = {\r\n                    \"Creates a\",\r\n                    \"{C:legendary,E:1}Legendary{C:attention} Pokemon {}Joker\",\r\n                    \"{C:inactive}(Must have room)\"\r\n                },\r\n            },\r\n            c_poke_transformation = {\r\n                name = \"Transformation\",\r\n                text = {\r\n                    \"Evolves leftmost or selected Pokemon to\",\r\n                    \"the highest {C:attention}stage{} and {C:pink}Energizes{} it\", \r\n                },\r\n            },\r\n            c_poke_megastone = {\r\n                name = \"Mega Stone\",\r\n                text = {\r\n                    \"{C:attention}Reusable{}\",\r\n                    \"{br:2}ERROR - CONTACT STEAK\",\r\n                    \"{C:attention}Mega Evolves{} a Pokemon\", \r\n                    \"or {C:attention}devolves{} a Mega\",\r\n                    \"{C:attention}Devolves{} Mega if sold\",\r\n                    \"{C:inactive}(Useable once per round)\",\r\n                },\r\n            },\r\n            c_poke_obituary = {\r\n                name = \"Obituary\",\r\n                text = {\r\n                    \"Adds a {C:pink}Pink{} seal\",\r\n                    \"to {C:attention}1{} selected card\",\r\n                }\r\n            },\r\n            c_poke_nightmare = {\r\n                name = \"Nightmare\",\r\n                text = {\r\n                    \"Destroys leftmost or selected\",\r\n                    \"Joker and creates {C:attention}2{} {C:dark_edition}Negative{}\",\r\n                    \"{C:pink}Energy{} of that Joker's {C:pink}type{}\",\r\n                    \"{C:inactive}(Typeless jokers give {X:colorless,C:white}Colorless{C:inactive})\"\r\n                },\r\n            },\r\n            c_poke_revenant = {\r\n                name = \"Revenant\",\r\n                text = {\r\n                    \"Adds a {C:item}Silver{} seal\",\r\n                    \"to {C:attention}1{} selected card\",\r\n                }\r\n            },\r\n            c_poke_double_rainbow_energy = {\r\n                name = \"Double Rainbow Energy\",\r\n                text = {\r\n                    \"{C:pink}Energize{} leftmost or selected\",\r\n                    \"Joker of any {C:pink}Type{} {C:red}t{C:attention}w{C:green}i{C:blue}c{C:purple}e{}\",\r\n                    \"Earn no interest this round\",\r\n                    \"{C:inactive}(Max of {C:attention}#1#{C:inactive} increases per Joker)\",\r\n                },\r\n            },\r\n            c_poke_meteorite = {\r\n                name = \"Meteorite\",\r\n                text = {\r\n                  \"{C:attention}Reusable{}\",\r\n                  \"{br:2}ERROR - CONTACT STEAK\",\r\n                  \"Destroys {C:attention}1{} random card\",\r\n                  \"remaining in {C:attention}deck{}\",\r\n                  \"{br:3}ERROR - CONTACT STEAK\",\r\n                  \"Transforms leftmost or selected\",\r\n                  \"{C:attention}Deoxys{} into {C:attention}#1# Forme\",\r\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}Forme{C:inactive,s:0.8} changes on {C:green,s:0.8}Reroll{C:inactive,s:0.8}){}\",\r\n                }\r\n            },\r\n            \r\n            c_poke_fake_banker = {\r\n                name = 'Money Wish',\r\n                text = {\r\n                    \"{C:dark_edition}Wish for Money!\",\r\n                }\r\n            },\r\n            c_poke_fake_booster = {\r\n                name = 'Booster Wish',\r\n                text = {\r\n                    \"{C:dark_edition}Wish for Options!\",\r\n                }\r\n            },\r\n            c_poke_fake_power = {\r\n                name = 'Power Wish',\r\n                text = {\r\n                    \"{C:dark_edition}Wish for Power!\",\r\n                }\r\n            },\r\n            c_poke_fake_negging = {\r\n                name = 'Negative Wish',\r\n                text = {\r\n                    \"{C:dark_edition}Wish for Friends!\",\r\n                }\r\n            },\r\n            c_poke_fake_copy = {\r\n                name = 'Copy Wish',\r\n                text = {\r\n                    \"{C:dark_edition}Wish for a Helping Hand!\",\r\n                }\r\n            },\r\n            c_poke_fake_fixer = {\r\n                name = 'Purify Wish',\r\n                text = {\r\n                    \"{C:dark_edition}Wish for a better Deck!\",\r\n                }\r\n            },\r\n            c_poke_fake_masterball = {\r\n                name = 'Summon Wish',\r\n                text = {\r\n                    \"{C:dark_edition}Wish to summon a Legendary Pokermon!\",\r\n                }\r\n            },\r\n        },\r\n        Tag = {\r\n            tag_poke_pocket_tag = {\r\n                name = \"Pocket Tag\",\r\n                text = {\r\n                    \"Gives a free {C:pink}Mega Pocket Pack\",\r\n                    \"{C:green}#1#%{} chance pack contains\",\r\n                    \"a {C:attention}Mega Stone{} on {C:attention}Ante 5+{}\",\r\n                    \"{C:inactive,s:0.8}(Odds can't be increased){}\",\r\n                }, \r\n            },\r\n            tag_poke_shiny_tag = {\r\n                name = \"Shiny Tag\",\r\n                text = {\r\n                    \"Next base edition shop\",\r\n                    \"Joker is free and\",\r\n                    \"becomes {C:colorless}Shiny{}\",\r\n                }, \r\n            },\r\n            tag_poke_stage_one_tag = {\r\n                name = \"Stage 1 Tag\",\r\n                text = {\r\n                    \"Shop has a free\",\r\n                    \"{C:attention}Stage 1{} Joker\",\r\n                }, \r\n            },\r\n            tag_poke_safari_tag = {\r\n                name = \"Safari Tag\",\r\n                text = {\r\n                    \"Shop has a free\",\r\n                    \"{C:safari}Safari{} Joker\",\r\n                }, \r\n            },\r\n            tag_poke_starter_tag = {\r\n                name = \"Starter Tag\",\r\n                text = {\r\n                    \"Gives a free {C:attention}Starter Pack\",\r\n                }, \r\n            },\r\n            tag_poke_starterq_tag = {\r\n                name = \"Starter Tag...?\",\r\n                text = {\r\n                    \"Gives a free {C:attention}Starter Pack...?\",\r\n                }, \r\n            },\r\n        },\r\n        Tarot = {\r\n            c_poke_pokeball = {\r\n                name = \"Pokéball\",\r\n                text = {\r\n                    \"Create a random\",\r\n                    \"{C:attention}Basic Joker{} card\",\r\n                    \"{C:inactive}(Must have room)\"\r\n                },\r\n            },\r\n            c_poke_greatball = {\r\n                name = \"Greatball\",\r\n                text = {\r\n                    \"Create a random\",\r\n                    \"{C:attention}Stage 1 Joker{} card\",\r\n                    \"{C:inactive}(Must have room)\"\r\n                },\r\n            },\r\n        },\r\n        Voucher = {\r\n            v_poke_energysearch = {\r\n                name = \"Energy Search\",\r\n                text = {\r\n                    \"{C:pink}+2{} Energy Limit\"\r\n                },\r\n            },\r\n            v_poke_energyresearch = {\r\n                name = \"Energy Research\",\r\n                text = {\r\n                    \"{C:pink}+3{} Energy Limit\"\r\n                },\r\n            },\r\n            v_poke_goodrod = {\r\n                name = \"Good Rod\",\r\n                text = {\r\n                    \"{C:attention}Booster{} packs have\",\r\n                    \"{C:attention}1{} more card in them\",\r\n                },\r\n            },\r\n            v_poke_superrod = {\r\n                name = \"Super Rod\",\r\n                text = {\r\n                    \"You can {C:pink}Save{} cards\",\r\n                    \"from all {C:attention}consumable{} packs\",\r\n                },\r\n            },\r\n        },\r\n        Other = {\r\n\r\n            Grass = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:grass,C:white}Grass{}\",\r\n                }\r\n            },\r\n            Fire = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:fire,C:white}Fire{}\",\r\n                }\r\n            },\r\n            Water = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:water,C:white}Water{}\",\r\n                }\r\n            },\r\n            Lightning = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:lightning,C:black}Lightning{}\",\r\n                }\r\n            },\r\n            Psychic = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:psychic,C:white}Psychic{}\",\r\n                }\r\n            },\r\n            Fighting = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:fighting,C:white}Fighting{}\",\r\n                }\r\n            },\r\n            Colorless = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:colorless,C:white}Colorless{}\",\r\n                }\r\n            },\r\n            Dark = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:dark,C:white}Dark{}\",\r\n                }\r\n            },\r\n            Metal = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:metal,C:white}Metal{}\",\r\n                }\r\n            },\r\n            Fairy = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:fairy,C:white}Fairy{}\",\r\n                }\r\n            },\r\n            Dragon = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:dragon,C:white}Dragon{}\",\r\n                }\r\n            },\r\n            Earth = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:earth,C:white}Earth{}\",\r\n                }\r\n            },\r\n            --Have you Heard? Bird is the wordddd\r\n            Bird = {\r\n                name = \"Type\",\r\n                text = {\r\n                  \"{X:bird,C:white}Bird{}\",\r\n                }\r\n            },\r\n            --infoqueue used for things like kabuto and omanyte\r\n            ancient = {\r\n                name = \"Ancient\",\r\n                text = {\r\n                    \"Effect based on\",\r\n                    \"number of {C:attention}#1#s{}\",\r\n                    \"in {C:attention}poker hand\",\r\n                    \"{C:inactive}(Effects are {C:attention}cumulative{C:inactive})\"\r\n                }\r\n            },\r\n            breed = {\r\n                name = \"Breed\",\r\n                text = {\r\n                    \"Create a {C:attention}Mystery Egg{}\",\r\n                    \"that will hatch into\",\r\n                    \"the lowest {C:attention}stage{} of\",\r\n                    \"one of the {C:attention}parents\",\r\n                    \"{C:inactive}(Always {C:attention}3{C:inactive} rounds to hatch){}\"\r\n                }\r\n            },\r\n            energize = {\r\n                name = \"Energize\",\r\n                text = {\r\n                  \"Permanently increases the\",\r\n                  \"{C:mult}Mult{}, {C:chips}Chips{}, {C:money}${} and {X:mult,C:white}X{} Mult\",\r\n                  \"values of a Joker\"\r\n                }\r\n            },\r\n            eitem = {\r\n                name = \"Evolution Card\",\r\n                text = {\r\n                    \"When consumed, evolves\",\r\n                    \"leftmost or selected\",\r\n                    \"{C:attention}eligible{} Joker at\",\r\n                    \"end of next round\",\r\n                }\r\n            },\r\n            --Infoqueue used by some Consumables\r\n            hitem = {\r\n                name = \"Held Card\",\r\n                text = {\r\n                    \"Used by {C:attention}#1#{}\"\r\n                }\r\n            },\r\n            typechanger = {\r\n                name = \"Type Changer\",\r\n                text = {\r\n                    \"Applies a {V:1}#1#{} sticker\",\r\n                    \"to leftmost or selected Joker\"\r\n                }\r\n            },\r\n            typechangerother = {\r\n                name = \"Type Changer\",\r\n                text = {\r\n                    \"Applies a {V:1}#1#{} sticker\",\r\n                }\r\n            },\r\n            typechangerpoke = {\r\n                name = \"Type Changer\",\r\n                text = {\r\n                    \"Applies a {V:1}#1#{} sticker\",\r\n                    \"to itself on creation\"\r\n                }\r\n            },\r\n            basic = {\r\n                name = \"Basic\",\r\n                text = {\r\n                    \"A Pokemon Joker\",\r\n                    \"that hasn't {C:attention}Evolved{}\",\r\n                    \"{C:inactive,s:0.8}(Ignoring {C:attention,s:0.8}Baby{C:inactive,s:0.8} and {C:purple,s:0.8}Legendary{C:inactive,s:0.8} Pokemon)\"\r\n                }\r\n            },\r\n            stage1 = {\r\n                name = \"Stage 1\",\r\n                text = {\r\n                    \"A Pokemon Joker\",\r\n                    \"that has {C:attention}Evolved{} once\"\r\n                }\r\n            },\r\n            stage2 = {\r\n                name = \"Stage 2\",\r\n                text = {\r\n                    \"A Pokemon Joker\",\r\n                    \"that has {C:attention}Evolved{} twice\"\r\n                }\r\n            },\r\n            energy = {\r\n                name = \"Energy Count\",\r\n                text = {\r\n                    \"{C:attention}#1#{}/#2#\",\r\n                }\r\n            },\r\n            money_chance = {\r\n                name = \"Money Chance\",\r\n                text = {\r\n                    \"{C:attention}#1#%{} chance of\",\r\n                    \"earning an additional {C:money}$1{}\"\r\n                }\r\n            },\r\n            mult_progress = {\r\n                name = \"Mult Gain Progress\",\r\n                text = {\r\n                    \"{C:attention}#1#%{} progress\",\r\n                    \"towards {C:mult}Mult{} Gain\",\r\n                    \"increasing by {C:mult}+1{}\"\r\n                }\r\n            },\r\n            chip_progress = {\r\n                name = \"Chip Gain Progress\",\r\n                text = {\r\n                    \"{C:attention}#1#%{} progress\",\r\n                    \"towards {C:chips}Chip{} Gain\",\r\n                    \"increasing by {C:chips}+1{}\"\r\n                }\r\n            },\r\n            money_progress = {\r\n                name = \"Money Gain Progress\",\r\n                text = {\r\n                    \"{C:attention}#1#%{} progress\",\r\n                    \"towards {C:money}${} Gain\",\r\n                    \"increasing by {C:money}1${}\"\r\n                }\r\n            },\r\n            availability = {\r\n                name = \"Availability\",\r\n                text = {\r\n                    \"Not available if\",\r\n                    \"{C:attention}#1#{}\",\r\n                }\r\n            },\r\n            baby = {\r\n                name = \"Baby\",\r\n                text = {\r\n                    \"When hand is played\",\r\n                    \"if there are any {C:attention}non-Baby{}\",\r\n                    \"Jokers to the right of this\",\r\n                    \"Joker, {C:attention}debuff{} this Joker\"\r\n                }\r\n            },\r\n            nature = {\r\n                name = \"Nature\",\r\n                text = {\r\n                    \"A unique {C:attention}#1#{} or set of {C:attention}#1#s{}\",\r\n                    \"that trigger this Joker\",\r\n                    \"Set once upon Joker creation\",\r\n                }\r\n            },\r\n            hazard_level = {\r\n              name = \"Hazard Layer\",\r\n              text = {\r\n                  \"When {C:attention}first{} hand is drawn, add\",\r\n                  \"{C:attention}Hazard{} cards to hand\",\r\n                  \"equal to your {C:attention}Hazard Layer\",\r\n                  \"{C:inactive}(Current Hazard Layer {C:attention}#1#{C:inactive}/#2#){}\"\r\n              }\r\n            },\r\n            hazard_level_extra = {\r\n              name = \"Hazard Layer\",\r\n              text = {\r\n                  \"When {C:attention}first{} hand is drawn, add\",\r\n                  \"{C:attention}Hazard{} cards to hand\",\r\n                  \"equal to your {C:attention}Hazard Layer\",\r\n                  \"{C:inactive}(Current Hazard Layer {C:attention}#1#{C:inactive}/#2#){}\",\r\n                  \"{C:inactive}(Extra hazard layers raise the limit){}\"\r\n              }\r\n            },\r\n            merge = {\r\n                name = \"Merge\",\r\n                text = {\r\n                  \"Removes card and adds it to\",\r\n                  \"this Joker, right click to\",\r\n                  \"view merged cards\",\r\n                  \"{C:inactive}(Merged Jokers aren't copiable){}\"\r\n                }\r\n            },\r\n            rewards_ruins_of_alph = {\r\n                name = \"Rewards\",\r\n                text = {\r\n                  \"{C:attention}#1#{} - {C:attention}Safari{} Joker\",\r\n                  \"{C:attention}#2#{} - {C:attention}Duplicate{} a random Joker\",\r\n                  \"{C:inactive}(removes Negative)\",\r\n                  \"{C:attention}#3#{} - {C:attention}Brainstorm{}\",\r\n                  \"{C:attention}#4#{} - {C:attention}Unown Swarm and The Soul\",\r\n                  \"{C:inactive}(Rewards are not cumulative){}\"\r\n                }\r\n            },\r\n            scry_cards = {\r\n                name = \"Foresight\",\r\n                text = {\r\n                    \"View top cards\",\r\n                    \"of your deck\"\r\n                }\r\n            },\r\n            mega_rule = {\r\n                name = \"Restriction\",\r\n                text = {\r\n                    \"Only 1 Joker can\",\r\n                    \"{C:attention}Mega Evolve{} per\",\r\n                    \"{C:attention}Mega Stone{} you have\"\r\n                }\r\n            },\r\n            mega_poke = {\r\n                name = \"Mega Evolution\",\r\n                text = {\r\n                    \"Can {C:attention}Mega Evolve{}\",\r\n                    \"with a {C:attention}Mega Stone{}\"\r\n                }\r\n            },\r\n            mega_used_on = {\r\n                name = \"Used On\",\r\n                text = {\r\n                    \"{C:attention}#1#{}\",\r\n                }\r\n            }, \r\n            split_mega = {\r\n                name = \"XY Mega\",\r\n                text = {\r\n                  \"{C:attention}Mega Evolves{} based on position\",\r\n                  \"Leftmost - {C:attention}#1#{}\",\r\n                  \"Rightmost - {C:attention}#2#{}\"\r\n                }\r\n            },\r\n            playing_card_to_evolve = {\r\n                name = \"Requirement\",\r\n                text = {\r\n                    \"Must use on\",\r\n                    \"{C:attention}playing card{} in\",\r\n                    \"order to evolve\"\r\n                }\r\n            },\r\n            deli_gift = {\r\n                name = \"Presents\",\r\n                text = {\r\n                    \"{C:green}35%{} - {C:money}$8{}\",\r\n                    \"{C:green}30%{} - {C:item}Item{} card\",\r\n                    \"{C:green}20%{} - {C:attention}Coupon Tag\",\r\n                    \"{C:green}15%{} - {C:dark_edition}Polychrome{} {C:attention}Gift Card\",\r\n                }\r\n            },\r\n            bat_leech = {\r\n                name = \"Conversion List\",\r\n                text = {\r\n                    \"{C:attention}Bonus{} / {C:attention}Stone{} - {C:chips}Chips\",\r\n                    \"{C:attention}Steel{} / {C:attention}Glass{} / {C:attention}Flower{} - {X:mult,C:white}X{} Mult\",\r\n                    \"{C:attention}Gold{} - {C:money}${} payout\",\r\n                    \"{C:attention}Other{} - {C:mult}Mult\"\r\n                }\r\n            },\r\n            dril_treasure = {\r\n                name = \"Treasure\",\r\n                text = {\r\n                    \"{C:green}30%{} - {C:attention}Evolution {C:item}Stone   \",\r\n                    \"{C:green}30%{} - {C:money}$5{}               \",\r\n                    \"{C:green}20%{} - {C:attention}2 Evolution {C:item}Stones\",\r\n                    \"{C:green}15%{} - {C:money}$10{}              \",\r\n                    \"{C:green}5%{} - {C:money}$20{}             \",\r\n                }\r\n            },\r\n            exdril_treasure = {\r\n                name = \"Treasure\",\r\n                text = {\r\n                    \"{C:green}30%{} - {C:attention}Evolution {C:item}Stone   \",\r\n                    \"{C:green}30%{} - {C:money}$5{}               \",\r\n                    \"{C:green}20%{} - {C:attention}2 Evolution {C:item}Stones\",\r\n                    \"{C:green}15%{} - {C:money}$10{}              \",\r\n                    \"{C:green}4%{} - {C:money}$20{}             \",\r\n                    \"{C:green}1%{} - {C:attention}Mega Stone     \",\r\n                }\r\n            },\r\n            pickup = {\r\n              name = \"Pickup\",\r\n              text = {\r\n                \"{C:green}34%{} - {C:item}Item{}\",\r\n                \"{C:green}25%{} - {C:item}Evolution Item\",\r\n                \"{C:green}20%{} - {C:item}Leftovers\",\r\n                \"{C:green}20%{} - {C:item}Twisted Spoon\",\r\n                \"{C:green}1%{} - {C:spectral}Transformation\",\r\n              }\r\n            },\r\n            poke_artist = {\r\n              name = \"Artist\",\r\n              text = {\r\n                \"{V:1}#1#\"\r\n              }\r\n            },\r\n            pokeballs_group = {\r\n              name = \"Pokeballs\",\r\n              text = {\r\n                \"Creates a random Joker\",\r\n                \"with a certain quality\",\r\n              }\r\n            },\r\n            holding = {\r\n                name = \"Holding\",\r\n                text = {\r\n                  \"This Joker comes with\",\r\n                  \"a {C:attention}#1#{} card\",\r\n                  \"{C:inactive}(Must have room){}\"\r\n                }\r\n            },\r\n            holding_an = {\r\n                name = \"Holding\",\r\n                text = {\r\n                  \"This Joker comes with\",\r\n                  \"an {C:attention}#1#{} card\",\r\n                  \"{C:inactive}(Must have room){}\"\r\n                }\r\n            },\r\n            holding_other = {\r\n                name = \"Holding\",\r\n                text = {\r\n                  \"This Joker comes with\",\r\n                  \"a {C:attention}#1#{}\",\r\n                  \"{C:inactive}(Must have room){}\"\r\n                }\r\n            },\r\n            holding_joker = {\r\n                name = \"Holding\",\r\n                text = {\r\n                  \"This Joker comes with\",\r\n                  \"a {C:attention}#1#{} Joker\",\r\n                  \"{C:inactive,s:0.8}(Requires empty Joker slot){}\"\r\n                }\r\n            },\r\n            multi_evolution = {\r\n                name = \"Multi Evolution\",\r\n                text = {\r\n                  \"This Joker evolves\",\r\n                  \"into {C:attention}2{} separate Jokers\",\r\n                  \"{C:inactive,s:0.8}(Requires empty Joker slot){}\"\r\n                }\r\n            },\r\n            eeveelution = {\r\n                name = \"Evolutions\",\r\n                text = {\r\n                    \"{C:attention}Water Stone{} - {X:water,C:white}Vaporeon{}\",\r\n                    \"{C:attention}Thunder Stone{} - {X:lightning,C:black}Jolteon{}\",\r\n                    \"{C:attention}Fire Stone{} - {X:fire,C:white}Flareon{}\",\r\n                    \"{C:attention}Sun Stone{} - {X:psychic,C:white}Espeon{}\",\r\n                    \"{C:attention}Moon Stone{} - {X:dark,C:white}Umbreon{}\",\r\n                    \"{C:attention}Leaf Stone{} - {X:grass,C:white}Leafeon{}\",\r\n                    \"{C:attention}Ice Stone{} - {X:water,C:white}Glaceon{}\",\r\n                    \"{C:attention}Shiny Stone{} - {X:fairy,C:white}Sylveon{}\"\r\n                }\r\n            },\r\n            poke_egg_tip = {\r\n              name = \"Mystery Egg\",\r\n              text = {\r\n                \"It looks cold and lonely.\"\r\n              }\r\n            },\r\n            poke_top_cards = {\r\n              name = \"Top Cards\",\r\n              text = {\r\n                \"{C:attention}#1#{}\",\r\n                \"{C:attention}#2#{}\",\r\n              }\r\n            },\r\n            poke_drain = {\r\n              name = \"Drain\",\r\n              text = {\r\n                \"Remove sell value from\",\r\n                \"a Joker and add it to self\",\r\n                \"if Joker has greater than\",\r\n                \"{C:money}$1{} sell value\"\r\n              }\r\n            },\r\n            poke_drain_item = {\r\n              name = \"Drain\",\r\n              text = {\r\n                \"Remove sell value from\",\r\n                \"a Joker if Joker has\",\r\n                \"greater than {C:money}$1{} sell value\",\r\n              }\r\n            },\r\n            poke_volatile_left = {\r\n              name = \"Volatile Left\",\r\n              text = {\r\n                \"The following ability only triggers\",\r\n                \"when this is the leftmost Joker\",\r\n                \"{C:inactive}(Ignoring {C:attention}Volatile{C:inactive} Pokemon)\"\r\n              }\r\n            },\r\n            poke_volatile_right = {\r\n              name = \"Volatile Right\",\r\n              text = {\r\n                \"The following ability only triggers\",\r\n                \"when this is the rightmost Joker\",\r\n                \"{C:inactive}(Ignoring {C:attention}Volatile{C:inactive} Pokemon)\"\r\n              }\r\n            },\r\n            sketch = {\r\n              name = \"Sketch\",\r\n              text = {\r\n                \"Ability copied until target\",\r\n                \"is removed or another\",\r\n                \"ability is copied\",\r\n              }\r\n            },\r\n            unlimited_energy_tooltip = {\r\n              name = \"Unlimited Energy\",\r\n              text = {\r\n                \"Jokers can have {C:pink}Energy{} used\",\r\n                \"on them any number of times\"\r\n              }\r\n            },\r\n            precise_energy_tooltip = {\r\n                name = \"Precise Energy Scaling\",\r\n                text = {\r\n                    \"{s:0.8}Use {C:attention,s:0.8}decimals{} for all values when applying {C:pink,s:0.8}Energy{}{s:0.8} bonus{}\",\r\n                    \"{s:0.8}With this option {C:attention,s:0.8}off{}{s:0.8} the following will occur for the bonus:{}\",\r\n                    \"{C:attenion}1. {X:mult,C:white,s:0.8}X{} {s:0.8}Mult - Uses Decimals\",\r\n                    \"{C:attenion}2. {s:0.8}Flat {C:mult,s:0.8}Mult{}{s:0.8} and {C:chips,s:0.8}Chips{}{s:0.8} - Rounds up to nearest whole number\",\r\n                    \"{C:attenion}3. {s:0.8}{C:mult,s:0.8}Mult Gain{}{s:0.8} and {C:chips,s:0.8}Chips Gain{}{s:0.8} - Decimal component displayed\", \r\n                    \"{s:0.8}as a percentage, used to apply bonus to base {C:mult,s:0.8}Mult{}{s:0.8} and {C:chips,s:0.8}Chips{}\",\r\n                    \"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - Decimal component displayed as a percentage,\",\r\n                    \"{s:0.8}used as chance for extra {C:money,s:0.8}${}{s:0.8} to be gained{}\",\r\n                    \"{C:inactive,s:0.8}(Non-Pokemon Jokers will always use precise scaling){}\"\r\n                }\r\n            },\r\n            discovery_tooltip = {\r\n              name = \"Discovery\",\r\n              text = {\r\n                \"Pokermon mod objects are undiscovered\",\r\n                \"by default. Turning off this config option\",\r\n                \"will discover all mod objects\",\r\n                \"{C:red}Discovering all objects can't be undone{}\"\r\n              }\r\n            }, \r\n            pokemononly_tooltip = {\r\n              name = \"Pokemon Only\",\r\n              text = {\r\n                \"Only {C:attention}Pokemon{} Jokers will appear\",\r\n              }\r\n            },\r\n            gen1_tooltip = {\r\n              name = \"Gen 1 Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers from the first\",\r\n                \"generation will appear\"\r\n              }\r\n            },\r\n            gen2_tooltip = {\r\n              name = \"Gen 2 Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers from the second\",\r\n                \"generation will appear\"\r\n              }\r\n            },\r\n            gen3_tooltip = {\r\n              name = \"Gen 3 Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers from the third\",\r\n                \"generation will appear\"\r\n              }\r\n            },\r\n            gen4_tooltip = {\r\n              name = \"Gen 4 Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers from the fourth\",\r\n                \"generation will appear\"\r\n              }\r\n            },\r\n            gen5_tooltip = {\r\n              name = \"Gen 5 Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers from the fifth\",\r\n                \"generation will appear\"\r\n              }\r\n            },\r\n            gen6_tooltip = {\r\n              name = \"Gen 6 Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers from the sixth\",\r\n                \"generation will appear\"\r\n              }\r\n            },\r\n            gen7_tooltip = {\r\n              name = \"Gen 7 Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers from the seventh\",\r\n                \"generation will appear\"\r\n              }\r\n            },\r\n            gen8_tooltip = {\r\n              name = \"Gen 8 Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers from the eighth\",\r\n                \"generation will appear\"\r\n              }\r\n            },\r\n            gen9_tooltip = {\r\n              name = \"Gen 9 Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers from the ninth\",\r\n                \"generation will appear\"\r\n              }\r\n            },\r\n            hazards_on_tooltip = {\r\n              name = \"Hazards Allowed\",\r\n              text = {\r\n                \"{C:attention}Pokemon{} Jokers with\",\r\n                \"{C:purple}Hazards{} will appear\"\r\n              }\r\n            },\r\n            shinyplayingcard_tooltip = {\r\n              name = \"Shiny on Playing Cards\",\r\n              text = {\r\n                \"Allows {C:attention}playing cards{} to\",\r\n                \"have the {C:dark_edition}Shiny{} edition\"\r\n              }\r\n            },\r\n            detailed_tooltips_tooltip = {\r\n              name = \"Detailed Tooltips\",\r\n              text = {\r\n                \"All tooltips will be displayed\",\r\n                \"Turning this off will remove most\",\r\n                \"tooltips from Pokemon Jokers\",\r\n              }\r\n            },\r\n\t\t\t      previous_evo_stickers_tooltip = {\r\n              name = \"Previous Evo Stickers\",\r\n              text = {\r\n                \"Previous evolutions of\",\r\n                \"winning Jokers also\",\r\n                \"win the current run\",\r\n              }\r\n            },\r\n\t\t\t      order_jokers_tooltip = {\r\n              name = \"Order Jokers by Dex No.\",\r\n              text = {\r\n                \"Pokemon Jokers appear\",\r\n                \"in the collection in\",\r\n                \"Pokedex order\",\r\n              }\r\n            },\r\n            stake_skins_tooltip = {\r\n              name = \"Custom Stake Skins\",\r\n              text = {\r\n                \"Use the custom\",\r\n                \"sprites for stakes\",\r\n                \"and stake stickers\",\r\n              }\r\n            },\r\n            pokemon_only_collection_tooltip = {\r\n              name = \"Only Pokemon In Collection\",\r\n              text = {\r\n                \"Only Pokemon Jokers\",\r\n                \"will appear in\",\r\n                \"the collection\",\r\n              }\r\n            },\r\n            legacycontent_tooltip = {\r\n              name = \"Legacy Content\",\r\n              text = {\r\n                \"Enable content that\",\r\n                \"has been removed\"\r\n              }\r\n            },\r\n            jokecontent_tooltip = {\r\n              name = \"Joke Content\",\r\n              text = {\r\n                \"Enable content that is\",\r\n                \"meant to be humorous\"\r\n              }\r\n            },\r\n            splashcard_tooltip = {\r\n              name = \"Pokemon Splash Card\",\r\n              text = {\r\n                \"Replaces the usual splash card\",\r\n                \"with a random Pokemon Joker\",\r\n              }\r\n            },\r\n            title_tooltip = {\r\n              name = \"Pokemon Title Screen\",\r\n              text = {\r\n                \"Replaces the usual title screen\",\r\n                \"with the Pokermon version\",\r\n              }\r\n            },\r\n            altart_tooltip = {\r\n              name = \"Alt Art\",\r\n              text = {\r\n                \"Uses alternate sprites for\",\r\n                \"certain Pokemon Jokers\",\r\n              }\r\n            },\r\n            animation_tooltip = {\r\n              name = \"Enable Animations\",\r\n              text = {\r\n                \"Enables animated sprites for\",\r\n                \"certain Pokemon Jokers\",\r\n              }\r\n            },\r\n            allowpokeballs_tooltip = {\r\n              name = \"Allow Pokeballs\",\r\n              text = {\r\n                \"Allow Pokeball {C:item}items{} to appear\",\r\n              }\r\n            },\r\n            pokemaster_tooltip = {\r\n              name = \"Pokemon Master Mode\",\r\n              text = {\r\n                \"Pokemon Only setting applied\",\r\n                \"Additional Stakes are available\"\r\n              }\r\n            },\r\n            designed_by = {\r\n              name = \"Designed By\",\r\n              text = {\r\n                \"{C:dark_edition}#1#{}\"\r\n              }\r\n            },\r\n            endless = {\r\n              name = \"Reusable\",\r\n              text = {\r\n                \"Not consumed when used\",\r\n                \"{C:inactive,s:0.8}(Excluded by {C:attention,s:0.8}Twisted Spoon{C:inactive,s:0.8})\"\r\n              }\r\n            },\r\n            sylveon_tag_pool = {\r\n              name = \"Tag Pool\",\r\n              text = {\r\n                \"{C:attention}#1#\",\r\n                \"{C:tarot}#2#\",\r\n                \"{C:attention}#3#\",\r\n              }\r\n            },\r\n            omastar_tag_pool = {\r\n              name = \"Tag Pool\",\r\n              text = {\r\n                \"{C:money}#1#\",\r\n                \"{C:money}#2#\",\r\n                \"{C:money}#3#\",\r\n                \"{C:money}#4#\",\r\n                \"{C:money}#5#\",\r\n              }\r\n            },\r\n            safaridesc = {\r\n                name = \"Safari\",\r\n                text = {\r\n                    \"Can only be obtained\",\r\n                    \"through {C:attention}Evolution{}\",\r\n                    \"or certain {C:attention}Pokeball Items{}\"\r\n                } \r\n            },\r\n\r\n            --this key is extremely cursed xd\r\n            poke_pink_seal_seal = {\r\n                name = \"Pink Seal\",\r\n                text = {\r\n                    \"Creates an {C:pink}Energy{} card that\",\r\n                    \"matches an owned Joker's {C:pink}Type\",\r\n                    \"if scored in {C:attention}first hand{} of round\",\r\n                    \"{C:inactive}(Must have room){}\"\r\n                },\r\n            },\r\n            \r\n            --less cursed\r\n            poke_silver_seal = {\r\n                name = \"Silver Seal\",\r\n                text = {\r\n                  \"Creates an {C:item}Item{} card\",\r\n                  \"and is {C:attention}discarded{} if {C:attention}held{}\",\r\n                  \"in hand when cards are scored\"\r\n                }\r\n            },\r\n                        \r\n            --back to cursed            \r\n            poke_dna_seal_seal = {\r\n              name = \"DNA Seal\",\r\n              text = {\r\n                \"If played hand is\",\r\n                \"exactly {C:attention}1{} card, creates\",\r\n                \"a {C:attention}Sealess{} copy\",\r\n              }\r\n            },\r\n            \r\n            --[[\r\n            grass_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:grass,C:white}Grass{}\"\r\n                } \r\n            },\r\n            fire_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:fire,C:white}Fire{}\"\r\n                } \r\n            },\r\n            water_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:water,C:white}Water{}\"\r\n                } \r\n            },\r\n            lightning_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:lightning,C:white}Lightning{}\"\r\n                } \r\n            },\r\n            psychic_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:psychic,C:white}Psychic{}\"\r\n                } \r\n            },\r\n            fighting_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:fighting,C:white}Fighting{}\"\r\n                } \r\n            },\r\n            colorless_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:colorless,C:white}Colorless{}\"\r\n                } \r\n            },\r\n            dark_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:dark,C:white}Dark{}\"\r\n                } \r\n            },\r\n            metal_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:metal,C:white}Metal{}\"\r\n                } \r\n            },\r\n            fairy_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:fairy,C:white}Fairy{}\"\r\n                } \r\n            },\r\n            dragon_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:dragon,C:white}Dragon{}\"\r\n                } \r\n            },\r\n            earth_sticker = {\r\n                name = \"Type\",\r\n                text = {\r\n                    \"{X:earth,C:white}Earth{}\"\r\n                } \r\n            },\r\n            --]]\r\n            --Since these are normally discovered by default these will probably not matter\r\n            --But they COULD matter? Right? Right??????\r\n            undiscovered_energy = {\r\n                name = \"Not Discovered\",\r\n                text = {\r\n                    \"Purchase or use\",\r\n                    \"this card in an\",\r\n                    \"unseeded run to\",\r\n                    \"learn what it does\"\r\n                }\r\n            },\r\n            undiscovered_item = {\r\n                name = \"Not Discovered\",\r\n                text = {\r\n                    \"Purchase or use\",\r\n                    \"this card in an\",\r\n                    \"unseeded run to\",\r\n                    \"learn what it does\"\r\n                }\r\n            },\r\n            p_poke_pokepack_normal_1 = {\r\n                name = \"Pocket Pack\",\r\n                text = {\r\n                    \"Choose {C:attention}#1#{} from among\",\r\n                    \"{C:attention}#2#{} {C:item}Item{} Cards and\",\r\n                    \"{C:attention}#3#{} {C:pink}Energy{} Card\",\r\n                },\r\n            },\r\n            p_poke_pokepack_normal_2 = {\r\n                name = \"Pocket Pack\",\r\n                text = {\r\n                    \"Choose {C:attention}#1#{} from among\",\r\n                    \"{C:attention}#2#{} {C:item}Item{} Cards and\",\r\n                    \"{C:attention}#3#{} {C:pink}Energy{} Card\",\r\n                },\r\n            },\r\n            p_poke_pokepack_jumbo_1 = {\r\n                name = \"Jumbo Pocket Pack\",\r\n                text = {\r\n                    \"Choose {C:attention}#1#{} from among\",\r\n                    \"{C:attention}#2#{} {C:item}Item{} Cards and\",\r\n                    \"{C:attention}#3#{} {C:pink}Energy{} Card\",\r\n                },\r\n            },\r\n            p_poke_pokepack_mega_1 = {\r\n                name = \"Mega Pocket Pack\",\r\n                text = {\r\n                    \"Choose {C:attention}#1#{} from among\",\r\n                    \"{C:attention}#2#{} {C:item}Item{} Cards and\",\r\n                    \"{C:attention}#3#{} {C:pink}Energy{} Card\",\r\n                },\r\n            },\r\n            p_poke_pokepack_normal_3 = {\r\n                name = \"Pocket Pack\",\r\n                text = {\r\n                    \"Choose {C:attention}#1#{} from among\",\r\n                    \"{C:attention}#2#{} {C:item}Item{} Cards and\",\r\n                    \"{C:attention}#3#{} {C:pink}Energy{} Card\",\r\n                },\r\n            },\r\n            p_poke_pokepack_normal_4 = {\r\n                name = \"Pocket Pack\",\r\n                text = {\r\n                    \"Choose {C:attention}#1#{} from among\",\r\n                    \"{C:attention}#2#{} {C:item}Item{} Cards and\",\r\n                    \"{C:attention}#3#{} {C:pink}Energy{} Card\",\r\n                },\r\n            },\r\n            p_poke_pokepack_jumbo_2 = {\r\n                name = \"Jumbo Pocket Pack\",\r\n                text = {\r\n                    \"Choose {C:attention}#1#{} from among\",\r\n                    \"{C:attention}#2#{} {C:item}Item{} Cards and\",\r\n                    \"{C:attention}#3#{} {C:pink}Energy{} Card\",\r\n                },\r\n            },\r\n            p_poke_pokepack_mega_2 = {\r\n                name = \"Mega Pocket Pack\",\r\n                text = {\r\n                    \"Choose {C:attention}#1#{} from among\",\r\n                    \"{C:attention}#2#{} {C:item}Item{} Cards and\",\r\n                    \"{C:attention}#3#{} {C:pink}Energy{} Card\",\r\n                },\r\n            },\r\n            p_poke_pokepack_wish_pack = {\r\n                name = \"Wish Pack\",\r\n                text = {\r\n                    \"{C:dark_edition}Make a Wish!{}\",\r\n                },\r\n            },\r\n            p_poke_pokepack_starter_pack = {\r\n                name = \"Starter Pack\",\r\n                text = {\r\n                    \"Choose {C:attention}#1# Starter Pokemon{}\",\r\n                    \"from among {C:attention}#2#{} Cards\"\r\n                },\r\n            },\r\n            p_poke_pokepack_starterq_pack = {\r\n                name = \"Starter Pack...?\",\r\n                text = {\r\n                    \"Choose {C:attention}#1# Starter Pokemon...?{}\",\r\n                    \"from among {C:attention}#2#{} Cards\"\r\n                },\r\n            },\r\n            poke_hazards = {\r\n                name = \"Hazards\",\r\n                text = {\r\n                    \"When {C:attention}Blind{} is selected,\",\r\n                    \"{C:attention}#1#{} unenhanced cards in deck\",\r\n                    \"become {C:attention}Hazard Cards{}\",\r\n                },\r\n            },\r\n        },\r\n    },\r\n    misc = {\r\n        achievement_names = {\r\n   \r\n        },\r\n        achievement_descriptions = {\r\n       \r\n        },\r\n        challenge_names = {\r\n            c_poke_poke_master = \"Pokemon Master\",\r\n            c_poke_nuzlocke = \"Nuzlocke\",\r\n            c_poke_goodasgold = \"Good As Gold\",\r\n            c_poke_parenthood = \"Parenthood\",\r\n            c_poke_littlecup = \"Little Cup\",\r\n            c_poke_hammertime = \"Hammertime\",\r\n            c_poke_lonesome = \"Lonesome\",\r\n            c_poke_randomizer = \"Randomizer\",\r\n            c_poke_delibird_delimma = \"Delibird Dilemma\",\r\n            c_poke_safety_first = \"Safety First\",\r\n            c_poke_mystery_dungeon = \"Mystery Dungeon\",\r\n        },\r\n        dictionary = {\r\n            k_energy = \"Energy\",\r\n            k_item = \"Item\",\r\n            k_poke_pocket_pack = \"Pocket Pack\",\r\n            k_poke_wish_pack = \"Wish Pack\",\r\n            k_poke_starter_pack = \"Starter Pack\",\r\n            k_poke_starterq_pack = \"Starter Pack...?\",\r\n            k_poke_gives = \"Gives\",\r\n            k_poke_ignores = \"Ignores\",\r\n            k_poke_limit = \"Limit\",\r\n            k_poke_pp = \"PP UP\",\r\n            \r\n            k_poke_baby = \"Baby\",\r\n            k_poke_safari = \"Safari\",\r\n            k_poke_mega = \"Mega\",\r\n\r\n            b_save = \"SAVE\",\r\n            b_energy_cards = \"Energy Cards\",\r\n            b_item_cards = \"Item Cards\",\r\n            \r\n            --Mod Menu stuff\r\n            poke_settings_header_required = \"Restart Required:\",\r\n            poke_settings_header_norequired = \"No Restart Required:\",\r\n            poke_settings_pokemon_only = \"Pokemon Only?\",\r\n            poke_settings_unlimited_energy = \"Unlmited Energy?\",\r\n            poke_settings_shiny_playing_cards = \"Shiny on playing cards?\",\r\n            poke_settings_stake_skins = \"Use Custom Stake Skins?\",\r\n            poke_settings_pokemon_detailed_tooltips = \"Detailed Tooltips?\",\r\n            poke_settings_previous_evo_stickers = \"Previous Evo Stickers?\",\r\n            poke_settings_order_jokers = \"Order Jokers by Dex No.?\",\r\n            poke_settings_pokemon_only_collection = \"Only Pokermon Jokers in Collection?\",\r\n            poke_settings_jokers_only = \"Jokers only?\",\r\n            poke_settings_no_evolutions = \"No Evolutions?\",\r\n            poke_settings_pokeballs = \"Allow Pokéballs?\",\r\n            poke_settings_pokedex_number = \"Pokedex Numbers?\",\r\n            poke_settings_pokemon_splash = \"Pokémon Splash Card?\",\r\n            poke_settings_pokemon_title = \"Pokemon Title?\",\r\n            poke_settings_pokemon_gen_one = \"Gen 1 Allowed?\",\r\n            poke_settings_pokemon_gen_two = \"Gen 2 Allowed?\",\r\n            poke_settings_pokemon_gen_three = \"Gen 3 Allowed?\",\r\n            poke_settings_pokemon_gen_four = \"Gen 4 Allowed?\",\r\n            poke_settings_pokemon_gen_five = \"Gen 5 Allowed?\",\r\n            poke_settings_pokemon_gen_six = \"Gen 6 Allowed?\",\r\n            poke_settings_pokemon_gen_seven = \"Gen 7 Allowed?\",\r\n            poke_settings_pokemon_gen_eight = \"Gen 8 Allowed?\",\r\n            poke_settings_pokemon_gen_nine = \"Gen 9 Allowed?\",\r\n            poke_settings_pokemon_hazards_on = \"Hazards Allowed?\",\r\n            poke_settings_pokemon_precise_energy = \"Use Precise Energy Scaling?\",\r\n            poke_settings_pokemon_discovery = \"! Discovery?\",\r\n            poke_settings_pokemon_altart = \"Alt Art?\",\r\n            poke_settings_pokemon_aprilfools = \"Joke Content?\",\r\n            poke_settings_pokemon_legacy = \"Legacy Content?\",\r\n            poke_settings_enable_animations = \"Enable Animations?\",\r\n            poke_settings_pokemon_master = \"Pokemon Master Mode?\",\r\n            poke_settings_pokemon_spritesheet = \"Default Sprite Sheet (Resets Individual)\",\r\n            poke_settings_pokemon_sprites_right_click_to_change = \"Right Click to Change\",\r\n            poke_settings_pokemon_spritesheet_classic = \"Classic\",\r\n            poke_settings_pokemon_spritesheet_basicseries = \"Basic Series\",\r\n            poke_settings_pokemon_spritesheet_seriesa = \"Series A\",\r\n            poke_settings_pokemon_spritesheet_seriesb = \"Series B\",\r\n            \r\n            poke_credits_actualcredits = \"Credits\",\r\n            poke_credits_thanks = \"Thanks to\",\r\n            poke_credits_lead = \"Lead Developer: \",\r\n            poke_credits_graphics = \"Graphic Design: \",\r\n            poke_credits_quality_assurance_main = \"QA: \",\r\n            poke_credits_developer = \"Developers: \",\r\n            poke_credits_designer = \"Design Assistants: \",\r\n            poke_credits_community_manager = \"Community Managers: \",\r\n            poke_credits_special_thanks = \"Special Thanks: \",\r\n            poke_credits_localization = \"Localization: \",\r\n            poke_credits_sound = \"Audio Engineer: \",\r\n            poke_credits_artist = \"Artist: \",\r\n            poke_credits_designer = \"Designer: \",\r\n\r\n            poke_artist_credits_art_credits = \"Art Credits\",\r\n            poke_artist_credits_artists = \"Artists:\",\r\n            poke_artist_credits_basic_sprites_by = \"Basic Pokémon sprites by:\",\r\n            poke_artist_credits_sprite_resource = \"the 64x64 Pokémon sprite resource\",\r\n            poke_artist_credits_artist_info = \"Artist info\",\r\n            poke_artist_credits_art_collection = \"Art collection\",\r\n            poke_artist_credits_toggle_shiny = \"Right Click to toggle Shiny\",\r\n            poke_artist_credits_cycle_draw_layers = \"Double Click to cycle through layers\",\r\n            poke_artist_credits_toggle_center_layer = \"Double Click to hide background\",\r\n            poke_artist_credits_toggle_soul_layer = \"Double Click to hide Soul Layer\",\r\n\r\n            poke_artist_credits_sprite_resource_content = {\r\n                \"The basic sprites art style uses sprites from\",\r\n                \"the 64x64 Pokémon sprites resource, as well as its successors.\",\r\n                \"While the plan is to eventually use Series A as the new standard,\",\r\n                \"we'd like to thank all contributors to these resources\",\r\n                \"for the opportunity to use these sprites.\",\r\n                \"You may find the Pokecommunity threads for these resources\",\r\n                \"by clicking their respective buttons:\"\r\n            },\r\n\r\n            poke_plus_pokeitem = \"+1 Item\",\r\n            poke_plus_energy = \"+1 Energy\",\r\n            poke_plus_consumable = \"+1 Consumable\",\r\n            poke_plus_shop = \"+1 Shop Card\",\r\n            poke_destroyed_ex = \"Destroyed!\",\r\n            poke_evolve_success = \"Evolved!\",\r\n            poke_transform_success = \"Transformed!\",\r\n            poke_evolve_level = \"Level up!\",\r\n            poke_tera = \"Tera\",\r\n            poke_tera_ex = \"Tera!\",\r\n            poke_metal_ex = \"Metal!\",\r\n            poke_dragon_ex = \"Dragon!\",\r\n            poke_energized_ex = \"Energized!\",\r\n            poke_round_plus_ex = \"Round Passed!\",\r\n            poke_unlimited_energy = \"Infinity\",\r\n            poke_reroll_plural = \"Rerolls\",\r\n            poke_reroll_singular = \"Reroll\",\r\n            poke_suit = \"suit\",\r\n            poke_saved_by = \"Saved by\",\r\n            poke_and = \"and\", -- for displaying lists\r\n            poke_hazards_in_deck = \"Hazards in Deck\",\r\n\r\n            --Some infoqueue/variable stuff\r\n            farfetchd_infoqueue = \"Farfetch\\'d\",\r\n            cubone_marowak_infoqueue = \"Cubone and Marowak\",\r\n            snorlax_infoqueue = \"Snorlax\",\r\n            pokeball_variable = \"Pokéball\",\r\n            greatball_variable = \"Greatball\",\r\n            goodrod_variable = \"Good Rod\",\r\n            pinkseal_variable = \"Pink Seal\",\r\n            silverseal_variable = \"Silver Seal\",\r\n            twisted_spoon_variable = \"Twisted Spoon\",\r\n            double_rainbow_energy_variable = \"Double Rainbow Energy\",\r\n            megastone_variable = \"Mega Stone\",\r\n\r\n            --From Gastly Line\r\n            poke_lick_ex = \"Lick!\",\r\n            poke_lick = \"Lick\",\r\n            --From Kingler\r\n            poke_surf_ex = \"Surf!\",\r\n            --From Voltorb Line\r\n            poke_explosion_ex = \"BOOM!\",\r\n            poke_boo_ex = \"BOO!\",\r\n            --From Exeggutor\r\n            poke_solar_ex = \"Solar!\",\r\n            poke_solar = \"Solar\",\r\n            --From Pinsir\r\n            poke_pinsir_pin = \"Pinned!\",\r\n            poke_pinsir_remove_pin = \"Unpinned!\",\r\n            --From Tangela line\r\n            poke_tangela_bonus = \"All!\",\r\n            --Golbat And Crobat thingy\r\n            poke_screech_ex = \"Skree!\",\r\n            --Hoppip Line\r\n            poke_hop_ex = \"Hop!\",\r\n            poke_skip_ex = \"Skip!\",\r\n            poke_jump_ex = \"Jump!\",\r\n            --From Bellossom\r\n            poke_petal_dance_ex = \"Petal!\",\r\n            poke_petal_dance = \"Petal\",\r\n            --From Scizor\r\n            poke_x_scissor_ex = \"X Scissor!\",\r\n            poke_x_scissor = \"X Scissor\",\r\n            --From Kingdra\r\n            poke_twister_ex = \"Twister!\",\r\n            --From Mime Jr.\r\n            poke_mime_ex = \"Mime!\",\r\n            --From Magmortar\r\n            poke_fire_blast_ex = \"Fire Blast!\",\r\n            --From Vikavolt\r\n            --If it's not 100% accurate...\r\n            poke_thunder_ex = \"Thunder!\",\r\n            poke_gift_ex = \"Present!\",\r\n            poke_drill_ex = \"Drill Run!\",\r\n            poke_faint_ex = \"Fainted!\",\r\n            poke_reveal_ex = \"Revealed!\",\r\n            poke_nido_ex = \"Nido!\",\r\n            poke_disguise_intact = \"Disguise Intact! Death Prevented!\",\r\n            poke_disguise_broken = \"Disguise Broken! Death Not Prevented!\",\r\n            poke_dig_ex = \"Dig!\",\r\n            poke_blazekick_ex = \"Blaze Kick!\",\r\n            poke_darts_ex = \"Darts!\",\r\n            poke_none = \"None\",\r\n            poke_dawn_info1 = \"(Next hand played sets hand type)\",\r\n            poke_dawn_info2 = \"(Hand type set!)\",\r\n            poke_make_it_rain = \"Make it Rain!\",\r\n            poke_val_down = \"Value Down!\",\r\n            poke_powder_ex = \"Powder Snow!\",\r\n            poke_future_sight = \"Future Sight!\",\r\n            poke_smell_ya = \"Smell Ya Later!\",\r\n            poke_wowthree = \"Wow! Three!\",\r\n            poke_illusion = \"...?\",\r\n            poke_crack_ex = \"CRACK!\",\r\n            poke_shake_ex = \"Shake!\",\r\n            poke_closed_ex = \"Closed!\",\r\n            poke_reload_ex = \"Reload!\",\r\n            poke_shadow_tag_ex = \"Shadow Tag!\",\r\n            poke_flees_ex = \"Flees!\",\r\n            poke_hidden_power_ex = \"Hidden Power!\",\r\n            poke_nasty_plot_ex = \"Nasty Plot!\",\r\n            poke_iron_tail_ex = \"Iron Tail!\",\r\n            poke_autotomize_ex = \"Autotomize!\",\r\n            poke_highjumpkick_ex = \"High Jump Kick!\",\r\n            poke_water_gun_ex = \"Water Gun!\",\r\n            poke_sky_attack_ex = \"Sky Attack!\",\r\n            poke_bug_buzz_ex = \"Bug Buzz!\",\r\n            poke_sticky_web_ex = \"Sticky Web!\",\r\n            poke_head_smash_ex = \"Head Smash!\",\r\n            poke_teeter_dance_ex = \"Teeter Dance!\",\r\n            \r\n            poke_attack_forme = \"Attack\",\r\n            poke_defense_forme = \"Defense\",\r\n            poke_speed_forme = \"Speed\",\r\n            poke_normal_forme = \"Normal\",\r\n            \r\n            poke_grass_badge = \"Grass\",\r\n            poke_fire_badge = \"Fire\",\r\n            poke_water_badge = \"Water\",\r\n            poke_lightning_badge = \"Lightning\",\r\n            poke_psychic_badge = \"Psychic\",\r\n            poke_fighting_badge = \"Fighting\",\r\n            poke_colorless_badge = \"Colorless\",\r\n            poke_dark_badge = \"Dark\",\r\n            poke_metal_badge = \"Metal\",\r\n            poke_fairy_badge = \"Fairy\",\r\n            poke_dragon_badge = \"Dragon\",\r\n            poke_earth_badge = \"Earth\",\r\n            poke_bird_badge = \"Bird\",\r\n            \r\n            poke_m_bonus = \"Bonus\",\r\n            poke_m_mult = \"Mult\",\r\n            poke_m_wild = \"Wild\",\r\n            poke_m_glass = \"Glass\",\r\n            poke_m_steel = \"Steel\",\r\n            poke_m_stone = \"Stone\",\r\n            poke_m_gold = \"Gold\",\r\n            poke_m_lucky = \"Lucky\",\r\n            poke_m_poke_seed = \"Seed\",\r\n\r\n            poke_ludicolo_ex = \"Ludicolo!\",\r\n            \r\n        },\r\n        --These are the Labels\r\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\r\n        labels = {\r\n            poke_pink_seal_seal = \"Pink Seal\",\r\n            poke_silver_seal = \"Silver Seal\",\r\n            poke_dna_seal_seal = \"DNA Seal\",\r\n\r\n            poke_shiny = \"Shiny\",\r\n\r\n            grass_sticker = \"Tera\",\r\n            fire_sticker = \"Tera\",\r\n            water_sticker = \"Tera\",\r\n            lightning_sticker = \"Tera\",\r\n            psychic_sticker = \"Tera\",\r\n            fighting_sticker = \"Tera\",\r\n            colorless_sticker = \"Tera\",\r\n            dark_sticker = \"Tera\",\r\n            metal_sticker = \"Tera\",\r\n            fairy_sticker = \"Tera\",\r\n            dragon_sticker = \"Tera\",\r\n            earth_sticker = \"Tera\",\r\n\r\n            k_poke_safari = \"Safari\",\r\n            k_poke_mega = \"Mega\",\r\n        },\r\n        quips = {\r\n          poke_lose_quip1 = {\"Maybe Pokémon contests\", \"are more your speed...\",},\r\n          poke_lose_quip2 = {\"You looked like a\", \"Magikarp out of water!\",},\r\n          poke_lose_quip3 = {\"Did you forget\", \"to study your\", \"type matchups?\",},\r\n          poke_lose_quip4 = {\"Oh no, we're\", \"blasting off again!\",},\r\n          poke_lose_quip5 = {\"Looks like that\", \"blind was super effective!\",},\r\n          poke_lose_quip6 = {\"That run turned to ash...\",},\r\n          poke_lose_quip7 = {\"It's more important\", \"to master the cards\", \"you're holding than\", \"to complain about the\", \"ones you weren't dealt!\",},\r\n          poke_lose_quip8 = {\"Better hurry to\", \"a Pokémon center!\",},\r\n          poke_lose_quip9 = {\"Need a Revive?\",},\r\n          poke_lose_quip10 = {\"I get half of\",\"your Poké Dollars!\",},\r\n          poke_win_quip1 = {\"A real Pokermon Master!\",},\r\n          poke_win_quip2 = {\"Truly skilled trainers\", \"win with their\", \"favorites!\",},\r\n          poke_win_quip3 = {\"What's next, trainer?\",},\r\n          poke_win_quip4 = {\"I wouldn't want\", \"to face you\", \"in the arena!\",},\r\n          poke_win_quip5 = {\"With your luck,\", \"our next stop\", \"should be the\", \"game corner!\",},\r\n          poke_win_quip6 = {\"Your skills have evolved!\",},\r\n          poke_win_quip7 = {\"Welcome to the\", \"Hall of Fame!\",},\r\n          poke_win_quip8 = {\"What a champion\", \"time we had!\",},\r\n          poke_win_quip9 = {\"A truly Legendary performance!\",},\r\n          poke_win_quip10 = {\"That run was Mythical!\",},\r\n        },\r\n        tutorial = {\r\n          poke_intro_1 = {\r\n          \"Hello, I'm {C:attention}Professor Jimbo{}!\",\r\n          \"Welcome to the world of {C:attention}Pokermon{}!\",\r\n          },\r\n        },\r\n        v_dictionary = {\r\n          poke_discards = \"+#1# Discards\",\r\n        },\r\n        v_text = {\r\n           ch_c_poke_add_joker_slots = {\"{C:attention}+1{} Joker Slot when Boss Blind defeated {C:inactive}(up to 5)\"},\r\n           ch_c_poke_nuzlocke = {\"First shop of each Ante contains a {C:attention}Buffoon Pack\"},\r\n           ch_c_apply_randomizer = {\"Pokemon Jokers evolve into random Pokemon Jokers\"},\r\n           ch_c_no_energy = {\"Energy cards no longer appear in the {C:attention}shop\"},\r\n           ch_c_poke_mystery_dungeon = {\"Start with an Eternal Joker\"},\r\n           ch_c_poke_mystery_dungeon2 = {\"Applies a random Pokermon Deck effect\"},\r\n           ch_c_poke_mystery_dungeon3 = {\"Resets at {C:attention}\"..tostring(os.date(\"%I:%M %p\", 0))..\"{} every day\"},\r\n        },\r\n    }\r\n}\r\n"
  },
  {
    "path": "localization/es_419.lua",
    "content": "-- Welcome to es_419.lua!\n-- Me gustan los gatonejos y las foquitas :3\n-- heyctf/toffie estuvo aquí\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"Baraja de entrenador\",\n                text = {\n                    \"Comienza la partida con\",\n\t\t\t\t\t\"el vale {C:tarot,T:v_poke_goodrod}#1#{}\",\n\t\t\t\t\t\"y una {C:tarot,T:c_poke_pokeball}#2#{}\",\n                } \n            },\n            b_poke_telekineticdeck = {\n                name = \"Baraja telequinética\",\n                text = {\n                    \"Comienza la partida con\",\n\t\t\t\t\t\"el vale {C:tarot,T:v_crystal_ball}#1#{}\",\n\t\t\t\t\t\"y {C:attention}2{} copias\",\n\t\t\t\t\t\"de {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n            b_poke_obituarydeck = {\n                name = \"Baraja obituaria\",\n                text = {\n                    \"Todas las cartas tienen\",\n\t\t\t\t\t\"un {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_revenantdeck = {\n                name = \"Baraja renacida\",\n                text = {\n                    \"Todas las cartas tienen\",\"un {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Baraja luminosa\",\n                text = {\n                    \"Todos los comodines son\",\n\t\t\t\t\t\"creados con {C:pink}1 energía{} y\",\n\t\t\t\t\t\"con un sticker de un {C:pink}Tipo{} al azar\"\n                }\n            },\n            b_poke_ampeddeck = {\n                name = \"Baraja energizada\",\n                text = {\n                    \"Comienza la partida con\",\n\t\t\t\t\t\"el vale {C:tarot,T:v_poke_energysearch}#1#{}\",\n\t\t\t\t\t\"y una copia de\",\n\t\t\t\t\t\"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                } \n            },\n\t\t\tb_poke_futuredeck = {\n                name = \"Baraja profética\",\n                text = {\n                    \"{C:purple}+#1# Profecía{}\",\n                } \n            },\n            b_poke_stadiumdeck = {\n                name = \"Baraja Stadium\",\n                text = {\n                    \"Comienza la partida con una\",\"carta {C:attention}adicional, multi, versátil,\",\n                    \"{C:attention}de vidrio, de acero, de piedra,\",\n                    \"{C:attention}de oro,{} y de la {C:attention}suerte{}\"\n                } \n            },\n            b_poke_megadeck = {\n                name = \"Mega Baraja\",\n                text = {\n                    \"Comienza la partida con los vales\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{},\",\"{C:tarot,T:v_reroll_glut}#3#{}\",\n                    \"y {C:tarot,T:v_crystal_ball}#5#{} y\",\n                    \"una {C:spectral,T:c_poke_megastone}#1#{}\",\n                    \"{C:red}-#4#{} ranura en la tienda\"\n                } \n            },\n            b_poke_vendingdeck = {\n                name = \"Baraja expendedora\",\n                text = {\n                    \"Después de derrotar a cada\",\n                    \"{C:attention}ciega jefe impar{}, gana 1\",\n                    \"{C:attention,T:tag_vremade_double}#1#\",\n                } \n            },\n            b_poke_diceydeck = {\n                name = \"Baraja tramposa\",\n                text = {\n                    \"{C:hazard}+#1# nivel y límite de trampas{}\",\"{C:attention}+#1#{} tamaño de mano\",\n                    \"Al final de cada ronda:\",\n                    \"Gana {C:money}#4# ${} por cada carta\",\n                    \"{C:hazard}trampa{} en tu {C:attention}baraja completa\",\n                    \"No ganas {C:attention}intereses\"\n                } \n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Cámara Cartuja\",\n                text = {\n                    \"Se inhabilita tipos al azar\",\"en cada mano\",\n                }, \n            },\n\t\t\tbl_poke_mirror = {\n                name = \"El espejo\",\n                text = {\n                    \"El comodín más a la derecha\",\n                    \"se transforma en un {c:attention}Ditto\",\n                }, \n            },\n            bl_poke_rocket = {\n                name = \"Los Rocket\",\n                text = {\n                    \"Todas tus cartas\",\"se sacan boca abajo\",\n                    \"si tienes 25 $ o más\"\n                }, \n            },\n            bl_poke_star = {\n                name = \"La estrella\",\n                text = {\n                    \"Se inhabilita un tipo al azar\",\n                    \"en cada mano\",\n                },\n            },\n            bl_poke_gray_godfather = {\n                name = \"Padrino gris\",\n                text = {\n                    \"-#1# $ cuando juegas\",\n                    \"o descartas una mano\",\n                    \"Destruye un comodín al azar\",\n                    \"si estás endeudado\",\n                }, \n            },\n            bl_poke_white_executive = {\n                name = \"Ejecutivo blanco\",\n                text = {\n                    \"Debilita #1# cartas en tu baraja,\",\n                    \"igual al valor total de\",\n                    \"venta de todos tus\",\"comodines y consumibles\",\n                }, \n            },\n            bl_poke_magma = {\n                name = \"Los Magma\",\n                text = {\n                    \"Las fichas base se dividen en cuatro\",\n                }, \n            },\n            bl_poke_aqua = {\n                name = \"Los Aqua\",\n                text = {\n                    \"El multi base se divide en cuatro\",\n                }, \n            },\n            bl_poke_iridescent_hacker = {\n                name = \"Hacker iridiscente\",\n                text = {\n                    \"Se inhabilita tipos al azar\",\n                    \"en cada ronda\",\n                },\n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Poké Ball\",\n                text = {\n                    \"Crea al azar un\",\n\t\t\t\t\t\"{C:attention}Pokémon Básico{}\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Super Ball\",\n                text = {\n                    \"Crea al azar un\",\n\t\t\t\t\t\"{C:attention}Pokémon de Etapa 1{}\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Piedra Lunar\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#2# en #3#{} probabilidades de\",\n\t\t\t\t\t\"subir el nivel de la\",\n\t\t\t\t\t\"{C:attention}mano de póker{} seleccionada\",\n\t\t\t\t\t\"{C:inactive}(Mano actual: {C:attention}#1#{C:inactive}){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Piedra Solar\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}#1#{} cartas seleccionadas\",\n\t\t\t\t\t\"a {C:attention}cartas versátiles{} y\",\n\t\t\t\t\t\"cambia {C:attention}al azar{} sus categorías\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Piedra Agua\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}#1#{} carta seleccionada\",\n\t\t\t\t\t\"a {C:attention}carta adicional{}\",\n\t\t\t\t\t\"Si ya es una {C:attention}carta adicional{},\",\n\t\t\t\t\t\"{C:attention}duplica{} su total de fichas\",\n\t\t\t\t\t\"{C:inactive}(Máximo de {C:chips}+#2#{C:inactive} fichas por aumento)\",\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Piedra Trueno\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Destruye {C:attention}1{} carta seleccionada,\",\n\t\t\t\t\t\"agrega {C:attention}2 cartas de oro{} con\",\n\t\t\t\t\t\"la misma categoría a tu baraja\",\n\t\t\t\t\t\"y saca {C:attention}1{} a tu mano\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"Piedra Fuego\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}#1#{} cartas seleccionadas\",\n\t\t\t\t\t\"a {C:attention}cartas multi{} y\",\n\t\t\t\t\t\"luego destroye {C:attention}1{} al azar\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Piedra Hoja\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\t\"para cada carta en tu mano de\",\n\t\t\t\t\t\"mejorarse a {C:attention}carta de la suerte{}\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Cordón Unión\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Selecciona {C:attention}#1#{} cartas\",\n\t\t\t\t\t\"{C:attention}Aumenta{} la categoría\",\"de la carta {C:attention}izquierda{}\",\"{C:attention}Disminuye{} la categoría\",\"de la carta {C:attention}derecha{}\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Restos\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Agrega {C:money}#2# ${} al valor de\",\n\t\t\t\t\t\"venta del comodín más\",\n\t\t\t\t\t\"a la izquierda o seleccionado\",\n\t\t\t\t\t\"{C:inactive}(Usable una vez por ronda)\",\n                }\n            },\n            c_poke_leek = {\n                name = \"Puerro\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de agregarse\",\n\t\t\t\t\t\"{C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o\",\n\t\t\t\t\t\"{C:dark_edition}polícromía{} a sí mismo\",\n\t\t\t\t\t\"Remueve su {C:attention}edición{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Usable una vez por ronda)\",\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Hueso Grueso\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Permanentemente\",\n\t\t\t\t\t\"agrega {C:chips}+#2#{} fichas\",\n\t\t\t\t\t\"a {C:attention}#1#{} carta seleccionada\",\n\t\t\t\t\t\"{C:inactive}(Usable una vez por ronda)\",\n                }\n            },\n\t\t\tc_poke_heavyboots = {\n                name = \"Botas Gruesas\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"La {C:green,E:1,S:1.1}probabilidad{} de que\",\n\t\t\t\t\t\"las cartas {C:hazard}trampa{}\",\n\t\t\t\t\t\"se destruyan se vuelve {C:attention}0\",\n\t\t\t\t\t\"hasta el final de la ronda\",\n                    \"{C:inactive}(Usable una vez por ronda)\",\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Orbe Teracristal\",\n                text = {\n                    \"{C:attention}Cambia Tipo:{} {X:pink,C:white}Azar{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:pink}Energiza{} al comodín más\",\n\t\t\t\t\t\"a la izquierda o seleccionado{}\",\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Revestimiento Metálico\",\n                text = {\n                    \"{C:attention}Cambia Tipo:{} {X:metal,C:white}Metal{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea una copia con\",\"mejora de {C:attention}carta de acero{}\",\"de {C:attention}1{} carta seleccionada\",\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Escama Dragón\",\n                text = {\n                    \"{C:attention}Cambia Tipo:{} {X:dragon,C:white}Dragón{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea hasta {C:attention}3{}\",\n\t\t\t\t\t\"{C:item}objetos{} o {C:pink}energías{} al azar\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"Roca del Rey\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Convierte {C:attention}#1#{} carta\",\"seleccionada a {C:attention}rey{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Mejora\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Agrega {C:attention}mejoras diferentes\",\n\t\t\t\t\t\"a {C:attention}carta de piedra{} al azar\",\"a {C:attention}#1#{} cartas seleccionadas\",\n                }\n            },\n            c_poke_dubious_disc = {\n                name = \"Disco Extraño\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Mejora{} todas las cartas\",\n\t\t\t\t\t\"{C:attention}en tu mano{} al azar\",\n                }\n            },\n            c_poke_icestone = {\n                name = \"Piedra Hielo\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}#1#{} cartas seleccionadas\",\n\t\t\t\t\t\"a {C:attention}cartas de vidrio{}\",\n\t\t\t\t\t\"{C:green}#2# en #3#{} probabilidades para cada\",\n\t\t\t\t\t\"carta seleccionada de {C:attention}destruirse{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Piedra Día\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Agrega edición {C:dark_edition}laminado{}, {C:dark_edition}holográfico{},\",\n\t\t\t\t\t\"o {C:dark_edition}polícromo{} a {C:attention}1{} carta seleccionada\",\"de tu mano y remueve su {C:attention}mejora{}\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"Cuchara Torcida\",\n                text = {\n                    \"Genera la última\",\"carta de {C:item}objeto{} o {C:pink}energía{}\",\n\t\t\t\t\t\"usada en esta partida\",\"a excepción de {s:0.8,C:item}Cuchara Torcida,\",\"{s:0.8,C:item}Reusables y Zumo de Bayas{s:0.8}\"\n                }\n            },\n            c_poke_prismscale = {\n                name = \"Escama Bella\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Cambia el {C:attention}palo{} de {C:attention}#2#{} cartas al\",\n\t\t\t\t\t\"azar {C:attention}en tu mano{} al {C:attention}palo{} de\",\"{C:attention}#1#{} carta seleccionada\",\n                }\n            },\n            c_poke_duskstone = {\n                name = \"Piedra Noche\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} por cada comodín\",\n\t\t\t\t\t\"{C:attention}drenable{} y {C:attention}drena {C:money}1 ${} de\",\n\t\t\t\t\t\"sus valores de venta\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Después de {C:attention}#2#{} {C:inactive}[#3#]{} rondas solo\",\n\t\t\t\t\t\"ganas {C:money}#1# ${} por cada comodín\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:money}#4# ${C:inactive}/#5# $ Máximo)\"\n                }\n            },\n            c_poke_dawnstone = {\n                name = \"Piedra Alba\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Gana {C:money}${} igual al {c:attention}doble{}\",\n\t\t\t\t\t\"del valor de {C:mult}multi{} de {C:attention}#1#{}\",\n\t\t\t\t\t\"{C:inactive}#4#{}\",\n\t\t\t\t\t\" \",\n\t\t\t\t\t\"{C:inactive}(Actual {C:money}#2# ${C:inactive}/40 $ Máximo)\",\n                }\n            },\n            c_poke_hardstone = {\n                name = \"Piedra Dura\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}1{} carta seleccionada a\",\n\t\t\t\t\t\"{C:attention}carta de piedra{} con {C:chips}+#2#{} fichas\",\n\t\t\t\t\t\"extra por cada comodín de\",\n\t\t\t\t\t\"tipo {X:earth,C:white}Tierra{} que tengas\"\n                }\n            },\n            c_poke_miracleseed = {\n                name = \"Semilla Milagro\",\n                text = {\n                    \"Mejora {C:attention}1{} carta\",\n                    \"seleccionada a carta {C:attention}semilla{}\"\n                }\n            },\n            c_poke_berry_juice = {\n                name = \"Zumo de Baya\",\n                text = {\n                    \"Su efecto depende del\",\"{C:attention}consumible{} destruido\"\n                }\n            },\n            c_poke_berry_juice_energy = {\n                name = \"Zumo de Baya Energizado\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado de cualquier {C:pink}tipo{}\",\"{C:inactive}(Máximo de {C:attention}#1# {C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_berry_juice_spectral = {\n                name = \"Zumo de Baya Fantasmal\",\n                text = {\n                    \"Agrega un {C:attention}sello{} al azar y edición\",\"{C:dark_edition}laminado{}, {C:dark_edition}holográfico{} o {C:dark_edition}polícromo{} a\",\"{C:attention}1{} carta seleccionada de tu mano\"\n                },\n            },\n            c_poke_berry_juice_planet = {\n                name = \"Zumo de Baya Estrellado\",\n                text = {\n                    \"Aumenta 1 nivel de la\",\"{C:attention}mano de póker{} con mayor nivel\",\n                },\n            },\n            c_poke_berry_juice_item = {\n                name = \"Zumo de Baya Objetizado\",\n                text = {\n                    \"Crea una {C:item}Cuchara Torcida{}\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de\",\n\t\t\t\t\t\"crear {C:attention}2{} en su lugar\",\"{C:inactive}(Debe haber espacio){}\"\n                },\n            },\n            c_poke_berry_juice_tarot = {\n                name = \"Zumo de Baya Ocultista\",\n                text = {\n                    \"Crea una carta de {C:tarot}El loco{}\",\"y gana {C:money}#1# ${}\",\n                },\n            },\n            c_poke_berry_juice_mystery = {\n                name = \"Zumo de Baya Misterioso\",\n                text = {\n                    \"Crea un {C:item}Zumo de Baya{} al azar\"\n                }\n            },\n            c_poke_heartscale = {\n                name = \"Escama Corazón\",\n                text = {\n                    \"Selecciona {C:attention}#1#{} cartas,\",\n                    \"convierte la carta de la {C:attention}izquierda{}\",\n                    \"en la carta de la {C:attention}derecha{} y\",\n                    \"ambas a {C:hearts}#2#{}\",\n                    \"{C:inactive}(Puedes arrastrarlos\",\n\t\t\t\t\t\"{C:inactive}para cambiar el orden)\",\n                }\n            },\n            c_poke_oven = {\n                name = \"Microondas\",\n                text = {\n                  \"Gana {C:attention}+#1#{} descarte por esta ronda\",\n                  \"si lo usaste durante una {C:attention}ciega\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n            c_poke_washing_machine = {\n                name = \"Lavadora\",\n                text = {\n                  \"Gana {C:attention}+#1#{} mano por esta ronda\",\n                  \"si lo usaste durante una {C:attention}ciega\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n            c_poke_fridge = {\n                name = \"Nevera\",\n                text = {\n                  \"Crea {C:attention}2{} {C:attention}consumibles{} al azar\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n            c_poke_fan = {\n                name = \"Ventilador\",\n                text = {\n                  \"Crea hasta {C:attention}2{}\",\n                  \"comodines {C:blue}comunes{}\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n            c_poke_lawn_mower = {\n                name = \"Podadora de césped\",\n                text = {\n                  \"Gana {C:attention}+#1#{} tamaño de mano por esta\",\n                  \"ronda si lo usaste durante una {C:attention}ciega\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"Energía Planta\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:grass,C:white}Planta{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Energía Fuego\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:fire,C:white}Fuego{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Energía Agua\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:water,C:white}Agua{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Energía Rayo\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:lightning,C:black}Rayo{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Energía Psíquica\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:psychic,C:white}Psíquico{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Energía Lucha\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:fighting,C:white}Lucha{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Energía Incolora\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:colorless,C:white}Incoloro{} disponible\",\"Tiene la mitad de efectividad con\",\"comodines que no son de tipo {X:colorless,C:white}Incoloro{}\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Energía Oscura\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:dark,C:white}Oscuro{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Energía Metal\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:Metal,C:white}Metal{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Energía Hada\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:fairy,C:white}Hada{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"Energía Dragón\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:dragon,C:white}Dragón{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Energía Tierra\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:earth,C:white}Tierra{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Emergía\",\n                text = {\n                    \"Crea {C:attention}1{} {C:green}energía{} al azar\",\"con {C:dark_edition}negativo{} por cada\",\"{C:attention}Comodín alegre{} o {C:legendary}comodín M{}\"\n                },\n            },\n            c_poke_bird_energy = {\n                name = \"Energía Pájaro\",\n                text = {\n                  \"\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Variocolor\",\n                label = \"Variocolor\",\n                text = {\n                    \"{C:attention}+1{} ranura de paquete potenciador\",\"disponible en la tienda\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n            -- HA HA! Not anymore!\n\n            m_poke_hazard = {\n                name = \"Carta trampa\",\n                text = {\n\t\t\t\t\t\"No tiene categoría o palo\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:green}#1# en #2#{} probabilidades de\",\n                    \"ser destruida si está {C:attention}en tu\",\n                    \"{C:attention}mano{} al final de la ronda\"\n                },\n            },\n            m_poke_flower = {\n                name = \"Carta floral\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si la mano\",\n                    \"de póker contiene\",\"{C:attention}4 o más palos\"\n                },\n            },\n            m_poke_seed = {\n                name = \"Carta semilla\",\n                text = {\n                    \"{C:attention}Crece{} cuando anota\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Se transforma en una\",\n                    \"carta {C:attention}floral{} y ganas {C:money}#3# ${}\",\n                    \"tras crecer {C:attention}#1#{} {C:inactive}[#2#]{} veces\",\n                },\n            }\n        },\n        Stake = {\n            stake_poke_diamond = {\n                name = \"Pozo de diamante\",\n                colour = \"Diamond\",\n                text = {\n                    \"Los Pokémon {C:attention}no Bebé{} evolucionan {C:attention}1{} ronda más lento\",\n\t\t\t\t\t\"{s:0.8}Se aplica a todos los pozos anteriores\"\n                }\n            },\n            stake_poke_pearl = {\n                name = \"Pozo de perla\",\n                colour = \"Pearl\",\n                text = {\n                    \"{C:attention}-1{} límite de energía\",\n\t\t\t\t\t\"{s:0.8}Se aplica a todos los pozos anteriores\"\n                }\n            },\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"Bulbasaur\",\n                text = {\n                    \"{C:attention}+#4#{} tamaño de mano\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} por cada\",\n\t\t\t\t\t\"{C:attention}#3#{} en tu mano\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La categoría cambia cada ronda){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras dar {C:money}#2# ${C:inactive})\",\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Ivysaur\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} o {C:money}#5# ${} por cada\",\n\t\t\t\t\t\"{C:attention}#4#{} en tu mano\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La categoría cambia cada ronda){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras dar {C:money}#2# ${C:inactive})\",\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Venusaur\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} por cada\",\n\t\t\t\t\t\"{C:attention}#4#{} en tu mano\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La categoría cambia cada ronda){}\",\n                }\n            },\n            j_poke_mega_venusaur = {\n                name = \"Mega Venusaur\",\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Charmander\",\n                text = {\n                    \"{C:red}+#4#{} descarte\",\n\t\t\t\t\t\"Obtiene {C:mult}+#2#{} multi por mano jugada\",\n\t\t\t\t\t\"cuando tienes {C:attention}#3#{} descartes\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +16{C:inactive} multi)\",\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Charmeleon\",\n                text = {\n                    \"{C:red}+#4#{} descarte\",\n\t\t\t\t\t\"Obtiene {C:mult}+#2#{} multi por mano jugada\",\n\t\t\t\t\t\"cuando tienes {C:attention}#3#{} descartes\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +36{C:inactive} multi)\",\n                }\n            },\n            j_poke_charizard = {\n                name = \"Charizard\",\n                text = {\n                    \"{C:red}+#4#{} descarte, {C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{X:mult,C:white} X#2# {} multi cuando tienes\",\n\t\t\t\t\t\"{C:attention}#3#{} descartes restantes\",\n                } \n            },\n            j_poke_mega_charizard_x = {\n                name = \"Mega Charizard X\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi cuando tienes\",\"{C:attention}#2#{} descartes restantes\",\n                } \n            },\n            j_poke_mega_charizard_y = {\n                name = \"Mega Charizard Y\",\n                text = {\n                    \"{C:red}+#1#{} descartes\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Squirtle\",\n                text = {\n                    \"{C:chips}+#2#{} mano\",\n\t\t\t\t\t\"Obtiene {C:chips}+#4#{} ficha por cada\",\n\t\t\t\t\t\"{C:attention}mano restante{} cuando\",\n\t\t\t\t\t\"juegas una mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:chips}+#1#{C:inactive} / +#3#{C:inactive} fichas)\",\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Wartortle\",\n                text = {\n                    \"{C:chips}+#2#{} mano\",\n\t\t\t\t\t\"Obtiene {C:chips}+#4#{} fichas por cada\",\n\t\t\t\t\t\"{C:attention}mano restante{} cuando\",\n\t\t\t\t\t\"juegas una mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:chips}+#1#{C:inactive} / +#3#{C:inactive} fichas)\",\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Blastoise\",\n                text = {\n                    \"{C:chips}+#3#{} mano, {C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas por cada\",\n\t\t\t\t\t\"mano restante\",\n                } \n            },\n            j_poke_mega_blastoise = {\n                name = \"Mega Blastoise\",\n                text = {\n                    \"{C:chips}+#2#{} manos\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Caterpie\",\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Metapod\",\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Butterfree\",\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Weedle\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Kakuna\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\"\n                } \n            },\n            j_poke_mega_beedrill = {\n                name = \"Mega Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Pidgey\",\n                text = {\n                    \"Otorga {C:mult}+#2#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}categoría{} y {C:attention}palo{} diferente\",\n\t\t\t\t\t\"en la mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"Otorga {C:mult}+#2#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}categoría{} y {C:attention}palo{} diferente\",\n\t\t\t\t\t\"en la mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Pidgeot\",\n                text = {\n                    \"Otorga {C:mult}+#1#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}categoría{} y {C:attention}palo{} diferente\",\n\t\t\t\t\t\"en la mano jugada\",\n                } \n            },\n            j_poke_mega_pidgeot = {\n                name = \"Mega Pidgeot\",\n                text = {\n                    \"Otorga {X:mult,C:white} X#1# {} multi por cada\",\n\t\t\t\t\t\"{C:attention}categoría{} y {C:attention}palo{} diferente\",\n\t\t\t\t\t\"en la mano jugada\",\n                } \n            },\n            j_poke_rattata = {\n                name = \"Rattata\",\n                text = {\n                    \"Reactiva las {C:attention}primeras 2{} cartas\",\n\t\t\t\t\t\"que anotan {C:attention}#1#{} vez adicional\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Raticate\",\n                text = {\n                    \"Reactiva las {C:attention}primeras 3{} cartas\",\n\t\t\t\t\t\"que anotan {C:attention}#1#{} vez adicional\",\n                }\n            },\n            j_poke_spearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Después de sacar {C:attention}#2#{} {C:inactive}[#3#]{} cartas\",\n\t\t\t\t\t\"durante las {C:attention}ciegas{}, aumenta el nivel\",\n\t\t\t\t\t\"de la siguiente {C:attention}mano de\",\n\t\t\t\t\t\"{C:attention}póker{} jugada {C:inactive}#4#{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#1#{C:inactive} veces)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Fearow\",\n                text = {\n\t\t\t\t\t\"{C:red}+#4#{} descarte\",\n                    \"Después de sacar {C:attention}#1#{} {C:inactive}[#2#]{} cartas\",\n\t\t\t\t\t\"durante las {C:attention}ciegas{}, aumenta el nivel\",\n\t\t\t\t\t\"de la siguiente {C:attention}mano de\",\"{C:attention}póker{} jugada {C:inactive}#3#{}\",\n                }\n            },\n            j_poke_ekans = {\n                name = \"Ekans\",\n                text = {\n                    \"{C:mult}+#1#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Escalera{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Arbok\",\n                text = {\n                    \"{C:mult}+#1#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Escalera{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea una carta de {C:tarot}tarot{} si\",\n\t\t\t\t\t\"también contiene un {C:attention}as{}\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Pikachu\",\n                text = {\n                    \"{C:mult}+#1#{} multi si\",\n                    \"tienes {C:money}#3# ${} o más\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Gana {C:money}#2# ${} cuando la {C:attention}ciega{}\",\n                    \"es seleccionada si tienes\",\n                    \"menos de {C:money}#3# $\",\n                    \"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Trueno{C:inactive})\"\n                }\n            },\n            j_poke_raichu = {\n                name = \"Raichu\",\n                text = {\n                    \"{C:mult}+#1#{} multi por cada\",\n                    \"{C:money}#2# ${} que tengas\",\n                    \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Gana intereses cuando la\",\n                    \"{C:attention}ciega{} es seleccionada\",\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Sandshrew\",\n                text = {\n                    \"{C:chips}+#2#{} fichas por cada {C:attention}carta de{}\",\n                    \"{C:attention}vidrio{} en tu {C:attention}baraja completa\",\n                    \"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Sandslash\",\n                text = {\n                    \"{C:green}#3# en #4#{} probabilidades por cada\",\n                    \"carta {C:attention}mejorada{} descartada\",\n                    \"de mejorarse a {C:attention}carta de vidrio\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:chips}+#1#{} fichas por cada {C:attention}carta de{}\",\n                    \"{C:attention}vidrio{} en tu {C:attention}baraja completa\",\n                    \"{C:inactive}(Actual {C:chips}+#2#{C:inactive} fichas)\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Nidoran F\",\n                text = {\n                    \"Cada {C:attention}reina{} en tu mano\",\n\t\t\t\t\t\"otorga {C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"Nidorina\",\n                text = {\n                    \"Cada {C:attention}reina{} en tu mano\",\n\t\t\t\t\t\"otorga {C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Lunar{C:inactive})\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Nidoqueen\",\n                text = {\n                    \"{C:attention}+#2#{} tamaño de mano\",\n\t\t\t\t\t\"Cada {C:attention}reina{} en tu mano\",\n\t\t\t\t\t\"otorga {C:chips}+#1#{} fichas\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Nidoran M\",\n                text = {\n                    \"Cada {C:attention}rey{} en tu mano\",\n\t\t\t\t\t\"otorga {C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Nidorino\",\n                text = {\n                    \"Cada {C:attention}rey{} en tu mano\",\n\t\t\t\t\t\"otorga {C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Lunar{C:inactive})\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Nidoking\",\n                text = {\n                    \"{C:attention}+#2#{} tamaño de mano\",\n\t\t\t\t\t\"Cada {C:attention}rey{} en tu mano\",\n\t\t\t\t\t\"otorga {C:mult}+#1#{} multi\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Clefairy\",\n                text = {\n                    \"Las cartas jugadas\",\n\t\t\t\t\t\"del palo {C:clubs}#2#{} otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Lunar{C:inactive})\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Clefable\",\n                text = {\n                    \"Las cartas del palo {C:clubs}#2#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi por cada carta\",\n\t\t\t\t\t\"de {C:clubs}#2#{} jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Si juegas 5 tréboles, cada uno\",\n\t\t\t\t\t\"{C:inactive}otorga {C:mult,s:0.8}+#4#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\"\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Vulpix\",\n                text = {\n                    \"Cada {C:attention}9{} jugado tiene\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de crear una\",\n\t\t\t\t\t\"carta de {C:tarot}tarot{} cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Fuego{C:inactive})\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"Ninetales\",\n                text = {\n                    \"{C:attention}Equipado con{} {C:spectral}Médium{} {C:dark_edition}negativo\",\n\t\t\t\t\t\"Cada {C:attention}9{} jugado tiene\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de crear una\",\n\t\t\t\t\t\"carta de {C:tarot}tarot{} cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Jigglypuff\",\n                text = {\n                    \"Las cartas jugadas\",\n\t\t\t\t\t\"del palo {C:spades}#2#{} otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi y {C:chips}+#3#{} fichas\",\n\t\t\t\t\t\"cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Lunar{C:inactive})\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Wigglytuff\",\n                text = {\n                    \"Las cartas jugadas\",\n\t\t\t\t\t\"del palo {C:spades}#3#{} otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi, {C:chips}+#2#{} fichas, y su\",\n\t\t\t\t\t\"total de fichas\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Zubat\",\n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi si la mano jugada\",\n                    \"contiene una {C:attention}carta mejorada{},\",\n                    \"remueve la {C:attention}mejora{} de la\",\n                    \"primera {C:attention}carta mejorada{}\",\n                    \"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_golbat = {\n                name = \"Golbat\",\n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi por cada\",\n                    \"{C:attention}carta mejorada{} jugada,\",\n                    \"remueve su {C:attention}mejora\",\n                    \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                    \"{C:inactive}(Evoluciona tras\",\"{C:inactive}comer {C:attention}#3#{C:inactive} mejoras)\",\n                } \n            },\n            j_poke_oddish = {\n                name = \"Oddish\",\n                text = {\n\t\t\t\t    \"Las cartas jugadas de\",\"categoría {C:attention}impar{} otorgan\",\n                    \"{C:mult}+#1#{}, {C:mult}+#4#{}, o {C:mult}+#2#{} multi\",\"cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_gloom = {\n                name = \"Gloom\",\n                text = {\n                    \"Las cartas jugadas de\",\"categoría {C:attention}impar{} otorgan\",\n                    \"{C:mult}+#1#{}, {C:mult}+#3#{}, o {C:mult}+#2#{} multi\",\"cuando anotan\",\n                    \"{C:inactive}(Evoluciona con una {C:attention}Piedra Hoja\",\n\t\t\t\t\t\"{C:inactive}o una {C:attention}Piedra Solar{C:inactive})\",\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Vileplume\",\n                text = {\n                    \"Las cartas jugadas de\",\"categoría {C:attention}impar{} otorgan\",\n                    \"{C:mult}+#2#{} multi, {X:mult,C:white}X#3#{} multi, o {X:mult,C:white}X#1#{} multi\",\n                    \"cuando anotan\",\n                } \n            },\n            j_poke_paras = {\n                name = \"Paras\",\n                text = {\n                    \"{C:mult}+#2#{} multi si la mano\",\n\t\t\t\t\t\"jugada contiene un {C:attention}Doble par{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +8{C:inactive} multi)\",\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Parasect\",\n                text = {\n                    \"{C:mult}+#2#{} multi si la mano\",\n\t\t\t\t\t\"jugada contiene un {C:attention}Doble par{}\",\n\t\t\t\t\t\"{C:mult}-#3#{} multi si no la contiene\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"Venonat\",\n                text = {\n                    \"Aumenta en {C:attention}#1#{} a todas las\",\n\t\t\t\t\t\"{C:green,E:1,S:1.1}probabilidades\",\n\t\t\t\t\t\"{C:inactive}(ejemplo: {C:green}1 en 6{C:inactive} -> {C:green}2 en 6{C:inactive})\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Venomoth\",\n                text = {\n                    \"Aumenta en {C:attention}#1#{} a todas las\",\n\t\t\t\t\t\"{C:green,E:1,S:1.1}probabilidades\",\n\t\t\t\t\t\"{C:inactive}(ejemplo: {C:green}1 en 6{C:inactive} -> {C:green}3 en 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Diglett\",\n                text = {\n                    \"{C:chips}+#2#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Tercia{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:mult}+#3#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}2{}, {C:attention}3{}, o {C:attention}4{} que anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Dugtrio\",\n                text = {\n                    \"{C:chips}+#2#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Tercia{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{X:mult,C:white} X#1# {} multi si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}2{}, {C:attention}3{}, o {C:attention}4{} que anota\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"Meowth\",\n                text = {\n                    \"Gana {C:money}#1# ${} al final de la ronda\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"La primera carta de la {C:attention}suerte{}\",\n\t\t\t\t\t\"que se activa {C:green}con éxito{} en cada\",\n\t\t\t\t\t\"ronda aumenta el pago en {C:money}#2# ${}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:money}#1# ${C:inactive} / #3# $ de pago)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Persian\",\n                text = {\n                    \"Gana {C:money}#1# ${} al final de la ronda\",\n\t\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de ganar el {C:attention}doble{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"La primera carta de la {C:attention}suerte{}\",\n\t\t\t\t\t\"que se activa {C:green}con éxito{} en cada ronda\",\n\t\t\t\t\t\"aumenta el pago en {C:money}#2# ${}\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Psyduck\",\n                text = {\n                    \"Si la mano jugada tiene\",\n\t\t\t\t\t\"solo 1 {C:attention}carta de figura{}, gana {C:money}#1# ${}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Golduck\",\n                text = {\n                    \"Si la mano jugada tiene solo 1\",\n\t\t\t\t\t\"{C:attention}carta de figura{}, gana {C:money}#1# ${} y se\",\n\t\t\t\t\t\"mejora a {C:attention}carta de oro{} cuando anota\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Mankey\",\n                text = {\n                    \"Cada {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, o {C:attention}7{} jugado otorga\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi y {C:chips}+#2#{} fichas cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            --anyways, how's your day been? i'm doing fine myself\n            --I'm doing pretty well. We had a snow day yesterday.\n            j_poke_primeape = {\n                name = \"Primeape\",\n                text = {\n                    \"Cada {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, o {C:attention}7{} jugado otorga\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi y {C:chips}+#2#{} fichas cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#3#{C:inactive} veces)\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Growlithe\",\n                text = {\n                    \"{C:mult}+#1#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}Color{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Fuego{C:inactive})\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Arcanine\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si la mano\",\"jugada contiene un {C:attention}Color{}\",\n\t\t\t\t\t\"La primera carta sin mejora\",\"jugada en un {C:attention}Color{} se mejora\",\n\t\t\t\t\t\"a {C:attention}carta multi{} cuando anota\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Poliwag\",\n                text = {\n                    \"Las cartas jugadas del palo\",\n\t\t\t\t\t\"{V:1}#3#{} otorgan {C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"El palo rota en orden después de jugar\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Poliwhirl\",\n                text = {\n                    \"Las cartas jugadas del palo\",\n\t\t\t\t\t\"{V:1}#2#{} otorgan {C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"El palo rota en orden después de jugar\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Agua{C:inactive} o {C:attention}Roca del Rey{C:inactive})\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Poliwrath\",\n                text = {\n                    \"Las cartas jugadas del palo\",\n\t\t\t\t\t\"{V:1}#2#{} otorgan {C:mult}+#7#{} multi\",\n\t\t\t\t\t\"y {X:mult,C:white}X#1#{} multi cuando anotan\",\n\t\t\t\t\t\"El palo rota en orden después de jugar\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Abra\",\n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de crear una carta\",\n\t\t\t\t\t\"de {C:item}objeto o {C:tarot}tarot{} si la {C:attention}mano de póker{}\",\n\t\t\t\t\t\"jugada ya ha sido jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Kadabra\",\n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de crear una carta de\",\n\t\t\t\t\t\"{C:tarot}tarot{} o una {C:item}Cuchara Torcida{} si la {C:attention}mano de póker{}\",\n\t\t\t\t\t\"jugada ya ha sido jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} ranura de consumible\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de crear {C:attention}El loco{} o\",\n\t\t\t\t\t\"una {C:item}Cuchara Torcida{} si la {C:attention}mano de póker{}\",\n\t\t\t\t\t\"jugada ya ha sido jugada en esta ronda\",\n                } \n            },\n            j_poke_mega_alakazam = {\n                name = \"Mega Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} ranura de consumible\",\n\t\t\t\t\t\"Todos los {C:attention}consumibles{} que\",\n\t\t\t\t\t\"tienes otorgan {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"Las {C:item}Cucharas Torcidas{}\",\"otorgan {X:mult,C:white}X#2#{} multi\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Machop\",\n                text = {\n                    \"{C:chips}+#1#{} mano\",\n\t\t\t\t\t\"{C:mult}-#2# descarte{}\",\n\t\t\t\t\t\"{C:mult}+#4#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras\",\n\t\t\t\t\t\"{C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_machoke = {\n                name = \"Machoke\",\n                text = {\n                    \"{C:chips}+#1#{} manos\",\"{C:mult}-#2# descartes{}\",\"{C:mult}+#3#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con\",\"{C:inactive}un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Machamp\",\n                text = {\n                    \"{C:chips}+#1#{} manos\",\"{C:mult}-#2# descartes{}\",\"{C:mult}+#3#{} multi\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Bellsprout\",\n                text = {\n                    \"Las cartas jugadas de\",\"categoría {C:attention}par{} otorgan\",\"{C:chips}+#1#{} fichas cuando anotan\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Weepinbell\",\n                text = {\n                    \"Las cartas jugadas de\",\n\t\t\t\t\t\"categoría {C:attention}par{} otorgan\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Hoja{C:inactive})\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Victreebel\",\n                text = {\n                    \"Las cartas jugadas de\",\n\t\t\t\t\t\"categoría {C:attention}par{} otorgan\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Reactiva las primeras {C:attention}#2#{} {C:inactive}[#3#]{}\",\n                    \"cartas de categoría {C:attention}par{}\",\n                    \"cada ronda\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Tentacool\",\n                text = {\n                    \"Cada {C:attention}10{} jugado otorga\",\"{C:mult}+#1#{} multi cuando anota\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Tentacruel\",\n                text = {\n                    \"Cada {C:attention}10{} jugado otorga\",\"{C:mult}+#1#{} multi cuando anota\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\"Los {C:attention}10s{} no pueden\",\"ser {C:attention}debilitados{}\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Geodude\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:attention}-#2#{} tamaño de mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_graveler = {\n                name = \"Graveler\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:attention}-#2#{} tamaño de mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con\",\"un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Golem\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\"{C:attention}-#2#{} tamaño de mano\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Ponyta\",\n                text = {\n                    \"Obtiene {C:chips}+#2#{} fichas si la mano\",\n\t\t\t\t\t\"jugada contiene una {C:attention}Escalera{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:chips}+#1#{C:inactive} / +60{C:inactive} fichas)\",\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Rapidash\",\n                text = {\n                    \"Obtiene {C:chips}+#2#{} fichas si la mano\",\n\t\t\t\t\t\"jugada contiene una {C:attention}Escalera{}\",\n\t\t\t\t\t\"Las fichas que obtiene aumentan\",\n\t\t\t\t\t\"en {C:chips}+1{} cada vez que se activa\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                } \n            },\n            --This was my first shiny :O\n            j_poke_slowpoke = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi en la {C:attention}última mano{}\",\n\t\t\t\t\t\"de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Roca del Rey{C:inactive})\"\n                } \n            },\n            -- not used currently\n            j_poke_slowpoke2 = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi en la {C:attention}última mano{} de la ronda\",\"{C:green}#3# en #4#{} probabilidades de create\",\"a {C:attention}Roca del Rey{} card at\",\"final de la ronda {C:inactive,s:0.8}(Debe haber espacio){}\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive,s:0.8} rondas o con una {C:attention,s:0.8}Roca del Rey{} {C:inactive})\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Slowbro\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi por mano jugada\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Se restablece al final de la ronda)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#2#{C:inactive} multi)\"\n                } \n            },\n            j_poke_mega_slowbro = {\n                name = \"Mega Slowbro\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi por mano jugada\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Se restablece cuando la\",\n\t\t\t\t\t\"{C:attention,s:0.8}ciega jefe{C:inactive,s:0.8} es derrotada)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#2#{C:inactive} multi)\"\n                } \n            },\n\t\t\tj_poke_shell = {\n                name = \"¿Shellder...?\",\n                text = {\n                  \"Evoluciona al {C:attention}Slowpoke\",\"más a la izquierda\",\n                  \"{S:1.1,C:red,E:2}Se autodestruye{}\",\n                }\n            },\n            j_poke_magnemite = {\n                name = \"Magnemite\",\n                text = {\n                    \"Las {C:attention}cartas de acero{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_magneton = {\n                name = \"Magneton\",\n                text = {\n                    \"Las {C:attention}cartas de acero{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi más {X:mult,C:white}X#2#{} multi por\",\n\t\t\t\t\t\"cada comodín tipo {X:metal,C:white}Metal{} adyacente\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Trueno{C:inactive})\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Farfetch\\'d',      \n                text = {\n                    \"{C:attention}Equipado con{} {C:item}Puerro{}\",\n\t\t\t\t\t\"{C:green}#2# en #3#{} probabilidades de ganar {C:money}#1# $\",\n\t\t\t\t\t\"cuando un {C:attention}consumible{} es usado\",\n\t\t\t\t\t\"{C:money}${} garantizado cuando se usan {C:attention}Puerros{}\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Doduo',      \n                text = {\n                    \"Las primeras {C:attention}2{} cartas\",\"de {C:attention}figura{} jugadas otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Dodrio',\n                text = {\n                    \"Las primeras {C:attention}3{} cartas\",\"de {C:attention}figura{} jugadas otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Si la mano jugada es {C:attention}exactamente\",\n\t\t\t\t\t\"{C:attention}3 cartas de figuras{}, otorga\",\n\t\t\t\t\t\"{C:attention}+#2#{} tamaño de mano por esta ronda\"\n                    \n                } \n            },\n            j_poke_seel = {\n                name = 'Seel',      \n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de agregar un {C:attention}sello{}\",\n\t\t\t\t\t\"al azar a la primera carta que anota\",\n\t\t\t\t\t\"en la {C:attention}primera mano{} de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Dewgong',      \n                text = {\n                    \"Agrega un {C:attention}sello{} al azar a la\",\n\t\t\t\t\t\"primera carta que anota en\",\n\t\t\t\t\t\"la {C:attention}primera mano{} de la ronda\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Grimer',      \n                text = {\n                    \"{C:mult}+#1#{} multi si el tamaño de la baraja > {C:attention}#3#{}\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Agrega una carta de juego al azar\",\n\t\t\t\t\t\"a tu baraja al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_muk = {\n                name = 'Muk',      \n                text = {\n                    \"{C:mult}+#1#{} multi por cada carta\",\n\t\t\t\t\t\"encima de {C:attention}#2#{} en tu baraja\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Al final de la ronda, destruye {C:attention}1{} carta\",\n\t\t\t\t\t\"de tu baraja y agrega {C:attention}2{} al azar\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#3#{} {C:inactive}multi){}\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Shellder',      \n                text = {\n                    \"Si la mano tiene {C:attention}5{} cartas que anotan,\",\n\t\t\t\t\t\"cada una tiene {C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\t\"de {C:attention}reactivarse{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Agua{C:inactive})\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Cloyster',      \n                text = {\n                    \"Si la mano tiene {C:attention}5{} cartas que anotan,\",\n\t\t\t\t\t\"cada una tiene {C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\t\"de {C:attention}reactivarse{}\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Gastly',      \n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de {C:attention}reemplazar{} la\",\n\t\t\t\t\t\"edición de un {C:attention}comodín{} al azar con\",\n\t\t\t\t\t\"{C:dark_edition}negativo{} al final de la ronda y\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}se autodestruye{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_haunter = {\n                name = 'Haunter',      \n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de {C:attention}reemplazar{} la\",\n\t\t\t\t\t\"edición de un {C:attention}comodín{} al azar con\",\n\t\t\t\t\t\"{C:dark_edition}negativo{} al final de la ronda y\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}se autodestruye{}\",\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Gengar',      \n                text = {\n                    \"{C:attention}Reemplaza{} la edición de un\",\n\t\t\t\t\t\"{C:attention}comodín{} al azar con\",\n\t\t\t\t\t\"{C:dark_edition}negativo{} tras {C:dark_edition}#1#{} rondas\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(¡Gengar elige una nueva cantidad!){}\",\"{C:inactive,s:0.8}(Excluye Gengars){}\",\n                } \n            },\n            j_poke_mega_gengar = {\n                name = 'Mega Gengar',      \n                text = {\n                    \"Crea una {C:attention}etiqueta{} {C:dark_edition}negativa{}\",\n\t\t\t\t\t\"cuando la {C:attention}ciega pequeña{}\",\n\t\t\t\t\t\"o {C:attention}grande{} es seleccionada\",\n                } \n            },\n            j_poke_onix = {\n                name = 'Onix',      \n                text = {\n                    \"La carta más a la izquierda que anota\",\n\t\t\t\t\t\"de la {C:attention}primera mano{} de la ronda\",\n\t\t\t\t\t\"se mejora a {C:attention}carta de piedra{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un sticker {C:metal}Metal{C:inactive})\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Drowzee',      \n                text = {\n                    \"{X:mult,C:white}X#2#{} multi por cada carta única\",\n\t\t\t\t\t\"de {C:planet}planeta{} usada en esta partida\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras usar {C:planet}#3#{C:inactive}\",\n\t\t\t\t\t\"{C:inactive}cartas de planeta únicas)\",\n                } \n            },\n            j_poke_hypno = {\n                name = 'Hypno',      \n                text = {\n                    \"{C:attention}Equipado con{} {C:spectral}Trance{}\",\"{X:mult,C:white}X#2#{} multi por cada carta de\",\"{C:planet}planeta{} usada en esta partida\",\"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Krabby',      \n                text = {\n                    \"Las cartas de {C:attention}figuras{} jugadas otorgan\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Kingler',      \n                text = {\n                    \"Las cartas de {C:attention}figuras{} jugadas otorgan\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan y se mejoran\",\n\t\t\t\t\t\"a {C:attention}cartas adicionales{} si no tienen mejora\",\n                } \n            },\n            j_poke_voltorb = {\n                name = 'Voltorb',      \n                text = {\n                    \"{C:attention}Volátil a la derecha{}\",\n\t\t\t\t\t\"{X:mult,C:white} X#1# {} multi y se debilita\",\n\t\t\t\t\t\"a sí mismo por esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas\",\"{C:inactive}no debilitado)\",\n                } \n            },\n            j_poke_electrode = {\n                name = 'Electrode',      \n                text = {\n                    \"{C:attention}Volátil a la derecha{}\",\n\t\t\t\t\t\"{X:mult,C:white} X#1# {} multi, gana {C:money}#2# ${} y se\",\n\t\t\t\t\t\"debilita a sí mismo por esta ronda\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Exeggcute',      \n                text = {\n                    \"Las cartas jugadas del palo {C:hearts}#2#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de\",\n\t\t\t\t\t\"otorgar {C:mult}+#3#{} multi en su lugar\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Hoja{C:inactive})\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Exeggutor',      \n                text = {\n                    \"Las cartas jugadas del palo {C:hearts}#3#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de\",\n\t\t\t\t\t\"otorgar {X:mult,C:white}X#2#{} multi en su lugar\",\n                } \n            },\n            j_poke_cubone = {\n                name = 'Cubone',\n                text = {\n                    \"{C:attention}Equipado con{} {C:item}Hueso Grueso{}\",\n\t\t\t\t\t\"Otorga {C:mult}+#1#{} multi por\",\n\t\t\t\t\t\"cada {C:attention}consumible{} que tengas\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Los {C:attention,s:0.8}Huesos Gruesos{C:inactive,s:0.8} cuentan doble){}\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras\",\"{C:inactive}usar {C:attention}#3#{C:inactive} consumibles)\",\n                } \n            },\n            j_poke_marowak = {\n                name = 'Marowak',      \n                text = {\n                    \"{C:attention}+#2#{} ranuras de consumible\",\n\t\t\t\t\t\"Otorga {X:mult,C:white} X#1# {} multi por\",\n\t\t\t\t\t\"cada {C:attention}consumible{} que tengas\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Los {C:attention,s:0.8}Huesos Gruesos{C:inactive,s:0.8} cuentan doble){}\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#3# {C:inactive} multi)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Hitmonlee',      \n                text = {\n                    \"{X:mult,C:white}X#1#{} multi por cada carta debajo\",\n\t\t\t\t\t\"de {C:attention}#2#{} en tu baraja completa\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Hitmonchan',      \n                text = {\n                    \"{X:mult,C:white}X#1#{} multi por cada carta encima\",\n\t\t\t\t\t\"de {C:attention}#2#{} en tu baraja completa\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Lickitung',      \n                text = {\n                    \"La primera y segunda {C:attention}jota{} jugada\",\n\t\t\t\t\t\"otorga {X:mult,C:white} X#1# {} multi cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_koffing = {\n                name = 'Koffing',      \n                text = {\n                    \"{C:attention}Volátil a la izquierda{}\",\n                    \"{C:mult}+#1#{} multi y se debilita\",\n                    \"a sí mismo por esta ronda\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas\",\"{C:inactive}no debilitado)\",\n                } \n            },\n            j_poke_weezing = {\n                name = 'Weezing',      \n                text = {\n                    \"{C:attention}Volátil a la izquierda{}\",\n                    \"{C:mult}+#1#{} multi y se debilita\",\n                    \"a sí mismo por esta ronda\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Vende esta carta\",\"para {C:attention}desactivar{}\",\n                    \"la {C:attention}ciega jefe{} actual\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Rhyhorn',      \n                text = {\n                    \"Las {C:attention}cartas de piedra{}\",\n\t\t\t\t\t\"ganan para siempre\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Rhydon',      \n                text = {\n                    \"Las {C:attention}cartas de piedra{}\",\n\t\t\t\t\t\"ganan para siempre\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Reactiva la {C:attention}primera{}\",\n\t\t\t\t\t\"{C:attention}carta de piedra{} que anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Chansey',      \n                text = {\n                    \"Las primeras {C:attention}#1#{C:inactive} [#2#]{} veces que una\",\n\t\t\t\t\t\"{C:attention}carta de la suerte{} se activa cada\",\n\t\t\t\t\t\"ronda, se agrega una copia a tu\",\n\t\t\t\t\t\"baraja y la saca a tu {C:attention}mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando la baraja tiene\",\n\t\t\t\t\t\"{C:inactive}>= 25% #3#{C:attention}cartas de la suerte{C:inactive})\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Tangela',      \n                text = {\n                    \"Las {C:attention}cartas versátiles{} jugadas\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi, {C:chips}+#2#{} fichas, o {C:money}#3# ${}\",\n\t\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de {C:attention}todas las tres{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras jugar {C:attention}#6#{C:inactive} cartas versátiles)\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Kangaskhan',      \n                text = {\n                    \"{C:attention}+#1#{} ranuras de consumible\",\n\t\t\t\t\t\"{C:mult}-#2# ${} máximo de interés\",\n                } \n            },\n            j_poke_mega_kangaskhan = {\n                name = 'Mega Kangaskhan',      \n                text = {\n                    \"Reactiva todas las cartas jugadas\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea una {C:attention}etiqueta doble{} al\",\n\t\t\t\t\t\"final de la ronda si al menos\",\n\t\t\t\t\t\"{C:attention}#1# consumibles{} se usaron esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:attention}#2#{C:inactive} consumibles usados)\"\n                } \n            },\n            j_poke_horsea = {\n                name = 'Horsea',      \n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"por cada {C:attention}6{} jugado\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +12{C:inactive} multi)\",\n                } \n            },\n            j_poke_seadra = {\n                name = 'Seadra',      \n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi por cada {C:attention}6{} jugado\",\n\t\t\t\t\t\"Se duplica si un {C:attention}rey{} está en tu mano\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un sticker {C:dragon}Dragón{C:inactive})\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Goldeen',      \n                text = {\n                    \"Reactiva todas las {C:attention}cartas de oro{}\",\n\t\t\t\t\t\"en tu mano {C:attention}#1#{} vez adicional\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_seaking = {\n                name = 'Seaking',      \n                text = {\n                    \"Reactiva todas las {C:attention}cartas de oro{}\",\n\t\t\t\t\t\"en tu mano {C:attention}#1#{} veces adicionales\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Staryu',      \n                text = {\n                    \"Las cartas jugadas del palo {C:diamonds}#2#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi y {C:money}#3# ${} cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Agua{C:inactive})\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Starmie',      \n                text = {\n                    \"Las cartas jugadas del palo {C:diamonds}#3#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi y {C:money}#2# ${} cuando anotan\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Mr. Mime',      \n                text = {\n                    \"Reactiva la carta más\",\n\t\t\t\t\t\"a la izquierda que tienes en\",\n\t\t\t\t\t\"tu mano {C:attention}#1#{} veces adicionales\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Scyther',      \n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, destruye al\",\n\t\t\t\t\t\"comodín de la derecha y obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"Obtiene edición {C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o\",\n\t\t\t\t\t\"{C:dark_edition}polícromo{} si era {C:rare}Rara{} o superior\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un sticker {C:metal}Metal\",\"{C:inactive}o una {C:attention}Piedra Dura{C:inactive})\",\n                } \n            },\n            j_poke_jynx = {\n                name = 'Jynx',      \n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\t\"gana {C:attention}+#1#{} tamaño de mano si\",\n\t\t\t\t\t\"el tamaño de tu baraja >= {C:attention}#2#{}\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Las cartas de juego{} agregadas\",\n\t\t\t\t\t\"a tu baraja son {C:attention}duplicadas{}\",\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Electabuzz',      \n                text = {\n                    \"Obtiene {C:money}#1# ${} de {C:attention}valor de venta{} cuando\",\n\t\t\t\t\t\"una carta es {C:attention}vendida{} y al final de la ronda\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Gana {C:attention}#2#%{} del valor de venta de este comodín\",\n\t\t\t\t\t\"al final de la ronda {C:inactive}(aproximado){}\",\n\t\t\t\t\t\"{C:inactive}(Actualmente ganas {C:money}#3# ${C:inactive} / #4# $ máximo)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Magmar',      \n                text = {\n                    \"Si el {C:attention}primer descarte{} de la ronda\",\n\t\t\t\t\t\"tiene solo {C:attention}1{} carta, la destruye\",\n\t\t\t\t\t\"y obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Pinsir',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si una carta que anota\",\n\t\t\t\t\t\"tiene la {C:attention}misma categoría{} que\",\n\t\t\t\t\t\"una carta {C:attention}en tu mano{}\"\n                } \n            },\n            j_poke_mega_pinsir = {\n                name = 'Mega Pinsir',\n                text = {\n                    \"Las cartas {C:attention}sin mejora{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white} X#1# {} multi cuando anotan\",\n                } \n            },\n            j_poke_tauros = {\n                name = 'Tauros (Líder)',\n                text = {\n                    \"Cada {C:attention}Tauros{} y {C:attention}Miltank{} que\",\n\t\t\t\t\t\"tienes otorgan {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Los {C:green}cambios{} en la tienda tienen\",\n\t\t\t\t\t\"{C:green}#2# en #3#{} probabilidades de agregar\",\n\t\t\t\t\t\"un {C:attention}Tauros (Manada){} a la tienda\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Tauros (Manada)',\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Magikarp',\n                text = {\n                    \"{C:chips}+#2#{} ficha\",\n\t\t\t\t\t\"Aplica {C:attention}Salpicadura{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Gyarados',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi\",\n                } \n            },\n            j_poke_mega_gyarados = {\n                name = 'Mega Gyarados',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{br:1.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Deshabilita el efecto de\",\n\t\t\t\t\t\"todas las {C:attention}ciegas jefe{}\"\n                } \n            },\n            j_poke_lapras = {\n                name = 'Lapras',\n                text = {\n                    \"{C:chips}+#2#{} fichas por cada {C:attention}ciega{}\",\n\t\t\t\t\t\"omitida en esta partida\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Visitas la {C:attention}tienda{}\",\n\t\t\t\t\t\"después de omitir\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#1# {C:inactive}fichas)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Ditto',\n                text = {\n\t\t\t\t\t\"{C:attention}Volátil a la derecha{}\",\n                    \"{C:attention}Se transforma{} en el comodín más\",\n\t\t\t\t\t\"a la izquierda con {C:attention}perecedero{}\",\n\t\t\t\t\t\"y un sticker {C:colorless}Incoloro{}\",\n\t\t\t\t\t\"al final de la tienda\",\"{C:inactive,s:0.9}(Excluye Dittos)\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Eevee',\n                text = {\n\t\t\t\t    \"{X:mult,C:white} X#1# {} multi en la {C:attention}primera\",\n                    \"{C:attention}mano{} de la ronda\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Evoluciona con... un montón)\",\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Vaporeon',\n                text = {\n                    \"Cada {C:attention}carta{} jugada\",\n                    \"gana para siempre\",\n                    \"{C:chips}+#1#{} fichas cuando anota\",\n                    \"Se {C:attention}duplica{} para las\",\n\t\t\t\t\t\"cartas {C:attention}adicionales{}\"\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Jolteon',\n                text = {\n                    \"Otorga {C:money}#1# ${} por cada\",\n                    \"carta {C:attention}de oro{} descartada\",\n                } \n            },\n            j_poke_flareon = {\n                name = 'Flareon',\n                text = {\n                    \"La primera carta {C:attention}multi{}\",\n                    \"en tu mano\", \n                    \"otorga {X:mult,C:white} X#1# {} multi\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Porygon',\n                text = {\n                    \"{C:pink}+1{} límite de energía\",\n\t\t\t\t\t\"Crea una carta de {C:pink}energía{} cuando\",\n\t\t\t\t\t\"abres un {C:attention}paquete potenciador{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:metal}Mejora{C:inactive})\",\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Omanyte',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : Crea una carta de {C:tarot}tarot{}\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : Gana {C:money}#2# ${}\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : Crea un {C:item}objeto{}\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n                    \"{C:inactive,s:0.9}(Activa la habilidad de {X:attention,C:white,s:0.9}3+{C:inactive,s:0.9}\",\n\t\t\t\t\t\"{C:attention,s:0.9}#3#{C:inactive,s:0.9} veces para evolucionar)\",\n                } \n            },\n            j_poke_omastar = {\n                name = 'Omastar',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : Crea una carta de {C:tarot}tarot{}\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : Gana {C:money}#2# ${}\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : Crea un {C:item}objeto{}\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\t\"{X:attention,C:white}4+{} : Crea una {C:attention}etiqueta{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(una vez por ronda) {C:inactive}#3#{}\",\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Kabuto',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : {C:chips}+#2#{} fichas\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : {}Los {C:attention}#1#s{} que anotan ganan\",\n\t\t\t\t\t\"{C:chips}+#3#{} fichas para siempre\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : {C:chips}+#4#{} fichas\",\n                    \"{C:inactive,s:0.9}(Activa la habilidad de {X:attention,C:white,s:0.9}3+{C:inactive,s:0.9}\",\n\t\t\t\t\t\"{C:attention,s:0.9}#5#{C:inactive,s:0.9} veces para evolucionar)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Kabutops',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : {C:chips}+#2#{} fichas\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : {}Los {C:attention}#1#s{} que anotan ganan\",\n\t\t\t\t\t\"{C:chips}+#3#{} fichas para siempre\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : {C:chips}+#4#{} fichas\",\n\t\t\t\t\t\"{X:attention,C:white}4+{} : {}Reactiva todos los {C:attention}#1#s{} jugados\",\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Aerodactyl',\n                text = {\n                    \"{C:attention}#1#es Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : Obtiene {X:mult,C:white}X#3#{} multi\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : El primer {C:attention}#1#{} sin mejora que anota\",\n\t\t\t\t\t\"se mejora a {C:attention}carta de vidrio{}\",\n\t\t\t\t\t\"{X:attention,C:white}4+{} : {C:attention}Duplica{} el {X:mult,C:white}X{} multi que otorga\",\n\t\t\t\t\t\"{C:inactive}(Se restablece al final de la ronda){}\",\n                } \n            },\n            j_poke_mega_aerodactyl = {\n                name = 'Mega Aerodactyl',\n                text = {\n                    \"Los {C:attention}#1#es{} jugados otorgan {X:mult,C:white} X#2# {} multi\",\n\t\t\t\t\t\"por cada {C:attention}#1#{} en\",\n\t\t\t\t\t\"la mano jugada cuando anotan\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Cada {C:attention}#1#{} jugado tiene\",\n\t\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de ser destruido\",\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Snorlax',\n                text = {\n                    \"{C:attention}Equipado con {C:item}Restos{}\",\n\t\t\t\t\t\"Al final de la ronda obtiene {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"por cada {C:attention}Restos{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#2# {C:inactive} multi)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Articuno',\n                text = {\n                    \"Agrega edición {C:attention}laminado{} y un {C:attention}sello{}\",\n\t\t\t\t\t\"a la carta más a la izquierda que\",\n\t\t\t\t\t\"anota en la mano jugada\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Zapdos',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi por\",\n\t\t\t\t\t\"cada {C:money}#2# ${} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Moltres',\n                text = {\n                    \"Aumenta la primera mano de\",\n\t\t\t\t\t\"póker {C:attention}descartada{} cada ronda\",\n\t\t\t\t\t\"en {C:attention}3{} niveles\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'Dratini',\n                text = {\n                    \"Obtiene {C::mult}+#2#{} multi\",\n\t\t\t\t\t\"si la mano jugada tiene\",\n\t\t\t\t\t\"{C:attention}#3#{} o menos cartas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:mult}+#1#{C:inactive} / +#4#{C:inactive} multi)\",\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Dragonair',\n                text = {\n                    \"Obtiene {C::mult}+#2#{} multi\",\n\t\t\t\t\t\"si la mano jugada tiene\",\n\t\t\t\t\t\"{C:attention}#3#{} o menos cartas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:mult}+#1#{C:inactive} / +#4#{C:inactive} multi)\",\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Dragonite',\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{br:1.6}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Reactiva la carta jugada {C:attention}#2#{} veces\",\n\t\t\t\t\t\"adicionales si la mano jugada es\",\n\t\t\t\t\t\"exactamente {C:attention}1{} sola carta\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'Mewtwo',\n                text = {\n                    \"Cuando la {C:attention}ciega jefe{} es derrotada, destruye\",\n\t\t\t\t\t\"al {C:attention}comodín{} más a la izquierda y crea\",\n\t\t\t\t\t\"una {C:attention}copia{} {C:dark_edition}polícroma{} y {C:pink}energizada{}\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Los comodines {C:dark_edition}polícromos{} otorgan {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{C:inactive}(No puede destruirse a sí mismo)\",\n                } \n            },\n            j_poke_mega_mewtwo_x = {\n                name = \"Mega Mewtwo X\",\n                text = {\n                    \"Todos los comodines\",\"otorgan {X:mult,C:white} X#1# {} multi\",\n                } \n            },\n            j_poke_mega_mewtwo_y = {\n                name = \"Mega Mewtwo Y\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la izquierda\",\n\t\t\t\t\t\"{C:attention}dos veces{} al final de la tienda\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:pink}+1{} límite de energía cuando\",\n\t\t\t\t\t\"la {C:attention}ciega jefe{} es derrotada\",\n\t\t\t\t\t\"{C:inactive}(No puede {C:pink}energizarse{C:inactive} a sí mismo)\",\n                } \n            },\n            j_poke_mew = {\n                name = 'Mew',\n                text = {\n                    \"Al final de la {C:attention}tienda{},\",\n\t\t\t\t\t\"crea una carta de {C:tarot}tarot{},\",\n\t\t\t\t\t\"{C:spectral}espectral{} o un {C:item}objeto{} {C:dark_edition}negativo{}\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#1#%{} probabilidades de crear un\",\n\t\t\t\t\t\"comodín {C:dark_edition}negativo{} {C:attention}en su lugar{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La probabilidad no puede ser aumentada){}\",\n                } \n            },\n            j_poke_chikorita = {\n                name = 'Chikorita',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Por cada carta {C:attention}en tu mano{}\",\n\t\t\t\t\t\"más allá de la {C:attention}cuarta{} gana\",\n\t\t\t\t\t\"{C:money}#2# ${} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_bayleef = {\n                name = 'Bayleef',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Por cada carta {C:attention}en tu mano{}\",\n\t\t\t\t\t\"más allá de la {C:attention}segunda{} gana\",\n\t\t\t\t\t\"{C:money}#2# ${} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_meganium = {\n                name = 'Meganium',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Por cada carta {C:attention}en tu mano{}\",\n\t\t\t\t\t\"gana {C:money}#2# ${} al final de la ronda\",\n                }\n            },\n            j_poke_cyndaquil = {\n                name = 'Cyndaquil',\n                text = {\n                    \"{C:red}+#1#{} descarte\",\n\t\t\t\t\t\"{C:mult}+#2#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}descarte{} restante\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_quilava = {\n                name = 'Quilava',\n                text = {\n                    \"{C:red}+#1#{} descarte\",\n\t\t\t\t\t\"{C:mult}+#2#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}descarte{} restante\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_typhlosion = {\n                name = 'Typhlosion',\n                text = {\n                    \"{C:red}+#1#{} descarte\",\n\t\t\t\t\t\"{C:mult}+#2#{} multi y {X:mult,C:white} X#3# {} multi por\",\n\t\t\t\t\t\"cada {C:attention}descarte{} restante\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi y {X:mult,C:white} X#5# {C:inactive} multi)\",\n                }\n            },\n            j_poke_totodile = {\n                name = 'Totodile',\n                text = {\n                    \"{C:blue}+#1#{} mano\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas por cada carta\",\n\t\t\t\t\t\"jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#4#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_croconaw = {\n                name = 'Croconaw',\n                text = {\n                    \"{C:blue}+#1#{} mano\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas por cada carta\",\n\t\t\t\t\t\"jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#4#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_feraligatr = {\n                name = 'Feraligatr',\n                text = {\n                    \"{C:blue}+#1#{} mano\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas por cada carta\",\n\t\t\t\t\t\"jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_sentret = {\n                name = 'Sentret',\n                text = {\n                    \"{C:mult}+#2#{} multi por mano\",\n\t\t\t\t\t\"{C:attention}consecutiva{} jugada diferente\",\n\t\t\t\t\t\"de la última mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Última mano: {C:attention}#3#{C:inactive})\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +15{C:inactive} multi)\",\n                }\n            },\n            j_poke_furret = {\n                name = 'Furret',\n                text = {\n                    \"{C:mult}+#2#{} multi cuando la mano\",\n\t\t\t\t\t\"jugada es diferente de\",\n\t\t\t\t\t\"la última mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Última mano: {C:attention}#3#{C:inactive})\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{} {C:inactive}multi)\",\n                }  \n            },\n            j_poke_hoothoot = {\n                name = 'Hoothoot',\n                text = {\n                    \"{C:purple}+#1# Profecía\",\n\t\t\t\t\t\"Cada carta {C:attention}profetizada{}\",\n\t\t\t\t\t\"otorga su total de fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_noctowl = {\n                name = 'Noctowl',\n                text = {\n                    \"{C:purple}+#1# Profecía\",\n\t\t\t\t\t\"Cada carta {C:attention}profetizada{}\",\n\t\t\t\t\t\"otorga su total de fichas\",\n                }\n            },\n            j_poke_ledyba = {\n                name = \"Ledyba\",\n                text = {\n                  \"{C:mult}+#1#{} multi por cada {C:attention}5{} cartas\",\n\t\t\t\t  \"restantes en tu baraja\",\n\t\t\t\t  \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_ledian = {\n                name = \"Ledian\",\n                text = {\n                  \"{C:mult}+#1#{} multi por cada {C:attention}3{} cartas\",\n\t\t\t\t  \"restantes en tu baraja\",\n\t\t\t\t  \"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\",\n                }\n            },\n            j_poke_spinarak = {\n                name = \"Spinarak\",\n                text = {\n                  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:green}#2# en #3#{} probabilidades de\",\n\t\t\t\t  \"{C:chips}+#5#{} fichas en su lugar\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#4#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_ariados = {\n              name = \"Ariados\",\n              text = {\n                \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\"{C:green}#2# en #3#{} probabilidades de\",\n\t\t\t\t\"{C:chips}+#4#{} fichas en su lugar\",\n              }\n            },\n            j_poke_crobat = {\n                name = 'Crobat',\n                text = {\n\t\t\t\t--I left the Leech list text just in case\n                    \"{C:inactive,s:0.9}Revisa la {C:attention,s:0.9}lista de chupamejoras\",  \n                    \"Por cada carta {C:attention}mejorada{} obtiene\",\n                    \"{C:mult}+#2#{} multi, {C:chips}+#4#{} ficha, {X:mult,C:white}X#6#{} multi, o {C:money}#8# ${}\",\n                    \"de pago al final de la ronda dependiendo\",\n                    \"de la mejora, remueve la {C:attention}mejora\",\n                    \"{C:inactive}(Actual {C:chips}+#3#{}, {C:mult}+#1#{}, {X:mult,C:white}X#5#{}, {C:money}#7# ${C:inactive} de pago)\"\n                } \n            },\n            j_poke_chinchou = {\n                name = \"Chinchou\",\n                text = {\n                  \"Otorga {C:chips}+#1#{} fichas y gana {C:money}#2# ${}\",\n\t\t\t\t  \"si la mano jugada contiene un {C:attention}Par\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_lanturn = {\n                name = \"Lanturn\",\n                text = {\n                  \"Otorga {C:chips}+#1#{} fichas y gana {C:money}#2# ${}\",\n\t\t\t\t  \"si la mano jugada contiene un {C:attention}Par\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"{C:chips}+#3#{} fichas extra por cada comodín tipo {X:water,C:white}Agua{}\",\n\t\t\t\t  \"{C:money}#4# ${} extra por cada comodín tipo {X:lightning,C:black}Rayo{}\",\n\t\t\t\t  \"{C:inactive}(Actual {C:chips}+#6#{C:inactive} fichas y {C:money}#5# ${C:inactive})\"\n                }\n            },\n            j_poke_pichu = {\n                name = 'Pichu',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#2# {} multi\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} al\",\n\t\t\t\t\t\"final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Cleffa',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}La luna{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Igglybuff',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}El mundo{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_togepi = {\n                name = 'Togepi',\n                text = {\n                    \"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_togetic = {\n                name = 'Togetic',\n                text = {\n                    \"Las {C:attention}cartas de la suerte{} tienen\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\t\"de otorgar {C:chips}+#4#{} fichas\",\n\t\t\t\t\t\"y {C:green}#1# en #3#{} probabilidades\",\n\t\t\t\t\t\"de otorgar {X:mult,C:white}X#5#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Día{C:inactive})\"\n                }\n            },\n            j_poke_natu = {\n                name = 'Natu',\n                text = {\n                    \"Las cartas de {C:planet}planeta{}\",\n\t\t\t\t\t\"otorgan un nivel extra\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_xatu = {\n                name = 'Xatu',\n                text = {\n                    \"Las cartas de {C:planet}planeta{}\",\n\t\t\t\t\t\"otorgan un nivel extra\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Los {C:planet}paquetes celestiales{} contienen\",\n\t\t\t\t\t\"todas las cartas de {C:planet}planeta{} {C:attention}disponibles\",\n                }\n            },\n            j_poke_mareep = {\n                name = \"Mareep\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi cuando una o más {C:attention}cartas\",\n\t\t\t\t  \"{C:attention}de juego{} son {C:attention}agregadas{} a tu baraja\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Pierde {X:mult,C:white}X#3#{} multi cuando una o más {C:attention}cartas\",\n\t\t\t\t  \"{C:attention}de juego{} son {C:attention}destruidas\",\n\t\t\t\t  \"{C:inactive}(Evoluciona cuando {C:inactive}tiene {X:mult,C:white}X#1#{C:inactive} / X#4#{C:inactive} multi)\",\n                }\n            },\n            j_poke_flaaffy = {\n                name = \"Flaaffy\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi cuando una o más\",\n\t\t\t\t  \"{C:attention}cartas de juego{} son {C:attention}agregadas{} a tu baraja\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Pierde {X:mult,C:white}X#3#{} multi cuando una o más\",\n\t\t\t\t  \"{C:attention}cartas de juego{} son {C:attention}destruidas\",\n\t\t\t\t  \"{C:inactive}(Evoluciona cuando {C:inactive}tiene {X:mult,C:white}X#1#{C:inactive} / X#4#{C:inactive} multi)\",\n                }\n            },\n            j_poke_ampharos = {\n                name = \"Ampharos\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi cuando\",\n\t\t\t\t  \"una o más {C:attention}cartas de juego{} son\",\n\t\t\t\t  \"{C:attention}agregadas{} a tu baraja\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                }\n            },\n            j_poke_mega_ampharos = {\n                name = \"Mega Ampharos\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi\",\n\t\t\t\t  \"Cuando se selecciona la {C:attention}ciega{}, {C:green}aumenta\",\n\t\t\t\t  \"el tamaño de mano hasta la {C:attention}mitad{} del\",\n\t\t\t\t  \"tamaño de tu baraja, {C:red}pierdes{} todos los\",\n\t\t\t\t  \"descartes y juegas solo {C:attention}1{} mano\",\n\t\t\t\t  \"{C:inactive}(Aproximado, actualmente {C:attention}#2#{C:inactive})\"\n                }\n            },\n            j_poke_marill = {\n                name = 'Marill',\n                text = {\n                    \"{X:mult,C:white}X#2#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una carta {C:attention}sin mejora{}\",\n\t\t\t\t\t\"y una carta {C:attention}mejorada{} que anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras\",\"{C:inactive}jugar {C:attention}#1#{C:attention} cartas adicionales{C:inactive})\",\n                }\n            },\n            j_poke_azumarill = {\n                name = 'Azumarill',\n                text = {\n                    \"{X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"Otorga el {C:attention}doble{} de {X:mult,C:white}X{} multi si la mano\",\n\t\t\t\t\t\"jugada contiene una carta {C:attention}no adicional{}\",\n\t\t\t\t\t\"y una {C:attention}carta adicional{} que anotan\"\n                }\n            },\n            j_poke_sudowoodo = {\n                name = \"Sudowoodo\",\n                text = {\n                  \"Reactiva todas las {C:attention}cartas de figuras{}\",\n\t\t\t\t  \"{C:attention}jugadas{} y {C:attention}en tu mano{}\",\n                }\n            },\n            j_poke_weird_tree = {\n                name = \"Árbol extraño\",\n                text = {\n                  \"{C:attention}Cambia Tipo: {X:grass,C:white}Planta{}\",\n\t\t\t\t  \"{C:}Se transforma{} al final de la\",\n\t\t\t\t  \"ronda si este comodín no es\",\n\t\t\t\t  \"de tipo {X:grass,C:white}Planta{} o tienes un\",\n\t\t\t\t  \"comodín tipo {X:water,C:white}Agua{}\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Bellossom',\n                text = {\n                    \"Las cartas jugadas de categoría {C:attention}impar{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi o se vuelven\",\n\t\t\t\t\t\"cartas {C:attention}versátiles{} cuando anotan\",\n\t\t\t\t\t\"Si ya es {C:attention}versátil{}, se vuelve {C:dark_edition}laminada{},\",\"{C:dark_edition}holográfica{} o {C:dark_edition}polícroma{}\"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Politoed',\n                text = {\n                    \"Reactiva la primera carta {V:1}#2#{} que anota\",\n                    \"y luego la reactiva una vez por cada\",\n                    \"comodín tipo {X:water,C:white}Agua{} que tengas\",\n                    \"El palo rota en orden después de jugar\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\"\n                } \n            },\n            j_poke_hoppip = {\n                name = 'Hoppip',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Las primeras dos {C:attention}cartas descartadas{}\",\n\t\t\t\t\t\"se mejoran a cartas {C:dark_edition}semilla{}\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}Se autodestruye{} cuando descartas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_skiploom = {\n                name = 'Skiploom',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Las primeras tres {C:attention}cartas descartadas{}\",\n\t\t\t\t\t\"se mejoran a cartas {C:dark_edition}semilla{}\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}Se autodestruye{} cuando descartas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_jumpluff = {\n                name = 'Jumpluff',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Todas las {C:attention}cartas descartadas{}\",\n\t\t\t\t\t\"se mejoran a cartas {C:dark_edition}semilla{}\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}Se autodestruye{} cuando descartas\",\n                }\n            },\n            j_poke_aipom = {\n              name = \"Aipom\",\n              text = {\n                \"{C:attention}-#3#{} límite de selección de cartas\",\n\t\t\t\t\"{C:inactive}(cartas que puedes jugar/descartar)\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Los {C:attention}Colores{} y {C:attention}Escaleras{} pueden\",\n\t\t\t\t\"hacerse con {C:attention}3{} cartas\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras jugar\",\n\t\t\t\t\"{C:attention}#1#{C:inactive} Escaleras y {C:attention}#2#{C:inactive} Colores){}\"\n              }\n            },\n            j_poke_sunkern = {\n                name = 'Sunkern',\n                text = {\n                    \"Gana {C:money}#1# ${} cuando la {C:attention}ciega{} es seleccionada\",\n\t\t\t\t\t\"y cuando la mano es {C:attention}jugada{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Solar{C:inactive})\"\n                }\n            },\n            j_poke_sunflora = {\n                name = 'Sunflora',\n                text = {\n                    \"Gana {C:money}#1# ${} cuando la {C:attention}ciega{} es seleccionada,\",\n\t\t\t\t\t\"la mano es {C:attention}jugada{} o {C:attention}descartada{}, un\",\n\t\t\t\t\t\"consumible es {C:attention}usado{} y al final de la ronda\",\n                }\n            },\n            j_poke_wooper = {\n                name = \"Wooper\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\n\t\t\t\t  \"{C:mult}-#3#{} multi por cada carta de {C:attention}figura{}\",\n\t\t\t\t  \"restante en tu {C:attention}baraja\",\n\t\t\t\t  \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_quagsire = {\n                name = \"Quagsire\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\"{C:mult}-#2#{} multi por cada carta de {C:attention}figura{}\",\"restante en tu {C:attention}baraja\",\"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_yanma = {\n              name = \"Yanma\",\n              text = {\n                \"Cada {C:attention}3{} o {C:attention}6{} jugado otorga\",\n\t\t\t\t\"{C:chips}+#2#{} fichas y {C:mult}+#1#{} multi cuando anota\",\n\t\t\t\t\"{C:green}#5# en #6#{} probabilidades de {C:chips}+#4#{} fichas\",\n\t\t\t\t\"y {C:mult}+#3#{} multi en su lugar\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras jugar {C:attention,s:0.8}#7#{C:inactive,s:0.8} 3s o 6s)\"\n              }\n            },\n            j_poke_espeon = {\n                name = 'Espeon',\n                text = {\n                    \"{C:attention}Reactiva{} cada {C:attention}#3#{} jugado(a)\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Cada carta del palo {V:1}#4#{} que\",\n\t\t\t\t\t\"anota otorga {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(La {C:attention,s:0.9}categoría{C:inactive,s:0.9} y el {C:attention,s:0.9}palo{C:inactive,s:0.9} cambian {C:attention,s:0.9}cada ronda{C:inactive})\",\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Umbreon',\n                text = {\n                    \"Si la primera mano {C:attention}descartada{}\",\n                    \"es un(a) {C:attention}#1#{}\",\n                    \"aumenta el nivel de la {C:attention}mano\",\n                    \"{C:attention}de póker{} más jugada\",\n                    \"{C:inactive}(La mano cambia cada ronda)\"\n\t\t\t\t} \n            },\n            j_poke_murkrow = {\n              name = \"Murkrow\",\n              text = {\n                \"{X:mult,C:white} X#1# {} multi por cada comodín\",\n\t\t\t\t\"tipo {X:dark,C:white}Oscuro{} que tengas\",\n\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#2#{C:inactive} multi)\",\n\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\"\n              }\n            },\n            j_poke_slowking = {\n                name = 'Slowking',\n                text = {\n                    \"Los {C:attention}reyes{} jugados otorgan\",\n\t\t\t\t\t\"{X:mult,C:white}X#1#{} multi cuando anotan\",\n\t\t\t\t\t\"Aumenta en {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t\t\"cuando la mano es jugada\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                }\n            },\n            j_poke_misdreavus = {\n                name = 'Misdreavus',\n                text = {\n                    \"Las cartas de {C:attention}figura{} jugadas pierden\",\n\t\t\t\t\t\"para siempre hasta {C:chips}#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"Este comodín obtiene las fichas perdidas\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#2#{C:inactive} fichas)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\",\n                }\n            },\n            j_poke_unown = {\n                name = \"Unown\",\n                text = {\n                  \"{C:attention}Naturaleza:{} {C:inactive}({C:attention}#2#{C:inactive})\",\n\t\t\t\t  \"{C:mult}+#1#{} multi si la mano jugada contiene\",\n\t\t\t\t  \"a la carta de {C:attention}naturaleza{}\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"{S:1.1,C:red,E:2}Se autodestruye{}\",\n\t\t\t\t  \"al final de la ronda\",\n                }\n            },\n            j_poke_wobbuffet = {\n              name = \"Wobbuffet\",\n              text = {\n                \"Reactiva cada\",\"{C:attention}6{}, {C:attention}7{}, {C:attention}8{}, {C:attention}9{} o {C:attention}10{} jugado\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"{C:attention}Volátil a la izquierda{}\",\n\t\t\t\t\"Cuando se selecciona la ciega, agrega\",\n\t\t\t\t\"{C:attention}eterno{} al comodín más a la derecha\",\n              }\n            },\n            j_poke_girafarig = {\n              name = \"Girafarig\",\n              text = {\n                \"La primera y última carta de {C:attention}figura{}\",\n\t\t\t\t\"otorga {X:mult,C:white}X#1#{} multi cuando anota\",\n\t\t\t\t\"si la mano jugada contiene un {C:attention}Doble par{}\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras usar\",\n\t\t\t\t\"{C:attention}La muerte{C:inactive} en {C:attention}2{C:inactive} cartas de figura){}\"\n              }\n            },\n            j_poke_pineco = {\n              name = \"Pineco\",\n              text = {\n                \"{C:attention}Volátil a la izquierda{}\",\n\t\t\t\t\"{C:chips}+#1#{} fichas y se debilita\",\n\t\t\t\t\"a sí mismo por esa ronda\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_forretress = {\n              name = \"Forretress\",\n              text = {\n                \"{C:attention}Volátil a la izquierda{}\",\n\t\t\t\t\"{C:chips}+#1#{} fichas y se\",\n\t\t\t\t\"debilita a sí mismo por esa ronda\",\n\t\t\t\t\"Otorga el {C:attention}doble{} de fichas si una\",\"{C:attention}carta de acero{} está {C:attention}en tu mano{}\",\n              }\n            },\n            j_poke_dunsparce = {\n                name = 'Dunsparce',\n                text = {\n                  \"{C:inactive}¿No hace nada...?\",\n\t\t\t\t  \"{S:1.1,C:red,E:2}Se autodestruye{} al final de la\",\n\t\t\t\t  \"tienda si haces un {C:green}cambio{}\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_gligar = {\n                name = 'Gligar',\n                text = {\n                    \"Las cartas jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi por\",\n\t\t\t\t\t\"cada {V:1}#2#{} {C:attention}en tu mano{}\",\n\t\t\t\t\t\"{C:inactive}(El palo cambia cada ronda)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\",\n                }\n            },\n            j_poke_steelix = {\n                name = 'Steelix',\n                text = {\n                    \"La carta más a la izquierda que anota\",\n\t\t\t\t\t\"de la {C:attention}primera mano{} de la ronda\",\n\t\t\t\t\t\"se mejora a {C:attention}carta de acero{}\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las {C:attention}cartas de piedra{} {C:attention}en tu mano{}\",\n\t\t\t\t\t\"se mejoran a {C:attention}cartas de acero{}\"\n                } \n            },\n            j_poke_mega_steelix = {\n                name = \"Mega Steelix\",\n                text = {\n                  \"Gana {C:money}#1# ${} por cada carta del palo {C:diamonds}#2#{} en\",\n\t\t\t\t  \"tu {C:attention}baraja completa{} al final de la ronda\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Las {C:attention}cartas de acero{} que no son {C:diamonds}#2#s{}\",\n\t\t\t\t  \"{C:attention}en tu mano{} se vuelven {C:diamonds}#3#{}\",\"y pierden su {C:attention}mejora{}\",\n                }\n            },\n            j_poke_snubbull = {\n                name = 'Snubbull',\n                text = {\n                    \"La primera carta de {C:attention}figura{}\",\"otorga {X:mult,C:white}X#1#{} multi cuando anota\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_granbull = {\n                name = 'Granbull',\n                text = {\n                    \"La primera carta de {C:attention}figura{}\",\"otorga {X:mult,C:white}X#2#{} multi cuando anota si es\",\"una {C:attention}reina{} y {X:mult,C:white}X#1#{} multi sino\",\n                }\n            },\n            j_poke_qwilfish = {\n                name = 'Qwilfish',\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n                    \"Obtiene {C:chips}+#2#{} fichas cuando\",\n                    \"una carta {C:attention}mejorada{}\",\n                    \"es destruida\",\n                    \"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_scizor = {\n                name = 'Scizor',\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, destruye al\",\n\t\t\t\t\t\"comodín de la derecha y obtiene {C:mult}+#4#{} multi\",\n\t\t\t\t\t\"Obtiene edición {C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o\",\"{C:dark_edition}polícromo{} si era {C:red}Rara{} o superior\",\"{C:attention}Acumula{} los efectos de las ediciones que obtiene\",\"{C:inactive,s:0.8}(Obtiene la misma edición del comodín destruido si tenía){}\",\"{C:inactive}(Actual {C:mult}+#1#{} {C:inactive}multi, {C:chips}+#2#{} {C:inactive}fichas, {X:mult,C:white}X#3#{} {C:inactive}multi)\"\n                } \n            },\n            j_poke_mega_scizor = {\n                name = \"Mega Scizor\",\n                text = {\n                  \"Los comodines {C:blue}comunes{}\",\n\t\t\t\t  \"otorgan {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Destruye todos los comodines\",\n\t\t\t\t  \"{C:blue}comunes{} al final de la ronda\"\n                }\n            },\n            j_poke_shuckle = {\n                name = \"Shuckle\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t  \"destruye el {C:attention}consumible{} más a la\",\n\t\t\t\t  \"izquierda y crea un {C:item}Zumo de Baya{}\",\n\t\t\t\t  \"{C:inactive}(No puede destruir {C:item}Zumos de Baya{C:inactive})\"\n                }\n            },\n            j_poke_sneasel = {\n                name = 'Sneasel',\n                text = {\n                    \"Si la mano jugada es\",\n\t\t\t\t\t\"solo un(a) {C:attention}#1#{}\",\n\t\t\t\t\t\"lo destruye y gana {C:money}#2# $\",\n\t\t\t\t\t\"{C:inactive}(La categoría cambia cada ronda){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\",\n                }\n            },\n            j_poke_teddiursa = {\n              name = \"Teddiursa\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi cuando cualquier\",\n\t\t\t\t\"{C:attention}paquete potenciador{} es omitido\",\n\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\"{C:mult}+#1#{C:inactive} / #3# multi)\",\n              }\n            },\n            j_poke_ursaring = {\n              name = \"Ursaring\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi y crea un {C:item}objeto{}\",\n\t\t\t\t\"cuando cualquier {C:attention}paquete\",\n\t\t\t\t\"{C:attention}potenciador{} es omitido\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Lunar{C:inactive})\",\n              }\n            },\n            j_poke_slugma = {\n              name = \"Slugma\",\n              text = {\n                \"Cada {C:attention}4{} {C:inactive}[#4#]{} manos jugadas, destruye\",\n\t\t\t\t\"la primera carta {C:attention}en tu mano{} tras jugar\",\n\t\t\t\t\"y este comodín obtiene {C:chips}+#2#{} fichas\",\n\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene {C:chips}+#1#{C:inactive} / #3# fichas)\",\n              }\n            },\n            j_poke_magcargo = {\n                name = \"Magcargo\",\n                text = {\n                  \"Cada {C:attention}3{} {C:inactive}[#3#]{} manos jugadas, destruye\",\"la primera carta {C:attention}en tu mano{} tras jugar\",\"y este comodín obtiene {C:chips}+#2#{} fichas\",\"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_swinub = {\n                name = \"Swinub\",\n                text = {\n                  \"La primera carta jugada otorga\",\n\t\t\t\t  \"{C:mult}+#1#{} multi por cada {C:attention}carta {C:attention}de piedra{}\",\n\t\t\t\t  \"y {C:attention}de vidrio{} en la mano jugada\",\n\t\t\t\t  \"{br:2}text needs to be here to work\",\n\t\t\t\t  \"{C:green}#3# en #4#{} probabilidades de ganar {C:money}#2# ${}\",\n\t\t\t\t  \"al final de la ronda\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#5#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_piloswine = {\n              name = \"Piloswine\",\n              text = {\n                \"La primera carta jugada otorga\",\"{C:mult}+#1#{} multi por cada {C:attention}carta {C:attention}de piedra{}\",\n\t\t\t\t\"y {C:attention}de vidrio{} en la mano jugada\",\"{br:2}text needs to be here to work\",\n\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de ganar {C:money}#2# ${}\",\"al final de la ronda\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras jugar\",\"{C:attention}#5#{C:inactive} cartas de piedra o vidrio)\",\n              }\n            },\n            j_poke_heracross = {\n                name = 'Heracross',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si ninguna carta que anota\",\n\t\t\t\t\t\"tiene la {C:attention}misma categoría{} de\",\n\t\t\t\t\t\"cualquier carta {C:attention}en tu mano{}\"\n                }\n            },\n\t\t\tj_poke_mega_heracross = {\n                name = \"Mega Heracross\",\n                text = {\n                  \"Reactiva todas las\",\n\t\t\t\t  \"cartas jugadas {C:attention}dos veces\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Se debilita a sí mismo por\",\n\t\t\t\t  \"esa ronda si juegas o descartas\",\n\t\t\t\t  \"menos de {C:attention}5{} cartas\",\n                  \"{C:inactive}(Se debilita antes de anotar fichas)\"\n                }\n            },\n            j_poke_corsola = {\n              name = 'Corsola',\n              text = {\n                \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\"obtiene {C:mult}+#1#{} multi por cada comodín\",\n\t\t\t\t\"tipo {X:water,C:white}Agua{} que tengas y crea\",\n\t\t\t\t\"un Pokémon tipo {X:water,C:white}Agua{} {C:attention}básico{}\",\n                \"{C:inactive}(Debe haber espacio)\",\n                \"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\",\n              }\n            },\n            j_poke_remoraid = {\n              name = \"Remoraid\",\n              text = {\n                \"Reactiva todas las cartas\",\n\t\t\t\t\"en la primera mano jugada\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_octillery = {\n              name = \"Octillery\",\n              text = {\n                \"Reactiva todas las cartas jugadas\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Se debilita a sí mismo por esta\",\n\t\t\t\t\"ronda después de jugar si la mano\",\n\t\t\t\t\"jugada no contiene un {C:attention}8{}\"\n              }\n            },\n            j_poke_delibird = {\n                name = \"Delibird\",\n                text = {\n                  \"Al final de la ronda\",\n\t\t\t\t  \"recibe un {S:1.1,C:green,E:2}regalo{}\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio)\",\n                }\n            },\n            j_poke_mantine = {\n                name = \"Mantine\",\n                text = {\n                  \"Obtiene {C:chips}+#2#{} fichas cuando\",\n\t\t\t\t  \"una {C:attention}carta de oro{} anota fichas\",\n\t\t\t\t  \"o está {C:attention}en tu mano{}\",\n\t\t\t\t  \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_skarmory = {\n                name = 'Skarmory',\n                text = {\n\t\t\t\t\t\"{C:hazard}+#1# Nivel y límite de trampas\",\n                    \"{X:mult,C:white}X#2#{} multi por cada\",\n                    \"carta {C:hazard}trampa{} o {C:attention}de acero{}\",\n                    \"{C:attention}en tu mano{}\",\n                    \"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_kingdra = {\n                name = 'Kingdra',\n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi por cada {C:attention}6{} jugado\",\n\t\t\t\t\t\"Si un {C:attention}rey{} está en tu mano,\",\n\t\t\t\t\t\"obtiene {X:mult,C:white}X#4#{} multi {C:attention}en su lugar{}\",\n\t\t\t\t\t\"por cada {C:attention}6{} jugado\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi, {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_phanpy = {\n                name = \"Phanpy\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi por cada\",\n\t\t\t\t  \"mano {C:attention}consecutiva{} jugada\",\n\t\t\t\t  \"con {C:attention}5{} cartas que anotan\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_donphan = {\n                name = \"Donphan\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi por cada\",\n\t\t\t\t  \"mano {C:attention}consecutiva{} jugada\",\n\t\t\t\t  \"con {C:attention}5{} cartas que anotan\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                }\n            },\n            j_poke_porygon2 = {\n                name = 'Porygon2',\n                text = {\n                    \"{C:pink}+2{} límite de energía\",\n\t\t\t\t\t\"Crea una carta de {C:pink}energía{} del mismo\",\n\t\t\t\t\t\"{C:pink}tipo{} del comodín más a la izquierda\",\n\t\t\t\t\t\"cuando abres un {C:attention}paquete potenciador{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:metal}Disco extraño{C:inactive})\",\n                } \n            },\n            j_poke_stantler = {\n                name = \"Stantler\",\n                text = {\n                    \"{C:purple}+#1# Profecía\",\n\t\t\t\t\t\"Agrega la categoría de la carta\",\n\t\t\t\t\t\"{C:attention}profetizada{} más {C:attention}alta{} a multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                }\n            },\n            j_poke_smeargle = {\n                name = \"Smeargle\",\n                text = {\n                  \"{C:attention}Esquematiza{} la habilidad del\",\n                  \"{C:attention}comodín{} de la derecha\",\n\t\t\t\t  \"cuando la ciega es seleccionada\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Si la {C:attention}primera mano o descarte{} de la\",\n\t\t\t\t\t\"ronda tiene exactamente {C:attention}5{} cartas,\",\n\t\t\t\t\t\"una carta al azar es copiada {C:inactive,s:0.9}(si juegas){}\",\n\t\t\t\t\t\"o destruida {C:inactive,s:0.9}(si descartas){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'Hitmontop',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Cuando se selecciona la {C:attention}ciega\",\n\t\t\t\t\t\"obtiene {X:mult,C:white} X#3# {} multi si el\",\n\t\t\t\t\t\"tamaño de tu baraja es igual a {C:attention}#2#{}\",\n                } \n            },\n            j_poke_smoochum = {\n                name = 'Smoochum',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea una {C:attention}etiqueta estándar{}\",\n\t\t\t\t\t\"cuando este comodín evoluciona\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_elekid = {\n                name = 'Elekid',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea una {C:attention}etiqueta de cupón{}\",\n\t\t\t\t\t\"cuando este comodín evoluciona\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_magby = {\n                name = 'Magby',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{C:red}+#2#{} descarte\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_houndour = {\n              name = \"Houndour\",\n              text = {\n                \"{C:attention}+#3#{} límite de selección\",\"de cartas para descartar\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Las cartas descartadas\",\n\t\t\t\t\"ganan para siempre {C:mult}+#1#{} multi\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_houndoom = {\n              name = \"Houndoom\",\n              text = {\n                \"{C:attention}+#2#{} límite de selección\",\"de cartas para descartar\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Las cartas descartadas\",\n\t\t\t\t\"ganan para siempre {C:mult}+#1#{} multi\",\n              }\n            },\n            j_poke_mega_houndoom = {\n                name = \"Mega Houndoom\",\n                text = {\n                  \"{C:attention}+#3#{} límite de selección\",\"de cartas para descartar\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Obtiene {X:mult,C:white} X#2# {} multi cuando\",\n                  \"se descartan cartas\",\n                  \"{C:inactive}(Se restablece al final de la ronda)\",\n                  \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi)\"\n                }\n            },\n            j_poke_miltank = {\n                name = \"Miltank\",\n                text = {\n                  \"Gana {C:money}#1# ${} por cada comodín\",\n\t\t\t\t  \"tipo {C:colorless}Incoloro{} que tengas\",\n\t\t\t\t  \"al final de la ronda\",\n\t\t\t\t  \"{C:inactive}(Actual {C:money}#2# ${C:inactive}){}\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Blissey',\n                text = {\n                    \"Las primeras {C:attention}#1#{C:inactive} [#2#]{} veces que una\",\n\t\t\t\t\t\"{C:attention}carta de la suerte{} se activa cada\",\n\t\t\t\t\t\"ronda, se agrega una copia con {C:dark_edition}policromía{}\",\n\t\t\t\t\t\"a tu baraja y la saca a tu {C:attention}mano\",\n                } \n            },\n            j_poke_raikou = {\n                name = \"Raikou\",\n                text = {\n                  \"Si la primera mano jugada tiene solo {C:attention}1{}\",\n\t\t\t\t  \"carta, cambia {C:attention}3{} cartas {C:attention}en tu mano{}\",\n\t\t\t\t  \"a su {C:attention}categoría{} y gana {C:money}#1# ${}\",\n                }\n            },\n            j_poke_entei = {\n                name = \"Entei\",\n                text = {\n                  \"Si el {C:attention}primer descarte{} tiene\",\n\t\t\t\t  \"exactamente {C:attention}4{} cartas, destruye una\",\n\t\t\t\t  \"de ellas y obtiene {X:red,C:white}X#2#{} multi\",\n\t\t\t\t  \"{C:inactive}(Actual {X:red,C:white}X#1#{C:inactive} multi)\",\n                }\n            },\n            j_poke_suicune = {\n                name = \"Suicune\",\n                text = {\n                  \"{C:attention}Duplica{} para siempre el total de fichas\",\n\t\t\t\t  \"de cada carta en la mano jugada\",\n\t\t\t\t  \"{C:inactive}(Máximo de {C:chips}+#1#{C:inactive} fichas por aumento)\",\n                }\n            },\n            j_poke_larvitar = {\n                name = \"Larvitar\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Full house{}\",\n\t\t\t\t  \"todas las cartas jugadas ganan para\",\n\t\t\t\t  \"siempre {C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras jugar {C:attention}#2#{C:inactive Full Houses)\"\n                }\n            },\n            j_poke_pupitar = {\n                name = \"Pupitar\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Full house{}\",\n\t\t\t\t  \"todas las cartas jugadas ganan para\",\n\t\t\t\t  \"siempre {C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras jugar {C:attention}#2#{C:inactive Full Houses)\"\n                }\n            },\n            j_poke_tyranitar = {\n                name = \"Tyranitar\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Full house{}\",\n\t\t\t\t  \"todas las cartas jugadas pierden para\",\n\t\t\t\t  \"siempre {C:chips}#1#{} fichas y ganan {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t  \"si pierden fichas\"\n                }\n            },\n            j_poke_mega_tyranitar = {\n                name = \"Mega Tyranitar\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Full house{},\",\n\t\t\t\t  \"aumenta su nivel y las cartas jugadas\",\n\t\t\t\t  \"gana para siempren fichas igual\",\n\t\t\t\t  \"al nivel de tu {C:attention}Full house{}\"\n                }\n            },\n            j_poke_lugia = {\n              name = \"Lugia\",\n              text = {\n                \"Obtiene {X:mult,C:white} X#2# {} multi por\",\n\t\t\t\t\"cada {C:attention}#3#{} {C:inactive}[#4#]{} cartas\",\n\t\t\t\t\"sacadas durante las {C:attention}ciegas{}\",\n\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi){}\"\n              }\n            },\n            j_poke_ho_oh = {\n                name = \"Ho-Oh\",\n                text = {\n                  \"Crea una copia con {C:dark_edition}polícromía{}\",\n\t\t\t\t  \"del primer {C:attention}consumible{} usado\",\n\t\t\t\t  \"cada ronda\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio)\",\n                }\n            },\n            j_poke_celebi = {\n                name = \"Celebi\",\n                text = {\n                    \"{C:attention}-#2#{} apuesta inicial\",\n\t\t\t\t\t\"tras omitir {C:attention}#1#{} {C:inactive}[#3#]{} {C:attention}ciega(s){}\",\n\t\t\t\t\t\"{C:inactive}(La cantidad requerida aumenta\",\"{C:inactive}cada que se activa)\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{X:mult,C:white} X#4# {} multi por cada ronda jugada\",\n                    \"{C:inactive}(Actual {X:mult,C:white} X#5# {C:inactive} multi){}\"\n                } \n            },\n            j_poke_treecko = {\n                name = \"Treecko\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:money}#1# ${} cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_grovyle = {\n                name = \"Grovyle\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n\t\t\t\t\t\"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:money}#1# ${} o {C:money}#4# ${} cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_sceptile = {\n                name = \"Sceptile\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{} otorgan {C:money}#1# ${}\",\n                    \"cuando anotan más {C:money}#5# ${} por cada\",\n\t\t\t\t\t\"{C:attention}otro{} comodín tipo {X:grass,C:white}Planta{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:money}#4# ${C:inactive} total){}\"\n                } \n            },\n            j_poke_torchic = {\n                name = \"Torchic\",\n                text = {\n                    \"{C:mult}+#3#{} descarte\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n\t\t\t\t\t\"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_combusken = {\n                name = \"Combusken\",\n                text = {\n                    \"{C:mult}+#3#{} descarte\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n\t\t\t\t\t\"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_blaziken = {\n                name = \"Blaziken\",\n                text = {\n                    \"{C:mult}+#3#{} descarte\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n\t\t\t\t\t\"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Cada comodín tipo {X:fire,C:white}Fuego{} o {X:fighting,C:white}Lucha{}\",\n                    \"otorga {X:mult,C:white} X#2# {} multi si descartas\",\n                    \"{C:attention}#4# {C:inactive}[#5#]{} cartas de {C:attention}naturaleza{}\",\"en esta ronda\"\n                } \n            },\n            j_poke_mudkip = {\n                name = \"Mudkip\",\n                text = {\n                    \"{C:chips}+#3#{} mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:chips}+#1#{} fichas cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_marshtomp = {\n                name = \"Marshtomp\",\n                text = {\n                    \"{C:chips}+#3#{} mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:chips}+#1#{} fichas cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_swampert = {\n                name = \"Swampert\",\n                text = {\n                    \"{C:chips}+#2#{} mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:chips}+#1#{} fichas cuando anotan\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Crea una carta de {C:tarot}tarot{} por\",\n\t\t\t\t\t\"cada {C:attention}2{} comodines tipo {X:water,C:white}Agua{} o {X:earth,C:white}Tierra{}\",\n\t\t\t\t\t\"que tengas si la mano de póker\",\n\t\t\t\t\t\"contiene {C:attention}#3#{} cartas de {C:attention}Naturaleza\",\n                    \"{C:inactive}(Debe haber espacio){}\"\n                } \n            },\n\t\t\tj_poke_poochyena = {\n              name = \"Poochyena\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi cuando una\",\n                \"carta de juego es {C:attention}destruida\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_mightyena = {\n              name = \"Mightyena\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi cuando una\",\n                \"carta de juego es {C:attention}destruida\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Obtiene {C:mult}+#3#{} multi más por cada\",\n                \"comodín tipo {X:dark,C:white}Oscuro{} que tengas\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n              }\n            },\n            j_poke_zigzagoon = {\n              name = \"Zigzagoon\",\n              text = {\n                \"{C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\"de {C:attention}recoger{} un {C:item}objeto{}\",\n\t\t\t\t\"cuando la mano es jugada\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_linoone = {\n              name = \"Linoone\",\n              text = {\n                \"{C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\"de {C:attention}recoger{} un {C:item}objeto{}\",\n\t\t\t\t\"cuando la mano es jugada\",\n\t\t\t\t\"Garantizado si la mano\",\n\t\t\t\t\"contiene una {C:attention}Escalera{}\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio)\"\n              }\n            },\n            j_poke_wurmple = {\n                name = \"Wurmple\",\n                text = {\n                  \"{C:mult}+#1#{} multi o {C:chips}+#2#{} fichas\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#4#{C:inactive}){}\",\n\t\t\t\t  \"{C:inactive,s:0.8}(Desconocido hasta que lo descubras)\",\n                  \"{C:inactive}(Evoluciona tras jugar\",\n\t\t\t\t  \"{C:attention}#3#{C:inactive} cartas de {C:attention}naturaleza{C:inactive})\",\n                }\n            },\n            j_poke_silcoon = {\n                name = \"Silcoon\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                  \"{C:inactive}(Evoluciona tras jugar\",\n\t\t\t\t  \"{C:attention}#3#{C:inactive} cartas de {C:attention}Naturaleza{C:inactive})\",\n                }\n            },\n            j_poke_beautifly = {\n                name = \"Beautifly\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{C:green}#3# en #4#{} probabilidades de aumentar el nivel\",\n                  \"de tu {C:attention}Color{} si la {C:attention}mano de póker{} contiene\",\n                  \"una carta de {C:attention}naturaleza{} que anota\"\n                }\n            },\n            j_poke_cascoon = {\n                name = \"Cascoon\",\n                text = {\n                  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                  \"{C:inactive}(Evoluciona tras jugar\",\n\t\t\t\t  \"{C:attention}#3#{C:inactive} cartas de {C:attention}Naturaleza{C:inactive})\",\n                }\n            },\n            j_poke_dustox = {\n                name = \"Dustox\",\n                text = {\n                  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{X:mult,C:white} X#3# {} multi si todas\",\n                  \"las cartas {C:attention}en tu mano{} son\",\n                  \"cartas de {C:attention}naturaleza{}\"\n                }\n            },\n            j_poke_taillow = {\n              name = \"Taillow\",\n              text = {\n                \"Cuando sacas un {C:attention}as{} durante\",\n                \"la {C:attention}ciega{}, obtiene {C:mult}+#2#{} multi\",\n                \"{C:inactive}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n              }\n            }, \n            j_poke_swellow = {\n              name = \"Swellow\",\n              text = {\n\t\t\t    \"Cuando la {C:attention}ciega jefe{} es seleccionada,\",\n                \"las primeras {C:attention}2{} cartas de tu\",\n                \"baraja se vuelven {C:attention}ases\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Cuando sacas un {C:attention}as{} durante\",\n                \"la {C:attention}ciega{}, obtiene {C:mult}+#2#{} multi\",\n                \"{C:inactive}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n              }\n            }, \n            j_poke_wingull = {\n              name = \"Wingull\",\n              text = {\n                \"Gana {C:money}#1# ${} por cada\",\n                \"{C:attention}#3#{} descartado(a)\",\n                \"{s:0.9}La categoría cambia cada ronda\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            }, \n            j_poke_pelipper = {\n              name = \"Pelipper\",\n              text = {\n                \"Gana {C:money}#1# ${} por cada\",\n                \"{C:attention}#3#{} descartado(a)\",\n                \"{s:0.9}La categoría cambia cada ronda\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Gana {C:money}#2# ${} más por cada\",\n                \"comodín tipo {X:water,C:white}Agua{} que tengas\"\n              }\n            }, \n            j_poke_ralts = {\n              name = \"Ralts\",\n              text = {\n                \"{C:attention}Equipado con{} {C:pink}Energía {X:psychic,C:white}Psíquica{}\",\n                \"{C:mult}+#1#{} multi por cada comodín\",\n                \"{C:pink}energizado{} si la mano jugada\",\n                \"contiene un {C:attention}Par\",\n                \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            }, \n            j_poke_kirlia = {\n              name = \"Kirlia\",\n              text = {\n                \"{C:pink}+#2#{} Límite de energía\",\n                \"{C:mult}+#1#{} multi por cada comodín\",\n                \"{C:pink}energizado{} si la mano jugada\",\n                \"contiene un {C:attention}Par\",\n                \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras usar\",\n\t\t\t\t\"{C:attention}#4# {C:inactive}cartas de {C:planet}planeta{C:inactive})\",\n                \"{C:inactive}(Evoluciona con una {C:attention}Piedra Alba{C:inactive}){}\"\n              }\n            }, \n            j_poke_gardevoir = {\n              name = \"Gardevoir\",\n              text = {\n                \"{C:pink}+#2#{} Límite de energía\",\n                \"Cuando vendes un comodín {C:pink}energizado{},\",\n                \"crea un {C:spectral}Agujero negro{} {C:dark_edition}negativo{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{X:mult,C:white}X#1#{} multi por cada comodín\",\n                \"{C:pink}energizado{} y cada mano\",\n\t\t\t\t\"con nivel {C:attention}#4# o más{}\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#3#{C:inactive} multi)\",\n              }\n            }, \n            j_poke_shroomish = {\n                name = \"Shroomish\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{}, gana\",\n\t\t\t\t  \"{C:chips}+#1#{} mano, {C:mult}+#2#{} descarte, o\",\n\t\t\t\t  \"{C:attention}+#3#{} tamaño de mano por esta ronda\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras derrotar {C:attention}#4#{C:inactive} ciegas jefe){}\"\n                }\n            }, \n            j_poke_breloom = {\n                name = \"Breloom\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{}, gana\",\n\t\t\t\t  \"{C:chips}+#1#{} manos, {C:mult}+#2#{} descartes, o\",\n\t\t\t\t  \"{C:attention}+#3#{} tamaño de mano por esta ronda\"\n                }\n            },\n\t\t\tj_poke_slakoth = {\n                name = \"Slakoth\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\n                  \"{C:chips}-#3#{} mano por esta ronda\",\n                  \"cuando juegas una mano\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            }, \n            j_poke_vigoroth = {\n                name = \"Vigoroth\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi por cada\",\"mano restante\",\n                  \"{C:inactive}(Actual {X:mult,C:white} X#2# {C:inactive} multi){}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas\",\"{C:inactive}sin descartar)\",\n                }\n            }, \n            j_poke_slaking = {\n                name = \"Slaking\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi\",\n                  \"{C:chips}-#2#{} mano por esta ronda\",\n                  \"cuando juegas una mano\",\n                }\n            }, \n            j_poke_nincada = {\n                name = \"Nincada\",\n                text = {\n                  \"{C:chips}+#1#{} fichas, con {C:attention}multievolución{}\",\n                  \"{C:chips}-#2#{} fichas y {C:green}#3# en #4#{} probabilidades de crear\",\n                  \"un {C:attention}consumible{} al azar si la mano de póker\",\n                  \"contiene un {C:attention}9{} o una {C:attention}jota{}\",\n                  \"{C:inactive}(Evoluciona cuando tiene {C:chips}0{C:inactive} fichas)\",\n                }\n            }, \n            j_poke_ninjask = {\n                name = \"Ninjask\",\n                text = {\n                  \"{C:green}#2# en #3#{} probabilidades\",\n                  \"de crear una {C:attention}etiqueta veloz{}\",\n\t\t\t\t  \"cuando se selecciona la {C:attention}ciega\",\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\n                  \"Cada {C:attention}9{} y {C:attention}jota{} en tu {C:attention}primera{}\",\n                  \"mano jugada otorga {C:mult}+#1#{} multi\",\n                }\n            },\n            j_poke_shedinja = {\n                name = \"Shedinja\",\n                text = {\n                  \"Evita la muerte en\",\n                  \"{C:attention}ciegas no jefe{}, obtiene {X:mult,C:white}X#2#{} multi\",\n                  \"por cada muerte prevenida\",\n                  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\n                  \"{S:1.1,C:red,E:2}Se autodestruye{} si tienes un\",\n                  \"comodín tipo {X:fire,C:white}Fuego{}, {X:dark,C:white}Oscuro{}, {X:earth,C:white}Tierra{} o\",\n                  \"{X:psychic,C:white}Psíquico{} al final de la {C:attention}tienda\",\n                  \"{C:inactive}(Excluye Shedinjas){}\"\n                }\n            },\n            j_poke_makuhita = {\n                name = \"Makuhita\",\n                text = {\n                  \"Gana {C:chips}+#1#{} mano cuando\",\n                  \"se selecciona la {C:attention}ciega{}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_hariyama = {\n                name = \"Hariyama\",\n                text = {\n                  \"Gana {C:chips}+#1#{} mano por cada\",\n                  \"comodín tipo {X:fighting,C:white}Lucha{} que tengas\",\n                  \"cuando se selecciona la {C:attention}ciega{}\",\n                }\n            },\n            j_poke_azurill = {\n                name = 'Azurill',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}El hierofante{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_nosepass = {\n                name = 'Nosepass',      \n                text = {\n                    \"La primera carta de {C:attention}figura{}\",\n\t\t\t\t\t\"se mejora a {C:attention}carta de piedra{} y\",\n\t\t\t\t\t\"otorga {X:mult,C:white} X#1# {} multi cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Trueno{C:inactive})\"\n                } \n            },\n            j_poke_skitty = {\n                name = \"Skitty\",\n                text = {\n                  \"Copia la habilidad del\",\n                  \"comodín tipo {B:1,V:2}#1#{}\",\n                  \"de la derecha\",\n                  \"{C:inactive,s:0.9}(El tipo cambia cada ronda){}\",\n                  \"{C:inactive}(Evoluciona con\",\"{C:inactive}una {C:attention}Piedra Lunar{C:inactive})\",\n                }\n            },\n            j_poke_delcatty = {\n                name = \"Delcatty\",\n                text = {\n                  \"Copia la habilidad del\",\n                  \"comodín tipo {B:1,V:2}#1#{}\",\n                  \"de la derecha\",\n                  \"con {C:pink}+#2#{} energía\",\n                  \"{C:inactive,s:0.9}(El tipo cambia cada ronda){}\",\n                }\n            },\n            j_poke_aron = {\n                name = 'Aron',\n                text = {\n                    \"Obtiene {X:mult,C:white}X#2#{} multi por cada\",\"{C:attention}carta de acero{} en la mano de\",\"póker y luego las destruye\",\"{C:inactive}(Evoluciona cuando tiene\",\"{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{C:inactive} multi)\",\n                }\n            },\n            j_poke_lairon = {\n                name = 'Lairon',\n                text = {\n                    \"Obtiene {X:mult,C:white}X#2#{} multi por cada\",\"{C:attention}carta de acero{} y {C:attention}piedra{} en la mano\",\"de póker, y luego las destruye\",\"{C:inactive}(Evoluciona cuando tiene\",\"{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{C:inactive} multi)\"\n                }\n            },\n            j_poke_aggron = {\n                name = 'Aggron',\n                text = {\n                    \"Obtiene {X:mult,C:white}X#2#{} multi por cada {C:attention}carta\",\"{C:attention}de acero{}, {C:attention}piedra{} y {C:attention}oro{} en la mano\",\"de póker, y luego las destruye\",\"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\"\n                }\n            },\n            j_poke_meditite = {\n              name = \"Meditite\",\n              text = {\n                \"{C:mult}+#1#{} multi por cada ranura\",\n                \"de consumible {C:attention}vacía{} cuando\",\n                \"tienes {C:attention}#3#{} descartes restantes\",\n                \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_medicham = {\n              name = \"Medicham\",\n              text = {\n                \"Aplica {C:attention}Sexto sentido{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:mult}+#1#{} multi por cada ranura\",\n                \"de consumible {C:attention}vacía{} cuando\",\n                \"tienes {C:attention}#3#{} descartes restantes\",\n                \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n              }\n            },\n            j_poke_volbeat = {\n              name = \"Volbeat\",\n              text = {\n                \"Obtiene {C:chips}+#2#{} fichas cuando\",\n                \"usas una carta de {C:planet}planeta{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si tienes otro comodín tipo\",\n\t\t\t\t\"{X:grass,C:white}Planta{}, obtiene {X:mult,C:white} X#4# {} también\",\n                \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas, {X:mult,C:white} X#3# {C:inactive} multi)\"\n              }\n            },\n            j_poke_illumise = {\n              name = \"Illumise\",\n              text = {\n\t\t\t\t\"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\"crea una carta de {C:planet}planeta{} por\",\n\t\t\t\t\"cada comodín tipo {X:grass,C:white}Planta{} que tengas\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio){}\",\n              }\n            },\n            j_poke_roselia = {\n                name = \"Roselia\",\n                text = {\n                  \"Si la {C:attention}primera{} carta que anota\",\n                  \"de la ronda es {C:attention}impar{}, la reactiva\",\n                  \"{C:attention}#1#{} veces, sino se vuelve\",\n                  \"una carta {C:attention}semilla{}\",\n                  \"{C:inactive}(Evoluciona con una {C:attention}Piedra Día{C:inactive})\"\n                }\n            },\n            j_poke_carvanha = {\n              name = \"Carvanha\",\n              text = {\n                \"Cuando se selecciona la {C:attention}ciega{},\",\n                \"destruye al comodín a la derecha\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{X:red,C:white}X#1#{} multi si la {C:attention}mano jugada{} ya\",\n                \"ha sido jugada en esta ronda\",\n                \"{C:inactive,s:0.9}(Evoluciona tras destruir {C:attention,s:0.9}#2#{C:inactive,s:0.9} comodines)\",\n              }\n            },\n            j_poke_sharpedo = {\n                name = \"Sharpedo\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{},\",\n                  \"destruye al comodín a la derecha\",\n                  \"y crea una carta {C:spectral}espectral{}\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{X:red,C:white}X#1#{} multi si la {C:attention}mano jugada{} ya\",\n                  \"ha sido jugada en esta ronda\",\n                }\n            },\n\t\t\tj_poke_numel = {\n                name = \"Numel\",\n                text = {\n                  \"{X:red,C:white}X#1#{} multi cada\",\n                  \"{C:attention}#3#{} cartas que anotan\",\n                  \"{C:inactive}Faltan #4#{}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_camerupt = {\n              name = \"Camerupt\",\n              text = {\n                \"{X:red,C:white}X#1#{} multi cada\",\n                \"{C:attention}#2#{} cartas que anotan\",\n                \"Las cartas {C:attention}multi{}\",\n                \"cuentan doble\",\n                \"{C:inactive}Faltan #3#{}\",\n              }\n            },\n\t\t\tj_poke_mega_camerupt = {\n              name = \"Mega Camerupt\",\n              text = {\n                \"Obtiene {X:mult,C:white} X#2# {} multi cuando\",\n                \"una carta {C:attention}multi{} anota\",\n                \"{C:inactive,s:0.8}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi)\"\n              }\n            },\n            j_poke_torkoal = {\n              name = \"Torkoal\",\n              text = {\n                \"Reactiva todas las cartas {C:attention}multi\",\n                \"jugadas por cada\",\n                \"{C:attention}descarte{} restante\",\n              }\n            },\n            j_poke_spinda = {\n              name = \"Spinda\",\n              text = {\n                \"{C:attention}Equipado con La rueda de la fortuna{}\",\n                \"{C:attention}Categorías de naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                \"{C:attention,s:0.9}Mejoras de naturaleza: {C:inactive,s:0.9}({C:attention,s:0.9}#1#, #2#, #3#{C:inactive,s:0.9}){}\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Cada carta jugada con una\",\n                \"{C:attention}categoría de naturaleza{} obtiene una\",\n                \"{C:attention}mejora de naturaleza{} al azar cuando anota\",\n              }\n            },\n            j_poke_cacnea = {\n              name = \"Cacnea\",\n              text = {\n                \"{C:hazard}+#1# Nivel de trampas\",\n                \"Gana {C:money}#2# ${} cuando una\",\n                \"carta es destruida\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_cacturne = {\n              name = \"Cacturne\",\n              text = {\n                \"{C:hazard}+#1# Nivel de trampas\",\n                \"Gana {C:money}#2# ${} cuando una\",\n                \"carta es destruida\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Destruye todas las cartas\",\n                \"{C:hazard}trampa{} en la {C:attention}primera{} mano\",\n                \"tras jugar una mano\",\n              }\n            },\n            j_poke_swablu = {\n              name = \"Swablu\",\n              text = {\n                \"Obtiene {C:chips}+#2#{} fichas cuando\",\n\t\t\t\t\"sacas un {C:attention}9{} durante una {C:attention}ciega\",\n                \"{C:inactive}(Evoluciona cuando tiene\",\"{C:chips}+#1#{C:inactive} / +#3# fichas)\",\n              }\n            },\n            j_poke_altaria = {\n              name = \"Altaria\",\n              text = {\n                \"Obtiene {C:chips}+#2#{} fichas y tienes\",\n\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de ganar {C:money}#3# ${}\", --pls fix this :sob:\n\t\t\t\t\"cuando sacas un {C:attention}9{} durante una {C:attention}ciega\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Garantizado si tienes otro\",\n                \"comodín tipo {X:dragon,C:white}Dragón{}\",\n                \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n              }\n            },\n            j_poke_corphish = {\n                name = \"Corphish\",\n                text = {\n                    \"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Obtiene {C:mult}+#2#{} multi si\",\n                    \"la mano jugada contiene una\",\n                    \"carta de {C:attention}naturaleza{} que no anota\",\n                    \"{C:inactive}(Evoluciona cuando tiene\",\"{C:mult}+#1#{C:inactive} / +#3# multi)\",\n                } \n            },\n            j_poke_crawdaunt = {\n                name = \"Crawdaunt\",\n                text = {\n                    \"{C:attention}Naturaleza: {C:inactive}({C:attention}#3#, #4#, #5#{C:inactive}){}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Obtiene {C:mult}+#2#{} multi por cada\",\n                    \"carta de {C:attention}naturaleza{} que no anota\",\n                    \"en la mano jugada\",\n                    \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                } \n            },\n            j_poke_lileep = {\n                name = \"Lileep\",\n                text = {\n                  \"{C:attention}#1#s Ancestrales{}\",\n                  \"{X:attention,C:white}1+{} : {C:attention}+#4#{} tamaño de mano por esta ronda\",\n                  \"{X:attention,C:white}2+{} : Agrega {C:money}#3# ${} de valor de venta a\",\n                  \"sí mismo y a todos los {C:attention}consumibles\",\n                  \"{X:attention,C:white}3+{} : Cada carta en tu mano otorga {C:chips}+#2#{} fichas\",\n                  \"{C:inactive,s:0.9}(Activa la habilidad de {X:attention,C:white,s:0.9}3+{C:inactive,s:0.9} {C:attention,s:0.9}#6#{C:inactive,s:0.9} veces para evolucionar)\"\n                }\n            },\n            j_poke_cradily = {\n                name = \"Cradily\",\n                text = {\n                  \"{C:attention}#1#s Ancestrales{}\",\n                  \"{X:attention,C:white}1+{} : {C:attention}+#4#{} tamaño de mano por esta ronda\",\n                  \"{X:attention,C:white}2+{} : Agrega {C:money}#3# ${} de valor de venta a\",\n                  \"sí mismo y a todos los {C:attention}consumibles\",\n                  \"{X:attention,C:white}3+{} : Cada carta en tu mano otorga {C:chips}+#2#{} fichas\",\n                  \"{X:attention,C:white}4+{} : Gana {C:money}${} igual al valor de venta mayor\",\n                  \"entre tus {C:attention}consumibles\"\n                }\n            },\n            j_poke_anorith = {\n                name = \"Anorith\",\n                text = {\n                  \"{C:attention}#1#s Ancestrales{}\",\n                  \"{X:attention,C:white}1+{} : {C:mult}+#2#{} multi\",\n                  \"{X:attention,C:white}2+{} : {C:green}#3# en #4#{} probabilidades de\",\n                  \"agregar un {C:attention}#1#{} a tu baraja\",\n                  \"{X:attention,C:white}3+{} : Destruye una carta en tu\",\n                  \"baraja con una {C:attention}categoría{}\",\n\t\t\t\t  \"mayor que {C:attention}#1#\",\n                  \"{C:inactive,s:0.9}(Activa la habilidad de {X:attention,C:white,s:0.9}3+{C:inactive,s:0.9}\",\n\t\t\t\t  \"{C:attention,s:0.9}#5#{C:inactive,s:0.9} veces para evolucionar)\"\n                }\n            },\n            j_poke_armaldo = {\n                name = \"Armaldo\",\n                text = {\n                  \"{C:attention}#1#s Ancestrales{}\",\n                  \"{X:attention,C:white}1+{} : {C:mult}+#2#{} multi\",\n                  \"{X:attention,C:white}2+{} : {C:green}#3# en #4#{} probabilidades de agregar\",\n                  \"un {C:attention}#1# mejorado{} a tu baraja\",\n                  \"{X:attention,C:white}3+{} : Destruye una carta en tu baraja\",\n                  \"con una {C:attention}categoría{} mayor que {C:attention}#1#\",\n                  \"{X:attention,C:white}4+{} : {X:mult,C:white} X#5# {} multi por cada {C:attention}#1# mejorado{}\",\n                  \"en tu {C:attention}baraja completa\",\n                  \"{C:inactive}(Actual {X:mult,C:white} X#6# {C:inactive} multi){}\"\n                }\n            },\n            j_poke_feebas = {\n                name = 'Feebas',\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n\t\t\t\t\t\"Aplica {C:attention}Salpicadura{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\n\t\t\t\t\t\"{C:attention}Escama Bella{C:inactive})\",\n                } \n            },\n            j_poke_milotic = {\n                name = \"Milotic\",\n                text = {\n                  \"Reactiva todas las cartas\",\"jugadas si la mano\",\"jugada tiene {C:attention}solo un palo{}\"\n                }\n            },\n            j_poke_duskull = {\n              name = \"Duskull\",\n              text = {\n                \"Reactiva las primeras\",\"{C:attention}4{} cartas que anotan\",\n                \"en la {C:attention}última mano{} de la ronda\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_dusclops = {\n              name = \"Dusclops\",\n              text = {\n                \"Reactiva las primeras\",\"{C:attention}4{} cartas que anotan\",\n                \"en la {C:attention}última mano{} de la ronda\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si hay {C:attention}1{} carta que no anota\",\n                \"en la última mano, la destruye\",\n                \"y crea una carta {C:spectral}espectral{}\",\n                \"{C:inactive}(Debe haber espacio){}\",\n                \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n              }\n            },\n            j_poke_chimecho = {\n              name = \"Chimecho\",\n              text = { \n                \"Los {C:attention}vales{} en la tienda son {C:attention}gratis\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"{V:1}Agrega una copia de las primeras\",\n                \"{C:attention,V:1}#1#{} {C:inactive}[#2#]{} {C:attention,V:1}cartas de vidrio{V:1} destruidas\",\n                \"{V:1}a tu mano cada ronda\",\n              }\n            },\n            j_poke_absol = {\n                name = \"Absol\",\n                text = {\n                  \"{X:red,C:white}X#1#{} multi\",\n                  \"Todas las {C:green,E:1,S:1.1}probabilidades{}\", \n                  \"son siempre {C:attention}0{}\",\n                  \"{C:inactive}(ejemplo: {C:green}1 en 6{C:inactive} -> {C:green}0 en 6{C:inactive})\",\n                }\n            },\n            j_poke_wynaut = {\n                name = 'Wynaut',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}El loco{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"Snorunt\",\n                text = {\n                  \"Adquiere hasta {C:mult}-#1# ${} de deuda\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas endeudado)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona con una {C:attention}Piedra Alba{C:inactive})\"\n                }\n            },\n            j_poke_glalie = {\n                name = \"Glalie\",\n                text = {\n                  \"Adquiere hasta {C:mult}-#1# ${} de deuda\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Al final de la ronda,\",\n\t\t\t\t  \"deja el dinero en {C:money}0 $\"\n                }\n            },\n            j_poke_clamperl = {\n              name = \"Clamperl\",\n              text = {\n                \"{C:attention}Equipado con Etiqueta {C:spectral}etérea{C:attention}\",\n                \"{C:attention}+#1#{} tamaño de mano mientras\",\n                \"abres un {C:attention}paquete potenciador{}\",\n                \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\",\n                \"{C:inactive}(Evoluciona tras vender un {C:attention}Cordón Unión{C:inactive})\"\n              }\n            },\n            j_poke_huntail = {\n              name = \"Huntail\",\n              text = {\n                \"{C:attention}+#1#{} tamaño de mano mientras\",\n                \"abres un {C:attention}paquete potenciador{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Obtiene {X:mult,C:white}X#2#{} multi y destruye una\",\n                \"carta al azar {C:attention}en tu mano{} cuando\",\n                \"una carta de {C:item}objeto{} o {C:tarot}tarot{} es {C:attention}vendida\",\n                \"mientras abres un {C:attention}paquete potenciador{}\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#3# {C:inactive} multi)\"\n              }\n            },\n            j_poke_gorebyss = {\n              name = \"Gorebyss\",\n              text = {\n                \"{C:attention}+#1#{} tamaño de mano mientras\",\n                \"abres un {C:attention}paquete potenciador{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Obtiene {X:mult,C:white}X#2#{} multi cuando una\",\n                \"una carta de {C:item}objeto{} o {C:tarot}tarot{} es {C:attention}usada\",\n                \"mientras abres un {C:attention}paquete potenciador{}\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#3# {C:inactive} multi)\"\n              }\n            },\n            j_poke_relicanth = {\n                name = 'Relicanth',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n                    \"{X:attention,C:white}1+{} : La {C:attention}última{} carta que anota otorga {C:chips}+#2#{} fichas\",\n                    \"{X:attention,C:white}2+{} : La última carta en tu baraja\",\n                    \"se vuelve una {C:attention}carta de piedra{}\",\n                    \"{X:attention,C:white}3+{} : Saca la última carta de tu baraja\",\n                    \"a tu mano y gana {C:money}#3# ${}\",\n                    \"{X:attention,C:white}4+{} : La {C:attention}última{} carta que anota otorga {X:mult,C:white} X#4# {} multi\",\n                    \"y la destruye si no era\",\n                    \"una {C:attention}carta de piedra{}\",\n                } \n            },\n            j_poke_luvdisc = {\n              name = \"Luvdisc\",\n              text = {\n                \"{C:attention}Equipado con {C:hearts}Escama Corazón\",\n                \"Aplica {C:attention}Salpicadura\",\n              }\n            },\n            j_poke_bagon = {\n              name = \"Bagon\",\n              text = {\n                \"{C:attention}-#2#{} tamaño de mano\",\n                \"Otorga {C:mult}+#1#{} multi por cada\",\n                \"{C:attention}Escalera{} jugada en esta partida\",\n                \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi){}\",\n                \"{C:inactive}(Evoluciona tras jugar {C:attention}#3#{C:inactive} Escaleras){}\"\n              }\n            },\n            j_poke_shelgon = {\n              name = \"Shelgon\",\n              text = {\n                \"{C:attention}-#2#{} tamaño de mano\",\n                \"Otorga {C:mult}+#1#{} multi por cada\",\n                \"{C:attention}Escalera{} jugada en esta partida\",\n                \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi){}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si la mano jugada es una {C:attention}Escalera{},\",\n                \"reduce las {C:attention}rondas necesarias{} para\",\n\t\t\t\t\"{C:attention}evolucionar{} en {C:attention}1\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\"\n              }\n            },\n            j_poke_salamence = {\n              name = \"Salamence\",\n              text = {\n                \"{C:attention}+#2#{} tamaño de mano\",\n                \"Cuando se selecciona la {C:attention}ciega{}, otorga\",\n\t\t\t\t\"{C:attention}+#3#{} tamaño de mano por esta ronda\",\n\t\t\t\t\"por cada {C:attention}#4# Escaleras{} jugadas\",\n\t\t\t\t\"en esta partida\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Otorga {C:mult}+#1#{} multi por cada\",\n                \"{C:attention}Escalera{} jugada en esta partida\",\n                \"{C:inactive}(Actual {C:mult}+#5#{C:inactive} multi){}\",\n              }\n            },\n            j_poke_beldum = {\n                name = 'Beldum',\n                text = {\n                    \"Obtiene {C::chips}+#2#{} fichas si la\",\n\t\t\t\t\t\"mano jugada es un {C:attention}Póker{}\",\n\t\t\t\t\t\"Obtiene {C::chips}+#2#{} fichas si la\",\n\t\t\t\t\t\"mano jugada contiene un {C:attention}as\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:chips}+#1#{C:inactive} / +#4# fichas)\",\n                } \n            },\n            j_poke_metang = {\n                name = 'Metang',\n                text = {\n                    \"Obtiene {C::chips}+#2#{} fichas si la\",\n\t\t\t\t\t\"mano jugada es un {C:attention}Póker{}\",\n\t\t\t\t\t\"Obtiene {C::chips}+#2#{} fichas si la mano\",\n\t\t\t\t\t\"jugada contiene {C:attention}2 o más{} {C:attention}ases\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\"{C:chips}+#1#{C:inactive} / +#4# fichas)\",\n                } \n            },\n            j_poke_metagross = {\n                name = 'Metagross',\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Si la mano jugada es un {C:attention}Póker{}\",\n\t\t\t\t\t\"cada carta jugada otorga {X:mult,C:white}X{} multi\",\n\t\t\t\t\t\"igual a la {C:attention}raíz cuarta{} del\",\n\t\t\t\t\t\"total de fichas de esa carta\",\n                } \n            },\n            j_poke_jirachi = {\n                name = 'Jirachi',\n                text = {\n                    \"Al final de la tienda,\",\"{C:dark_edition}¡pide un deseo!\",\n                }\n            },\n            j_poke_jirachi_banker = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:attention}Duplica{} la paga\",\"al final de la ronda\",\n                }\n            },\n            j_poke_jirachi_booster = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:attention}+1{} ranura de paquete potenciador\",\"Los {C:attention}paquetes potenciadores{}\",\"tienen {C:attention}1{} carta más\",\n                }\n            },\n            j_poke_jirachi_power = {\n                name = 'Jirachi',\n                text = {\n                    \"Cada {C:attention}#2# manos{}, las cartas jugadas\",\"otorgan {X:mult,C:white}X#1#{} multi cuando anotan\",\"{C:inactive}(#3#){}\",\n                }\n            },\n            j_poke_jirachi_negging = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:blue}+2{} ranuras de comodín\",\"Las cartas {C:dark_edition}negativas{}\",\"aparecen {C:attention}2X{} veces más seguido\",\n                }\n            },\n            j_poke_jirachi_invis = {\n                name = 'Jirachi',\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}\",\n\t\t\t\t\t\"crea una {C:attention}copia{} del\",\n\t\t\t\t\t\"{C:attention}comodín{} a su derecha\",\n\t\t\t\t\t\"y {S:1.1,C:red,E:2}se autodestruye{}\",\"{C:inactive}(Remueve el negativo de la copia)\"\n                }\n            },\n            j_poke_jirachi_copy = {\n                name = 'Jirachi',\n                text = {\n                    \"Copia la habilidad del {C:attention}comodín{} a la\",\"derecha como si estuviera {C:pink}energizado{} una vez adicional\",\n                }\n            },\n            j_poke_jirachi_fixer = {\n                name = 'Jirachi',\n                text = {\n                    \"Si la {C:attention}primera mano{} tiene solo\",\n\t\t\t\t\t\"{C:attention}1{} carta, le agrega {C:dark_edition}laminado{},\",\n\t\t\t\t\t\"{C:dark_edition}holográfico{}, o {C:dark_edition}policromía{}\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Si el {C:attention}primer descarte{} tiene\",\n\t\t\t\t\t\"solo {C:attention}1{} carta, la {C:attention}destruye{}\",\n                }\n            },\n            j_poke_deoxys = {\n                name = \"Deoxys\",\n                text = {\n                  \"Si el {C:attention}primer descarte{} de\",\n                  \"la ronda tiene solo {C:attention}1{} carta,\",\n                  \"le añade un sello {C:attention}ADN{}\",\n                  \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:planet}Meteorito{C:inactive}){}\"\n                }\n            },\n            j_poke_deoxys_attack = {\n                name = \"Deoxys (Ataque)\",\n                text = {\n                  \"Los sellos {C:attention}ADN{} crean copias\",\n                  \"con {X:mult,C:white}X#1#{} multi adicional\",\n\t\t\t\t  \"para siempre\",\n                  \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:planet}Meteorito{C:inactive}){}\"\n                }\n            },\n            j_poke_deoxys_speed = {\n                name = \"Deoxys (Velocidad)\",\n                text = {\n                  \"Los sellos {C:attention}ADN{} crean copias\",\n                  \"con {C:chips}+#3#{} fichas adicionales\",\n                  \"para siempre\",\n                  \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:planet}Meteorito{C:inactive}){}\"\n                }\n            },\n            j_poke_deoxys_defense = {\n                name = \"Deoxys (Defensa)\",\n                text = {\n                  \"Los sellos {C:attention}ADN{} crean copias\",\n                  \"que otorgan {C:money}#2# ${} de pago\",\n                  \"adicional al final de la ronda\",\n                  \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:planet}Meteorito{C:inactive}){}\"\n                }\n            },\n            j_poke_bidoof = {\n                name = \"Bidoof\",\n                text = {\n                    \"{C:attention}#1#{} {C:green}cambio gratuito\",\n\t\t\t\t\t\"en cada tienda\",\n                    \"{C:inactive}(Evoluciona tras cambiar\",\"{C:attention}#2#{C:inactive} veces en la tienda){}\"\n                }\n            },\n            j_poke_bibarel = {\n                name = \"Bibarel\",\n                text = {\n                    \"{C:attention}#1#{} {C:green}cambio gratuito{} en cada tienda\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Obtiene {C:attention}#2# {C:green}cambio gratuito{} más\",\n                    \"cuando derrotas una {C:attention}ciega jefe{}\"\n                }\n            },\n            j_poke_kricketot = {\n              name = \"Kricketot\",\n              text = {\n                \"Gana {C:money}#1# ${} si la mano jugada tiene\",\n                \"exactamente {C:attention}4{} cartas y tiene\",\n                \"al menos {C:attention}4{} {C:attention}palos{} diferentes\",\n                \"{C:inactive}(Evoluciona tras {C:attention,s:0.8}#2#{C:inactive,s:0.8} rondas)\",\n              }\n            },\n            j_poke_kricketune = {\n              name = \"Kricketune\",\n              text = {\n                \"Gana {C:money}#1# ${} si la mano jugada tiene\",\n                \"exactamente {C:attention}4{} cartas y tiene\",\n                \"al menos {C:attention}4{} {C:attention}palos{} diferentes\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:green}#2# en #3#{} probabilidades de crear\",\n                \"una carta de {C:tarot}tarot{} también\"\n              }\n            },\n            j_poke_budew = {\n                name = 'Budew',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n                    \"Crea una copia {C:dark_edition}negativa{} de\",\n                    \"{C:item}Semilla Milagro{} al final de la ronda\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_roserade = {\n              name = \"Roserade\",\n              text = {\n                \"Si la primera carta en la\",\n                \"mano jugada es {C:attention}impar{},\",\n                \"la reactiva {C:attention}#1#{} veces\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Las cartas {C:attention}florales{} solo necesitan\",\n                \"{C:attention}3 o más{} palos para activarse\"\n              }\n            },\n            j_poke_buizel = {\n                name = 'Buizel',\n                text = {\n                    \"{C:chips}+#1#{} fichas por\",\n\t\t\t\t\t\"cada carta que {C:attention}no anota{}\",\n\t\t\t\t\t\"en la mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'Floatzel',\n                text = {\n                    \"{C:chips}+#1#{} fichas por\",\n\t\t\t\t\t\"cada carta que {C:attention}no anota{}\",\n\t\t\t\t\t\"en la mano jugada\",\n                }\n            },\n            j_poke_ambipom = {\n              name = \"Ambipom\",\n              text = {\n                \"Todos los {C:attention}Colores{} y\",\n\t\t\t\t\"{C:attention}Escaleras{} pueden hacerse\",\n\t\t\t\t\"con {C:attention}exactamente 3{} cartas\",\n              }\n            },\n\t\t\tj_poke_buneary = {\n              name = \"Buneary\",\n              text = {\n                \"{C:mult}+#1#{} multi por cada\",\n                \"carta que {C:attention}no anota{}\",\n                \"en la mano jugada\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_lopunny = {\n                name = \"Lopunny\",\n                text = {\n                  \"{C:purple}+#3# Profecía\",\n                  \"{C:mult}+#1#{} multi por cada carta que\",\n                  \"{C:attention}no anota{} en la mano jugada\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{X:mult,C:white} X#2# {} multi si una carta que no\",\n                  \"anota tiene la {C:attention}misma categoría{}\",\n                  \"que una carta {C:attention}profetizada{}\"\n                }\n            },\n\t\t\tj_poke_mega_lopunny = {\n                name = \"Mega Lopunny\",\n                text = {\n                  \"{C:purple}+#1# Profecía\",\n                  \"Otorga {X:mult,C:white}X{} multi igual al {C:attention}nivel{} de\",\n                  \"la {C:attention}mano de póker profetizada\",\n                  \"{C:inactive}(Mano profetizada: {C:attention}#2#{C:inactive})\",\n                }\n            },\n            j_poke_mismagius = {\n                name = 'Mismagius',\n                text = {\n                    \"Las cartas de {C:attention}figuras{} jugadas pierden para\",\n\t\t\t\t\t\"siempre hasta {C:chips}#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"Este comodín obtiene las fichas perdidas\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de que ganen\",\n\t\t\t\t\t\"para siempre {C:chips}#5#{} fichas en su lugar\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#2#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_honchkrow = {\n                name = \"Honchkrow\",\n                text = {\n                  \"Cada comodín tipo {X:dark,C:white}Oscuro{}\",\n\t\t\t\t  \"otorga {X:mult,C:white}X#1#{} multi\",\n                }\n            },\n\t\t\tj_poke_chingling = {\n                name = 'Chingling',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n                    \"Crea una copia {C:dark_edition}negativa{} de\",\n                    \"{C:tarot}La justicia{} al final de la ronda\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_bonsly = {\n                name = \"Bonsly\",\n                text = {\n                  \"{C:attention}Bebé{}, {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t  \"Al final de la ronda, agrega una {C:attention}carta\",\n\t\t\t\t  \"{C:attention}de figura mejorada{} al azar a tu baraja\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_mimejr = {\n                name = 'Mime Jr.',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Agrega un {C:red}sello rojo{} o un {C:blue}sello azul{}\",\n\t\t\t\t\t\"a una carta al azar de tu baraja\",\"al final de la {C:attention}ronda\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_happiny = {\n                name = 'Happiny',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}El mago{} al final de la ronda\",\n\t\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de crear {C:attention}2{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Munchlax',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un {C:item}objeto {C:dark_edition}negativo\",\n\t\t\t\t\t\"al final de la {C:attention}ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_riolu = {\n              name = \"Riolu\",\n              text = {\n                \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n                \"Crea una copia de {C:dark_edition}Aura{}\",\n                \"al final de la ronda\",\n                \"{C:inactive}(Debe haber espacio)\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_lucario = {\n              name = \"Lucario\",\n              text = {\n                 \"Cada carta con {C:attention}edición{}\",\n                 \"en tu mano\",\n                 \"otorga {X:mult,C:white} X#1# {} multi\",\n              }\n            },\n            j_poke_mega_lucario = {\n              name = \"Mega Lucario\",\n              text = {\n                 \"Cada carta en tu mano\",\n                 \"otorga {X:mult,C:white} X#1# {} multi si\",\n                 \"tienes {C:attention}3 o más{} {C:attention}ediciones\",\n                 \"únicas en tu mano\",\n              }\n            },\n            j_poke_mantyke = {\n                name = \"Mantyke\",\n                text = {\n                  \"{C:attention}Bebé{}, {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t  \"Crea una copia {C:dark_edition}negativa{} de\",\n\t\t\t\t  \"{C:attention}El diablo{} al final de la ronda\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_weavile = {\n                name = 'Weavile',\n                text = {\n                    \"Si la mano jugada es solo un(a) {C:attention}#3#{}, lo\",\n\t\t\t\t\t\"destruye, gana {C:money}#4# ${} y obtiene {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Se restablece cuando la {C:attention,s:0.9}ciega jefe{C:inactive,s:0.9} es derrotada)\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La categoría cambia cada ronda){}\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#2#{C:inactive} multi){}\",\n                }\n            },\n            j_poke_magnezone = {\n                name = 'Magnezone',\n                text = {\n                    \"Las {C:attention}cartas de acero{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi más {X:mult,C:white}X#2#{} multi por\",\n\t\t\t\t\t\"cada comodín tipo {X:metal,C:white}Metal{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi){}\",\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'Lickilicky',\n                text = {\n                    \"La primera y segunda {C:attention}jota{} jugada\",\n\t\t\t\t\t\"otorga {X:mult,C:white}X#1#{} multi cuando anota\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las demás {C:attention}jotas{} otorgan\",\n\t\t\t\t\t\"{X:mult,C:white} X#2# {} multi cuando anotan\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'Rhyperior',\n                text = {\n                    \"Cada {C:attention}carta de piedra{} jugada\",\n\t\t\t\t\t\"gana para siempre {C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"y se reactiva cuando anota\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las {C:attention}cartas de piedra{} se reactivan\",\n\t\t\t\t\t\"una vez adicional por cada {C:attention}3{}\",\n\t\t\t\t\t\"comodines tipo {X:earth,C:white}Tierra{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actualmente se reactivan {C:attention}#2#{} veces)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'Tangrowth',\n                text = {\n                    \"Las cartas versátiles\",\n\t\t\t\t\t\"{C:attention}no pueden{} ser debilitadas\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las cartas {C:attention}versátiles{} jugadas otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi, {C:chips}+#2#{} fichas, o {C:money}#3# ${}\",\n\t\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de {C:attention}todas las tres{}\",\n                } \n            },\n            j_poke_electivire = {\n                name = 'Electivire',\n                text = {\n                    \"Obtiene {C:money}#1# ${} de {C:attention}valor de venta{} cuando\",\n\t\t\t\t\t\"una carta es {C:attention}vendida{} y al final de la ronda\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Otorga {X:mult,C:white}X#2#{} multi por cada dólar de\",\n\t\t\t\t\t\"valor de venta que tiene este comodín\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'Magmortar',\n                text = {\n                    \"Si el {C:attention}primer descarte{} de la ronda\",\n\t\t\t\t\t\"tiene solo {C:attention}1{} carta, la destruye\",\n\t\t\t\t\t\"y obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Obtiene {X:mult,C:white}X#4#{} multi\",\n\t\t\t\t\t\"cuando descartas\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi, {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_togekiss = {\n                name = 'Togekiss',\n                text = {\n                    \"Aumenta en {C:attention}#6#{} todas las {C:green,E:1,S:1.1}probabilidades\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las {C:attention}cartas de la suerte{} tienen\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de otorgar {C:chips}+#4#{} fichas\",\n\t\t\t\t\t\"y {C:green}#1# en #3#{} probabilidades de otorgar {X:mult,C:white}X#5#{} multi\",\n                }\n            },\n            j_poke_yanmega = {\n              name = \"Yanmega\",\n              text = {\n                \"Cada {C:attention}3{} o {C:attention}6{} jugado otorga\",\n\t\t\t\t\"{C:chips}+#2#{} fichas y {C:mult}+#1#{} multi cuando anota\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de\",\n\t\t\t\t\"reactivar cada {C:attention}3{} o {C:attention}6{} jugado\"\n              }\n            },\n            j_poke_leafeon = {\n                name = 'Leafeon',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n                    \"Se reduce en {C:red}#2#{} cada ronda\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Obtiene {C:attention}+#2#{} tamaño de mano\",\n                    \"cuando una carta {C:attention}de la suerte{}\",\n                    \"se activa {C:green}con éxito{}\",\n                    \"{C:inactive}(Máximo de {C:attention}+#3#{C:inactive} tamaño de mano){}\"\n\t\t\t\t} \n            },\n            j_poke_glaceon = {\n                name = 'Glaceon',\n                text = {\n                    \"Cada {C:green}cambio{} en la tienda tiene\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de agregar\",\n\t\t\t\t\t\"a la tienda una copia de {C:attention}vidrio{}\",\n\t\t\t\t\t\"de una carta al azar de tu baraja\",\n                } \n            },\n            j_poke_gliscor = {\n                name = 'Gliscor',\n                text = {\n\t\t\t\t\t\"Las cartas jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi por cada\",\n\t\t\t\t\t\"{V:1}#2#{} o carta debilitada\",\n\t\t\t\t\t\"{C:attention}en tu mano{}\",\n\t\t\t\t\t\"{C:inactive, s:0.8}(El palo cambia cada ronda)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_mamoswine = {\n              name = \"Mamoswine\",\n              text = {\n                \"La primera carta jugada otorga\",\n\t\t\t\t\"{C:mult}+#1#{} multi por cada {C:attention}carta de piedra{}\",\n\t\t\t\t\"y {C:attention}vidrio{} en la mano jugada\",\n\t\t\t\t\"{br:2}text needs to be here to work\",\n\t\t\t\t\"Las {C:attention}cartas de piedra{} y {C:attention}vidrio{}\",\n\t\t\t\t\"jugadas tienen {C:green}#3# en #4#{} probabilidades\",\n\t\t\t\t\"de otorgar {C:money}#2# ${} cuando anotan\",\n              }\n            },\n            j_poke_porygonz = {\n                name = 'Porygon-Z',\n                text = {\n                    \"{C:pink}+3{} límite de energía\",\n\t\t\t\t\t\"{X:mult,C:white} X#2# {} multi por cada carta de\",\n\t\t\t\t\t\"{C:pink}energía{} usada en esta {C:attention}partida{}\",\n\t\t\t\t\t\"{br:2}text needs to be here to work\",\n\t\t\t\t\t\"Crea una {C:pink}energía\",\n\t\t\t\t\t\"cuando usas una {C:pink}energía\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi)\"\n                } \n            },\n            j_poke_gallade = {\n              name = \"Gallade\",\n              text = {\n                \"{C:pink}+#2#{} Límite de energía\",\n                \"{C:green}#4# en #5#{} probabilidades de {C:pink}energizar{} un\",\n                \"comodín al azar cuando un {C:item}objeto{} es usado\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{X:mult,C:white}X#1#{} multi por cada comodín\",\n                \"energizado {C:attention}#6# o más{} veces si la\",\n                \"mano jugada contiene un {C:attention}Par\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#3#{C:inactive} multi)\",\n              }\n            },\n            j_poke_probopass = {\n                name = 'Probopass',      \n                text = {\n                    \"Las {C:attention}cartas de piedra{}\",\n\t\t\t\t\t\"se consideran de figuras\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las {C:attention}cartas de piedra{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white} X#1# {} multi cuando anotan\"\n                } \n            },\n            j_poke_dusknoir = {\n                name = \"Dusknoir\",\n                text = {\n                  \"Reactiva todas las cartas que anotan\",\n                  \"en la {C:attention}última mano{} de la ronda\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Las cartas {C:spectral}espectrales{} pueden\",\n                  \"aparecer en la tienda\",\n                  \"{C:inactive,s:0.9}(Aparecen más seguido si ya podían aparecer){}\"\n                }\n            },\n            j_poke_froslass = {\n                name = \"Froslass\",\n                text = {\n                  \"Adquiere hasta {C:mult}-#1# ${} de deuda\",\n\t\t\t\t  \"{br:2.5}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Crea un {C:item}objeto{} si\",\n\t\t\t\t  \"juegas una mano\",\n\t\t\t\t  \"mientras estás endeudado\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio)\",\n                }\n            },\n            j_poke_rotom = {\n                name = \"Rotom\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Los {C:attention}paquetes potenciadores\",\n\t\t\t\t  \"cuestan {C:money}1 ${} menos\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomh = {\n                name = \"Rotom (Calor)\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Si el primer descarte tiene\",\n                  \"exactamente {C:attention}2{} cartas, las {C:attention}mejora\",\n                  \"a cartas {C:attention}multi{}\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomw = {\n                name = \"Rotom (Lavado)\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} por cada\",\n                  \"carta {C:attention}mejorada{} que anota,\",\n                  \"remueve las {C:attention}mejoras\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomf = {\n              name = \"Rotom (Frío)\",\n              text = {\n\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de crear\",\n\t\t\t\t\"una carta de {C:item}objeto{} cuando abres\",\n\t\t\t\t\"un {C:attention}paquete potenciador{}\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio){}\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\"crea un {C:attention}consumible{} al azar con\",\n\t\t\t\t\"{C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o {C:dark_edition}policromía{}\",\n\t\t\t\t\"{C:inactive}(Se transforma cuando\",\n\t\t\t\t\"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n              }\n            },\n            j_poke_rotomfan = {\n                name = \"Rotom (Ventilador)\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Cuando se selecciona la {C:attention}ciega{},\",\n                  \"destruye al comodín de la\",\n                  \"derecha y crea una {C:attention}etiqueta\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomm = {\n                name = \"Rotom (Podadora)\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{C:attention}Disminuye{} la categoría de las\",\n                  \"primeras {C:attention}2{} cartas {C:attention}en tu mano{}\",\n                  \"al final de la ronda\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_shaymin = {\n              name = \"Shaymin\",\n              text = {\n                \"La carta que anota más a la derecha\",\n                \"de la {C:attention}primera mano{} de la ronda\",\n                \"se vuelve una carta {C:attention}floral{}\",\n                \"{C:inactive}(Se transforma tras\",\n\t\t\t\t\"{C:inactive}jugar {C:attention}#1#{C:inactive} cartas florales)\"\n              }\n            },\n            j_poke_shaymin_sky = {\n              name = \"Shaymin (Forma cielo)\",\n              text = {\n                \"Las cartas {C:attention}florales{} también\",\n                \"cuentan como cartas {C:attention}versátiles{}\",\n                \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:attention}La muerte{C:inactive})\"\n              }\n            },\n            j_poke_pansage = {\n                name = \"Pansage\",\n                text = {\n                    \"Aplica {C:attention}Atajo\",\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Hoja{C:inactive})\"\n                }\n            },\n            j_poke_simisage = {\n                name = \"Simisage\",\n                text = {\n                    \"Aplica {C:attention}Atajo\",\"Todas las cartas sin\",\"mejora jugadas tienen\",\"{C:green}#1# en #2#{} probabilidades de\",\"mejorarse a {C:attention}carta de la suerte{}\"\n                }\n            },\n            j_poke_pansear = {\n                name = \"Pansear\",\n                text = {\n                    \"Aplica {C:attention}Cuatro dedos\",\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Fuego{C:inactive})\"\n                }\n            },\n            j_poke_simisear = {\n                name = \"Simisear\",\n                text = {\n                    \"Aplica {C:attention}Cuatro dedos\",\"Si la primera mano jugada\",\"contiene una {C:attention}Escalera o un {C:attention}Color{},\",\"crea una {C:attention}La emperatriz{} y cada\",\"carta que no anota es destruida\",\"{C:inactive}#1#{}\",\n                }\n            },\n            j_poke_panpour = {\n                name = \"Panpour\",\n                text = {\n                    \"Aplica {C:attention}Pareidolia\",\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Agua{C:inactive})\"\n                }\n            },\n            j_poke_simipour = {\n                name = \"Simipour\",\n                text = {\n                    \"Aplica {C:attention}Pareidolia\",\"La carta sin mejora más a la\",\"izquierda con la menor cantidad\",\"de fichas base en la mano jugada\",\"se mejora a {C:attention}carta adicional{}\",\n                }\n            },\n            j_poke_munna = {\n                name = \"Munna\",\n                text = {\n                  \"{C:purple}+#3# Profecía\",\n                  \"Cuando juegas una mano,\",\n                  \"gana {X:mult,C:white} X#2# {} multi por cada\",\n                  \"carta {C:attention}mejorada profetizada{} y\",\n                  \"remueve las {C:attention}mejoras\",\n                  \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi){}\",\n                  \"{C:inactive}(Evoluciona con una {C:attention}Piedra Lunar{C:inactive})\",\n                }\n            },\n            j_poke_musharna = {\n                name = \"Musharna\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{}, gana\",\n                  \"{C:purple}+#2# Profecía{} por esta ronda por cada\",\n                  \"comodín tipo {X:psychic,C:white}Psíquico{} que tengas\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Cada carta {C:attention}mejorada profetizada{}\",\n                  \"otorga {X:mult,C:white} X#1# {} multi\",\n                  \"{C:inactive}({X:mult,C:white} X {C:inactive} multi heredado de {C:attention}Munna{C:inactive}){}\",\n                }\n            },\n            j_poke_roggenrola = {\n                name = \"Roggenrola\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n                    \"Cada carta {C:attention}sin categoría{}\",\n                    \"{C:attention}en tu mano{} otorga {C:mult}+#2#{} multi\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#3#{C:inactive} veces)\",\n                }\n            },\n            j_poke_boldore = {\n                name = \"Boldore\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n                    \"Cada carta {C:attention}sin categoría{}\",\n                    \"{C:attention}en tu mano{} otorga {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n\t\t\t\t}\n            },\n            j_poke_gigalith = {\n                name = \"Gigalith\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n                    \"Cada carta {C:attention}sin categoría{}\",\n                    \"{C:attention}en tu mano{} otorga {C:mult}+#2#{} multi\",\n                    \"y se reactiva\"\n\t\t\t\t}\n            },\n            j_poke_drilbur = {\n                name = \"Drilbur\",\n                text = {\n                  \"La primera {C:attention}carta de piedra{} jugada\",\n                  \"en cada ronda es destruida\",\n                  \"y excava un {C:money}tesoro{}\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona tras activarse {C:attention}#1#{C:inactive} veces)\",\n                }\n            },\n            j_poke_excadrill = {\n              name = \"Excadrill\",\n              text = {\n                \"Las {C:attention}cartas de piedra{} jugadas\",\n                \"son destruidas y excava un\",\n\t\t\t\t\"{C:money}tesoro{} por cada una\",\n                \"{C:inactive}(Debe haber espacio)\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:mult}+#1#{} multi por cada carta debajo\",\n                \"de {C:attention}#2#{} en tu {C:attention}baraja completa\",\n                \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n              }\n            },\n\t\t\tj_poke_trubbish = {\n              name = \"Trubbish\",\n              text = {\n                \"Obtiene {C:chips}+#2#{} fichas y otorga {C:money}#3# ${}\",\n                \"por cada descarte si no se usó\",\n                \"ninguno durante toda la ronda\",\n                \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                \"{C:inactive}(Evoluciona tras activarse {C:attention}#4#{C:inactive} veces)\"\n              }\n            },\n            j_poke_garbodor = {\n                name = \"Garbodor\",\n                text = {\n                  \"Obtiene {C:chips}+#2#{} fichas por cada {C:attention}descarte{} si no\",\n                  \"se usó ninguno durante toda la ronda\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Crea una {C:attention}etiqueta de basura{} si\",\n                  \"no descartaste durante toda\",\n\t\t\t\t  \"la apuesta inicial actual\",\n                  \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_zorua = {\n                name = \"Zorua\",\n                text = {\n                    \"{V:1}Copia la habilidad del {C:attention}comodín{}\",\n\t\t\t\t\t\"más a la derecha\",\n\t\t\t\t\t\"{br:2.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Remueve todos los efectos que\",\n\t\t\t\t\t\"copia hasta el final de la ronda\",\n\t\t\t\t\t\"tras jugar una mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_zoroark = {\n                name = \"Zoroark\",\n                text = {\n                    \"Copia la habilidad del {C:attention}comodín{}\",\"más a la derecha\",\n                }\n            },\n            j_poke_gothita = {\n                name = \"Gothita\",\n                text = {\n                    \"Todas las cartas de {C:planet}planeta{} y\",\"{C:planet}paquetes celestiales{} en la\",\"tienda cuestan {C:money}2 ${} menos\",\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_gothorita = {\n                name = \"Gothorita\",\n                text = {\n                    \"Todas las cartas de {C:planet}planeta{} y\",\"{C:planet}paquetes celestiales{} en la\",\"tienda cuestan {C:money}3 ${} menos\",\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_gothitelle = {\n                name = \"Gothitelle\",\n                text = {\n                    \"Todas las cartas de {C:planet}planeta{} y\",\"{C:planet}paquetes celestiales{} en la\",\"tienda son {C:attention}gratis{}\",\"{br:2}ERROR - CONTACT STEAK\",\"Gana {C:money}#1# ${} cuando una carta\",\"de {C:planet}planeta{} es usada\"\n                } \n            },\n            j_poke_vanillite = {\n                name = \"Vanillite\",\n                text = {\n                  \"{C:attention}Volátil a la izquierda\",\n\t\t\t\t  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:chips}-#3#{} fichas por cada\",\n\t\t\t\t  \"mano jugada\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_vanillish = {\n                name = \"Vanillish\",\n                text = {\n                  \"{C:attention}Volátil a la izquierda\",\n\t\t\t\t  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:chips}-#3#{} fichas por cada\",\n\t\t\t\t  \"mano jugada\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_vanilluxe = {\n                name = \"Vanilluxe\",\n                text = {\n                  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:chips}-#2#{} fichas por cada mano jugada\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cuando se derrite por completo\",\n\t\t\t\t  \"crea {C:attention}#3# etiqueta dobles{}\"\n                }\n            },\n\t\t\tj_poke_frillish = {\n                name = \"Frillish\",\n\t\t\t\ttext = {\n                    \"Obtiene {C:chips}+#2#{} fichas por cada\",\n                    \"{C:attention}carta de figura{} descartada\",\n                    \"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:chips}+#1#{C:inactive} / +#3# fichas)\",\n                } \n            },\n            j_poke_jellicent = {\n                name = \"Jellicent\",\n\t\t\t\ttext = {\n                    \"Obtiene {C:chips}+#2#{} fichas por cada\",\n                    \"{C:attention}carta de figura{} descartada\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Obtiene el doble de fichas\",\n\t\t\t\t\t\"si es un {C:attention}rey{} o una {C:attention}reina{}\",\n                    \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_ferroseed = {\n                name = \"Ferroseed\",\n                text = {\n                  \"{C:hazard}+#2# Nivel de trampas\",\n                  \"Las cartas {C:attention}versátiles{} y {C:hazard}trampa{}\",\n                  \"también son {C:attention}cartas de acero{}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_ferrothorn = {\n              name = \"Ferrothorn\",\n              text = {\n                \"{C:hazard}+#1# Nivel de trampas\",\n                \"Las cartas {C:attention}versátiles{} y {C:hazard}trampa{}\",\n                \"también son {C:attention}cartas de acero{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si la mano jugada contiene\",\n                \"un {C:attention}Color{}, reactiva todas las\",\n                \"{C:attention}cartas de acero{} en tu mano\",\n              }\n            },\n            j_poke_elgyem = {\n                name = \"Elgyem\",\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, crea una\",\n\t\t\t\t\t\"carta de {C:planet}planeta{} {C:dark_edition}negativa{} de una de\",\n\t\t\t\t\t\"tus {C:attention}#1#{} manos de póker con mayor nivel\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tienes\",\n\t\t\t\t\t\"{C:inactive}#2#/{C:planet}#3#{C:inactive} cartas de planeta diferentes){}\"\n                }\n            },\n            j_poke_beheeyem = {\n                name = \"Beheeyem\",\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, crea una\",\n\t\t\t\t\t\"carta de {C:planet}planeta{} {C:dark_edition}negativa{} de una de\",\n\t\t\t\t\t\"tus {C:attention}#1#{} manos de póker con mayor nivel\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Después de abrir {C:attention}#2# paquetes potenciadores{}, crea\",\n\t\t\t\t\t\"un vale {C:attention}Telescopio{} u {C:attention}Observatorio{} si está disponible\"\n                }\n            },\n            j_poke_litwick = {\n                name = \"Litwick\",\n                text = {\n                    \"{C:mult}+#4#{} multi\",\n\t\t\t\t\t\"Se {C:attention}triplica{} si este comodín\",\n\t\t\t\t\t\"tiene {C:money}#5# ${} o más de valor de venta\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Drena {C:money}#1# ${} de los comodines\",\n\t\t\t\t\t\"adyacentes al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:money}#3# ${C:inactive} / #2# $ valor de venta)\"\n                }\n            },\n            j_poke_lampent = {\n              name = \"Lampent\",\n              text = {\n\t\t\t\t\"{C:attention}Drena {C:money}#1# ${} de todos los demás\",\n\t\t\t\t\"comodines al final de la ronda\",\n\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n                \"Agrega el valor de venta\",\n\t\t\t\t\"de este comodín a multi\",\n\t\t\t\t\"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi){}\",\n\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\"\n              }\n            },\n            j_poke_chandelure = {\n                name = \"Chandelure\",\n                text = {\n\t\t\t\t\t\"Cada comodín con {C:money}1 ${} de valor\",\n\t\t\t\t\t\"de venta otorga {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"Agrega el valor de venta\",\"de este comodín a multi\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi){}\",\n                }\n            },\n            j_poke_golett = {\n                name = \"Golett\",\n                text = {\n                  \"{C:hazard}+#1# Nivel de trampas\",\n                  \"{C:green}#4# en #5#{} probabilidades para cada carta\",\n                  \"{C:attention}en tu mano{} de otorgar {X:mult,C:white}X#2#{} multi\",\n                  \"Garantizado para cartas {C:hazard}trampa{}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\"\n\t\t\t\t}\n            },\n            j_poke_golurk = {\n                name = \"Golurk\",\n                text = {\n                  \"{C:hazard}+#1# Nivel de trampas\",\n                  \"{C:green}#3# en #4#{} probabilidades para cada carta\",\n                  \"{C:attention}en tu mano{} de otorgar {X:mult,C:white}X#2#{} multi\", \n                  \"Garantizado para cartas {C:hazard}trampa{}\",\n\t\t\t\t}\n            },\n            j_poke_pawniard = {\n                name = \"Pawniard\",\n                text = {\n                  \"Obtiene {X:red,C:white}X#2#{} multi cuando una\",\n                  \"carta de {C:attention}figura{} es destruida\",\n                  \"{C:inactive}(Evoluciona cuando tiene {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_bisharp = {\n              name = \"Bisharp\",\n              text = {\n                \"Obtiene {X:red,C:white}X#2#{} multi cuando una\",\n                \"carta de {C:attention}figura{} es destruida\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si la primera mano jugada tiene es\",\n                \"solo una carta de {C:attention}figura{}, la destruye\",\n                \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras destruir {C:attention}#3#{C:inactive} reyes)\",\n              }\n            },\n            j_poke_zweilous = {\n                name = \"Zweilous\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi si la mano\",\n\t\t\t\t  \"jugada es una {C:attention}Tercia{}\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces){}\"\n                }\n            },\n            j_poke_hydreigon = {\n                name = \"Hydreigon\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Tercia{}\",\n\t\t\t\t  \"todas las cartas que\",\n\t\t\t\t  \"no anotan son destruidas\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Obtiene {X:mult,C:white} X#2# {} multi cuando\",\n\t\t\t\t  \"una carta de juego es destruida\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi){}\"\n                }\n            },\n            j_poke_deino = {\n                name = \"Deino\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi si la mano\",\n\t\t\t\t  \"jugada es una {C:attention}Tercia{}\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces){}\"\n                }\n            },\n            j_poke_litleo = {\n                name = \"Litleo\",\n                text = {\n                    \"{C:chips}+#1#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}Color{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_pyroar = {\n                name = \"Pyroar\",\n                text = {\n                    \"{C:chips}+#1#{} fichas si la mano\",\n\t\t\t\t\t\"jugada contiene un {C:attention}Color{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea una carta de {C:pink}energía{} si\",\n\t\t\t\t\t\"también contiene un {C:attention}rey{} o {C:attention}reina{}\"\n                } \n            },\n\t\t\t-- quiero mi espurr :c\n            j_poke_sylveon = {\n                name = 'Sylveon',\n                text = {\n                    \"Si la {C:attention}primera mano{} es\",\n                    \"exactamente {C:attention}1{} carta sin mejora,\",\n                    \"le agrega {C:dark_edition}laminado{}, {C:dark_edition}holográfico{},\",\n                    \"o {C:dark_edition}policromía{}\",\n\t\t\t\t}\n            },\n            j_poke_pumpkaboo_small = {\n                name = 'Pumpkaboo (Pequeño)',\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                }\n            },\n            j_poke_pumpkaboo_average = {\n                name = 'Pumpkaboo (Mediano)',\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                }\n            },\n            j_poke_pumpkaboo_large = {\n                name = 'Pumpkaboo (Grande)',\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                }\n            },\n            j_poke_pumpkaboo_super = {\n                name = 'Pumpkaboo (Gigante)',\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                }\n            },\n            j_poke_gourgeist_small = {\n                name = \"Gourgeist (Pequeño)\",\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} cuando una carta {C:spectral}espectral{}\",\n                  \"es usada y aplica un sticker\",\n                  \"{X:psychic,C:white}Psíquico{} al {C:attention}comodín{} más a la izquierda\"\n                }\n            },\n            j_poke_gourgeist_average = {\n                name = \"Gourgeist (Mediano)\",\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} cuando una carta {C:spectral}espectral{}\",\n                  \"es usada y aplica un sticker\",\n                  \"{X:psychic,C:white}Psíquico{} al {C:attention}comodín{} más a la izquierda\"\n                }\n            },\n            j_poke_gourgeist_large = {\n                name = \"Gourgeist (Grande)\",\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} cuando una carta {C:spectral}espectral{}\",\n                  \"es usada y aplica un sticker\",\n                  \"{X:psychic,C:white}Psíquico{} al {C:attention}comodín{} más a la izquierda\"\n                }\n            },\n            j_poke_gourgeist_super = {\n                name = \"Gourgeist (Gigante)\",\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} cuando una carta {C:spectral}espectral{}\",\n                  \"es usada y aplica un sticker\",\n                  \"{X:psychic,C:white}Psíquico{} al {C:attention}comodín{} más a la izquierda\"\n                }\n            },\n            j_poke_grubbin = {\n                name = 'Grubbin',\n                text = {\n                    \"{C:mult}+#1#{} multi\",\"Se {C:attention}triplica{} si tienes\",\n\t\t\t\t\t\"un comodín tipo {X:lightning, C:black}Rayo{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'Charjabug',\n                text = {\n                    \"{C:mult}+#1#{} multi por cada comodín\",\n\t\t\t\t\t\"tipo {X:lightning, C:black}Rayo{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Trueno{C:inactive})\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'Vikavolt',\n                text = {\n                    \"{C:mult}+#3#{} multi\",\n\t\t\t\t\t\"{X:mult,C:white} X#1# {} multi por cada otro\",\n\t\t\t\t\t\"comodín tipo {X:lightning, C:black}Rayo{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#2# {C:inactive} multi)\",\n                }\n            },\n            j_poke_rockruff = {\n              name = \"Rockruff\",\n              text = {\n                \"Cada carta que {C:attention}no es de figura{}\",\n                \"otorga {C:mult}+#1#{} multi cuando anota\",\n                \"{C:inactive}(Evoluciona tras jugar {C:attention}#2#{C:inactive} cartas pares)\",\n                \"{C:inactive}(Evoluciona tras jugar {C:attention}#3#{C:inactive} cartas impares)\"\n              }\n            },\n            j_poke_lycanroc_day = {\n              name = \"Lycanroc (Diurna)\",\n              text = {\n                \"Cada carta {C:attention}par{} otorga\",\n                \"{C:mult}+#1#{} multi cuando anota\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Si la primera mano jugada tiene\",\n                \"exactamente {C:attention}1{} carta, otorga\", \n                \"{C:chips}+#2#{} fichas y {C:blue}+1{} mano por\",\n                \"esta ronda cuando anota\"\n              }\n            },\n            j_poke_lycanroc_night= {\n              name = \"Lycanroc (Nocturna)\",\n              text = {\n                \"Cada carta {C:attention}impar{} otorga\",\n                \"{C:mult}+#1#{} multi cuando anota\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Cuando se selecciona la {C:attention}ciega jefe{}\",\n                \"gana {C:chips}+#2#{} mano, {C:mult}+#3#{} descarte y\", \n                \"{C:attention}+#2#{} tamaño de mano por esta ronda\",\n              }\n            },\n            j_poke_lycanroc_dusk = {\n              name = \"Lycanroc (Crepuscular)\",\n              text = {\n                \"Cada carta que {C:attention}no es de figura{}\",\n                \"otorga {C:mult}+#1#{} multi cuando anota\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Reactiva la {C:attention}primera{} carta {C:attention}par{}\",\n                \"y la {C:attention}primera{} carta {C:attention}impar{}\",\n                \"en la mano de póker\"\n              }\n            },\n            j_poke_mimikyu = {\n                name = \"Mimikyu\",\n                text = {\n                  \"{C:chips}+#1#{} fichas si la mano\",\n\t\t\t\t  \"jugada no tiene {C:hearts}#2#{} que anotan\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Evita la muerte si las fichas obtenidas\",\n\t\t\t\t  \"son al menos un {C:attention}50%{} de lo requerido\",\n\t\t\t\t  \"{C:inactive}(#3#){}\"\n                }\n            },\n            j_poke_nickit = {\n                name = \"Nickit\",\n                text = {\n                    \"Gana {C:money}#1# ${} al\",\n\t\t\t\t\t\"final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_thievul = {\n                name = \"Thievul\",\n                text = {\n                    \"Gana {C:money}${} igual al {C:attention}doble{} del valor\",\n\t\t\t\t\t\"de venta del {C:attention}comodín{} más a la\",\n\t\t\t\t\t\"izquierda al final de la ronda\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Excepto a sí mismo)\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:money}#1# ${C:inactive}, Máximo de {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_yamper = {\n                name = 'Yamper',\n                text = {\n                    \"{C:mult}+#1#{} multi y gana {C:money}#2# ${}\",\n\t\t\t\t\t\"si la mano jugada contiene\",\n\t\t\t\t\t\"una {C:attention}Escalera{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_boltund = {\n                name = 'Boltund',\n                text = {\n                    \"{X:mult,C:white}X#1#{} multi y gana {C:money}#2# ${}\",\n\t\t\t\t\t\"si la mano jugada contiene\",\n\t\t\t\t\t\"una {C:attention}Escalera{}\",\n                } \n            },\n            j_poke_dreepy = {\n                name = \"Dreepy\",\n                text = {\n                  \"Cuando es vendido, agrega {C:money}#1# ${} al valor de\",\n                  \"venta de todos tus {C:attention}comodines{} y {C:attention}convierte{}\",\n                  \"todas las cartas en tu mano al {C:attention}palo\",\n                  \"de la carta más a la izquierda\",\n                  \"{C:inactive}(Evoluciona cuando juegas una {C:attention}Escalera corrida{C:inactive})\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"Drakloak\",\n                text = {\n                  \"{X:mult,C:white} X#4# {} multi por cada {C:money}${} del valor\",\n\t\t\t\t  \"de venta de todos tus {C:attention}comodines{}\",\n\t\t\t\t  \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Si la mano jugada es una {C:attention}Escalera corrida{},\",\n\t\t\t\t  \"agrega {C:money}#1# ${} al valor de venta de\",\n\t\t\t\t  \"todos tus comodines\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white} X#5# {C:inactive} multi){}\",\n\t\t\t\t  \"{C:inactive}(Evoluciona cuando el total del valor de\",\n\t\t\t\t  \"{C:inactive}venta de tus comodines es #2# $/{C:money}#3# ${C:inactive})\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"Dragapult\",\n                text = {\n                  \"{X:mult,C:white} X#2# {} multi por cada {C:money}${} del valor\",\n\t\t\t\t  \"de venta de todos tus {C:attention}comodines{}\",\n\t\t\t\t  \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Si la mano jugada es una {C:attention}Escalera corrida{}\",\n\t\t\t\t  \"y no tienes ninguna {C:attention}Flecha Dreepy{}\",\n\t\t\t\t  \"crea {C:attention}2 Flechas Dreepy{} con {C:dark_edition}negativo{}\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white} X#3# {C:inactive} multi){}\"\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"Flecha Dreepy\",\n                text = {\n                    \"Cuando es vendido, agrega {C:money}#1# ${} al valor de\",\n                    \"venta de todos tus {C:attention}comodines{} y {C:attention}convierte{}\",\n                    \"todas las cartas en tu mano al {C:attention}palo\",\n                    \"de la carta más a la izquierda\",\n                }\n            },\n            j_poke_hisuian_qwilfish = {\n                name = \"Qwilfish (de Hisui)\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n\t\t\t\t\t\"{C:inactive}(1 por cada #2# cartas en tu baraja)\",\n\t\t\t\t\t\"Obtiene {C:chips}+#3#{} fichas cuando una\",\n\t\t\t\t\t\"carta {C:hazard}trampa{} es sacada\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:chips}+#4#{C:inactive} / +#5# fichas)\",\n                }\n            },\n            j_poke_overqwil = {\n                name = \"Overqwil\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n\t\t\t\t\t\"{C:inactive}(1 por cada #2# cartas en tu baraja)\"\n\t\t\t\t\t,\"Obtiene {C:chips}+#3#{} fichas cuando una\",\n\t\t\t\t\t\"carta {C:hazard}trampa{} es sacada\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Divide a la mitad{} las fichas tras jugar una mano\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#4#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_wyrdeer = {\n                name = \"Wyrdeer\",\n                text = {\n                    \"{C:purple}+#1# Profecía\",\n\t\t\t\t\t\"Agrega el {C:attention}doble{} de\",\n\t\t\t\t\t\"la categoría de la carta\",\n\t\t\t\t\t\"{C:attention}profetizada{} más {C:attention}alta{} a multi\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Obtiene {C:purple}+#2# Profecía{} cuando\",\n\t\t\t\t\t\"juegas una mano\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                }\n            },\n            j_poke_kleavor = {\n                name = 'Kleavor',      \n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, destruye al\",\n\t\t\t\t\t\"comodín de la derecha y obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"Agrega una {C:attention}carta de piedra{} a tu baraja con\",\n\t\t\t\t\t\"edición {C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o {C:dark_edition}polícromo{}\",\n\t\t\t\t\t\"si era {C:green}Inusual{} o superior\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                } \n            },\n            j_poke_ursaluna = {\n              name = \"Ursaluna\",\n              text = {\n\t\t\t\t\"Obtiene {C:mult}+#2#{} multi y crea un {C:item}objeto\",\n\t\t\t\t\"con {C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o {C:dark_edition}policromía{}\",\n\t\t\t\t\"cuando cualquier {C:attention}paquete potenciador{}\",\n\t\t\t\t\"es omitido\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n              }\n            },\n            j_poke_tarountula = {\n                name = \"Tarountula\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas{}\",\n\t\t\t\t\t\"{C:attention}+#3#{} tamaño de mano\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n\t\t\t\t}\n            },\n            j_poke_spidops = {\n                name = \"Spidops\",\n                text = {\n\t\t\t\t\t\"{C:hazard}+#1# Nivel de trampas\",\n\t\t\t\t\t\"{C:attention}+#2#{} tamaño de mano\",\n                    \"Agrega un {C:attention}sello{} al azar a cada\",\n                    \"{C:attention}octava{} {C:attention}carta de juego {C:inactive}[#4#]{}\",\n                    \"que es añadida a tu baraja\"\n\t\t\t\t}\n            },\n            j_poke_fidough = {\n                name = \"Fidough\",\n                text = {\n                  \"Obtiene {C:chips}+#2#{} fichas si la mano\",\n\t\t\t\t  \"jugada contiene un(a) {C:attention}#3#{}\",\n\t\t\t\t  \"La {C:attention}categoría{} requerida aumenta\",\n\t\t\t\t  \"cada que se activa\",\n\t\t\t\t  \"{C:inactive,s:0.8}(Cuando es la más alta, se vuelve la menor)\",\n\t\t\t\t  \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona cuando tienes un\",\n\t\t\t\t  \"{C:inactive}comodín tipo {X:fire,C:white}Fuego{C:inactive})\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"Dachsbun\",\n                text = {\n                  \"Obtiene {C:chips}+#2#{} fichas si la mano\",\n\t\t\t\t  \"jugada contiene un(a) {C:attention}#3#{}\",\n\t\t\t\t  \"La {C:attention}categoría{} requerida aumenta\",\n\t\t\t\t  \"cada que se activa\",\n\t\t\t\t  \"{C:inactive,s:0.9}(Cuando es la más alta, se vuelve la menor)\",\n\t\t\t\t  \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Aumenta las fichas ganadas en {C:chips}+2{} por\",\n\t\t\t\t  \"cada comodín tipo {X:fire,C:white}Fuego{} que tengas\",\n\t\t\t\t  \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_charcadet = {\n              name = \"Charcadet\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi después\",\n                \"de jugar una mano\",\n                \"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Evoluciona con una\",\n\t\t\t\t\"{C:attention}Piedra Alba{C:inactive} o una {C:attention}Piedra Noche{C:inactive})\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n              }\n            },\n            j_poke_armarouge = {\n              name = \"Armarouge\",\n              text = {\n                \"{X:mult,C:white} X#1# {} multi\",\n                \"Pierde {X:mult,C:white} X#2# {} multi después\",\n                \"de jugar una mano\",\n                \"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n              }\n            },\n            j_poke_ceruledge = {\n              name = \"Ceruledge\",\n              text = {\n                \"Obtiene {X:mult,C:white} X#2# {} multi después\",\n                \"de jugar una mano y drena {C:money}#3# ${}\",\n                \"de otro comodín al azar\",\n                \"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi)\",\n              }\n            },\n            j_poke_bramblin = {\n              name = \"Bramblin\",\n              text = {\n                \"El {C:attention}segundo{} {C:attention}#1#{}\",\n\t\t\t\t\"que anota en la ronda\",\n\t\t\t\t\"se mejora a carta {C:attention}semilla{}\",\n                \"{C:inactive,s:0.9}(La categoría cambia cada ronda){}\",\n                \"{C:inactive}(Evoluciona tras sacar\",\n\t\t\t\t\"{C:attention}#2#{C:inactive} cartas durante las ciegas){}\",\n              }\n            },\n            j_poke_brambleghast = {\n              name = \"Brambleghast\",\n              text = {\n                \"{C:chips}+#1#{} fichas por cada {C:money}1 ${} que tienes\",\n                \"{C:inactive}(Actual {C:chips}+#2#{C:inactive} fichas)\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"El {C:attention}segundo{} {C:attention}#3#{}\",\n\t\t\t\t\"que anota en la ronda\",\n\t\t\t\t\"se mejora a carta {C:attention}semilla{}\",\n                \"con {C:attention}2 crecimientos{}\",\n                \"{C:inactive,s:0.9}(La categoría cambia cada ronda){}\",\n              }\n            },\n            j_poke_tinkatink = {\n                name = \"Tinkatink\",\n                text = {\n                  \"Las cartas jugadas otorgan {C:mult}+#1#{} multi\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cuando se selecciona la {C:attention}ciega{}, debilita {C:attention}#3#{}\",\n\t\t\t\t  \"cartas sin mejora {C:attention}de acero{} de tu baraja\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"Tinkatuff\",\n                text = {\n                  \"Las cartas jugadas otorgan {C:mult}+#1#{} multi\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cuando se selecciona la {C:attention}ciega{}, debilita {C:attention}#3#{}\",\n\t\t\t\t  \"cartas sin mejora {C:attention}de acero{} de tu baraja\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"Tinkaton\",\n                text = {\n                  \"Las cartas jugadas otorgan {C:mult}+#1#{} multi\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cuando se selecciona la {C:attention}ciega{}, debilita {C:attention}#3#{}\",\n\t\t\t\t  \"cartas sin mejora {C:attention}de acero{} de tu baraja\",\n\t\t\t\t  \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Las {C:attention}cartas de acero{} jugadas\",\n\t\t\t\t  \"también son {C:attention}cartas de vidrio{}\"\n                }\n            },\n            j_poke_wiglett = {\n                name = \"Wiglett\",\n                text = {\n                    \"{C:mult}+#3#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Tercia{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}5{}, {C:attention}6{}, o {C:attention}7{} que anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_wugtrio = {\n                name = \"Wugtrio\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Tercia{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}5{}, {C:attention}6{}, o {C:attention}7{} que anota\",\n                } \n            },\n            j_poke_annihilape = {\n                name = 'Annihilape',\n                text = {\n                    \"Cada {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, o {C:attention}7{} jugado otorga\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi y {C:chips}+#2#{} fichas cuando anota\",\n\t\t\t\t\t\"por cada mano jugada esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#3#{} {C:inactive}multi {C:chips}+#4#{C:inactive} fichas)\",\n                } \n            },\n            j_poke_dudunsparce = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}+#1#{} ranura de carta, paquete potenciador\",\n\t\t\t\t  \"y vale disponibles en la tienda\",\n                }\n            },\n            j_poke_dudunsparce2 = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}Equipado con una Etiqueta de cupón{}\",\n\t\t\t\t  \"{C:attention}+#1#{} ranura de carta, paquete potenciador\",\n\t\t\t\t  \"y vale disponibles en la tienda\",\n                }\n            },\n            j_poke_kingambit = {\n                name = \"Kingambit\",\n                text = {\n                  \"{X:red,C:white}X#1#{} multi\",\n                  \"Si la mano jugada tiene el único\",\n                  \"{C:attention}rey{} en tu {C:attention}baraja completa{}, cada carta\",\n                  \"que {C:attention}no es de figura{} otorga la mitad\",\n                  \"del {X:mult,C:white}X{} multi de este comodín\",\n\t\t\t\t  \"cuando anota\"\n                }\n            },\n            j_poke_farigiraf = {\n              name = \"Farigiraf\",\n              text = {\n                \"{C:attention}Equipado con{} {C:spectral}Críptido{}\",\n\t\t\t\t\"La primera y segunda carta de {C:attention}figura{}\",\n\t\t\t\t\"otorga {X:mult,C:white}X#1#{} multi cuando anota\",\n\t\t\t\t\"si la mano jugada contiene un {C:attention}Doble par{}\",\n              }\n            },\n            j_poke_gimmighoul = {\n                name = \"Gimmighoul (Cofre)\",\n                text = {\n                  \"Las {C:attention}cartas de oro{} jugadas\",\n\t\t\t\t  \"ganan {C:money}#1# ${} cuando anotan\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Omite un {C:attention}paquete potenciador{}\",\n\t\t\t\t  \"... ¿para...?\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras ganar o\",\n\t\t\t\t  \"{C:inactive}gastar {C:money}#2# ${C:inactive}/#3# $)\"\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"Gimmighoul (Errante)\",\n                text = {\n                  \"Gana un poco de {C:money}${}\",\n\t\t\t\t  \"{S:1.1,C:red,E:2}Se autodestruye{}\",\n                }\n            },\n            j_poke_gholdengo = {\n                name = \"Gholdengo\",\n                text = {\n                  \"Las {C:attention}cartas de oro{} jugadas {C:red}gastan{} {C:money}#2# ${}\",\n\t\t\t\t  \"cuando anotan y multiplica el\",\n\t\t\t\t  \"{X:mult,C:white}X{} multi de este comodín por {X:mult,C:white}X#3#\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Este comodín no puede ser debilitado\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n\t\t\t\t  \"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                }\n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"¿Crea consumibles\",\"cuando lo consigues?\",\"Crea ¿{C:attention}#1#{}? ¿{C:attention}etiquetas{}?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'Pokédex',\n                text = {\n\t\t\t\t\t\"{C:attention}Pokémon{} de la misma\",\n\t\t\t\t\t\"línea evolutiva pueden aparecer\",\n                } \n            },\n            j_poke_rotomdex = {\n                name = 'RotomDex',\n                text = {\n                    \"Los {C:attention}paquetes potenciadores{}\",\n\t\t\t\t\t\"cuestan {C:money}1 ${} menos\",\n                    \"por cada {C:pink}tipo{} diferente\",\n                    \"de tus comodines\",\n                    \"{C:inactive}(Actual {C:money}#1# ${C:inactive} menos)\"\n                } \n            },\n            j_poke_everstone = {\n                name = 'Piedra eterna',\n                text = {\n                    \"Los Pokémon {C:attention}no pueden{}\",\n\t\t\t\t\t\"evolucionar o transformarse\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Los Pokémon {C:attention}Básicos{} otorgan {X:mult,C:white} X#2# {} multi\",\n\t\t\t\t\t\"Los Pokémon {C:attention}Bebés{} otorgan {X:mult,C:white} X#1# {} multi\",\n                } \n            },\n            j_poke_tall_grass = {\n                name = 'Hierba alta',\n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de crear un {C:attention}Pokémon{}\",\n\t\t\t\t\t\"{C:chips}común{} cuando la mano es jugada\",\n\t\t\t\t\t\"Garantizado cuando una carta {C:attention}versátil{} puntúa\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio){}\",\n                } \n            },\n            j_poke_jelly_donut = {\n                name = \"Rosquilla rellena\",\n                text = {\n                  \"Crea una {C:pink}energía{} {X:colorless,C:white}Incolora\",\n\t\t\t\t  \"cuando se selecciona la {C:attention}ciega\",\n\t\t\t\t  \"{C:inactive}({C:attention}#1#{C:inactive} rondas restantes){}\"\n                }\n            },\n            j_poke_ruins_of_alph = {\n                name = \"Ruinas Alfa\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t  \"crea {C:attention}3{} {C:attention}Unown{} con {C:dark_edition}negativo{}\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Después de que un {C:attention}Unown{} se activa, se\",\n\t\t\t\t  \"fusiona con este comodín y obtiene {C:mult}+#1#{} multi\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Vende esta carta para conseguir\",\n\t\t\t\t  \"una {C:attention}recompensa{} dependiendo\",\n\t\t\t\t  \"de la cantidad de Unown {C:attention}fusionados\",\n\t\t\t\t  \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi y {C:attention}#2#{C:inactive} Unown)\",\n                }\n            },\n            j_poke_unown_swarm = {\n                name = \"Enjambre de Unown\",\n                text = {\n                  \"Cada comodín {C:purple}Legendario{} otorga\",\n\t\t\t\t  \"{C:mult}+#1#{} multi y {X:mult,C:white}X#2#{} multi\"\n                }\n            },\n            j_poke_treasure_eatery = {\n                name = \"Mesón El Tesoro\",\n                text = {\n                  \"{C:attention}Cambia Tipo{}\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cambia el {C:pink}tipo{} del comodín más a la izquierda\",\n\t\t\t\t  \"por el {C:pink}tipo{} del comodín más a la derecha\",\n\t\t\t\t  \"cuando seleccionas la {C:attention}ciega\",\n\t\t\t\t  \"{C:inactive}({C:attention}#1#{C:inactive} rondas restantes){}\"\n                }\n            },\n            j_poke_rival = {\n                name = \"Rival\",\n                text = {\n                    \"Aumenta el pago por {C:money}#2# ${} después\",\n\t\t\t\t\t\"de omitir una ciega\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Cuando derrotas la {C:attention}ciega jefe{},\",\n                    \"{S:1.1,C:red,E:2}se autodestruye{} y ganas {C:money}#1# $\",\n                }\n            },\n            j_poke_bitter_rival = {\n                name = \"Rival amargo\",\n                text = {\n                    \"Aumenta el pago por {C:money}#2# ${} después\",\n\t\t\t\t\t\"de omitir una ciega\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Cuando derrotas la {C:attention}ciega jefe{},\",\n                    \"{S:1.1,C:red,E:2}se autodestruye{} y ganas {C:money}#1# $\",\n                }\n            },\n            j_poke_champion = {\n                name = \"Campeón\",\n                text = {\n                    \"Cuando derrotas la {C:attention}ciega jefe{},\",\n                    \"crea una {C:attention}Etiqueta veloz\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{X:mult,C:white}X#1#{} multi por cada\",\n                    \"ciega omitida en esta partida\",\n                    \"{C:inactive}(Actual {X:mult,C:white}X#2#{C:inactive} multi){}\"\n                }\n            },\n            j_poke_professor = {\n                name = \"Profesor\",\n                text = {\n                    \"Después de {C:attention}#1#{} rondas, vende esta carta\",\n                    \"para crear una {C:attention}Etiqueta inicial{}\",\n                    \"{C:inactive}(Actualmente {C:attention}#2#{C:inactive}/#1#){}\"\n                }\n            },\n            j_poke_imposter_professor = {\n                name = \"Profesor impostor\",\n                text = {\n                    \"Después de {C:attention}#1#{} rondas, vende esta carta\",\n                    \"para crear una {C:attention}Pokédex con alquiler\",\n                    \"y una... {C:attention}¿Etiqueta inicial...?\",\n                    \"{C:inactive}(Actualmente {C:attention}#2#{C:inactive}/#1#){}\"\n                }\n            },\n            j_poke_oologist = {\n                name = \"Oólogo\",\n                text = {\n                    \"Tras {C:attention}#1#{} rondas, vende\",\n                    \"esta carta para crear un\",\n                    \"{C:attention}Huevo misterioso {C:dark_edition}negativo{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Crea 1 más por cada\",\n                    \"{C:attention}#1#{} rondas adicionales\",\n                    \"{C:inactive}(Actual {C:attention}#2#{C:inactive}/#1#){}\"\n                }\n            },\n            j_poke_mystery_egg = {\n                name = \"Huevo misterioso\",\n                text = {\n                  \"Eclosiona en un Pokémon {C:attention}Básico{} o\",\"{C:attention}Bebé{} tras {C:attention}#1#{} rondas y\",\"{C:pink}energizado{} una vez si se puede\"\n                }\n            },\n            j_poke_daycare = {\n              name = \"Guardería\",\n              text = {\n                \"Vende esta carta para crear\",\n                \"un {C:attention}Huevo misterioso{} basado en\",\n                \"los Pokémon adyacentes\",\n                \"{C:inactive,s:0.9}(Excluye los Pokémon Bebés y Legendarios){}\"\n              }\n            },\n            j_poke_repel = {\n                name = 'Repelente',      \n                text = {\n                    \"Vende esta carta para {C:attention}deshabilitar{}\",\n                    \"la {C:attention}ciega jefe{} actual\",\n                    \"y crea una {C:attention}Etiqueta D6{}\"\n                } \n            },\n            j_poke_billion_lions = {\n                name = 'Un billón de leones',\n                text = {\n                    \"Cuando la ciega es seleccionada, destruye\",\"todos los comodines con un {C:pink}tipo{} que tengas\",\"y obtiene {X:mult,C:white}X#2#{} multi por cada uno\",\"{S:1.1,C:red,E:2}Se autodestruye{} cuando se quedá sin leones\",\"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi, {C:attention}#3#{C:inactive} leones)\"\n                } \n            },\n            j_poke_spiclops = {\n                name = \"Spiclops\",\n                text = {\n                    \"{C:hazard}+#1#{} Nivel de trampas, {C:attention}+#2#{} tamaño de mano\",\n                    \"Apply a random {C:attention}seal{} to\",\n                    \"every {C:attention}#3#th{} {C:attention}playing card {C:inactive}[#4#]{}\",\n                    \"added to your deck\",\n                    \"When {C:attention}Blind{} is selected\",\n                    \"gain hand size equal to the {C:attention}hazard level{} and\",\n                    \"lose {C:attention}1 discard{}\",\n                    \"If first played hand is\",\n                    \"all {C:attention} Hazard{} cards, gain\",\n                    \"{C:attention{}+1{} hand size this round for\",\n                    \"each card in that hand\",\n                    \"Adds a {C:blue}Blue{} seal to every third\",\n                    \"{C:attention}Hazard Card held{} in hand\",\n                    \"at end of round\",\n                    \"For every #5# {C:inactive}[#6#]{} {C:attention}Hazard Cards{} drawn\",\n                    \"create a {C:planet}Planet{} card for your\",\n                    \"most played hand {C:inactive}(Must have room){}\"\n\n                }\n            },\n            j_poke_miror_budicolo = {\n                name = \"Ludicolo\",\n                text = {\n                    \"¿¿Se agrega a sí mismo\",\n                    \"a tu baraja??\"\n                },\n            },\n            j_poke_capture_disc = {\n                name = \"Disco capturador\",\n                text = {\n                    \"Obtiene {C:mult}+#1#{} multi\",\n                    \"cuando es {C:attention}agitado{}\",\n                    \"{C:inactive}(Se restablece al\",\"{C:inactive}final de la ronda)\",\n                    \"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\"\n                },\n            },\n            --[[ Egg dynatext, not used right now\n            j_poke_mystery_egg = {\n                name = \"Huevo misterioso\",\n                text = {\n                    \"Este huevo necesita más tiempo para eclosionar.\",\"Keep it secret. Keep it safe.\",\"It looks cold y lonely.\",\"Follow that egg!\",\"Is it supposed to glow?\",\"I wonder what's inside?\",\"It moves around inside sometimes.\",\"It's a secret to everybody.\",\"Not to be put on a sandwich.\",\n                }\n            },--]]\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Funda de Entrenador\",\n                text = {\n                    \"Comienza la partida con\",\n\t\t\t\t\t\"el vale {C:tarot,T:v_poke_goodrod}#1#{}\",\n\t\t\t\t\t\"y una {C:tarot,T:c_poke_pokeball}#2#{}\",\n                },\n            },\n            sleeve_poke_pokemonsleeve_alt = {\n                name = \"Funda de Entrenador\",\n                text = {\n\t\t\t\t\t\"Comienza la partida con\",\n                    \"una {C:tarot,T:c_poke_greatball}#3#{}\",\n                    \"en vez de una {C:tarot,T:c_poke_pokeball}#2#{}\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Funda Obituaria\",\n                text = {\n                    \"Todas las cartas tienen\",\"un {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_obituarysleeve_alt = {\n                name = \"Funda Obituaria\",\n                text = {\n                    \"Los {C:pink}sellos rosados{} tienen {C:green}#1# en #2#{} probabilidades\",\n                    \"de ser removidos tras activarse\",\n                    \"Los comodines crean una {C:pink}energía {C:dark_edition}negativa{} de\",\n                    \"su tipo cuando son vendidos o destruidos\",\n                },\n            },\n            sleeve_poke_revenantsleeve = {\n                name = \"Funda Renacida\",\n                text = {\n                    \"Todas las cartas tienen\",\"un {C:dark_edition}#1#{}\",\n                },\n            },\n\t\t\tsleeve_poke_revenantsleeve_alt = {\n              name = \"Funda Renacida\",\n              text = {\n                  \"{C:blue}+#1#{} ranuras de consumible\",\n                  \"Los {C:pink}paquetes pokémon{} no\",\n                  \"aparecerán en la tienda\",\n              },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Funda Luminosa\",\n                text = {\n                    \"Todos los comodines son\",\n\t\t\t\t\t\"creados con {C:pink}1 energía{} y\",\n\t\t\t\t\t\"con un sticker de un {C:pink}tipo{} al azar\"\n                },\n            },\n            sleeve_poke_luminoussleeve_alt = {\n                name = \"Funda Luminosa\",\n                text = {\n                    \"Los cambios tienen una {C:green}#1# en #2#{} probabilidades\",\n                    \"de crear un {C:item}Orbe Teracristal\",\n                },\n            },\n            sleeve_poke_telekineticsleeve = {\n                name = \"Funda Telequinética\",\n                text = {\n                    \"Comienza la partida con\",\"el vale {C:tarot,T:v_crystal_ball}#1#{}\",\"y {C:attention}2{} copias\",\"de la {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n\t\t\tsleeve_poke_telekineticsleeve_alt = {\n                name = \"Funda Telequinética\",\n                text = {\n                    \"Las {C:item,T:c_poke_twisted_spoon}#2#s{}\",\n                    \"que tengas otorgan\",\n                    \"{C:blue}+1{} ranura de consumible\",\n                }\n            },\n            sleeve_poke_ampedsleeve = {\n                name = \"Funda Energizada\",\n                text = {\n                    \"Comienza la partida con\",\"el vale {C:tarot,T:v_poke_energysearch}#1#{}\",\"y una copia de\",\"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                } \n            },\n            sleeve_poke_ampedsleeve_alt = {\n                name = \"Funda Energizada\",\n                text = {\n                    \"Comienza la partida con una {C:attention,T:j_poke_jelly_donut}#1#{} {C:dark_edition}negativa\",\n                    \"en vez de una {C:pink,T:c_poke_double_rainbow_energy}#2#\",\n                    \"{C:pink,T:c_poke_colorless_energy}#3#{} ya no es la mitad de\",\n                    \"efectiva en comodines que no son tipo Normal\",\n                } \n            },\n            sleeve_poke_futuresleeve = {\n                name = \"Funda profética\",\n                text = {\n                    \"{C:purple}+#1# Profecía{}\",\n                } \n            },\n            sleeve_poke_futuresleeve_alt = {\n                name = \"Funda profética\",\n                text = {\n                  \"Gana {C:purple}+#2# Profecía{} cuando juegas una mano\",\n                  \"{C:inactive,s:0.0}(Se restablece al final de la ronda)\",\n                } \n            },\n            sleeve_poke_stadiumsleeve = {\n                name = \"Funda Stadium\",\n                text = {\n                    \"Comienza la partida con una\",\"carta {C:attention}adicional, multi, versátil,\",\n                    \"{C:attention}de vidrio, de acero, de piedra,\",\n                    \"{C:attention}de oro,{} y de la {C:attention}suerte{}\"\n                } \n            },\n            sleeve_poke_stadiumsleeve_alt = {\n                name = \"Funda Stadium\",\n                text = {\n                    \"Después de derrotar cada\",\n                    \"{C:attention}ciega jefe{}, crea una carta\",\n\t\t\t\t\t\"de {C:tarot}tarot{} de {C:attention}mejora{} {C:dark_edition}negativa{}\",\n                } \n            },\n            sleeve_poke_megasleeve = {\n                name = \"Mega Funda\",\n                text = {\n                    \"Comienza la partida con los vales\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{},\",\"{C:tarot,T:v_reroll_glut}#3#{}\",\n                    \"y {C:tarot,T:v_crystal_ball}#5#{} y\",\n                    \"una {C:spectral,T:c_poke_megastone}#1#{}\",\n                    \"{C:red}-#4#{} ranura en la tienda\"\n                } \n            },\n            sleeve_poke_megasleeve_alt = {\n                name = \"Mega Funda\",\n                text = {\n                    \"La {C:attention}Megaevolución{} ya no está\",\n                    \"restringida a 1 comodín por\",\n                    \"cada {C:spectral,T:c_poke_megastone}#1#{} que tengas\",\n                } \n            },\n            sleeve_poke_vendingsleeve = {\n                name = \"Funda expendedora\",\n                text = {\n                    \"Después de derrotar a cada\",\n                    \"{C:attention}ciega jefe impar{}, gana 1\",\n                    \"{C:attention,T:tag_vremade_double}#1#\",\n                } \n            },\n            sleeve_poke_vendingsleeve_alt = {\n                name = \"Funda expendedora\",\n                text = {\n                    \"Gana una {C:attention,T:tag_vremade_double}#1#\",\n                    \"tras derrotar cada\",\n                    \"{C:attention}ciega jefe{} en su lugar\"\n                } \n            },\n            sleeve_poke_diceysleeve = {\n                name = \"Funda tramposa\",\n                text = {\n                    \"{C:hazard}+#1# nivel y límite de trampas{}\",\"{C:attention}+#1#{} tamaño de mano\",\n                    \"Al final de cada ronda:\",\n                    \"Gana {C:money}#4# ${} por cada carta\",\n                    \"{C:hazard}trampa{} en tu {C:attention}baraja completa\",\n                    \"No ganas {C:attention}intereses\"\n                } \n            },\n            sleeve_poke_diceysleeve_alt = {\n                name = \"Funda tramposa\",\n                text = {\n                    \"Todas las {C:hazard}trampas{} otorgan {C:attention}+1{} tamaño de mano\",\n                } \n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Ultra Ball\",\n                text = {\n                    \"Crea al azar un\",\"{C:attention}Pokémon de Etapa 2{}\",\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Master Ball\",\n                text = {\n                    \"Crea un\",\"{C:attention} Pokémon {}{C:legendary,E:1}Legendario\",\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Transformación\",\n                text = {\n                    \"Evoluciona al Pokémon más\",\n\t\t\t\t\t\"a la izquierda o seleccionado a su\",\"{C:attention}etapa{} más alta y lo {C:pink}energiza{}\", \n                },\n            },\n            c_poke_megastone = {\n                name = \"Megapiedra\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Megaevoluciona{} un Pokémon\",\n\t\t\t\t\t\"o {C:attention}involuciona{} una Mega\",\"si es usada\",\n\t\t\t\t\t\"{C:attention}Involuciona{} la Mega si es vendida\",\n\t\t\t\t\t\"{C:inactive}(Usable una vez por ronda)\",\n                },\n            },\n            c_poke_obituary = {\n                name = \"Obituario\",\n                text = {\n                    \"Agrega un {C:pink}sello rosado{}\",\n\t\t\t\t\t\"a {C:attention}1{} carta seleccionada\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Pesadilla\",\n                text = {\n                    \"Destruye al comodín más a la izquierda\",\"o seleccionado con {C:pink}tipo{}\",\n\t\t\t\t\t\"y crea {C:attention}2{} {C:pink}energías{} {C:dark_edition}negativas{}\",\"del {C:pink}tipo{} de ese comodín\"\n                },\n            },\n            c_poke_revenant = {\n                name = \"Renacido\",\n                text = {\n                    \"Agrega un {C:item}sello plateado{}\",\n\t\t\t\t\t\"a {C:attention}1{} carta seleccionada\",\n                }\n            },\n            c_poke_double_rainbow_energy = {\n                name = \"Doble Energía Arcoíris\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\n\t\t\t\t\t\"izquierda o seleccionado de\",\n\t\t\t\t\t\"cualquier {C:pink}tipo{} {C:red}d{C:attention}o{C:green}s{} {C:red}v{C:attention}e{C:green}c{C:blue}e{C:purple}s{}\",\n\t\t\t\t\t\"No ganas intereses esta ronda\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_meteorite = {\n                name = \"Meteorito\",\n                text = {\n                  \"Es {C:attention}reusable{}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Destruye {C:attention}1{} carta restante\",\n                  \"de tu {C:attention}baraja{} al azar\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Deoxys{} más a la\",\n                  \"izquierda o seleccionado\",\n\t\t\t\t  \"a su {C:attention}Forma #1#\",\n                  \"{C:inactive,s:0.9}(La {C:attention,s:0.9}Forma{C:inactive,s:0.9} cambia con cada {C:green,s:0.9}cambio{C:inactive,s:0.9}){}\",\n                }\n            },\n            c_poke_fake_banker = {\n                name = 'Deseo de Dinero',\n                text = {\n                    \"{C:dark_edition}¡Desea Dinero!\",\n                }\n            },\n            c_poke_fake_booster = {\n                name = 'Deseo Potenciador',\n                text = {\n                    \"{C:dark_edition}¡Desea más Opciones!\",\n                }\n            },\n            c_poke_fake_power = {\n                name = 'Deseo de Poder',\n                text = {\n                    \"{C:dark_edition}¡Desea Poder!\",\n                }\n            },\n            c_poke_fake_negging = {\n                name = 'Deseo Negativo',\n                text = {\n                    \"{C:dark_edition}¡Desea Amigos!\",\n                }\n            },\n            c_poke_fake_copy = {\n                name = 'Deseo de Copia',\n                text = {\n                    \"{C:dark_edition}¡Desea un Refuerzo!\",\n                }\n            },\n            c_poke_fake_fixer = {\n                name = 'Deseo de Purificación',\n                text = {\n                    \"{C:dark_edition}¡Desea una Baraja mejor!\",\n                }\n            },\n            c_poke_fake_masterball = {\n                name = 'Deseo de Invocación',\n                text = {\n                    \"{C:dark_edition}¡Desea invocar un comodín Legendario!\",\n                }\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Etiqueta Pokémon\",\n                text = {\n                    \"Otorga gratis un {C:pink}megapaquete Pokémon\",\n\t\t\t\t\t\"{C:green}#1#%{} de probabilidad de que contenga\",\n\t\t\t\t\t\"una {C:attention}Megapiedra{} en una {C:attention}apuesta mayor a 5{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La probabilidad no puede ser aumentada){}\",\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"Etiqueta variocolor\",\n                text = {\n                    \"El próximo comodín de la\",\n\t\t\t\t\t\"tienda de la edición base es gratis y\",\"se vuelve {C:colorless}variocolor{}\",\n                }, \n            },\n            tag_poke_stage_one_tag = {\n                name = \"Etiqueta de etapa 1\",\n                text = {\n                    \"La tienda tiene un\",\"Pokémon de {C:attention}Etapa 1{} gratis\",\n                }, \n            },\n            tag_poke_safari_tag = {\n                name = \"Etiqueta de safari\",\n                text = {\n                    \"La tienda tiene un\",\"Pokémon de {C:safari}Safari{} gratis\",\n                }, \n            },\n            tag_poke_starter_tag = {\n                name = \"Etiqueta inicial\",\n                text = {\n                    \"Otorga gratis un {C:attention}paquete inicial{}\",\n                }, \n            },\n            tag_poke_starterq_tag = {\n                name = \"¿Etiqueta inicial...?\",\n                text = {\n                    \"Otorga gratis un... {C:attention}¿paquete inicial...?\",\n                }, \n            },\n        },\n        Tarot = {\n            c_poke_pokeball = {\n                name = \"Poké Ball\",\n                text = {\n                    \"Crea al azar un\",\"{C:attention}Pokémon Básico{}\",\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Super Ball\",\n                text = {\n                    \"Crea al azar un\",\"{C:attention}Pokémon de Etapa 1{}\",\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Búsqueda de Energía\",\n                text = {\n                    \"{C:pink}+2{} límite de energía\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Investigación de Energía\",\n                text = {\n                    \"{C:pink}+3{} límite de energía\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Caña Buena\",\n                text = {\n                    \"Todos los {C:attention}paquetes potenciadores{}\",\"contienen {C:attention}1{} carta adicional\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Supercaña\",\n                text = {\n                    \"Puedes {C:pink}guardar{} cartas\",\"de cualquier paquete de {C:attention}consumibles{}\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:grass,C:white}Planta{}\",\n                }\n            },\n            Fire = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:fire,C:white}Fuego{}\",\n                }\n            },\n            Water = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:water,C:white}Agua{}\",\n                }\n            },\n            Lightning = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:lightning,C:black}Rayo{}\",\n                }\n            },\n            Psychic = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:psychic,C:white}Psíquico{}\",\n                }\n            },\n            Fighting = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:fighting,C:white}Lucha{}\",\n                }\n            },\n            Colorless = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:colorless,C:white}Incoloro{}\",\n                }\n            },\n            Dark = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:dark,C:white}Oscuro{}\",\n                }\n            },\n            Metal = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:metal,C:white}Metal{}\",\n                }\n            },\n            Fairy = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:fairy,C:white}Hada{}\",\n                }\n            },\n            Dragon = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:dragon,C:white}Dragón{}\",\n                }\n            },\n            Earth = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:earth,C:white}Tierra{}\",\n                }\n            },\n            --Have you Heard? Bird is the wordddd\n            Bird = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:bird,C:white}¿Pájaro?{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"Ancestral\",\n                text = {\n                    \"El efecto depende de la\",\n\t\t\t\t\t\"cantidad de {C:attention}#1#{} en\",\n\t\t\t\t\t\"la mano de póker jugada\",\n\t\t\t\t\t\"{C:inactive}(Los efectos son {C:attention}acumulativos{C:inactive})\"\n                }\n            },\n            breed = {\n                name = \"Embarazo\",\n                text = {\n                    \"Crea un {C:attention}Huevo misterioso{}\",\n                    \"que eclosionará en\",\n                    \"la menor {C:attention}etapa{} de\",\n                    \"uno de los {C:attention}padres\",\n                    \"{C:inactive}(Siempre {C:attention}3{C:inactive} rondas para eclosionar){}\"\n                }\n            },\n            energize = {\n                name = \"Energizado\",\n                text = {\n                  \"Permanentemente aumenta\",\n\t\t\t\t  \"los valores de {C:mult}multi{}, {C:chips}fichas{},\",\n\t\t\t\t  \"{C:money}${} y {X:mult,C:white}X{} multi\",\"de un comodín\"\n                }\n            },\n            eitem = {\n                name = \"Carta evolutiva\",\n                text = {\n                    \"Cuando es consumida, evoluciona\",\n\t\t\t\t\t\"al Pokémon {C:attention}disponible{} más\",\"a la izquierda o seleccionado\",\"al final de la siguiente ronda\",\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"Carta equipada\",\n                text = {\n                    \"Usado por {C:attention}#1#{}\"\n                }\n            },\n            typechanger = {\n                name = \"Cambia Tipo\",\n                text = {\n                    \"Agrega un sticker\",\"de tipo {V:1}#1#{} al comodín\",\" más a la izquierda o seleccionado\"\n                }\n            },\n            typechangerother = {\n                name = \"Cambia Tipo\",\n                text = {\n                    \"Agrega un sticker\",\"de tipo {V:1}#1#{}\",\n                }\n            },\n            typechangerpoke = {\n                name = \"Cambia Tipo\",\n                text = {\n                    \"Agrega un sticker\",\"de tipo {V:1}#1#{} a sí mismo\",\"en el momento de su creación\"\n                }\n            },\n            basic = {\n                name = \"Básico\",\n                text = {\n                    \"Un Pokémon que\",\"no ha {C:attention}evolucionado{}\",\"{C:inactive,s:0.8}(Ignorando los Pokémon {C:attention,s:0.8}Bebés{C:inactive,s:0.8}\",\"{C:inactive,s:0.8}y {C:purple,s:0.8}Legendarios{C:inactive})\"\n                }\n            },\n            stage1 = {\n                name = \"Etapa 1\",\n                text = {\n                    \"Un Pokémon que ha\",\"{C:attention}evolucionado{} una vez\"\n                }\n            },\n            stage2 = {\n                name = \"Etapa 2\",\n                text = {\n                    \"Un Pokémon que ha\",\"{C:attention}evolucionado{} dos veces\"\n                }\n            },\n            energy = {\n                name = \"Energía usada\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            money_chance = {\n                name = \"Probabilidad de dinero\",\n                text = {\n                    \"{C:attention}#1#%{} probabilidades de\",\"ganar {C:money}1 ${} extra\"\n                }\n            },\n            mult_progress = {\n                name = \"Progreso del aumento de multi\",\n                text = {\n                    \"{C:attention}#1#%{} progreso\",\"para aumentar {C:mult}multi{}\",\"en {C:mult}+1{}\"\n                }\n            },\n            chip_progress = {\n                name = \"Progreso del aumento de fichas\",\n                text = {\n                    \"{C:attention}#1#%{} progreso\",\"para aumentar {C:chips}fichas{}\",\"en {C:chips}+1{}\"\n                }\n            },\n            money_progress = {\n                name = \"Progreso del aumento de dinero\",\n                text = {\n                    \"{C:attention}#1#%{} progreso\",\"para aumentar {C:money}${}\",\"en {C:money}1 ${}\"\n                }\n            },\n            availability = {\n                name = \"Disponibilidad\",\n                text = {\n                    \"No está disponible si\",\"{C:attention}#1#{}\",\n                }\n            },\n            baby = {\n                name = \"Bebé\",\n                text = {\n                    \"Cuando la mano es jugada y\",\n\t\t\t\t\t\"si hay algún comodín {C:attention}no Bebé{}\",\n\t\t\t\t\t\"a la derecha de este,\",\"{C:attention}debilita{} este comodín\"\n                }\n            },\n            nature = {\n                name = \"Naturaleza\",\n                text = {\n\t\t\t\t\t--el siguiente texto se usará cuando se localice \"suit\" y \"rank\"\n                    --\"Una lista de un(a) o más {C:attention}#1#s{}\",\n                    \"Una lista de uno o más\",\n\t\t\t\t\t\"{C:attention}palos{} o {C:attention}categorías\",\n\t\t\t\t\t\"que activan a este comodín\",\n\t\t\t\t\t\"Se establece en el\",\n\t\t\t\t\t\"momento de su creación\",\n                }\n            },\n            hazard_level = {\n              name = \"Nivel de trampas\",\n              text = {\n                  \"Cuando sacas la {C:attention}primera{} mano, agrega\",\n                  \"tantas cartas {C:hazard}trampa{} a tu mano\",\n                  \"como tu {C:hazard}nivel de trampas\",\n                  \"{C:inactive}(Nivel de trampas actual {C:attention}#1#{C:inactive}/#2#){}\"\n              }\n            },\n            hazard_level_extra = {\n              name = \"Nivel de trampas\",\n              text = {\n                  \"Cuando sacas la {C:attention}primera{} mano, agrega\",\n                  \"tantas cartas {C:hazard}trampa{} a tu mano\",\n                  \"igual a tu {C:hazard}nivel de trampas\",\n                  \"{C:inactive}(Nivel de trampas actual {C:attention}#1#{C:inactive}/#2#){}\",\n                  \"{C:inactive}(Nivel de trampas extra aumentan el límite){}\"\n              }\n            },\n            merge = {\n                name = \"Fusión\",\n                text = {\n                  \"Remueve a la carta y la\",\"agrega a este comodín\",\"Clic derecho para ver\",\"las cartas fusionadas\",\"{C:inactive}(Los comodines fusionados\",\"{C:inactive}no pueden ser copiados){}\"\n                }\n            },\n            rewards_ruins_of_alph = {\n                name = \"Recompensas\",\n                text = {\n                  \"{C:attention}#1#{} - Un Pokémon {C:attention}Safari{}\",\n\t\t\t\t  \"{C:attention}#2#{} - {C:attention}Duplicar{} un comodín al azar\",\n\t\t\t\t  \"{C:attention}#3#{} - {C:attention}Lluvia de ideas{}\",\n\t\t\t\t  \"{C:attention}#4#{} - {C:attention}Enjambre de Unown y El alma\",\n\t\t\t\t  \"{C:inactive}(No son acumulativos){}\"\n                }\n            },\n            scry_cards = {\n                name = \"Profecía\",\n                text = {\n                    \"Mira las siguientes\",\"cartas de tu baraja\"\n                }\n            },\n            mega_rule = {\n                name = \"Restricción\",\n                text = {\n                    \"Solo 1 Pokémon puede\",\n\t\t\t\t\t\"{C:attention}Megaevolucionar{} por\",\n\t\t\t\t\t\"cada {C:attention}Megapiedra{} que tengas\"\n                }\n            },\n            mega_poke = {\n                name = \"Megaevolución\",\n                text = {\n                    \"Puede {C:attention}Megaevolucionar{}\",\"con una {C:attention}Megapiedra{}\"\n                }\n            },\n            mega_used_on = {\n                name = \"Usado en\",\n                text = {\n                    \"{C:attention}#1#{}\",\n                }\n            }, \n            split_mega = {\n                name = \"Mega XY\",\n                text = {\n                  \"{C:attention}Megaevoluciona{} dependiendo de su posición\",\"Más a la izquierda - {C:attention}#1#{}\",\"Más a la derecha - {C:attention}#2#{}\"\n                }\n            },\n            playing_card_to_evolve = {\n                name = \"Requisito\",\n                text = {\n                    \"Debe usarse en\",\"una {C:attention}carta de juego{}\",\"para evolucionar\"\n                }\n            },\n            deli_gift = {\n                name = \"Regalos\",\n                text = {\n                    \"{C:green}35%{} - {C:money}8 ${}\",\n\t\t\t\t\t\"{C:green}30%{} - {C:attention}Carta de {C:item}objeto{}\",\n\t\t\t\t\t\"{C:green}20%{} - {C:attention}Etiqueta de cupón\",\n\t\t\t\t\t\"{C:green}15%{} - {C:attention}Carta de regalo{}\",\n\t\t\t\t\t\"con {C:dark_edition}policromía{}\",\n                }\n            },\n            bat_leech = {\n                name = \"Lista de chupamejoras\",\n                text = {\n                    \"{C:attention}Adicional{} / {C:attention}Piedra{} - {C:chips}Fichas\",\n                    \"{C:attention}Acero{} / {C:attention}Vidrio{} / {C:attention}Floral{} - {X:mult,C:white}X{} {C:mult}Multi\",\n                    \"{C:attention}Oro{} - {C:money}$ pago{} al final de la ronda\",\n                    \"{C:attention}Otros{} - {C:mult}Multi\"\n                }\n            },\n            dril_treasure = {\n                name = \"Tesoros\",\n                text = {\n                    \"{C:green}30%{} - {C:item}Piedra {C:attention}evolutiva   \",\n                    \"{C:green}30%{} - {C:money}5 ${}               \",\n                    \"{C:green}20%{} - {C:attention}2 {C:item}Piedras {C:attention}evolutivas\",\n                    \"{C:green}15%{} - {C:money}10 ${}              \",\n                    \"{C:green}5%{} - {C:money}20 ${}             \",\n                }\n            },\n            exdril_treasure = {\n                name = \"Tesoros\",\n                text = {\n                    \"{C:green}30%{} - {C:item}Piedra {C:attention}evolutiva   \",\n                    \"{C:green}30%{} - {C:money}5 ${}               \",\n                    \"{C:green}20%{} - {C:attention}2 {C:item}Piedras {C:attention}evolutivas\",\n                    \"{C:green}15%{} - {C:money}10 ${}              \",\n                    \"{C:green}4%{} - {C:money}20 ${}             \",\n                    \"{C:green}1%{} - {C:attention}Megapiedra       \",\n                }\n            },\n            pickup = {\n              name = \"Recogida\",\n              text = {\n                \"{C:green}34%{} - {C:item}Carta de objeto{}\",\n\t\t\t\t\"{C:green}25%{} - {C:item}Carta evolutiva\",\n\t\t\t\t\"{C:green}20%{} - {C:item}Restos\",\n\t\t\t\t\"{C:green}20%{} - {C:item}Cuchara Torcida\",\n\t\t\t\t\"{C:green}1%{} - {C:spectral}Transformación\",\n              }\n            },\n            poke_artist = {\n              name = \"Artista\",\n              text = {\n                \"{V:1}#1#\"\n              }\n            },\n            pokeballs_group = {\n              name = \"Poké Balls\",\n              text = {\n                \"Crea un Pokémon al azar\",\n\t\t\t\t\"de cierta etapa\",\n              }\n            },\n            holding = {\n                name = \"Objeto equipado\",\n                text = {\n                  \"Este Pokémon viene con\",\n\t\t\t\t  \"una carta de {C:attention}#1#{}\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio){}\"\n                }\n            },\n            holding_an = {\n                name = \"Objeto equipado\",\n                text = {\n                  \"Este Pokémon viene con\",\n\t\t\t\t  \"una carta de {C:attention}#1#{}\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio){}\"\n                }\n            },\n            holding_other = {\n                name = \"Objeto equipado\",\n                text = {\n                  \"Este Pokémon viene con\",\n                  \"una carta de {C:attention}#1#{}\",\n                  \"{C:inactive}(Debe haber espacio){}\"\n                }\n            },\n            holding_joker = {\n                name = \"Comodín equipado\",\n                text = {\n                  \"Este comodín viene con\",\n                  \"un {C:attention}#1#{}\",\n                  \"{C:inactive,s:0.8}(Requiere una ranura de comodín vacía){}\"\n                }\n            },\n            multi_evolution = {\n                name = \"Multievolución\",\n                text = {\n                  \"Este Pokémon evoluciona\",\n                  \"en {C:attention}2{} Pokémon separados\",\n                  \"{C:inactive,s:0.8}(Requiere ranuras de comodín vacías){}\"\n                }\n            },\n            eeveelution = {\n                name = \"Evoluciones\",\n                text = {\n                    \"{C:attention}Piedra Agua{} - {X:water,C:white}Vaporeon{}\",\"{C:attention}Piedra Trueno{} - {X:lightning,C:black}Jolteon{}\",\"{C:attention}Piedra Fuego{} - {X:fire,C:white}Flareon{}\",\"{C:attention}Piedra Solar{} - {X:psychic,C:white}Espeon{}\",\"{C:attention}Piedra Lunar{} - {X:dark,C:white}Umbreon{}\",\"{C:attention}Piedra Hoja{} - {X:grass,C:white}Leafeon{}\",\"{C:attention}Piedra Hielo{} - {X:water,C:white}Glaceon{}\",\"{C:attention}Piedra Día{} - {X:fairy,C:white}Sylveon{}\"\n                }\n            },\n            poke_egg_tip = {\n              name = \"Huevo misterioso\",\n              text = {\n                \"Se ve frío y solitario.\"\n              }\n            },\n            poke_top_cards = {\n              name = \"Cartas siguientes\",\n              text = {\n                \"{C:attention}#1#{}\",\n\t\t\t\t\"{C:attention}#2#{}\",\n              }\n            },\n            poke_drain = {\n              name = \"Drenado\",\n              text = {\n                \"Remueve el valor de venta de\",\n\t\t\t\t\"un comodín y se lo añade a sí\",\n\t\t\t\t\"mismo si tiene más de\",\"{C:money}1 ${} de valor de venta\"\n              }\n            },\n            poke_drain_item = {\n              name = \"Drenado\",\n              text = {\n                \"Remueve el valor de\",\n\t\t\t\t\"venta de un comodín si\",\n\t\t\t\t\"tiene más de {C:money}1 ${}\",\"de valor de venta\"\n              }\n            },\n            poke_volatile_left = {\n              name = \"Volátil a la izquierda\",\n              text = {\n                \"Su habilidad solo se activa\",\n\t\t\t\t\"cuando este es el comodín\",\n\t\t\t\t\"más a la izquierda\",\n\t\t\t\t\"{C:inactive}(Ignorando otros\",\"{C:inactive}comodines {C:attention}Volátiles{C:inactive})\"\n              }\n            },\n            poke_volatile_right = {\n              name = \"Volátil a la derecha\",\n              text = {\n                \"Su habilidad solo se activa\",\"cuando este es el comodín\",\"más a la derecha\",\"{C:inactive}(Ignorando otros\",\"{C:inactive}comodines {C:attention}Volátiles{C:inactive})\"\n              }\n            },\n            sketch = {\n              name = \"Esquema\",\n              text = {\n                \"Copia una habilidad hasta\",\n                \"que el comodín copiado es\",\n                \"destruido o copias otra habilidad\"\n              }\n            },\n            unlimited_energy_tooltip = {\n              name = \"Energía ilimitada\",\n              text = {\n                \"Puedes usar {C:pink}energías{} en comodines\",\n\t\t\t\t\"cuantas veces quieras\"\n              }\n            },\n            precise_energy_tooltip = {\n                name = \"Escalado preciso de energía\",\n                text = {\n                    \"{s:0.8}Usa {C:attention,s:0.8}decimales{} para todos los valores cuando se aplican los {s:0.8}aumentos{} por {C:pink,s:0.8}energías{}\",\n\t\t\t\t\t\"{s:0.8}Con esta opción {C:attention,s:0.8}apagada{}{s:0.8} lo siguiente ocurrirá para el aumento:{}\",\n\t\t\t\t\t\"{C:attenion}1. {X:mult,C:white,s:0.8}X{} {s:0.8}multi - Usa decimales\",\n\t\t\t\t\t\"{C:attenion}2. {s:0.8}+ {C:mult,s:0.8}multi{}{s:0.8} y {C:chips,s:0.8}fichas{}{s:0.8} - Se aproxima al número entero más cercano\",\n\t\t\t\t\t\"{C:attenion}3. {s:0.8}{C:mult,s:0.8}Aumento de multi{}{s:0.8} y {C:chips,s:0.8}Aumento de fichas{}{s:0.8} - El componente decimal se enseña\",\n\t\t\t\t\t\"{s:0.8}como un porcentaje, usado para aplicar el aumento al {C:mult,s:0.8}multi{}{s:0.8} y {C:chips,s:0.8}fichas{} bases\",\n\t\t\t\t\t\"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - El componente decimal se enseña como un porcentaje,\",\n\t\t\t\t\t\"{s:0.8}usado como la probabilidad de extra {C:money,s:0.8}${}{s:0.8} que ganas{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Los comodines que no son Pokémon siempre usarán escalado preciso){}\"\n                }\n            },\n            discovery_tooltip = {\n              name = \"Contenido por descubrir\",\n              text = {\n                \"Todo el contenido de Pokermon no está descubierto\",\n\t\t\t\t\"por defecto. Desactivar esta configuración hará que\",\n\t\t\t\t\"descubras todo el contenido del mod\",\n\t\t\t\t\"{C:red}Descubrir todo el contenido no puede deshacerse{}\"\n              }\n            }, \n            pokemononly_tooltip = {\n              name = \"Solo Pokémons\",\n              text = {\n                \"Aparecerán solo los comodines {C:attention}Pokémon{}\",\n              }\n            },\n            gen1_tooltip = {\n              name = \"Generación 1 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la primera generación\"\n              }\n            },\n            gen2_tooltip = {\n              name = \"Generación 2 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la segunda generación\"\n              }\n            },\n            gen3_tooltip = {\n              name = \"Generación 3 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la tercera generación\"\n              }\n            },\n            gen4_tooltip = {\n              name = \"Generación 4 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la cuarta generación\"\n              }\n            },\n            gen5_tooltip = {\n              name = \"Generación 5 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la quinta generación\"\n              }\n            },\n            gen6_tooltip = {\n              name = \"Generación 6 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la sexta generación\"\n              }\n            },\n            gen7_tooltip = {\n              name = \"Generación 7 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la séptima generación\"\n              }\n            },\n            gen8_tooltip = {\n              name = \"Generación 8 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la octava generación\"\n              }\n            },\n            gen9_tooltip = {\n              name = \"Generación 9 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la novena generación\"\n              }\n            },\n            hazards_on_tooltip = {\n              name = \"Cartas trampa permitidas\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"que agreguen cartas {C:hazard}trampa{}\"\n              }\n            },\n            shinyplayingcard_tooltip = {\n              name = \"Cartas de juego variocolor\",\n              text = {\n                \"Permite que las {C:attention}cartas de juego{}\",\"puedan tener la edición {C:dark_edition}variocolor{}\"\n              }\n            },\n\t\t\tdetailed_tooltips_tooltip = {\n              name = \"Información detallada\",\n              text = {\n                \"Se enseñará toda la información de comodines Pokémon\",\n                \"Desactivar esto removerá la mayoría de ventanas\",\n                \"adicionales de información de ellos\",\n              }\n            },\n\t\t\tprevious_evo_stickers_tooltip = {\n              name = \"Stickers para las preevoluciones\",\n              text = {\n                \"Las preevoluciones de los\",\n                \"Pokémon con los que ganas también\",\n                \"cuentan que ganaron en la partida\",\n\t\t\t\t\"{C:inactive}(Obtienen el sticker del pozo)\"\n              }\n            },\n\t\t\torder_jokers_tooltip = {\n              name = \"Ordenar los Pokémon por N° de Pokédex\",\n              text = {\n                \"Los Pokémon aparecen\",\n                \"en la Colección en el\",\n                \"orden de la Pokédex\",\n              }\n            },\n            stake_skins_tooltip = {\n              name = \"Skins de pozos personalizados\",\n              text = {\n                \"Usa los sprites\",\n                \"personalizados para los pozos\",\n                \"y los stickers de pozos\",\n              }\n            },\n            pokemon_only_collection_tooltip = {\n              name = \"Solo Pokémons en la Colección\",\n              text = {\n                \"Solo los Pokémons\",\n                \"aparecerán en\",\n                \"la Colección\",\n              }\n            },\n            legacycontent_tooltip = {\n              name = \"Contenido antiguo\",\n              text = {\n                \"Habilita contenido que ha\",\"sido removido\"\n              }\n            },\n            jokecontent_tooltip = {\n              name = \"Contenido de broma\",\n              text = {\n                \"Habilita contenido que se\",\"creó de broma\"\n              }\n            },\n            splashcard_tooltip = {\n              name = \"Carta de Pokémon al inicio\",\n              text = {\n                \"Reemplaza la carta cuando entras al juego\",\"con un Pokémon al azar\",\n              }\n            },\n            title_tooltip = {\n              name = \"Pantalla de título Pokémon\",\n              text = {\n                \"Reemplaza la pantalla de título normal\",\"con una versión de Pokermon\",\n              }\n            },\n            altart_tooltip = {\n              name = \"Arte alternativo\",\n              text = {\n                \"Usa sprites alternativos\",\"para ciertos Pokémon\",\n              }\n            },\n            animation_tooltip = {\n              name = \"Habilitar animaciones\",\n              text = {\n                \"Habilita sprites animados\",\"para ciertos comodines Pokémon\",\n              }\n            },\n            allowpokeballs_tooltip = {\n              name = \"Permitir Poké Balls\",\n              text = {\n                \"Permite que los {C:item}objetos{} de Poké Balls aparezcan\",\n              }\n            },\n            pokemaster_tooltip = {\n              name = \"Modo Maestro Pokémon\",\n              text = {\n                \"Se habilitó Solo Pokémon\",\"Pozos adicionales están disponibles\"\n              }\n            },\n            designed_by = {\n              name = \"Diseñado por\",\n              text = {\n                \"{C:dark_edition}#1#{}\"\n              }\n            },\n            endless = {\n              name = \"Reusable\",\n              text = {\n                \"No es consumido\",\"cuando se usa\",\"{C:inactive,s:0.8}(Es excluído por\",\"{C:attention,s:0.8}Cuchara Torcida{C:inactive})\"\n              }\n            },\n            sylveon_tag_pool = {\n              name = \"Lista de etiquetas\",\n              text = {\n                \"{C:attention}#1#\",\"{C:tarot}#2#\",\"{C:attention}#3#\",\n              }\n            },\n            omastar_tag_pool = {\n              name = \"Lista de etiquetas\",\n              text = {\n                \"{C:money}#1#\",\"{C:money}#2#\",\"{C:money}#3#\",\"{C:money}#4#\",\"{C:money}#5#\",\n              }\n            },\n            safaridesc = {\n                name = \"Safari\",\n                text = {\n                    \"Solo puede obtenerse\",\"mediante {C:attention}Evolución{}\",\"o ciertas {C:attention}Poké Balls{}\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"Sello rosado\",\n                text = {\n                    \"Crea una carta de {C:pink}energía{}\",\n\t\t\t\t\t\"del {C:attention}tipo{} de un comodín\",\n\t\t\t\t\t\"que tienes si anota en la\",\n\t\t\t\t\t\"{C:attention}primera mano{} de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio){}\"\n                },\n            },\n            \n            --less cursed\n            poke_silver_seal = {\n                name = \"Sello plateado\",\n                text = {\n                  \"Crea una carta de {C:item}objeto{}\",\n\t\t\t\t  \"y es {C:attention}descartada{} si está en\",\n\t\t\t\t  \"{C:attention}en tu mano{} cuando anotas fichas\"\n                }\n            },\n            poke_dna_seal_seal = {\n              name = \"Sello ADN\",\n              text = {\n                \"Si la mano jugada solo\",\n                \"tiene {C:attention}esta carta{}, crea\",\n                \"una copia {C:attention}sin sello{}\",\n\t\t\t\t\"cuando anota\"\n              }\n            },\n            --[[\n            grass_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:grass,C:white}Planta{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:fire,C:white}Fuego{}\"\n                } \n            },\n            water_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:water,C:white}Agua{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:lightning,C:white}Rayo{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:psychic,C:white}Psíquico{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:fighting,C:white}Lucha{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:colorless,C:white}Incoloro{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:dark,C:white}Oscuro{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:metal,C:white}Metal{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:fairy,C:white}Hada{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:dragon,C:white}Dragón{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:earth,C:white}Tierra{}\"\n                } \n            },\n            --]]\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"No se descubrió\",\n                text = {\n                    \"Compra o usa\",\"esta carta\",\"en una partida sin códigos\",\"para saber lo que hace\",\n                }\n            },\n            undiscovered_item = {\n                name = \"No se descubrió\",\n                text = {\n                    \"Compra o usa\",\"esta carta\",\"en una partida sin códigos\",\"para saber lo que hace\",\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"Paquete Pokémon\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"Paquete Pokémon\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"Paquete Pokémon jumbo\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"Paquete Pokémon mega\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"Paquete Pokémon\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"Paquete Pokémon\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"Paquete Pokémon jumbo\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"Paquete Pokémon mega\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_wish_pack = {\n                name = \"Paquete de deseos\",\n                text = {\n                    \"{C:dark_edition}¡Haz un deseo!{}\",\n                },\n            },\n\t\t\tp_poke_pokepack_starter_pack = {\n                name = \"Paquete inicial\",\n                text = {\n                    \"Elige {C:attention}#1# Pokémon inicial{}\",\n                    \"de entre {C:attention}#2#{} cartas\"\n                },\n            },\n            p_poke_pokepack_starterq_pack = {\n                name = \"¿Paquete inicial...?\",\n                text = {\n                    \"Elige {C:attention}#1#... ¿Pokémon inicial?{}\",\n                    \"de entre {C:attention}#2#{} cartas\"\n                },\n            },\n            poke_hazards = {\n                name = \"Trampas\",\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\t\"{C:attention}#1#{} cartas sin mejora en tu baraja\",\n                    \"se vuelven cartas {C:hazard}trampa{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Maestro Pokémon\",\n            c_poke_nuzlocke = \"Nuzlocke\",\n            c_poke_goodasgold = \"Tan bueno como el oro\",\n            c_poke_parenthood = \"Paternidad\",\n            c_poke_littlecup = \"Little Cup\",\n            c_poke_hammertime = \"Hammertime\",\n            c_poke_lonesome = \"Solitario\",\n\t\t\tc_poke_randomizer = \"Randomizado\",\n            c_poke_delibird_delimma = \"Dilema de Delibird\",\n            c_poke_safety_first = \"Seguridad primero\",\n            c_poke_mystery_dungeon = \"Mundo Misterioso\",\n        },\n        dictionary = {\n            k_energy = \"Energía\",\n            k_item = \"Objeto\",\n            k_poke_pocket_pack = \"Paquete Pokémon\",\n            k_poke_wish_pack = \"Paquete de deseos\",\n\t\t\tk_poke_starter_pack = \"Paquete inicial\",\n            k_poke_starterq_pack = \"¿Paquete inicial...?\",\n\t\t\tk_poke_gives = \"Otorga\",\n            k_poke_ignores = \"Ignora\",\n            k_poke_limit = \"Límite\",\n            k_poke_pp = \"Más PP\",\n\t\t\t\n            k_poke_baby = \"Bebé\",\n            k_poke_safari = \"Safari\",\n            k_poke_mega = \"Mega\",\n\n            b_save = \"GUARDAR\",\n            b_energy_cards = \"Cartas de energía\",\n            b_item_cards = \"Cartas de objeto\",\n            \n            --Mod Menu stuff\n            poke_settings_header_required = \"Necesitas Reiniciar:\",\n            poke_settings_header_norequired = \"No Necesitas Reiniciar:\",\n            poke_settings_pokemon_only = \"¿Solo Pokémons?\",\n            poke_settings_unlimited_energy = \"¿Energía ilimitada?\",\n            poke_settings_shiny_playing_cards = \"¿Variocolor en las cartas de juego?\",\n            poke_settings_stake_skins = \"¿Usar skins personalizadas de pozos?\",\n\t\t\tpoke_settings_pokemon_detailed_tooltips = \"¿Información detallada?\",\n            poke_settings_previous_evo_stickers = \"¿Stickers para las preevoluciones?\",\n\t\t\tpoke_settings_order_jokers = \"¿Ordenar los Pokémon por N° de Pokédex?\",\n            poke_settings_pokemon_only_collection = \"¿Solo Pokémons en la Colección?\",\n            poke_settings_jokers_only = \"¿Solo comodines?\",\n            poke_settings_no_evolutions = \"¿No evoluciones?\",\n            poke_settings_pokeballs = \"¿Permitir Poké Balls?\",\n            poke_settings_pokedex_number = \"¿Números de la Pokédex?\",\n            poke_settings_pokemon_splash = \"¿Carta de Pokémon cuando inicias?\",\n            poke_settings_pokemon_title = \"¿Pantalla de título de Pokermon?\",\n            poke_settings_pokemon_gen_one = \"¿Permitir la generación 1?\",\n            poke_settings_pokemon_gen_two = \"¿Permitir la generación 2?\",\n            poke_settings_pokemon_gen_three = \"¿Permitir la generación 3?\",\n            poke_settings_pokemon_gen_four = \"¿Permitir la generación 4?\",\n            poke_settings_pokemon_gen_five = \"¿Permitir la generación 5?\",\n            poke_settings_pokemon_gen_six = \"¿Permitir la generación 6?\",\n            poke_settings_pokemon_gen_seven = \"¿Permitir la generación 7?\",\n            poke_settings_pokemon_gen_eight = \"¿Permitir la generación 8?\",\n            poke_settings_pokemon_gen_nine = \"¿Permitir la generación 9?\",\n            poke_settings_pokemon_hazards_on = \"¿Permitir cartas trampa?\",\n            poke_settings_pokemon_precise_energy = \"¿Usar el escalado preciso de energía?\",\n            poke_settings_pokemon_discovery = \"¿! Descubrimientos?\",\n            poke_settings_pokemon_altart = \"¿Arte alternativo?\",\n            poke_settings_pokemon_aprilfools = \"¿Contenido de broma?\",\n            poke_settings_pokemon_legacy = \"¿Contenido antiguo?\",\n            poke_settings_enable_animations = \"¿Habilitar animaciones?\",\n            poke_settings_pokemon_master = \"¿Modo maestro Pokémon?\",\n\t\t\tpoke_settings_pokemon_spritesheet = \"Sprites por defecto (Restablece los cambios individuales)\",\n            poke_settings_pokemon_sprites_right_click_to_change = \"Clic derecho para cambiar\",\n            poke_settings_pokemon_spritesheet_classic = \"Clásico\",\n            poke_settings_pokemon_spritesheet_basicseries = \"Serie Básica\",\n            poke_settings_pokemon_spritesheet_seriesa = \"Serie A\",\n            poke_settings_pokemon_spritesheet_seriesb = \"Serie B\",\n\t\t\t\n            poke_credits_actualcredits = \"Créditos\",\n            poke_credits_thanks = \"Gracias a\",\n            poke_credits_lead = \"Desarrollador principal: \",\n            poke_credits_graphics = \"Diseño gráfico: \",\n            poke_credits_quality_assurance_main = \"Control de calidad: \",\n            poke_credits_developer = \"Desarrolladores: \",\n            poke_credits_designer = \"Asistentes de diseño: \",\n            poke_credits_community_manager = \"Community managers: \",\n            poke_credits_special_thanks = \"Agradecimientos especiales a: \",\n            poke_credits_localization = \"Localización: \",\n            poke_credits_sound = \"Ingeniero de audio: \",\n            poke_credits_artist = \"Artista: \",\n            poke_credits_designer = \"Diseñador: \",\n\n            poke_artist_credits_art_credits = \"Créditos del arte\",\n            poke_artist_credits_artists = \"Artistas:\",\n            poke_artist_credits_basic_sprites_by = \"Sprites básicos de los Pokémon por:\",\n            poke_artist_credits_sprite_resource = \"\\'the 64x64 Pokémon sprite resource\\'\",\n            poke_artist_credits_artist_info = \"Info. del artista\",\n            poke_artist_credits_art_collection = \"Colección de arte\",\n            poke_artist_credits_toggle_shiny = \"Clic derecho para cambiar a variocolor\",\n            poke_artist_credits_cycle_draw_layers = \"Doble clic para cambiar las capas\",\n            poke_artist_credits_toggle_center_layer = \"Doble clic para ocultar el fondo\",\n            poke_artist_credits_toggle_soul_layer = \"Doble clic para ocultar la primera capa\",\n\n            poke_artist_credits_sprite_resource_content = {\n                \"Los sprites del estilo de arte básico usa sprites de\",\n                \"\\'the 64x64 Pokémon sprites resource\\', así como sus sucesores.\",\n                \"Si bien el plan es usar la Serie A como el nuevo estándar,\",\n                \"agradecemos a todos los colaboradores de estos recursos\",\n                \"por la oportunidad de usar estos sprites.\",\n                \"Puedes encontrar los hilos de Pokecommunity para estos recursos\",\n                \"haciendo clic en sus respectivos botones:\"\n            },\n\n            poke_plus_pokeitem = \"+1 Objeto\",\n            poke_plus_energy = \"+1 Energía\",\n            poke_plus_consumable = \"+1 Consumible\",\n            poke_plus_shop = \"+1 Carta en la tienda\",\n            poke_destroyed_ex = \"¡Destruido!\",\n            poke_evolve_success = \"¡Evolucionó!\",\n            poke_transform_success = \"¡Se transformó!\",\n            poke_evolve_level = \"¡Subió de nivel!\",\n            poke_tera = \"Tera\",\n            poke_tera_ex = \"¡Tera!\",\n            poke_metal_ex = \"¡Metal!\",\n            poke_dragon_ex = \"¡Dragón!\",\n            poke_energized_ex = \"¡Energizado!\",\n            poke_round_plus_ex = \"¡Ronda completada!\",\n            poke_unlimited_energy = \"ilimitados\",\n            poke_reroll_plural = \"Cambios\",\n            poke_reroll_singular = \"Cambio\",\n            poke_suit = \"palo\",\n            poke_saved_by = \"Salvado por\",\n            poke_and = \"y\", -- for displaying lists\n            poke_hazards_in_deck = \"Trampas en Baraja\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Farfetch\\'d\",\n            cubone_marowak_infoqueue = \"Cubone y Marowak\",\n            snorlax_infoqueue = \"Snorlax\",\n            pokeball_variable = \"Poké Ball\",\n            greatball_variable = \"Super Ball\",\n            goodrod_variable = \"Caña Buena\",\n            pinkseal_variable = \"Sello Rosado\",\n            silverseal_variable = \"Sello Plateado\",\n            twisted_spoon_variable = \"Cuchara Torcida\",\n            double_rainbow_energy_variable = \"Doble Energía Arcoíris\",\n            megastone_variable = \"Megapiedra\",\n\n            --From Gastly Line\n            poke_lick_ex = \"¡Lengüetazo!\",\n            poke_lick = \"Lengüetazo\",\n            --From Kingler\n            poke_surf_ex = \"¡Surf!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"¡BOOM!\",\n            poke_boo_ex = \"¡BUU!\",\n            --From Exeggutor\n            poke_solar_ex = \"¡Solar!\",\n            poke_solar = \"Solar\",\n            --From Pinsir\n            poke_pinsir_pin = \"¡Pinzado!\",\n            poke_pinsir_remove_pin = \"¡Despinzado!\",\n            --From Tangela line\n            poke_tangela_bonus = \"¡Todas!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"¡Chirrido!\",\n            --Hoppip Line\n            poke_hop_ex = \"¡Hop!\",\n            poke_skip_ex = \"¡Skip!\",\n            poke_jump_ex = \"¡Jump!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"¡Pétalo!\",\n            poke_petal_dance = \"Pétalo\",\n            --From Scizor\n            poke_x_scissor_ex = \"¡Tijera X!\",\n            poke_x_scissor = \"Tijera X\",\n            --From Kingdra\n            poke_twister_ex = \"¡Ciclón!\",\n            --From Mime Jr.\n            poke_mime_ex = \"¡Mímica!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"¡Llamarada!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"¡Trueno!\",\n            poke_gift_ex = \"¡Regalo!\",\n            poke_drill_ex = \"¡Taladradora!\",\n            poke_faint_ex = \"¡Debilitado!\",\n            poke_reveal_ex = \"¡Revelado!\",\n            poke_nido_ex = \"¡Nido!\",\n            poke_disguise_intact = \"¡Disfraz intacto! ¡Previene la muerte!\",\n            poke_disguise_broken = \"¡Disfraz roto! ¡No previene la muerte!\",\n            poke_dig_ex = \"¡Excavar!\",\n            poke_blazekick_ex = \"¡Patada ígnea!\",\n            poke_darts_ex = \"¡Flechazo!\",\n            poke_none = \"Ninguna\",\n            poke_dawn_info1 = \" (La siguiente mano jugada\\r\\nestablece la mano de póker)\",\n            poke_dawn_info2 = \"(¡Mano de póker\\r\\n  establecida!)\",\n            poke_make_it_rain = \"¡Fiebre dorada!\",\n            poke_val_down = \"¡Disminución de valor!\",\n            poke_powder_ex = \"¡Nieve polvo!\",\n            poke_future_sight = \"¡Premonición!\",\n            poke_smell_ya = \"¡Me piro, vampiro!\",\n            poke_wowthree = \"¡Wow! ¡Tres!\",\n            poke_illusion = \"¿...?\",\n            poke_crack_ex = \"¡CRACK!\",\n            poke_shake_ex = \"¡Sacudida!\",\n            poke_closed_ex = \"¡Cerrado!\",\n            poke_reload_ex = \"¡Recarga!\",\n            poke_shadow_tag_ex = \"¡Sombra trampa!\",\n            poke_flees_ex = \"¡Huyó!\",\n            poke_hidden_power_ex = \"¡Poder oculto!\",\n            poke_nasty_plot_ex = \"¡Maquinación!\",\n            poke_iron_tail_ex = \"¡Cola férrea!\",\n            poke_autotomize_ex = \"¡Aligerar!\",\n\t\t\tpoke_highjumpkick_ex = \"¡Patada salto alta!\",\n            poke_water_gun_ex = \"¡Pistola agua!\",\n            poke_sky_attack_ex = \"¡Ataque celestial!\",\n            poke_bug_buzz_ex = \"¡Zumbido!\",\n            poke_sticky_web_ex = \"¡Red pegajosa!\",\n            poke_head_smash_ex = \"¡Topetazo!\",\n            poke_teeter_dance_ex = \"¡Danza del caos!\",\n\t\t\t\n            poke_attack_forme = \"Ataque\",\n            poke_defense_forme = \"Defensa\",\n            poke_speed_forme = \"Velocidad\",\n            poke_normal_forme = \"Normal\",\n\t\t\t\n            poke_grass_badge = \"Planta\",\n            poke_fire_badge = \"Fuego\",\n            poke_water_badge = \"Agua\",\n            poke_lightning_badge = \"Rayo\",\n            poke_psychic_badge = \"Psíquico\",\n            poke_fighting_badge = \"Lucha\",\n            poke_colorless_badge = \"Incoloro\",\n            poke_dark_badge = \"Oscuro\",\n            poke_metal_badge = \"Metal\",\n            poke_fairy_badge = \"Hada\",\n            poke_dragon_badge = \"Dragón\",\n            poke_earth_badge = \"Tierra\",\n            poke_bird_badge = \"¿Pájaro?\",\n            \n            poke_m_bonus = \"Adicional\",\n            poke_m_mult = \"Multi\",\n            poke_m_wild = \"Versátil\",\n            poke_m_glass = \"de Vidrio\",\n            poke_m_steel = \"de Acero\",\n            poke_m_stone = \"de Piedra\",\n            poke_m_gold = \"de Oro\",\n            poke_m_lucky = \"de la Suerte\",\n            poke_m_poke_seed = \"Semilla\",\n\t\t\t\n\t\t\tpoke_ludicolo_ex = \"¡Ludicolo!\",\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"Sello rosado\",\n            poke_silver_seal = \"Sello plateado\",\n            poke_dna_seal_seal = \"Sello ADN\",\n\t\t\t\n            poke_shiny = \"Variocolor\",\n\n            grass_sticker = \"Tera\",\n            fire_sticker = \"Tera\",\n            water_sticker = \"Tera\",\n            lightning_sticker = \"Tera\",\n            psychic_sticker = \"Tera\",\n            fighting_sticker = \"Tera\",\n            colorless_sticker = \"Tera\",\n            dark_sticker = \"Tera\",\n            metal_sticker = \"Tera\",\n            fairy_sticker = \"Tera\",\n            dragon_sticker = \"Tera\",\n            earth_sticker = \"Tera\",\n\n            k_poke_safari = \"Safari\",\n            k_poke_mega = \"Mega\",\n        },\n        quips = {\n          poke_lose_quip1 = {\"Quizás los concursos Pokémon\", \"son más tu estilo...\",},\n          poke_lose_quip2 = {\"¡Pareces un Magikarp\", \"fuera del agua!\",},\n          poke_lose_quip3 = {\"¿Te olvidaste\", \"de estudiar la\", \"tabla de tipos?\",},\n          poke_lose_quip4 = {\"Oh no, ¡hemos\", \"sido vencidos otra vez!\",},\n          poke_lose_quip5 = {\"¡Parece que esa\", \"ciega fue súper efectiva!\",},\n          poke_lose_quip6 = {\"Esta partida se convertió en ceniza...\",},\n          poke_lose_quip7 = {\"¡Es más importante\", \"dominar las cartas\", \"que sostienes que\", \"quejarte de las\", \"que no recibiste!\",},\n          poke_lose_quip8 = {\"¡Mejor date prisa\", \"a un Centro Pokémon!\",},\n          poke_lose_quip9 = {\"¿Necesitas un Revivir Máximo?\",},\n          poke_lose_quip10 = {\"¡Me llevo la mitad\",\"de tus Pokécuartos!\",},\n          poke_win_quip1 = {\"¡Un verdadero Maestro Pokermon!\",},\n          poke_win_quip2 = {\"¡Los buenos entrenadores son\", \"capaces de ganar con\", \"sus favoritos!\",},\n          poke_win_quip3 = {\"¿Qué sigue, entrenador?\",},\n          poke_win_quip4 = {\"¡No me gustaría\",\"enfrentarme a\",\"ti en la arena!\",},\n          poke_win_quip5 = {\"Con tu suerte,\", \"¡nuestra nueva parada\", \"debería de ser\", \"el Casino Pokémon!\",},\n          poke_win_quip6 = {\"¡Tus habilidades han evolucionado!\",},\n          poke_win_quip7 = {\"¡Bienvenido al\", \"Salón de la Fama!\",},\n          poke_win_quip8 = {\"¡Pero qué\",\"campeón eres!\",},\n          poke_win_quip9 = {\"¡Una hazaña\",\"verdaderamente Legendaria!\",},\n          poke_win_quip10 = {\"¡Esa partida fue Mítica!\",},\n        },\n        tutorial = {\n          poke_intro_1 = {\n          \"¡Hola, soy el {C:attention}profesor Jimbo{}!\",\n\t\t  \"¡Bienvenido al mundo de {C:attention}Pokermon{}!\",\n          },\n        },\n        v_dictionary = {\n            poke_discards = \"+#1# Descartes\",\n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"{C:attention}+1{} ranura de comodín cuando la ciega jefe es derrotada {C:inactive}(hasta 5)\"},\n           ch_c_poke_nuzlocke = {\"La primera tienda en cada apuesta contiene un {C:attention}Paquete de Bufón\"},\n\t\t   ch_c_apply_randomizer = {\"Los comodines Pokémon evolucionan en otros Pokémon aleatorios\"},\n\t\t   ch_c_no_energy = {\"Las cartas de energía no aparecerán en la {C:attention}tienda\"},\n           ch_c_poke_mystery_dungeon = {\"Empieza con un comodín eterno\"},\n           ch_c_poke_mystery_dungeon2 = {\"Aplica el efecto de una baraja de Pokermon al azar\"},\n           ch_c_poke_mystery_dungeon3 = {\"Se restablece a las {C:attention}\"..tostring(os.date(\"%I:%M %p\", 0))..\"{} cada día\"},\n        },\n    }\n}\n--Fioreboba bleehh\n"
  },
  {
    "path": "localization/es_ES.lua",
    "content": "-- Welcome to es_ES.lua!\n-- Me gustan los gatonejos y las foquitas :3 (ver. españa)\n-- heyctf/toffie estuvo aquí\n-- si algún español quiere hacer una modificación de este archivo, adelante, commitea! solo lo duplico por paridad\n-- Modificaciones de es_419:\n--  Cambié todos las referencias a las manos de póker a sus nombres en Español de España, quizás haya alguno que me olvidé.\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"Baraja de entrenador\",\n                text = {\n                    \"Comienza la partida con\",\n\t\t\t\t\t\"el vale {C:tarot,T:v_poke_goodrod}#1#{}\",\n\t\t\t\t\t\"y una {C:tarot,T:c_poke_pokeball}#2#{}\",\n                } \n            },\n            b_poke_telekineticdeck = {\n                name = \"Baraja telequinética\",\n                text = {\n                    \"Comienza la partida con\",\n\t\t\t\t\t\"el vale {C:tarot,T:v_crystal_ball}#1#{}\",\n\t\t\t\t\t\"y {C:attention}2{} copias\",\n\t\t\t\t\t\"de {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n            b_poke_obituarydeck = {\n                name = \"Baraja obituaria\",\n                text = {\n                    \"Todas las cartas tienen\",\n\t\t\t\t\t\"un {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_revenantdeck = {\n                name = \"Baraja renacida\",\n                text = {\n                    \"Todas las cartas tienen\",\"un {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Baraja luminosa\",\n                text = {\n                    \"Todos los comodines son\",\n\t\t\t\t\t\"creados con {C:pink}1 energía{} y\",\n\t\t\t\t\t\"con un sticker de un {C:pink}Tipo{} al azar\"\n                }\n            },\n            b_poke_ampeddeck = {\n                name = \"Baraja energizada\",\n                text = {\n                    \"Comienza la partida con\",\n\t\t\t\t\t\"el vale {C:tarot,T:v_poke_energysearch}#1#{}\",\n\t\t\t\t\t\"y una copia de\",\n\t\t\t\t\t\"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                } \n            },\n\t\t\tb_poke_futuredeck = {\n                name = \"Baraja profética\",\n                text = {\n                    \"{C:purple}+#1# Profecía{}\",\n                } \n            },\n            b_poke_stadiumdeck = {\n                name = \"Baraja Stadium\",\n                text = {\n                    \"Comienza la partida con una\",\"carta {C:attention}adicional, multi, versátil,\",\n                    \"{C:attention}de vidrio, de acero, de piedra,\",\n                    \"{C:attention}de oro,{} y de la {C:attention}suerte{}\"\n                } \n            },\n            b_poke_megadeck = {\n                name = \"Mega Baraja\",\n                text = {\n                    \"Comienza la partida con los vales\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{},\",\"{C:tarot,T:v_reroll_glut}#3#{}\",\n                    \"y {C:tarot,T:v_crystal_ball}#5#{} y\",\n                    \"una {C:spectral,T:c_poke_megastone}#1#{}\",\n                    \"{C:red}-#4#{} ranura en la tienda\"\n                } \n            },\n            b_poke_vendingdeck = {\n                name = \"Baraja expendedora\",\n                text = {\n                    \"Después de derrotar a cada\",\n                    \"{C:attention}ciega jefe impar{}, gana 1\",\n                    \"{C:attention,T:tag_vremade_double}#1#\",\n                } \n            },\n            b_poke_diceydeck = {\n                name = \"Baraja tramposa\",\n                text = {\n                    \"{C:hazard}+#1# nivel y límite de trampas{}\",\"{C:attention}+#1#{} tamaño de mano\",\n                    \"Al final de cada ronda:\",\n                    \"Gana {C:money}#4# ${} por cada carta\",\n                    \"{C:hazard}trampa{} en tu {C:attention}baraja completa\",\n                    \"No ganas {C:attention}intereses\"\n                } \n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Cámara Cartuja\",\n                text = {\n                    \"Se inhabilita tipos al azar\",\"en cada mano\",\n                }, \n            },\n\t\t\tbl_poke_mirror = {\n                name = \"El espejo\",\n                text = {\n                    \"El comodín más a la derecha\",\n                    \"se transforma en un {c:attention}Ditto\",\n                }, \n            },\n            bl_poke_rocket = {\n                name = \"Los Rocket\",\n                text = {\n                    \"Todas tus cartas\",\"se sacan boca abajo\",\n                    \"si tienes 25 $ o más\"\n                }, \n            },\n            bl_poke_star = {\n                name = \"La estrella\",\n                text = {\n                    \"Se inhabilita un tipo al azar\",\n                    \"en cada mano\",\n                },\n            },\n            bl_poke_gray_godfather = {\n                name = \"Padrino gris\",\n                text = {\n                    \"-#1# $ cuando juegas\",\n                    \"o descartas una mano\",\n                    \"Destruye un comodín al azar\",\n                    \"si estás endeudado\",\n                }, \n            },\n            bl_poke_white_executive = {\n                name = \"Ejecutivo blanco\",\n                text = {\n                    \"Debilita #1# cartas en tu baraja,\",\n                    \"igual al valor total de\",\n                    \"venta de todos tus\",\"comodines y consumibles\",\n                }, \n            },\n            bl_poke_magma = {\n                name = \"Los Magma\",\n                text = {\n                    \"Las fichas base se dividen en cuatro\",\n                }, \n            },\n            bl_poke_aqua = {\n                name = \"Los Aqua\",\n                text = {\n                    \"El multi base se divide en cuatro\",\n                }, \n            },\n            bl_poke_iridescent_hacker = {\n                name = \"Hacker iridiscente\",\n                text = {\n                    \"Se inhabilita tipos al azar\",\n                    \"en cada ronda\",\n                },\n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Poké Ball\",\n                text = {\n                    \"Crea al azar un\",\n\t\t\t\t\t\"{C:attention}Pokémon Básico{}\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Super Ball\",\n                text = {\n                    \"Crea al azar un\",\n\t\t\t\t\t\"{C:attention}Pokémon de Etapa 1{}\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Piedra Lunar\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#2# en #3#{} probabilidades de\",\n\t\t\t\t\t\"subir el nivel de la\",\n\t\t\t\t\t\"{C:attention}mano de póker{} seleccionada\",\n\t\t\t\t\t\"{C:inactive}(Mano actual: {C:attention}#1#{C:inactive}){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Piedra Solar\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}#1#{} cartas seleccionadas\",\n\t\t\t\t\t\"a {C:attention}cartas versátiles{} y\",\n\t\t\t\t\t\"cambia {C:attention}al azar{} sus categorías\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Piedra Agua\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}#1#{} carta seleccionada\",\n\t\t\t\t\t\"a {C:attention}carta adicional{}\",\n\t\t\t\t\t\"Si ya es una {C:attention}carta adicional{},\",\n\t\t\t\t\t\"{C:attention}duplica{} su total de fichas\",\n\t\t\t\t\t\"{C:inactive}(Máximo de {C:chips}+#2#{C:inactive} fichas por aumento)\",\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Piedra Trueno\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Destruye {C:attention}1{} carta seleccionada,\",\n\t\t\t\t\t\"agrega {C:attention}2 cartas de oro{} con\",\n\t\t\t\t\t\"la misma categoría a tu baraja\",\n\t\t\t\t\t\"y saca {C:attention}1{} a tu mano\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"Piedra Fuego\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}#1#{} cartas seleccionadas\",\n\t\t\t\t\t\"a {C:attention}cartas multi{} y\",\n\t\t\t\t\t\"luego destroye {C:attention}1{} al azar\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Piedra Hoja\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\t\"para cada carta en tu mano de\",\n\t\t\t\t\t\"mejorarse a {C:attention}carta de la suerte{}\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Cordón Unión\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Selecciona {C:attention}#1#{} cartas\",\n\t\t\t\t\t\"{C:attention}Aumenta{} la categoría\",\"de la carta {C:attention}izquierda{}\",\"{C:attention}Disminuye{} la categoría\",\"de la carta {C:attention}derecha{}\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Restos\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Agrega {C:money}#2# ${} al valor de\",\n\t\t\t\t\t\"venta del comodín más\",\n\t\t\t\t\t\"a la izquierda o seleccionado\",\n\t\t\t\t\t\"{C:inactive}(Usable una vez por ronda)\",\n                }\n            },\n            c_poke_leek = {\n                name = \"Puerro\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de agregarse\",\n\t\t\t\t\t\"{C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o\",\n\t\t\t\t\t\"{C:dark_edition}polícromía{} a sí mismo\",\n\t\t\t\t\t\"Remueve su {C:attention}edición{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Usable una vez por ronda)\",\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Hueso Grueso\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Permanentemente\",\n\t\t\t\t\t\"agrega {C:chips}+#2#{} fichas\",\n\t\t\t\t\t\"a {C:attention}#1#{} carta seleccionada\",\n\t\t\t\t\t\"{C:inactive}(Usable una vez por ronda)\",\n                }\n            },\n\t\t\tc_poke_heavyboots = {\n                name = \"Botas Gruesas\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"La {C:green,E:1,S:1.1}probabilidad{} de que\",\n\t\t\t\t\t\"las cartas {C:hazard}trampa{}\",\n\t\t\t\t\t\"se destruyan se vuelve {C:attention}0\",\n\t\t\t\t\t\"hasta el final de la ronda\",\n                    \"{C:inactive}(Usable una vez por ronda)\",\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Orbe Teracristal\",\n                text = {\n                    \"{C:attention}Cambia Tipo:{} {X:pink,C:white}Azar{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:pink}Energiza{} al comodín más\",\n\t\t\t\t\t\"a la izquierda o seleccionado{}\",\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Revestimiento Metálico\",\n                text = {\n                    \"{C:attention}Cambia Tipo:{} {X:metal,C:white}Metal{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea una copia con\",\"mejora de {C:attention}carta de acero{}\",\"de {C:attention}1{} carta seleccionada\",\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Escama Dragón\",\n                text = {\n                    \"{C:attention}Cambia Tipo:{} {X:dragon,C:white}Dragón{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea hasta {C:attention}3{}\",\n\t\t\t\t\t\"{C:item}objetos{} o {C:pink}energías{} al azar\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"Roca del Rey\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Convierte {C:attention}#1#{} carta\",\"seleccionada a {C:attention}rey{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Mejora\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Agrega {C:attention}mejoras diferentes\",\n\t\t\t\t\t\"a {C:attention}carta de piedra{} al azar\",\"a {C:attention}#1#{} cartas seleccionadas\",\n                }\n            },\n            c_poke_dubious_disc = {\n                name = \"Disco Extraño\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Mejora{} todas las cartas\",\n\t\t\t\t\t\"{C:attention}en tu mano{} al azar\",\n                }\n            },\n            c_poke_icestone = {\n                name = \"Piedra Hielo\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}#1#{} cartas seleccionadas\",\n\t\t\t\t\t\"a {C:attention}cartas de vidrio{}\",\n\t\t\t\t\t\"{C:green}#2# en #3#{} probabilidades para cada\",\n\t\t\t\t\t\"carta seleccionada de {C:attention}destruirse{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Piedra Día\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Agrega edición {C:dark_edition}laminado{}, {C:dark_edition}holográfico{},\",\n\t\t\t\t\t\"o {C:dark_edition}polícromo{} a {C:attention}1{} carta seleccionada\",\"de tu mano y remueve su {C:attention}mejora{}\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"Cuchara Torcida\",\n                text = {\n                    \"Genera la última\",\"carta de {C:item}objeto{} o {C:pink}energía{}\",\n\t\t\t\t\t\"usada en esta partida\",\"a excepción de {s:0.8,C:item}Cuchara Torcida,\",\"{s:0.8,C:item}Reusables y Zumo de Bayas{s:0.8}\"\n                }\n            },\n            c_poke_prismscale = {\n                name = \"Escama Bella\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Cambia el {C:attention}palo{} de {C:attention}#2#{} cartas al\",\n\t\t\t\t\t\"azar {C:attention}en tu mano{} al {C:attention}palo{} de\",\"{C:attention}#1#{} carta seleccionada\",\n                }\n            },\n            c_poke_duskstone = {\n                name = \"Piedra Noche\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} por cada comodín\",\n\t\t\t\t\t\"{C:attention}drenable{} y {C:attention}drena {C:money}1 ${} de\",\n\t\t\t\t\t\"sus valores de venta\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Después de {C:attention}#2#{} {C:inactive}[#3#]{} rondas solo\",\n\t\t\t\t\t\"ganas {C:money}#1# ${} por cada comodín\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:money}#4# ${C:inactive}/#5# $ Máximo)\"\n                }\n            },\n            c_poke_dawnstone = {\n                name = \"Piedra Alba\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Gana {C:money}${} igual al {c:attention}doble{}\",\n\t\t\t\t\t\"del valor de {C:mult}multi{} de {C:attention}#1#{}\",\n\t\t\t\t\t\"{C:inactive}#4#{}\",\n\t\t\t\t\t\" \",\n\t\t\t\t\t\"{C:inactive}(Actual {C:money}#2# ${C:inactive}/40 $ Máximo)\",\n                }\n            },\n            c_poke_hardstone = {\n                name = \"Piedra Dura\",\n                text = {\n                    \"Es una {C:attention}carta evolutiva{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Mejora {C:attention}1{} carta seleccionada a\",\n\t\t\t\t\t\"{C:attention}carta de piedra{} con {C:chips}+#2#{} fichas\",\n\t\t\t\t\t\"extra por cada comodín de\",\n\t\t\t\t\t\"tipo {X:earth,C:white}Tierra{} que tengas\"\n                }\n            },\n            c_poke_miracleseed = {\n                name = \"Semilla Milagro\",\n                text = {\n                    \"Mejora {C:attention}1{} carta\",\n                    \"seleccionada a carta {C:attention}semilla{}\"\n                }\n            },\n            c_poke_berry_juice = {\n                name = \"Zumo de Baya\",\n                text = {\n                    \"Su efecto depende del\",\"{C:attention}consumible{} destruido\"\n                }\n            },\n            c_poke_berry_juice_energy = {\n                name = \"Zumo de Baya Energizado\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado de cualquier {C:pink}tipo{}\",\"{C:inactive}(Máximo de {C:attention}#1# {C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_berry_juice_spectral = {\n                name = \"Zumo de Baya Fantasmal\",\n                text = {\n                    \"Agrega un {C:attention}sello{} al azar y edición\",\"{C:dark_edition}laminado{}, {C:dark_edition}holográfico{} o {C:dark_edition}polícromo{} a\",\"{C:attention}1{} carta seleccionada de tu mano\"\n                },\n            },\n            c_poke_berry_juice_planet = {\n                name = \"Zumo de Baya Estrellado\",\n                text = {\n                    \"Aumenta 1 nivel de la\",\"{C:attention}mano de póker{} con mayor nivel\",\n                },\n            },\n            c_poke_berry_juice_item = {\n                name = \"Zumo de Baya Objetizado\",\n                text = {\n                    \"Crea una {C:item}Cuchara Torcida{}\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de\",\n\t\t\t\t\t\"crear {C:attention}2{} en su lugar\",\"{C:inactive}(Debe haber espacio){}\"\n                },\n            },\n            c_poke_berry_juice_tarot = {\n                name = \"Zumo de Baya Ocultista\",\n                text = {\n                    \"Crea una carta de {C:tarot}El loco{}\",\"y gana {C:money}#1# ${}\",\n                },\n            },\n            c_poke_berry_juice_mystery = {\n                name = \"Zumo de Baya Misterioso\",\n                text = {\n                    \"Crea un {C:item}Zumo de Baya{} al azar\"\n                }\n            },\n            c_poke_heartscale = {\n                name = \"Escama Corazón\",\n                text = {\n                    \"Selecciona {C:attention}#1#{} cartas,\",\n                    \"convierte la carta de la {C:attention}izquierda{}\",\n                    \"en la carta de la {C:attention}derecha{} y\",\n                    \"ambas a {C:hearts}#2#{}\",\n                    \"{C:inactive}(Puedes arrastrarlos\",\n\t\t\t\t\t\"{C:inactive}para cambiar el orden)\",\n                }\n            },\n            c_poke_oven = {\n                name = \"Microondas\",\n                text = {\n                  \"Gana {C:attention}+#1#{} descarte por esta ronda\",\n                  \"si lo usaste durante una {C:attention}ciega\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n            c_poke_washing_machine = {\n                name = \"Lavadora\",\n                text = {\n                  \"Gana {C:attention}+#1#{} mano por esta ronda\",\n                  \"si lo usaste durante una {C:attention}ciega\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n            c_poke_fridge = {\n                name = \"Nevera\",\n                text = {\n                  \"Crea {C:attention}2{} {C:attention}consumibles{} al azar\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n            c_poke_fan = {\n                name = \"Ventilador\",\n                text = {\n                  \"Crea hasta {C:attention}2{}\",\n                  \"comodines {C:blue}comunes{}\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n            c_poke_lawn_mower = {\n                name = \"Podadora de césped\",\n                text = {\n                  \"Gana {C:attention}+#1#{} tamaño de mano por esta\",\n                  \"ronda si lo usaste durante una {C:attention}ciega\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Rotom{} más a la\",\n                  \"izquierda o seleccionado\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"Energía Planta\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:grass,C:white}Planta{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Energía Fuego\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:fire,C:white}Fuego{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Energía Agua\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:water,C:white}Agua{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Energía Rayo\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:lightning,C:black}Rayo{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Energía Psíquica\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:psychic,C:white}Psíquico{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Energía Lucha\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:fighting,C:white}Lucha{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Energía Incolora\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:colorless,C:white}Incoloro{} disponible\",\"Tiene la mitad de efectividad con\",\"comodines que no son de tipo {X:colorless,C:white}Incoloro{}\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Energía Oscura\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:dark,C:white}Oscuro{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Energía Metal\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:Metal,C:white}Metal{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Energía Hada\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:fairy,C:white}Hada{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"Energía Dragón\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:dragon,C:white}Dragón{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Energía Tierra\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\"izquierda o seleccionado\",\"de tipo {X:earth,C:white}Tierra{} disponible\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Emergía\",\n                text = {\n                    \"Crea {C:attention}1{} {C:green}energía{} al azar\",\"con {C:dark_edition}negativo{} por cada\",\"{C:attention}Comodín alegre{} o {C:legendary}comodín M{}\"\n                },\n            },\n            c_poke_bird_energy = {\n                name = \"Energía Pájaro\",\n                text = {\n                  \"\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Variocolor\",\n                label = \"Variocolor\",\n                text = {\n                    \"{C:attention}+1{} ranura de paquete potenciador\",\"disponible en la tienda\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n            -- HA HA! Not anymore!\n\n            m_poke_hazard = {\n                name = \"Carta trampa\",\n                text = {\n\t\t\t\t\t\"No tiene categoría o palo\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:green}#1# en #2#{} probabilidades de\",\n                    \"ser destruida si está {C:attention}en tu\",\n                    \"{C:attention}mano{} al final de la ronda\"\n                },\n            },\n            m_poke_flower = {\n                name = \"Carta floral\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si la mano\",\n                    \"de póker contiene\",\"{C:attention}4 o más palos\"\n                },\n            },\n            m_poke_seed = {\n                name = \"Carta semilla\",\n                text = {\n                    \"{C:attention}Crece{} cuando anota\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Se transforma en una\",\n                    \"carta {C:attention}floral{} y ganas {C:money}#3# ${}\",\n                    \"tras crecer {C:attention}#1#{} {C:inactive}[#2#]{} veces\",\n                },\n            }\n        },\n        Stake = {\n            stake_poke_diamond = {\n                name = \"Pozo de diamante\",\n                colour = \"Diamond\",\n                text = {\n                    \"Los Pokémon {C:attention}no Bebé{} evolucionan {C:attention}1{} ronda más lento\",\n\t\t\t\t\t\"{s:0.8}Se aplica a todos los pozos anteriores\"\n                }\n            },\n            stake_poke_pearl = {\n                name = \"Pozo de perla\",\n                colour = \"Pearl\",\n                text = {\n                    \"{C:attention}-1{} límite de energía\",\n\t\t\t\t\t\"{s:0.8}Se aplica a todos los pozos anteriores\"\n                }\n            },\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"Bulbasaur\",\n                text = {\n                    \"{C:attention}+#4#{} tamaño de mano\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} por cada\",\n\t\t\t\t\t\"{C:attention}#3#{} en tu mano\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La categoría cambia cada ronda){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras dar {C:money}#2# ${C:inactive})\",\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Ivysaur\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} o {C:money}#5# ${} por cada\",\n\t\t\t\t\t\"{C:attention}#4#{} en tu mano\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La categoría cambia cada ronda){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras dar {C:money}#2# ${C:inactive})\",\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Venusaur\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} por cada\",\n\t\t\t\t\t\"{C:attention}#4#{} en tu mano\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La categoría cambia cada ronda){}\",\n                }\n            },\n            j_poke_mega_venusaur = {\n                name = \"Mega Venusaur\",\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Charmander\",\n                text = {\n                    \"{C:red}+#4#{} descarte\",\n\t\t\t\t\t\"Obtiene {C:mult}+#2#{} multi por mano jugada\",\n\t\t\t\t\t\"cuando tienes {C:attention}#3#{} descartes\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +16{C:inactive} multi)\",\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Charmeleon\",\n                text = {\n                    \"{C:red}+#4#{} descarte\",\n\t\t\t\t\t\"Obtiene {C:mult}+#2#{} multi por mano jugada\",\n\t\t\t\t\t\"cuando tienes {C:attention}#3#{} descartes\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +36{C:inactive} multi)\",\n                }\n            },\n            j_poke_charizard = {\n                name = \"Charizard\",\n                text = {\n                    \"{C:red}+#4#{} descarte, {C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{X:mult,C:white} X#2# {} multi cuando tienes\",\n\t\t\t\t\t\"{C:attention}#3#{} descartes restantes\",\n                } \n            },\n            j_poke_mega_charizard_x = {\n                name = \"Mega Charizard X\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi cuando tienes\",\"{C:attention}#2#{} descartes restantes\",\n                } \n            },\n            j_poke_mega_charizard_y = {\n                name = \"Mega Charizard Y\",\n                text = {\n                    \"{C:red}+#1#{} descartes\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Squirtle\",\n                text = {\n                    \"{C:chips}+#2#{} mano\",\n\t\t\t\t\t\"Obtiene {C:chips}+#4#{} ficha por cada\",\n\t\t\t\t\t\"{C:attention}mano restante{} cuando\",\n\t\t\t\t\t\"juegas una mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:chips}+#1#{C:inactive} / +#3#{C:inactive} fichas)\",\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Wartortle\",\n                text = {\n                    \"{C:chips}+#2#{} mano\",\n\t\t\t\t\t\"Obtiene {C:chips}+#4#{} fichas por cada\",\n\t\t\t\t\t\"{C:attention}mano restante{} cuando\",\n\t\t\t\t\t\"juegas una mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:chips}+#1#{C:inactive} / +#3#{C:inactive} fichas)\",\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Blastoise\",\n                text = {\n                    \"{C:chips}+#3#{} mano, {C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas por cada\",\n\t\t\t\t\t\"mano restante\",\n                } \n            },\n            j_poke_mega_blastoise = {\n                name = \"Mega Blastoise\",\n                text = {\n                    \"{C:chips}+#2#{} manos\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Caterpie\",\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Metapod\",\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Butterfree\",\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Weedle\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Kakuna\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\"\n                } \n            },\n            j_poke_mega_beedrill = {\n                name = \"Mega Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Pidgey\",\n                text = {\n                    \"Otorga {C:mult}+#2#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}categoría{} y {C:attention}palo{} diferente\",\n\t\t\t\t\t\"en la mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"Otorga {C:mult}+#2#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}categoría{} y {C:attention}palo{} diferente\",\n\t\t\t\t\t\"en la mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Pidgeot\",\n                text = {\n                    \"Otorga {C:mult}+#1#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}categoría{} y {C:attention}palo{} diferente\",\n\t\t\t\t\t\"en la mano jugada\",\n                } \n            },\n            j_poke_mega_pidgeot = {\n                name = \"Mega Pidgeot\",\n                text = {\n                    \"Otorga {X:mult,C:white} X#1# {} multi por cada\",\n\t\t\t\t\t\"{C:attention}categoría{} y {C:attention}palo{} diferente\",\n\t\t\t\t\t\"en la mano jugada\",\n                } \n            },\n            j_poke_rattata = {\n                name = \"Rattata\",\n                text = {\n                    \"Reactiva las {C:attention}primeras 2{} cartas\",\n\t\t\t\t\t\"que anotan {C:attention}#1#{} vez adicional\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Raticate\",\n                text = {\n                    \"Reactiva las {C:attention}primeras 3{} cartas\",\n\t\t\t\t\t\"que anotan {C:attention}#1#{} vez adicional\",\n                }\n            },\n            j_poke_spearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Después de sacar {C:attention}#2#{} {C:inactive}[#3#]{} cartas\",\n\t\t\t\t\t\"durante las {C:attention}ciegas{}, aumenta el nivel\",\n\t\t\t\t\t\"de la siguiente {C:attention}mano de\",\n\t\t\t\t\t\"{C:attention}póker{} jugada {C:inactive}#4#{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#1#{C:inactive} veces)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Fearow\",\n                text = {\n\t\t\t\t\t\"{C:red}+#4#{} descarte\",\n                    \"Después de sacar {C:attention}#1#{} {C:inactive}[#2#]{} cartas\",\n\t\t\t\t\t\"durante las {C:attention}ciegas{}, aumenta el nivel\",\n\t\t\t\t\t\"de la siguiente {C:attention}mano de\",\"{C:attention}póker{} jugada {C:inactive}#3#{}\",\n                }\n            },\n            j_poke_ekans = {\n                name = \"Ekans\",\n                text = {\n                    \"{C:mult}+#1#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Escalera{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Arbok\",\n                text = {\n                    \"{C:mult}+#1#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Escalera{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea una carta de {C:tarot}tarot{} si\",\n\t\t\t\t\t\"también contiene un {C:attention}as{}\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Pikachu\",\n                text = {\n                    \"{C:mult}+#1#{} multi si\",\n                    \"tienes {C:money}#3# ${} o más\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Gana {C:money}#2# ${} cuando la {C:attention}ciega{}\",\n                    \"es seleccionada si tienes\",\n                    \"menos de {C:money}#3# $\",\n                    \"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Trueno{C:inactive})\"\n                }\n            },\n            j_poke_raichu = {\n                name = \"Raichu\",\n                text = {\n                    \"{C:mult}+#1#{} multi por cada\",\n                    \"{C:money}#2# ${} que tengas\",\n                    \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Gana intereses cuando la\",\n                    \"{C:attention}ciega{} es seleccionada\",\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Sandshrew\",\n                text = {\n                    \"{C:chips}+#2#{} fichas por cada {C:attention}carta de{}\",\n                    \"{C:attention}vidrio{} en tu {C:attention}baraja completa\",\n                    \"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Sandslash\",\n                text = {\n                    \"{C:green}#3# en #4#{} probabilidades por cada\",\n                    \"carta {C:attention}mejorada{} descartada\",\n                    \"de mejorarse a {C:attention}carta de vidrio\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:chips}+#1#{} fichas por cada {C:attention}carta de{}\",\n                    \"{C:attention}vidrio{} en tu {C:attention}baraja completa\",\n                    \"{C:inactive}(Actual {C:chips}+#2#{C:inactive} fichas)\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Nidoran F\",\n                text = {\n                    \"Cada {C:attention}reina{} en tu mano\",\n\t\t\t\t\t\"otorga {C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"Nidorina\",\n                text = {\n                    \"Cada {C:attention}reina{} en tu mano\",\n\t\t\t\t\t\"otorga {C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Lunar{C:inactive})\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Nidoqueen\",\n                text = {\n                    \"{C:attention}+#2#{} tamaño de mano\",\n\t\t\t\t\t\"Cada {C:attention}reina{} en tu mano\",\n\t\t\t\t\t\"otorga {C:chips}+#1#{} fichas\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Nidoran M\",\n                text = {\n                    \"Cada {C:attention}rey{} en tu mano\",\n\t\t\t\t\t\"otorga {C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Nidorino\",\n                text = {\n                    \"Cada {C:attention}rey{} en tu mano\",\n\t\t\t\t\t\"otorga {C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Lunar{C:inactive})\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Nidoking\",\n                text = {\n                    \"{C:attention}+#2#{} tamaño de mano\",\n\t\t\t\t\t\"Cada {C:attention}rey{} en tu mano\",\n\t\t\t\t\t\"otorga {C:mult}+#1#{} multi\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Clefairy\",\n                text = {\n                    \"Las cartas jugadas\",\n\t\t\t\t\t\"del palo {C:clubs}#2#{} otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Lunar{C:inactive})\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Clefable\",\n                text = {\n                    \"Las cartas del palo {C:clubs}#2#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi por cada carta\",\n\t\t\t\t\t\"de {C:clubs}#2#{} jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Si juegas 5 tréboles, cada uno\",\n\t\t\t\t\t\"{C:inactive}otorga {C:mult,s:0.8}+#4#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\"\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Vulpix\",\n                text = {\n                    \"Cada {C:attention}9{} jugado tiene\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de crear una\",\n\t\t\t\t\t\"carta de {C:tarot}tarot{} cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Fuego{C:inactive})\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"Ninetales\",\n                text = {\n                    \"{C:attention}Equipado con{} {C:spectral}Médium{} {C:dark_edition}negativo\",\n\t\t\t\t\t\"Cada {C:attention}9{} jugado tiene\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de crear una\",\n\t\t\t\t\t\"carta de {C:tarot}tarot{} cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Jigglypuff\",\n                text = {\n                    \"Las cartas jugadas\",\n\t\t\t\t\t\"del palo {C:spades}#2#{} otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi y {C:chips}+#3#{} fichas\",\n\t\t\t\t\t\"cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Lunar{C:inactive})\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Wigglytuff\",\n                text = {\n                    \"Las cartas jugadas\",\n\t\t\t\t\t\"del palo {C:spades}#3#{} otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi, {C:chips}+#2#{} fichas, y su\",\n\t\t\t\t\t\"total de fichas\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Zubat\",\n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi si la mano jugada\",\n                    \"contiene una {C:attention}carta mejorada{},\",\n                    \"remueve la {C:attention}mejora{} de la\",\n                    \"primera {C:attention}carta mejorada{}\",\n                    \"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_golbat = {\n                name = \"Golbat\",\n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi por cada\",\n                    \"{C:attention}carta mejorada{} jugada,\",\n                    \"remueve su {C:attention}mejora\",\n                    \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                    \"{C:inactive}(Evoluciona tras\",\"{C:inactive}comer {C:attention}#3#{C:inactive} mejoras)\",\n                } \n            },\n            j_poke_oddish = {\n                name = \"Oddish\",\n                text = {\n\t\t\t\t    \"Las cartas jugadas de\",\"categoría {C:attention}impar{} otorgan\",\n                    \"{C:mult}+#1#{}, {C:mult}+#4#{}, o {C:mult}+#2#{} multi\",\"cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_gloom = {\n                name = \"Gloom\",\n                text = {\n                    \"Las cartas jugadas de\",\"categoría {C:attention}impar{} otorgan\",\n                    \"{C:mult}+#1#{}, {C:mult}+#3#{}, o {C:mult}+#2#{} multi\",\"cuando anotan\",\n                    \"{C:inactive}(Evoluciona con una {C:attention}Piedra Hoja\",\n\t\t\t\t\t\"{C:inactive}o una {C:attention}Piedra Solar{C:inactive})\",\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Vileplume\",\n                text = {\n                    \"Las cartas jugadas de\",\"categoría {C:attention}impar{} otorgan\",\n                    \"{C:mult}+#2#{} multi, {X:mult,C:white}X#3#{} multi, o {X:mult,C:white}X#1#{} multi\",\n                    \"cuando anotan\",\n                } \n            },\n            j_poke_paras = {\n                name = \"Paras\",\n                text = {\n                    \"{C:mult}+#2#{} multi si la mano\",\n\t\t\t\t\t\"jugada contiene un {C:attention}Doble pareja{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +8{C:inactive} multi)\",\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Parasect\",\n                text = {\n                    \"{C:mult}+#2#{} multi si la mano\",\n\t\t\t\t\t\"jugada contiene un {C:attention}Doble pareja{}\",\n\t\t\t\t\t\"{C:mult}-#3#{} multi si no la contiene\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"Venonat\",\n                text = {\n                    \"Aumenta en {C:attention}#1#{} a todas las\",\n\t\t\t\t\t\"{C:green,E:1,S:1.1}probabilidades\",\n\t\t\t\t\t\"{C:inactive}(ejemplo: {C:green}1 en 6{C:inactive} -> {C:green}2 en 6{C:inactive})\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Venomoth\",\n                text = {\n                    \"Aumenta en {C:attention}#1#{} a todas las\",\n\t\t\t\t\t\"{C:green,E:1,S:1.1}probabilidades\",\n\t\t\t\t\t\"{C:inactive}(ejemplo: {C:green}1 en 6{C:inactive} -> {C:green}3 en 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Diglett\",\n                text = {\n                    \"{C:chips}+#2#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Trío{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:mult}+#3#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}2{}, {C:attention}3{}, o {C:attention}4{} que anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Dugtrio\",\n                text = {\n                    \"{C:chips}+#2#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Trío{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{X:mult,C:white} X#1# {} multi si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}2{}, {C:attention}3{}, o {C:attention}4{} que anota\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"Meowth\",\n                text = {\n                    \"Gana {C:money}#1# ${} al final de la ronda\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"La primera carta de la {C:attention}suerte{}\",\n\t\t\t\t\t\"que se activa {C:green}con éxito{} en cada\",\n\t\t\t\t\t\"ronda aumenta el pago en {C:money}#2# ${}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:money}#1# ${C:inactive} / #3# $ de pago)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Persian\",\n                text = {\n                    \"Gana {C:money}#1# ${} al final de la ronda\",\n\t\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de ganar el {C:attention}doble{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"La primera carta de la {C:attention}suerte{}\",\n\t\t\t\t\t\"que se activa {C:green}con éxito{} en cada ronda\",\n\t\t\t\t\t\"aumenta el pago en {C:money}#2# ${}\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Psyduck\",\n                text = {\n                    \"Si la mano jugada tiene\",\n\t\t\t\t\t\"solo 1 {C:attention}carta de figura{}, gana {C:money}#1# ${}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Golduck\",\n                text = {\n                    \"Si la mano jugada tiene solo 1\",\n\t\t\t\t\t\"{C:attention}carta de figura{}, gana {C:money}#1# ${} y se\",\n\t\t\t\t\t\"mejora a {C:attention}carta de oro{} cuando anota\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Mankey\",\n                text = {\n                    \"Cada {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, o {C:attention}7{} jugado otorga\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi y {C:chips}+#2#{} fichas cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            --anyways, how's your day been? i'm doing fine myself\n            --I'm doing pretty well. We had a snow day yesterday.\n            j_poke_primeape = {\n                name = \"Primeape\",\n                text = {\n                    \"Cada {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, o {C:attention}7{} jugado otorga\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi y {C:chips}+#2#{} fichas cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#3#{C:inactive} veces)\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Growlithe\",\n                text = {\n                    \"{C:mult}+#1#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}Color{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Fuego{C:inactive})\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Arcanine\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si la mano\",\"jugada contiene un {C:attention}Color{}\",\n\t\t\t\t\t\"La primera carta sin mejora\",\"jugada en un {C:attention}Color{} se mejora\",\n\t\t\t\t\t\"a {C:attention}carta multi{} cuando anota\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Poliwag\",\n                text = {\n                    \"Las cartas jugadas del palo\",\n\t\t\t\t\t\"{V:1}#3#{} otorgan {C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"El palo rota en orden después de jugar\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Poliwhirl\",\n                text = {\n                    \"Las cartas jugadas del palo\",\n\t\t\t\t\t\"{V:1}#2#{} otorgan {C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"El palo rota en orden después de jugar\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Agua{C:inactive} o {C:attention}Roca del Rey{C:inactive})\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Poliwrath\",\n                text = {\n                    \"Las cartas jugadas del palo\",\n\t\t\t\t\t\"{V:1}#2#{} otorgan {C:mult}+#7#{} multi\",\n\t\t\t\t\t\"y {X:mult,C:white}X#1#{} multi cuando anotan\",\n\t\t\t\t\t\"El palo rota en orden después de jugar\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Abra\",\n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de crear una carta\",\n\t\t\t\t\t\"de {C:item}objeto o {C:tarot}tarot{} si la {C:attention}mano de póker{}\",\n\t\t\t\t\t\"jugada ya ha sido jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Kadabra\",\n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de crear una carta de\",\n\t\t\t\t\t\"{C:tarot}tarot{} o una {C:item}Cuchara Torcida{} si la {C:attention}mano de póker{}\",\n\t\t\t\t\t\"jugada ya ha sido jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} ranura de consumible\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de crear {C:attention}El loco{} o\",\n\t\t\t\t\t\"una {C:item}Cuchara Torcida{} si la {C:attention}mano de póker{}\",\n\t\t\t\t\t\"jugada ya ha sido jugada en esta ronda\",\n                } \n            },\n            j_poke_mega_alakazam = {\n                name = \"Mega Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} ranura de consumible\",\n\t\t\t\t\t\"Todos los {C:attention}consumibles{} que\",\n\t\t\t\t\t\"tienes otorgan {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"Las {C:item}Cucharas Torcidas{}\",\"otorgan {X:mult,C:white}X#2#{} multi\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Machop\",\n                text = {\n                    \"{C:chips}+#1#{} mano\",\n\t\t\t\t\t\"{C:mult}-#2# descarte{}\",\n\t\t\t\t\t\"{C:mult}+#4#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras\",\n\t\t\t\t\t\"{C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_machoke = {\n                name = \"Machoke\",\n                text = {\n                    \"{C:chips}+#1#{} manos\",\"{C:mult}-#2# descartes{}\",\"{C:mult}+#3#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con\",\"{C:inactive}un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Machamp\",\n                text = {\n                    \"{C:chips}+#1#{} manos\",\"{C:mult}-#2# descartes{}\",\"{C:mult}+#3#{} multi\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Bellsprout\",\n                text = {\n                    \"Las cartas jugadas de\",\"categoría {C:attention}par{} otorgan\",\"{C:chips}+#1#{} fichas cuando anotan\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Weepinbell\",\n                text = {\n                    \"Las cartas jugadas de\",\n\t\t\t\t\t\"categoría {C:attention}par{} otorgan\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Hoja{C:inactive})\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Victreebel\",\n                text = {\n                    \"Las cartas jugadas de\",\n\t\t\t\t\t\"categoría {C:attention}par{} otorgan\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Reactiva las primeras {C:attention}#2#{} {C:inactive}[#3#]{}\",\n                    \"cartas de categoría {C:attention}par{}\",\n                    \"cada ronda\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Tentacool\",\n                text = {\n                    \"Cada {C:attention}10{} jugado otorga\",\"{C:mult}+#1#{} multi cuando anota\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Tentacruel\",\n                text = {\n                    \"Cada {C:attention}10{} jugado otorga\",\"{C:mult}+#1#{} multi cuando anota\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\"Los {C:attention}10s{} no pueden\",\"ser {C:attention}debilitados{}\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Geodude\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:attention}-#2#{} tamaño de mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_graveler = {\n                name = \"Graveler\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{C:attention}-#2#{} tamaño de mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con\",\"un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Golem\",\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\"{C:attention}-#2#{} tamaño de mano\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Ponyta\",\n                text = {\n                    \"Obtiene {C:chips}+#2#{} fichas si la mano\",\n\t\t\t\t\t\"jugada contiene una {C:attention}Escalera{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:chips}+#1#{C:inactive} / +60{C:inactive} fichas)\",\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Rapidash\",\n                text = {\n                    \"Obtiene {C:chips}+#2#{} fichas si la mano\",\n\t\t\t\t\t\"jugada contiene una {C:attention}Escalera{}\",\n\t\t\t\t\t\"Las fichas que obtiene aumentan\",\n\t\t\t\t\t\"en {C:chips}+1{} cada vez que se activa\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                } \n            },\n            --This was my first shiny :O\n            j_poke_slowpoke = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi en la {C:attention}última mano{}\",\n\t\t\t\t\t\"de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Roca del Rey{C:inactive})\"\n                } \n            },\n            -- not used currently\n            j_poke_slowpoke2 = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi en la {C:attention}última mano{} de la ronda\",\"{C:green}#3# en #4#{} probabilidades de create\",\"a {C:attention}Roca del Rey{} card at\",\"final de la ronda {C:inactive,s:0.8}(Debe haber espacio){}\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive,s:0.8} rondas o con una {C:attention,s:0.8}Roca del Rey{} {C:inactive})\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Slowbro\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi por mano jugada\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Se restablece al final de la ronda)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#2#{C:inactive} multi)\"\n                } \n            },\n            j_poke_mega_slowbro = {\n                name = \"Mega Slowbro\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi por mano jugada\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Se restablece cuando la\",\n\t\t\t\t\t\"{C:attention,s:0.8}ciega jefe{C:inactive,s:0.8} es derrotada)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#2#{C:inactive} multi)\"\n                } \n            },\n\t\t\tj_poke_shell = {\n                name = \"¿Shellder...?\",\n                text = {\n                  \"Evoluciona al {C:attention}Slowpoke\",\"más a la izquierda\",\n                  \"{S:1.1,C:red,E:2}Se autodestruye{}\",\n                }\n            },\n            j_poke_magnemite = {\n                name = \"Magnemite\",\n                text = {\n                    \"Las {C:attention}cartas de acero{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_magneton = {\n                name = \"Magneton\",\n                text = {\n                    \"Las {C:attention}cartas de acero{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi más {X:mult,C:white}X#2#{} multi por\",\n\t\t\t\t\t\"cada comodín tipo {X:metal,C:white}Metal{} adyacente\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Trueno{C:inactive})\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Farfetch\\'d',      \n                text = {\n                    \"{C:attention}Equipado con{} {C:item}Puerro{}\",\n\t\t\t\t\t\"{C:green}#2# en #3#{} probabilidades de ganar {C:money}#1# $\",\n\t\t\t\t\t\"cuando un {C:attention}consumible{} es usado\",\n\t\t\t\t\t\"{C:money}${} garantizado cuando se usan {C:attention}Puerros{}\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Doduo',      \n                text = {\n                    \"Las primeras {C:attention}2{} cartas\",\"de {C:attention}figura{} jugadas otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Dodrio',\n                text = {\n                    \"Las primeras {C:attention}3{} cartas\",\"de {C:attention}figura{} jugadas otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Si la mano jugada es {C:attention}exactamente\",\n\t\t\t\t\t\"{C:attention}3 cartas de figuras{}, otorga\",\n\t\t\t\t\t\"{C:attention}+#2#{} tamaño de mano por esta ronda\"\n                    \n                } \n            },\n            j_poke_seel = {\n                name = 'Seel',      \n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de agregar un {C:attention}sello{}\",\n\t\t\t\t\t\"al azar a la primera carta que anota\",\n\t\t\t\t\t\"en la {C:attention}primera mano{} de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Dewgong',      \n                text = {\n                    \"Agrega un {C:attention}sello{} al azar a la\",\n\t\t\t\t\t\"primera carta que anota en\",\n\t\t\t\t\t\"la {C:attention}primera mano{} de la ronda\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Grimer',      \n                text = {\n                    \"{C:mult}+#1#{} multi si el tamaño de la baraja > {C:attention}#3#{}\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Agrega una carta de juego al azar\",\n\t\t\t\t\t\"a tu baraja al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_muk = {\n                name = 'Muk',      \n                text = {\n                    \"{C:mult}+#1#{} multi por cada carta\",\n\t\t\t\t\t\"encima de {C:attention}#2#{} en tu baraja\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Al final de la ronda, destruye {C:attention}1{} carta\",\n\t\t\t\t\t\"de tu baraja y agrega {C:attention}2{} al azar\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#3#{} {C:inactive}multi){}\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Shellder',      \n                text = {\n                    \"Si la mano tiene {C:attention}5{} cartas que anotan,\",\n\t\t\t\t\t\"cada una tiene {C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\t\"de {C:attention}reactivarse{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Agua{C:inactive})\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Cloyster',      \n                text = {\n                    \"Si la mano tiene {C:attention}5{} cartas que anotan,\",\n\t\t\t\t\t\"cada una tiene {C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\t\"de {C:attention}reactivarse{}\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Gastly',      \n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de {C:attention}reemplazar{} la\",\n\t\t\t\t\t\"edición de un {C:attention}comodín{} al azar con\",\n\t\t\t\t\t\"{C:dark_edition}negativo{} al final de la ronda y\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}se autodestruye{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_haunter = {\n                name = 'Haunter',      \n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de {C:attention}reemplazar{} la\",\n\t\t\t\t\t\"edición de un {C:attention}comodín{} al azar con\",\n\t\t\t\t\t\"{C:dark_edition}negativo{} al final de la ronda y\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}se autodestruye{}\",\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Gengar',      \n                text = {\n                    \"{C:attention}Reemplaza{} la edición de un\",\n\t\t\t\t\t\"{C:attention}comodín{} al azar con\",\n\t\t\t\t\t\"{C:dark_edition}negativo{} tras {C:dark_edition}#1#{} rondas\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(¡Gengar elige una nueva cantidad!){}\",\"{C:inactive,s:0.8}(Excluye Gengars){}\",\n                } \n            },\n            j_poke_mega_gengar = {\n                name = 'Mega Gengar',      \n                text = {\n                    \"Crea una {C:attention}etiqueta{} {C:dark_edition}negativa{}\",\n\t\t\t\t\t\"cuando la {C:attention}ciega pequeña{}\",\n\t\t\t\t\t\"o {C:attention}grande{} es seleccionada\",\n                } \n            },\n            j_poke_onix = {\n                name = 'Onix',      \n                text = {\n                    \"La carta más a la izquierda que anota\",\n\t\t\t\t\t\"de la {C:attention}primera mano{} de la ronda\",\n\t\t\t\t\t\"se mejora a {C:attention}carta de piedra{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un sticker {C:metal}Metal{C:inactive})\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Drowzee',      \n                text = {\n                    \"{X:mult,C:white}X#2#{} multi por cada carta única\",\n\t\t\t\t\t\"de {C:planet}planeta{} usada en esta partida\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras usar {C:planet}#3#{C:inactive}\",\n\t\t\t\t\t\"{C:inactive}cartas de planeta únicas)\",\n                } \n            },\n            j_poke_hypno = {\n                name = 'Hypno',      \n                text = {\n                    \"{C:attention}Equipado con{} {C:spectral}Trance{}\",\"{X:mult,C:white}X#2#{} multi por cada carta de\",\"{C:planet}planeta{} usada en esta partida\",\"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Krabby',      \n                text = {\n                    \"Las cartas de {C:attention}figuras{} jugadas otorgan\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Kingler',      \n                text = {\n                    \"Las cartas de {C:attention}figuras{} jugadas otorgan\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan y se mejoran\",\n\t\t\t\t\t\"a {C:attention}cartas adicionales{} si no tienen mejora\",\n                } \n            },\n            j_poke_voltorb = {\n                name = 'Voltorb',      \n                text = {\n                    \"{C:attention}Volátil a la derecha{}\",\n\t\t\t\t\t\"{X:mult,C:white} X#1# {} multi y se debilita\",\n\t\t\t\t\t\"a sí mismo por esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas\",\"{C:inactive}no debilitado)\",\n                } \n            },\n            j_poke_electrode = {\n                name = 'Electrode',      \n                text = {\n                    \"{C:attention}Volátil a la derecha{}\",\n\t\t\t\t\t\"{X:mult,C:white} X#1# {} multi, gana {C:money}#2# ${} y se\",\n\t\t\t\t\t\"debilita a sí mismo por esta ronda\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Exeggcute',      \n                text = {\n                    \"Las cartas jugadas del palo {C:hearts}#2#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de\",\n\t\t\t\t\t\"otorgar {C:mult}+#3#{} multi en su lugar\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Hoja{C:inactive})\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Exeggutor',      \n                text = {\n                    \"Las cartas jugadas del palo {C:hearts}#3#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n\t\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de\",\n\t\t\t\t\t\"otorgar {X:mult,C:white}X#2#{} multi en su lugar\",\n                } \n            },\n            j_poke_cubone = {\n                name = 'Cubone',\n                text = {\n                    \"{C:attention}Equipado con{} {C:item}Hueso Grueso{}\",\n\t\t\t\t\t\"Otorga {C:mult}+#1#{} multi por\",\n\t\t\t\t\t\"cada {C:attention}consumible{} que tengas\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Los {C:attention,s:0.8}Huesos Gruesos{C:inactive,s:0.8} cuentan doble){}\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras\",\"{C:inactive}usar {C:attention}#3#{C:inactive} consumibles)\",\n                } \n            },\n            j_poke_marowak = {\n                name = 'Marowak',      \n                text = {\n                    \"{C:attention}+#2#{} ranuras de consumible\",\n\t\t\t\t\t\"Otorga {X:mult,C:white} X#1# {} multi por\",\n\t\t\t\t\t\"cada {C:attention}consumible{} que tengas\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Los {C:attention,s:0.8}Huesos Gruesos{C:inactive,s:0.8} cuentan doble){}\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#3# {C:inactive} multi)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Hitmonlee',      \n                text = {\n                    \"{X:mult,C:white}X#1#{} multi por cada carta debajo\",\n\t\t\t\t\t\"de {C:attention}#2#{} en tu baraja completa\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Hitmonchan',      \n                text = {\n                    \"{X:mult,C:white}X#1#{} multi por cada carta encima\",\n\t\t\t\t\t\"de {C:attention}#2#{} en tu baraja completa\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Lickitung',      \n                text = {\n                    \"La primera y segunda {C:attention}jota{} jugada\",\n\t\t\t\t\t\"otorga {X:mult,C:white} X#1# {} multi cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_koffing = {\n                name = 'Koffing',      \n                text = {\n                    \"{C:attention}Volátil a la izquierda{}\",\n                    \"{C:mult}+#1#{} multi y se debilita\",\n                    \"a sí mismo por esta ronda\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas\",\"{C:inactive}no debilitado)\",\n                } \n            },\n            j_poke_weezing = {\n                name = 'Weezing',      \n                text = {\n                    \"{C:attention}Volátil a la izquierda{}\",\n                    \"{C:mult}+#1#{} multi y se debilita\",\n                    \"a sí mismo por esta ronda\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Vende esta carta\",\"para {C:attention}desactivar{}\",\n                    \"la {C:attention}ciega jefe{} actual\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Rhyhorn',      \n                text = {\n                    \"Las {C:attention}cartas de piedra{}\",\n\t\t\t\t\t\"ganan para siempre\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Rhydon',      \n                text = {\n                    \"Las {C:attention}cartas de piedra{}\",\n\t\t\t\t\t\"ganan para siempre\",\n\t\t\t\t\t\"{C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Reactiva la {C:attention}primera{}\",\n\t\t\t\t\t\"{C:attention}carta de piedra{} que anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Chansey',      \n                text = {\n                    \"Las primeras {C:attention}#1#{C:inactive} [#2#]{} veces que una\",\n\t\t\t\t\t\"{C:attention}carta de la suerte{} se activa cada\",\n\t\t\t\t\t\"ronda, se agrega una copia a tu\",\n\t\t\t\t\t\"baraja y la saca a tu {C:attention}mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando la baraja tiene\",\n\t\t\t\t\t\"{C:inactive}>= 25% #3#{C:attention}cartas de la suerte{C:inactive})\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Tangela',      \n                text = {\n                    \"Las {C:attention}cartas versátiles{} jugadas\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi, {C:chips}+#2#{} fichas, o {C:money}#3# ${}\",\n\t\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de {C:attention}todas las tres{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras jugar {C:attention}#6#{C:inactive} cartas versátiles)\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Kangaskhan',      \n                text = {\n                    \"{C:attention}+#1#{} ranuras de consumible\",\n\t\t\t\t\t\"{C:mult}-#2# ${} máximo de interés\",\n                } \n            },\n            j_poke_mega_kangaskhan = {\n                name = 'Mega Kangaskhan',      \n                text = {\n                    \"Reactiva todas las cartas jugadas\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea una {C:attention}etiqueta doble{} al\",\n\t\t\t\t\t\"final de la ronda si al menos\",\n\t\t\t\t\t\"{C:attention}#1# consumibles{} se usaron esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:attention}#2#{C:inactive} consumibles usados)\"\n                } \n            },\n            j_poke_horsea = {\n                name = 'Horsea',      \n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"por cada {C:attention}6{} jugado\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +12{C:inactive} multi)\",\n                } \n            },\n            j_poke_seadra = {\n                name = 'Seadra',      \n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi por cada {C:attention}6{} jugado\",\n\t\t\t\t\t\"Se duplica si un {C:attention}rey{} está en tu mano\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un sticker {C:dragon}Dragón{C:inactive})\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Goldeen',      \n                text = {\n                    \"Reactiva todas las {C:attention}cartas de oro{}\",\n\t\t\t\t\t\"en tu mano {C:attention}#1#{} vez adicional\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_seaking = {\n                name = 'Seaking',      \n                text = {\n                    \"Reactiva todas las {C:attention}cartas de oro{}\",\n\t\t\t\t\t\"en tu mano {C:attention}#1#{} veces adicionales\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Staryu',      \n                text = {\n                    \"Las cartas jugadas del palo {C:diamonds}#2#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi y {C:money}#3# ${} cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Agua{C:inactive})\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Starmie',      \n                text = {\n                    \"Las cartas jugadas del palo {C:diamonds}#3#{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi y {C:money}#2# ${} cuando anotan\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Mr. Mime',      \n                text = {\n                    \"Reactiva la carta más\",\n\t\t\t\t\t\"a la izquierda que tienes en\",\n\t\t\t\t\t\"tu mano {C:attention}#1#{} veces adicionales\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Scyther',      \n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, destruye al\",\n\t\t\t\t\t\"comodín de la derecha y obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"Obtiene edición {C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o\",\n\t\t\t\t\t\"{C:dark_edition}polícromo{} si era {C:rare}Rara{} o superior\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un sticker {C:metal}Metal\",\"{C:inactive}o una {C:attention}Piedra Dura{C:inactive})\",\n                } \n            },\n            j_poke_jynx = {\n                name = 'Jynx',      \n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\t\"gana {C:attention}+#1#{} tamaño de mano si\",\n\t\t\t\t\t\"el tamaño de tu baraja >= {C:attention}#2#{}\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Las cartas de juego{} agregadas\",\n\t\t\t\t\t\"a tu baraja son {C:attention}duplicadas{}\",\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Electabuzz',      \n                text = {\n                    \"Obtiene {C:money}#1# ${} de {C:attention}valor de venta{} cuando\",\n\t\t\t\t\t\"una carta es {C:attention}vendida{} y al final de la ronda\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Gana {C:attention}#2#%{} del valor de venta de este comodín\",\n\t\t\t\t\t\"al final de la ronda {C:inactive}(aproximado){}\",\n\t\t\t\t\t\"{C:inactive}(Actualmente ganas {C:money}#3# ${C:inactive} / #4# $ máximo)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Magmar',      \n                text = {\n                    \"Si el {C:attention}primer descarte{} de la ronda\",\n\t\t\t\t\t\"tiene solo {C:attention}1{} carta, la destruye\",\n\t\t\t\t\t\"y obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Pinsir',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si una carta que anota\",\n\t\t\t\t\t\"tiene la {C:attention}misma categoría{} que\",\n\t\t\t\t\t\"una carta {C:attention}en tu mano{}\"\n                } \n            },\n            j_poke_mega_pinsir = {\n                name = 'Mega Pinsir',\n                text = {\n                    \"Las cartas {C:attention}sin mejora{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white} X#1# {} multi cuando anotan\",\n                } \n            },\n            j_poke_tauros = {\n                name = 'Tauros (Líder)',\n                text = {\n                    \"Cada {C:attention}Tauros{} y {C:attention}Miltank{} que\",\n\t\t\t\t\t\"tienes otorgan {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Los {C:green}cambios{} en la tienda tienen\",\n\t\t\t\t\t\"{C:green}#2# en #3#{} probabilidades de agregar\",\n\t\t\t\t\t\"un {C:attention}Tauros (Manada){} a la tienda\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Tauros (Manada)',\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Magikarp',\n                text = {\n                    \"{C:chips}+#2#{} ficha\",\n\t\t\t\t\t\"Aplica {C:attention}Salpicadura{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Gyarados',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi\",\n                } \n            },\n            j_poke_mega_gyarados = {\n                name = 'Mega Gyarados',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{br:1.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Deshabilita el efecto de\",\n\t\t\t\t\t\"todas las {C:attention}ciegas jefe{}\"\n                } \n            },\n            j_poke_lapras = {\n                name = 'Lapras',\n                text = {\n                    \"{C:chips}+#2#{} fichas por cada {C:attention}ciega{}\",\n\t\t\t\t\t\"omitida en esta partida\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Visitas la {C:attention}tienda{}\",\n\t\t\t\t\t\"después de omitir\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#1# {C:inactive}fichas)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Ditto',\n                text = {\n\t\t\t\t\t\"{C:attention}Volátil a la derecha{}\",\n                    \"{C:attention}Se transforma{} en el comodín más\",\n\t\t\t\t\t\"a la izquierda con {C:attention}perecedero{}\",\n\t\t\t\t\t\"y un sticker {C:colorless}Incoloro{}\",\n\t\t\t\t\t\"al final de la tienda\",\"{C:inactive,s:0.9}(Excluye Dittos)\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Eevee',\n                text = {\n\t\t\t\t    \"{X:mult,C:white} X#1# {} multi en la {C:attention}primera\",\n                    \"{C:attention}mano{} de la ronda\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Evoluciona con... un montón)\",\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Vaporeon',\n                text = {\n                    \"Cada {C:attention}carta{} jugada\",\n                    \"gana para siempre\",\n                    \"{C:chips}+#1#{} fichas cuando anota\",\n                    \"Se {C:attention}duplica{} para las\",\n\t\t\t\t\t\"cartas {C:attention}adicionales{}\"\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Jolteon',\n                text = {\n                    \"Otorga {C:money}#1# ${} por cada\",\n                    \"carta {C:attention}de oro{} descartada\",\n                } \n            },\n            j_poke_flareon = {\n                name = 'Flareon',\n                text = {\n                    \"La primera carta {C:attention}multi{}\",\n                    \"en tu mano\", \n                    \"otorga {X:mult,C:white} X#1# {} multi\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Porygon',\n                text = {\n                    \"{C:pink}+1{} límite de energía\",\n\t\t\t\t\t\"Crea una carta de {C:pink}energía{} cuando\",\n\t\t\t\t\t\"abres un {C:attention}paquete potenciador{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:metal}Mejora{C:inactive})\",\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Omanyte',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : Crea una carta de {C:tarot}tarot{}\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : Gana {C:money}#2# ${}\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : Crea un {C:item}objeto{}\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n                    \"{C:inactive,s:0.9}(Activa la habilidad de {X:attention,C:white,s:0.9}3+{C:inactive,s:0.9}\",\n\t\t\t\t\t\"{C:attention,s:0.9}#3#{C:inactive,s:0.9} veces para evolucionar)\",\n                } \n            },\n            j_poke_omastar = {\n                name = 'Omastar',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : Crea una carta de {C:tarot}tarot{}\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : Gana {C:money}#2# ${}\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : Crea un {C:item}objeto{}\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\t\"{X:attention,C:white}4+{} : Crea una {C:attention}etiqueta{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(una vez por ronda) {C:inactive}#3#{}\",\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Kabuto',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : {C:chips}+#2#{} fichas\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : {}Los {C:attention}#1#s{} que anotan ganan\",\n\t\t\t\t\t\"{C:chips}+#3#{} fichas para siempre\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : {C:chips}+#4#{} fichas\",\n                    \"{C:inactive,s:0.9}(Activa la habilidad de {X:attention,C:white,s:0.9}3+{C:inactive,s:0.9}\",\n\t\t\t\t\t\"{C:attention,s:0.9}#5#{C:inactive,s:0.9} veces para evolucionar)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Kabutops',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : {C:chips}+#2#{} fichas\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : {}Los {C:attention}#1#s{} que anotan ganan\",\n\t\t\t\t\t\"{C:chips}+#3#{} fichas para siempre\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : {C:chips}+#4#{} fichas\",\n\t\t\t\t\t\"{X:attention,C:white}4+{} : {}Reactiva todos los {C:attention}#1#s{} jugados\",\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Aerodactyl',\n                text = {\n                    \"{C:attention}#1#es Ancestrales{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t\t\"{X:attention,C:white}2+{} : Obtiene {X:mult,C:white}X#3#{} multi\",\n\t\t\t\t\t\"{X:attention,C:white}3+{} : El primer {C:attention}#1#{} sin mejora que anota\",\n\t\t\t\t\t\"se mejora a {C:attention}carta de vidrio{}\",\n\t\t\t\t\t\"{X:attention,C:white}4+{} : {C:attention}Duplica{} el {X:mult,C:white}X{} multi que otorga\",\n\t\t\t\t\t\"{C:inactive}(Se restablece al final de la ronda){}\",\n                } \n            },\n            j_poke_mega_aerodactyl = {\n                name = 'Mega Aerodactyl',\n                text = {\n                    \"Los {C:attention}#1#es{} jugados otorgan {X:mult,C:white} X#2# {} multi\",\n\t\t\t\t\t\"por cada {C:attention}#1#{} en\",\n\t\t\t\t\t\"la mano jugada cuando anotan\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Cada {C:attention}#1#{} jugado tiene\",\n\t\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de ser destruido\",\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Snorlax',\n                text = {\n                    \"{C:attention}Equipado con {C:item}Restos{}\",\n\t\t\t\t\t\"Al final de la ronda obtiene {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"por cada {C:attention}Restos{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#2# {C:inactive} multi)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Articuno',\n                text = {\n                    \"Agrega edición {C:attention}laminado{} y un {C:attention}sello{}\",\n\t\t\t\t\t\"a la carta más a la izquierda que\",\n\t\t\t\t\t\"anota en la mano jugada\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Zapdos',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi por\",\n\t\t\t\t\t\"cada {C:money}#2# ${} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Moltres',\n                text = {\n                    \"Aumenta la primera mano de\",\n\t\t\t\t\t\"póker {C:attention}descartada{} cada ronda\",\n\t\t\t\t\t\"en {C:attention}3{} niveles\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'Dratini',\n                text = {\n                    \"Obtiene {C::mult}+#2#{} multi\",\n\t\t\t\t\t\"si la mano jugada tiene\",\n\t\t\t\t\t\"{C:attention}#3#{} o menos cartas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:mult}+#1#{C:inactive} / +#4#{C:inactive} multi)\",\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Dragonair',\n                text = {\n                    \"Obtiene {C::mult}+#2#{} multi\",\n\t\t\t\t\t\"si la mano jugada tiene\",\n\t\t\t\t\t\"{C:attention}#3#{} o menos cartas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:mult}+#1#{C:inactive} / +#4#{C:inactive} multi)\",\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Dragonite',\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n\t\t\t\t\t\"{br:1.6}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Reactiva la carta jugada {C:attention}#2#{} veces\",\n\t\t\t\t\t\"adicionales si la mano jugada es\",\n\t\t\t\t\t\"exactamente {C:attention}1{} sola carta\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'Mewtwo',\n                text = {\n                    \"Cuando la {C:attention}ciega jefe{} es derrotada, destruye\",\n\t\t\t\t\t\"al {C:attention}comodín{} más a la izquierda y crea\",\n\t\t\t\t\t\"una {C:attention}copia{} {C:dark_edition}polícroma{} y {C:pink}energizada{}\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Los comodines {C:dark_edition}polícromos{} otorgan {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{C:inactive}(No puede destruirse a sí mismo)\",\n                } \n            },\n            j_poke_mega_mewtwo_x = {\n                name = \"Mega Mewtwo X\",\n                text = {\n                    \"Todos los comodines\",\"otorgan {X:mult,C:white} X#1# {} multi\",\n                } \n            },\n            j_poke_mega_mewtwo_y = {\n                name = \"Mega Mewtwo Y\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la izquierda\",\n\t\t\t\t\t\"{C:attention}dos veces{} al final de la tienda\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:pink}+1{} límite de energía cuando\",\n\t\t\t\t\t\"la {C:attention}ciega jefe{} es derrotada\",\n\t\t\t\t\t\"{C:inactive}(No puede {C:pink}energizarse{C:inactive} a sí mismo)\",\n                } \n            },\n            j_poke_mew = {\n                name = 'Mew',\n                text = {\n                    \"Al final de la {C:attention}tienda{},\",\n\t\t\t\t\t\"crea una carta de {C:tarot}tarot{},\",\n\t\t\t\t\t\"{C:spectral}espectral{} o un {C:item}objeto{} {C:dark_edition}negativo{}\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#1#%{} probabilidades de crear un\",\n\t\t\t\t\t\"comodín {C:dark_edition}negativo{} {C:attention}en su lugar{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La probabilidad no puede ser aumentada){}\",\n                } \n            },\n            j_poke_chikorita = {\n                name = 'Chikorita',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Por cada carta {C:attention}en tu mano{}\",\n\t\t\t\t\t\"más allá de la {C:attention}cuarta{} gana\",\n\t\t\t\t\t\"{C:money}#2# ${} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_bayleef = {\n                name = 'Bayleef',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Por cada carta {C:attention}en tu mano{}\",\n\t\t\t\t\t\"más allá de la {C:attention}segunda{} gana\",\n\t\t\t\t\t\"{C:money}#2# ${} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_meganium = {\n                name = 'Meganium',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Por cada carta {C:attention}en tu mano{}\",\n\t\t\t\t\t\"gana {C:money}#2# ${} al final de la ronda\",\n                }\n            },\n            j_poke_cyndaquil = {\n                name = 'Cyndaquil',\n                text = {\n                    \"{C:red}+#1#{} descarte\",\n\t\t\t\t\t\"{C:mult}+#2#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}descarte{} restante\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_quilava = {\n                name = 'Quilava',\n                text = {\n                    \"{C:red}+#1#{} descarte\",\n\t\t\t\t\t\"{C:mult}+#2#{} multi por cada\",\n\t\t\t\t\t\"{C:attention}descarte{} restante\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_typhlosion = {\n                name = 'Typhlosion',\n                text = {\n                    \"{C:red}+#1#{} descarte\",\n\t\t\t\t\t\"{C:mult}+#2#{} multi y {X:mult,C:white} X#3# {} multi por\",\n\t\t\t\t\t\"cada {C:attention}descarte{} restante\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi y {X:mult,C:white} X#5# {C:inactive} multi)\",\n                }\n            },\n            j_poke_totodile = {\n                name = 'Totodile',\n                text = {\n                    \"{C:blue}+#1#{} mano\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas por cada carta\",\n\t\t\t\t\t\"jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#4#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_croconaw = {\n                name = 'Croconaw',\n                text = {\n                    \"{C:blue}+#1#{} mano\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas por cada carta\",\n\t\t\t\t\t\"jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#4#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_feraligatr = {\n                name = 'Feraligatr',\n                text = {\n                    \"{C:blue}+#1#{} mano\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas por cada carta\",\n\t\t\t\t\t\"jugada en esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_sentret = {\n                name = 'Sentret',\n                text = {\n                    \"{C:mult}+#2#{} multi por mano\",\n\t\t\t\t\t\"{C:attention}consecutiva{} jugada diferente\",\n\t\t\t\t\t\"de la última mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Última mano: {C:attention}#3#{C:inactive})\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando\",\"{C:inactive}tiene {C:mult}+#1#{C:inactive} / +15{C:inactive} multi)\",\n                }\n            },\n            j_poke_furret = {\n                name = 'Furret',\n                text = {\n                    \"{C:mult}+#2#{} multi cuando la mano\",\n\t\t\t\t\t\"jugada es diferente de\",\n\t\t\t\t\t\"la última mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Última mano: {C:attention}#3#{C:inactive})\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{} {C:inactive}multi)\",\n                }  \n            },\n            j_poke_hoothoot = {\n                name = 'Hoothoot',\n                text = {\n                    \"{C:purple}+#1# Profecía\",\n\t\t\t\t\t\"Cada carta {C:attention}profetizada{}\",\n\t\t\t\t\t\"otorga su total de fichas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_noctowl = {\n                name = 'Noctowl',\n                text = {\n                    \"{C:purple}+#1# Profecía\",\n\t\t\t\t\t\"Cada carta {C:attention}profetizada{}\",\n\t\t\t\t\t\"otorga su total de fichas\",\n                }\n            },\n            j_poke_ledyba = {\n                name = \"Ledyba\",\n                text = {\n                  \"{C:mult}+#1#{} multi por cada {C:attention}5{} cartas\",\n\t\t\t\t  \"restantes en tu baraja\",\n\t\t\t\t  \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_ledian = {\n                name = \"Ledian\",\n                text = {\n                  \"{C:mult}+#1#{} multi por cada {C:attention}3{} cartas\",\n\t\t\t\t  \"restantes en tu baraja\",\n\t\t\t\t  \"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\",\n                }\n            },\n            j_poke_spinarak = {\n                name = \"Spinarak\",\n                text = {\n                  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:green}#2# en #3#{} probabilidades de\",\n\t\t\t\t  \"{C:chips}+#5#{} fichas en su lugar\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#4#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_ariados = {\n              name = \"Ariados\",\n              text = {\n                \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\"{C:green}#2# en #3#{} probabilidades de\",\n\t\t\t\t\"{C:chips}+#4#{} fichas en su lugar\",\n              }\n            },\n            j_poke_crobat = {\n                name = 'Crobat',\n                text = {\n\t\t\t\t--I left the Leech list text just in case\n                    \"{C:inactive,s:0.9}Revisa la {C:attention,s:0.9}lista de chupamejoras\",  \n                    \"Por cada carta {C:attention}mejorada{} obtiene\",\n                    \"{C:mult}+#2#{} multi, {C:chips}+#4#{} ficha, {X:mult,C:white}X#6#{} multi, o {C:money}#8# ${}\",\n                    \"de pago al final de la ronda dependiendo\",\n                    \"de la mejora, remueve la {C:attention}mejora\",\n                    \"{C:inactive}(Actual {C:chips}+#3#{}, {C:mult}+#1#{}, {X:mult,C:white}X#5#{}, {C:money}#7# ${C:inactive} de pago)\"\n                } \n            },\n            j_poke_chinchou = {\n                name = \"Chinchou\",\n                text = {\n                  \"Otorga {C:chips}+#1#{} fichas y gana {C:money}#2# ${}\",\n\t\t\t\t  \"si la mano jugada contiene un {C:attention}Pareja\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_lanturn = {\n                name = \"Lanturn\",\n                text = {\n                  \"Otorga {C:chips}+#1#{} fichas y gana {C:money}#2# ${}\",\n\t\t\t\t  \"si la mano jugada contiene un {C:attention}Pareja\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"{C:chips}+#3#{} fichas extra por cada comodín tipo {X:water,C:white}Agua{}\",\n\t\t\t\t  \"{C:money}#4# ${} extra por cada comodín tipo {X:lightning,C:black}Rayo{}\",\n\t\t\t\t  \"{C:inactive}(Actual {C:chips}+#6#{C:inactive} fichas y {C:money}#5# ${C:inactive})\"\n                }\n            },\n            j_poke_pichu = {\n                name = 'Pichu',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#2# {} multi\",\n\t\t\t\t\t\"Gana {C:money}#1# ${} al\",\n\t\t\t\t\t\"final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Cleffa',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}La luna{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Igglybuff',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}El mundo{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_togepi = {\n                name = 'Togepi',\n                text = {\n                    \"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_togetic = {\n                name = 'Togetic',\n                text = {\n                    \"Las {C:attention}cartas de la suerte{} tienen\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\t\"de otorgar {C:chips}+#4#{} fichas\",\n\t\t\t\t\t\"y {C:green}#1# en #3#{} probabilidades\",\n\t\t\t\t\t\"de otorgar {X:mult,C:white}X#5#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Día{C:inactive})\"\n                }\n            },\n            j_poke_natu = {\n                name = 'Natu',\n                text = {\n                    \"Las cartas de {C:planet}planeta{}\",\n\t\t\t\t\t\"otorgan un nivel extra\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_xatu = {\n                name = 'Xatu',\n                text = {\n                    \"Las cartas de {C:planet}planeta{}\",\n\t\t\t\t\t\"otorgan un nivel extra\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Los {C:planet}paquetes celestiales{} contienen\",\n\t\t\t\t\t\"todas las cartas de {C:planet}planeta{} {C:attention}disponibles\",\n                }\n            },\n            j_poke_mareep = {\n                name = \"Mareep\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi cuando una o más {C:attention}cartas\",\n\t\t\t\t  \"{C:attention}de juego{} son {C:attention}agregadas{} a tu baraja\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Pierde {X:mult,C:white}X#3#{} multi cuando una o más {C:attention}cartas\",\n\t\t\t\t  \"{C:attention}de juego{} son {C:attention}destruidas\",\n\t\t\t\t  \"{C:inactive}(Evoluciona cuando {C:inactive}tiene {X:mult,C:white}X#1#{C:inactive} / X#4#{C:inactive} multi)\",\n                }\n            },\n            j_poke_flaaffy = {\n                name = \"Flaaffy\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi cuando una o más\",\n\t\t\t\t  \"{C:attention}cartas de juego{} son {C:attention}agregadas{} a tu baraja\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Pierde {X:mult,C:white}X#3#{} multi cuando una o más\",\n\t\t\t\t  \"{C:attention}cartas de juego{} son {C:attention}destruidas\",\n\t\t\t\t  \"{C:inactive}(Evoluciona cuando {C:inactive}tiene {X:mult,C:white}X#1#{C:inactive} / X#4#{C:inactive} multi)\",\n                }\n            },\n            j_poke_ampharos = {\n                name = \"Ampharos\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi cuando\",\n\t\t\t\t  \"una o más {C:attention}cartas de juego{} son\",\n\t\t\t\t  \"{C:attention}agregadas{} a tu baraja\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                }\n            },\n            j_poke_mega_ampharos = {\n                name = \"Mega Ampharos\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi\",\n\t\t\t\t  \"Cuando se selecciona la {C:attention}ciega{}, {C:green}aumenta\",\n\t\t\t\t  \"el tamaño de mano hasta la {C:attention}mitad{} del\",\n\t\t\t\t  \"tamaño de tu baraja, {C:red}pierdes{} todos los\",\n\t\t\t\t  \"descartes y juegas solo {C:attention}1{} mano\",\n\t\t\t\t  \"{C:inactive}(Aproximado, actualmente {C:attention}#2#{C:inactive})\"\n                }\n            },\n            j_poke_marill = {\n                name = 'Marill',\n                text = {\n                    \"{X:mult,C:white}X#2#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una carta {C:attention}sin mejora{}\",\n\t\t\t\t\t\"y una carta {C:attention}mejorada{} que anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras\",\"{C:inactive}jugar {C:attention}#1#{C:attention} cartas adicionales{C:inactive})\",\n                }\n            },\n            j_poke_azumarill = {\n                name = 'Azumarill',\n                text = {\n                    \"{X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"Otorga el {C:attention}doble{} de {X:mult,C:white}X{} multi si la mano\",\n\t\t\t\t\t\"jugada contiene una carta {C:attention}no adicional{}\",\n\t\t\t\t\t\"y una {C:attention}carta adicional{} que anotan\"\n                }\n            },\n            j_poke_sudowoodo = {\n                name = \"Sudowoodo\",\n                text = {\n                  \"Reactiva todas las {C:attention}cartas de figuras{}\",\n\t\t\t\t  \"{C:attention}jugadas{} y {C:attention}en tu mano{}\",\n                }\n            },\n            j_poke_weird_tree = {\n                name = \"Árbol extraño\",\n                text = {\n                  \"{C:attention}Cambia Tipo: {X:grass,C:white}Planta{}\",\n\t\t\t\t  \"{C:}Se transforma{} al final de la\",\n\t\t\t\t  \"ronda si este comodín no es\",\n\t\t\t\t  \"de tipo {X:grass,C:white}Planta{} o tienes un\",\n\t\t\t\t  \"comodín tipo {X:water,C:white}Agua{}\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Bellossom',\n                text = {\n                    \"Las cartas jugadas de categoría {C:attention}impar{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi o se vuelven\",\n\t\t\t\t\t\"cartas {C:attention}versátiles{} cuando anotan\",\n\t\t\t\t\t\"Si ya es {C:attention}versátil{}, se vuelve {C:dark_edition}laminada{},\",\"{C:dark_edition}holográfica{} o {C:dark_edition}polícroma{}\"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Politoed',\n                text = {\n                    \"Reactiva la primera carta {V:1}#2#{} que anota\",\n                    \"y luego la reactiva una vez por cada\",\n                    \"comodín tipo {X:water,C:white}Agua{} que tengas\",\n                    \"El palo rota en orden después de jugar\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\"\n                } \n            },\n            j_poke_hoppip = {\n                name = 'Hoppip',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Las primeras dos {C:attention}cartas descartadas{}\",\n\t\t\t\t\t\"se mejoran a cartas {C:dark_edition}semilla{}\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}Se autodestruye{} cuando descartas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_skiploom = {\n                name = 'Skiploom',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Las primeras tres {C:attention}cartas descartadas{}\",\n\t\t\t\t\t\"se mejoran a cartas {C:dark_edition}semilla{}\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}Se autodestruye{} cuando descartas\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_jumpluff = {\n                name = 'Jumpluff',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n\t\t\t\t\t\"Todas las {C:attention}cartas descartadas{}\",\n\t\t\t\t\t\"se mejoran a cartas {C:dark_edition}semilla{}\",\n\t\t\t\t\t\"{S:1.1,C:red,E:2}Se autodestruye{} cuando descartas\",\n                }\n            },\n            j_poke_aipom = {\n              name = \"Aipom\",\n              text = {\n                \"{C:attention}-#3#{} límite de selección de cartas\",\n\t\t\t\t\"{C:inactive}(cartas que puedes jugar/descartar)\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Los {C:attention}Colores{} y {C:attention}Escaleras{} pueden\",\n\t\t\t\t\"hacerse con {C:attention}3{} cartas\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras jugar\",\n\t\t\t\t\"{C:attention}#1#{C:inactive} Escaleras y {C:attention}#2#{C:inactive} Colores){}\"\n              }\n            },\n            j_poke_sunkern = {\n                name = 'Sunkern',\n                text = {\n                    \"Gana {C:money}#1# ${} cuando la {C:attention}ciega{} es seleccionada\",\n\t\t\t\t\t\"y cuando la mano es {C:attention}jugada{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Solar{C:inactive})\"\n                }\n            },\n            j_poke_sunflora = {\n                name = 'Sunflora',\n                text = {\n                    \"Gana {C:money}#1# ${} cuando la {C:attention}ciega{} es seleccionada,\",\n\t\t\t\t\t\"la mano es {C:attention}jugada{} o {C:attention}descartada{}, un\",\n\t\t\t\t\t\"consumible es {C:attention}usado{} y al final de la ronda\",\n                }\n            },\n            j_poke_wooper = {\n                name = \"Wooper\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\n\t\t\t\t  \"{C:mult}-#3#{} multi por cada carta de {C:attention}figura{}\",\n\t\t\t\t  \"restante en tu {C:attention}baraja\",\n\t\t\t\t  \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_quagsire = {\n                name = \"Quagsire\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\"{C:mult}-#2#{} multi por cada carta de {C:attention}figura{}\",\"restante en tu {C:attention}baraja\",\"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_yanma = {\n              name = \"Yanma\",\n              text = {\n                \"Cada {C:attention}3{} o {C:attention}6{} jugado otorga\",\n\t\t\t\t\"{C:chips}+#2#{} fichas y {C:mult}+#1#{} multi cuando anota\",\n\t\t\t\t\"{C:green}#5# en #6#{} probabilidades de {C:chips}+#4#{} fichas\",\n\t\t\t\t\"y {C:mult}+#3#{} multi en su lugar\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras jugar {C:attention,s:0.8}#7#{C:inactive,s:0.8} 3s o 6s)\"\n              }\n            },\n            j_poke_espeon = {\n                name = 'Espeon',\n                text = {\n                    \"{C:attention}Reactiva{} cada {C:attention}#3#{} jugado(a)\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Cada carta del palo {V:1}#4#{} que\",\n\t\t\t\t\t\"anota otorga {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(La {C:attention,s:0.9}categoría{C:inactive,s:0.9} y el {C:attention,s:0.9}palo{C:inactive,s:0.9} cambian {C:attention,s:0.9}cada ronda{C:inactive})\",\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Umbreon',\n                text = {\n                    \"Si la primera mano {C:attention}descartada{}\",\n                    \"es un(a) {C:attention}#1#{}\",\n                    \"aumenta el nivel de la {C:attention}mano\",\n                    \"{C:attention}de póker{} más jugada\",\n                    \"{C:inactive}(La mano cambia cada ronda)\"\n\t\t\t\t} \n            },\n            j_poke_murkrow = {\n              name = \"Murkrow\",\n              text = {\n                \"{X:mult,C:white} X#1# {} multi por cada comodín\",\n\t\t\t\t\"tipo {X:dark,C:white}Oscuro{} que tengas\",\n\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#2#{C:inactive} multi)\",\n\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\"\n              }\n            },\n            j_poke_slowking = {\n                name = 'Slowking',\n                text = {\n                    \"Los {C:attention}reyes{} jugados otorgan\",\n\t\t\t\t\t\"{X:mult,C:white}X#1#{} multi cuando anotan\",\n\t\t\t\t\t\"Aumenta en {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t\t\"cuando la mano es jugada\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                }\n            },\n            j_poke_misdreavus = {\n                name = 'Misdreavus',\n                text = {\n                    \"Las cartas de {C:attention}figura{} jugadas pierden\",\n\t\t\t\t\t\"para siempre hasta {C:chips}#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"Este comodín obtiene las fichas perdidas\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#2#{C:inactive} fichas)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\",\n                }\n            },\n            j_poke_unown = {\n                name = \"Unown\",\n                text = {\n                  \"{C:attention}Naturaleza:{} {C:inactive}({C:attention}#2#{C:inactive})\",\n\t\t\t\t  \"{C:mult}+#1#{} multi si la mano jugada contiene\",\n\t\t\t\t  \"a la carta de {C:attention}naturaleza{}\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"{S:1.1,C:red,E:2}Se autodestruye{}\",\n\t\t\t\t  \"al final de la ronda\",\n                }\n            },\n            j_poke_wobbuffet = {\n              name = \"Wobbuffet\",\n              text = {\n                \"Reactiva cada\",\"{C:attention}6{}, {C:attention}7{}, {C:attention}8{}, {C:attention}9{} o {C:attention}10{} jugado\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"{C:attention}Volátil a la izquierda{}\",\n\t\t\t\t\"Cuando se selecciona la ciega, agrega\",\n\t\t\t\t\"{C:attention}eterno{} al comodín más a la derecha\",\n              }\n            },\n            j_poke_girafarig = {\n              name = \"Girafarig\",\n              text = {\n                \"La primera y última carta de {C:attention}figura{}\",\n\t\t\t\t\"otorga {X:mult,C:white}X#1#{} multi cuando anota\",\n\t\t\t\t\"si la mano jugada contiene un {C:attention}Doble pareja{}\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras usar\",\n\t\t\t\t\"{C:attention}La muerte{C:inactive} en {C:attention}2{C:inactive} cartas de figura){}\"\n              }\n            },\n            j_poke_pineco = {\n              name = \"Pineco\",\n              text = {\n                \"{C:attention}Volátil a la izquierda{}\",\n\t\t\t\t\"{C:chips}+#1#{} fichas y se debilita\",\n\t\t\t\t\"a sí mismo por esa ronda\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_forretress = {\n              name = \"Forretress\",\n              text = {\n                \"{C:attention}Volátil a la izquierda{}\",\n\t\t\t\t\"{C:chips}+#1#{} fichas y se\",\n\t\t\t\t\"debilita a sí mismo por esa ronda\",\n\t\t\t\t\"Otorga el {C:attention}doble{} de fichas si una\",\"{C:attention}carta de acero{} está {C:attention}en tu mano{}\",\n              }\n            },\n            j_poke_dunsparce = {\n                name = 'Dunsparce',\n                text = {\n                  \"{C:inactive}¿No hace nada...?\",\n\t\t\t\t  \"{S:1.1,C:red,E:2}Se autodestruye{} al final de la\",\n\t\t\t\t  \"tienda si haces un {C:green}cambio{}\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_gligar = {\n                name = 'Gligar',\n                text = {\n                    \"Las cartas jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi por\",\n\t\t\t\t\t\"cada {V:1}#2#{} {C:attention}en tu mano{}\",\n\t\t\t\t\t\"{C:inactive}(El palo cambia cada ronda)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\",\n                }\n            },\n            j_poke_steelix = {\n                name = 'Steelix',\n                text = {\n                    \"La carta más a la izquierda que anota\",\n\t\t\t\t\t\"de la {C:attention}primera mano{} de la ronda\",\n\t\t\t\t\t\"se mejora a {C:attention}carta de acero{}\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las {C:attention}cartas de piedra{} {C:attention}en tu mano{}\",\n\t\t\t\t\t\"se mejoran a {C:attention}cartas de acero{}\"\n                } \n            },\n            j_poke_mega_steelix = {\n                name = \"Mega Steelix\",\n                text = {\n                  \"Gana {C:money}#1# ${} por cada carta del palo {C:diamonds}#2#{} en\",\n\t\t\t\t  \"tu {C:attention}baraja completa{} al final de la ronda\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Las {C:attention}cartas de acero{} que no son {C:diamonds}#2#s{}\",\n\t\t\t\t  \"{C:attention}en tu mano{} se vuelven {C:diamonds}#3#{}\",\"y pierden su {C:attention}mejora{}\",\n                }\n            },\n            j_poke_snubbull = {\n                name = 'Snubbull',\n                text = {\n                    \"La primera carta de {C:attention}figura{}\",\"otorga {X:mult,C:white}X#1#{} multi cuando anota\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_granbull = {\n                name = 'Granbull',\n                text = {\n                    \"La primera carta de {C:attention}figura{}\",\"otorga {X:mult,C:white}X#2#{} multi cuando anota si es\",\"una {C:attention}reina{} y {X:mult,C:white}X#1#{} multi sino\",\n                }\n            },\n            j_poke_qwilfish = {\n                name = 'Qwilfish',\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n                    \"Obtiene {C:chips}+#2#{} fichas cuando\",\n                    \"una carta {C:attention}mejorada{}\",\n                    \"es destruida\",\n                    \"{C:inactive}(Actual {C:chips}+#3#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_scizor = {\n                name = 'Scizor',\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, destruye al\",\n\t\t\t\t\t\"comodín de la derecha y obtiene {C:mult}+#4#{} multi\",\n\t\t\t\t\t\"Obtiene edición {C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o\",\"{C:dark_edition}polícromo{} si era {C:red}Rara{} o superior\",\"{C:attention}Acumula{} los efectos de las ediciones que obtiene\",\"{C:inactive,s:0.8}(Obtiene la misma edición del comodín destruido si tenía){}\",\"{C:inactive}(Actual {C:mult}+#1#{} {C:inactive}multi, {C:chips}+#2#{} {C:inactive}fichas, {X:mult,C:white}X#3#{} {C:inactive}multi)\"\n                } \n            },\n            j_poke_mega_scizor = {\n                name = \"Mega Scizor\",\n                text = {\n                  \"Los comodines {C:blue}comunes{}\",\n\t\t\t\t  \"otorgan {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Destruye todos los comodines\",\n\t\t\t\t  \"{C:blue}comunes{} al final de la ronda\"\n                }\n            },\n            j_poke_shuckle = {\n                name = \"Shuckle\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t  \"destruye el {C:attention}consumible{} más a la\",\n\t\t\t\t  \"izquierda y crea un {C:item}Zumo de Baya{}\",\n\t\t\t\t  \"{C:inactive}(No puede destruir {C:item}Zumos de Baya{C:inactive})\"\n                }\n            },\n            j_poke_sneasel = {\n                name = 'Sneasel',\n                text = {\n                    \"Si la mano jugada es\",\n\t\t\t\t\t\"solo un(a) {C:attention}#1#{}\",\n\t\t\t\t\t\"lo destruye y gana {C:money}#2# $\",\n\t\t\t\t\t\"{C:inactive}(La categoría cambia cada ronda){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\",\n                }\n            },\n            j_poke_teddiursa = {\n              name = \"Teddiursa\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi cuando cualquier\",\n\t\t\t\t\"{C:attention}paquete potenciador{} es omitido\",\n\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\"{C:mult}+#1#{C:inactive} / #3# multi)\",\n              }\n            },\n            j_poke_ursaring = {\n              name = \"Ursaring\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi y crea un {C:item}objeto{}\",\n\t\t\t\t\"cuando cualquier {C:attention}paquete\",\n\t\t\t\t\"{C:attention}potenciador{} es omitido\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Lunar{C:inactive})\",\n              }\n            },\n            j_poke_slugma = {\n              name = \"Slugma\",\n              text = {\n                \"Cada {C:attention}4{} {C:inactive}[#4#]{} manos jugadas, destruye\",\n\t\t\t\t\"la primera carta {C:attention}en tu mano{} tras jugar\",\n\t\t\t\t\"y este comodín obtiene {C:chips}+#2#{} fichas\",\n\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene {C:chips}+#1#{C:inactive} / #3# fichas)\",\n              }\n            },\n            j_poke_magcargo = {\n                name = \"Magcargo\",\n                text = {\n                  \"Cada {C:attention}3{} {C:inactive}[#3#]{} manos jugadas, destruye\",\"la primera carta {C:attention}en tu mano{} tras jugar\",\"y este comodín obtiene {C:chips}+#2#{} fichas\",\"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_swinub = {\n                name = \"Swinub\",\n                text = {\n                  \"La primera carta jugada otorga\",\n\t\t\t\t  \"{C:mult}+#1#{} multi por cada {C:attention}carta {C:attention}de piedra{}\",\n\t\t\t\t  \"y {C:attention}de vidrio{} en la mano jugada\",\n\t\t\t\t  \"{br:2}text needs to be here to work\",\n\t\t\t\t  \"{C:green}#3# en #4#{} probabilidades de ganar {C:money}#2# ${}\",\n\t\t\t\t  \"al final de la ronda\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#5#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_piloswine = {\n              name = \"Piloswine\",\n              text = {\n                \"La primera carta jugada otorga\",\"{C:mult}+#1#{} multi por cada {C:attention}carta {C:attention}de piedra{}\",\n\t\t\t\t\"y {C:attention}de vidrio{} en la mano jugada\",\"{br:2}text needs to be here to work\",\n\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de ganar {C:money}#2# ${}\",\"al final de la ronda\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras jugar\",\"{C:attention}#5#{C:inactive} cartas de piedra o vidrio)\",\n              }\n            },\n            j_poke_heracross = {\n                name = 'Heracross',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si ninguna carta que anota\",\n\t\t\t\t\t\"tiene la {C:attention}misma categoría{} de\",\n\t\t\t\t\t\"cualquier carta {C:attention}en tu mano{}\"\n                }\n            },\n\t\t\tj_poke_mega_heracross = {\n                name = \"Mega Heracross\",\n                text = {\n                  \"Reactiva todas las\",\n\t\t\t\t  \"cartas jugadas {C:attention}dos veces\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Se debilita a sí mismo por\",\n\t\t\t\t  \"esa ronda si juegas o descartas\",\n\t\t\t\t  \"menos de {C:attention}5{} cartas\",\n                  \"{C:inactive}(Se debilita antes de anotar fichas)\"\n                }\n            },\n            j_poke_corsola = {\n              name = 'Corsola',\n              text = {\n                \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\"obtiene {C:mult}+#1#{} multi por cada comodín\",\n\t\t\t\t\"tipo {X:water,C:white}Agua{} que tengas y crea\",\n\t\t\t\t\"un Pokémon tipo {X:water,C:white}Agua{} {C:attention}básico{}\",\n                \"{C:inactive}(Debe haber espacio)\",\n                \"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\",\n              }\n            },\n            j_poke_remoraid = {\n              name = \"Remoraid\",\n              text = {\n                \"Reactiva todas las cartas\",\n\t\t\t\t\"en la primera mano jugada\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_octillery = {\n              name = \"Octillery\",\n              text = {\n                \"Reactiva todas las cartas jugadas\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Se debilita a sí mismo por esta\",\n\t\t\t\t\"ronda después de jugar si la mano\",\n\t\t\t\t\"jugada no contiene un {C:attention}8{}\"\n              }\n            },\n            j_poke_delibird = {\n                name = \"Delibird\",\n                text = {\n                  \"Al final de la ronda\",\n\t\t\t\t  \"recibe un {S:1.1,C:green,E:2}regalo{}\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio)\",\n                }\n            },\n            j_poke_mantine = {\n                name = \"Mantine\",\n                text = {\n                  \"Obtiene {C:chips}+#2#{} fichas cuando\",\n\t\t\t\t  \"una {C:attention}carta de oro{} anota fichas\",\n\t\t\t\t  \"o está {C:attention}en tu mano{}\",\n\t\t\t\t  \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_skarmory = {\n                name = 'Skarmory',\n                text = {\n\t\t\t\t\t\"{C:hazard}+#1# Nivel y límite de trampas\",\n                    \"{X:mult,C:white}X#2#{} multi por cada\",\n                    \"carta {C:hazard}trampa{} o {C:attention}de acero{}\",\n                    \"{C:attention}en tu mano{}\",\n                    \"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_kingdra = {\n                name = 'Kingdra',\n                text = {\n                    \"Obtiene {C:mult}+#2#{} multi por cada {C:attention}6{} jugado\",\n\t\t\t\t\t\"Si un {C:attention}rey{} está en tu mano,\",\n\t\t\t\t\t\"obtiene {X:mult,C:white}X#4#{} multi {C:attention}en su lugar{}\",\n\t\t\t\t\t\"por cada {C:attention}6{} jugado\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi, {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_phanpy = {\n                name = \"Phanpy\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi por cada\",\n\t\t\t\t  \"mano {C:attention}consecutiva{} jugada\",\n\t\t\t\t  \"con {C:attention}5{} cartas que anotan\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_donphan = {\n                name = \"Donphan\",\n                text = {\n                  \"Obtiene {X:mult,C:white}X#2#{} multi por cada\",\n\t\t\t\t  \"mano {C:attention}consecutiva{} jugada\",\n\t\t\t\t  \"con {C:attention}5{} cartas que anotan\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                }\n            },\n            j_poke_porygon2 = {\n                name = 'Porygon2',\n                text = {\n                    \"{C:pink}+2{} límite de energía\",\n\t\t\t\t\t\"Crea una carta de {C:pink}energía{} del mismo\",\n\t\t\t\t\t\"{C:pink}tipo{} del comodín más a la izquierda\",\n\t\t\t\t\t\"cuando abres un {C:attention}paquete potenciador{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:metal}Disco extraño{C:inactive})\",\n                } \n            },\n            j_poke_stantler = {\n                name = \"Stantler\",\n                text = {\n                    \"{C:purple}+#1# Profecía\",\n\t\t\t\t\t\"Agrega la categoría de la carta\",\n\t\t\t\t\t\"{C:attention}profetizada{} más {C:attention}alta{} a multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                }\n            },\n            j_poke_smeargle = {\n                name = \"Smeargle\",\n                text = {\n                  \"{C:attention}Esquematiza{} la habilidad del\",\n                  \"{C:attention}comodín{} de la derecha\",\n\t\t\t\t  \"cuando la ciega es seleccionada\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Si la {C:attention}primera mano o descarte{} de la\",\n\t\t\t\t\t\"ronda tiene exactamente {C:attention}5{} cartas,\",\n\t\t\t\t\t\"una carta al azar es copiada {C:inactive,s:0.9}(si juegas){}\",\n\t\t\t\t\t\"o destruida {C:inactive,s:0.9}(si descartas){}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'Hitmontop',\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Cuando se selecciona la {C:attention}ciega\",\n\t\t\t\t\t\"obtiene {X:mult,C:white} X#3# {} multi si el\",\n\t\t\t\t\t\"tamaño de tu baraja es igual a {C:attention}#2#{}\",\n                } \n            },\n            j_poke_smoochum = {\n                name = 'Smoochum',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea una {C:attention}etiqueta estándar{}\",\n\t\t\t\t\t\"cuando este comodín evoluciona\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_elekid = {\n                name = 'Elekid',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea una {C:attention}etiqueta de cupón{}\",\n\t\t\t\t\t\"cuando este comodín evoluciona\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_magby = {\n                name = 'Magby',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{C:red}+#2#{} descarte\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_houndour = {\n              name = \"Houndour\",\n              text = {\n                \"{C:attention}+#3#{} límite de selección\",\"de cartas para descartar\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Las cartas descartadas\",\n\t\t\t\t\"ganan para siempre {C:mult}+#1#{} multi\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_houndoom = {\n              name = \"Houndoom\",\n              text = {\n                \"{C:attention}+#2#{} límite de selección\",\"de cartas para descartar\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Las cartas descartadas\",\n\t\t\t\t\"ganan para siempre {C:mult}+#1#{} multi\",\n              }\n            },\n            j_poke_mega_houndoom = {\n                name = \"Mega Houndoom\",\n                text = {\n                  \"{C:attention}+#3#{} límite de selección\",\"de cartas para descartar\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Obtiene {X:mult,C:white} X#2# {} multi cuando\",\n                  \"se descartan cartas\",\n                  \"{C:inactive}(Se restablece al final de la ronda)\",\n                  \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi)\"\n                }\n            },\n            j_poke_miltank = {\n                name = \"Miltank\",\n                text = {\n                  \"Gana {C:money}#1# ${} por cada comodín\",\n\t\t\t\t  \"tipo {C:colorless}Incoloro{} que tengas\",\n\t\t\t\t  \"al final de la ronda\",\n\t\t\t\t  \"{C:inactive}(Actual {C:money}#2# ${C:inactive}){}\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Blissey',\n                text = {\n                    \"Las primeras {C:attention}#1#{C:inactive} [#2#]{} veces que una\",\n\t\t\t\t\t\"{C:attention}carta de la suerte{} se activa cada\",\n\t\t\t\t\t\"ronda, se agrega una copia con {C:dark_edition}policromía{}\",\n\t\t\t\t\t\"a tu baraja y la saca a tu {C:attention}mano\",\n                } \n            },\n            j_poke_raikou = {\n                name = \"Raikou\",\n                text = {\n                  \"Si la primera mano jugada tiene solo {C:attention}1{}\",\n\t\t\t\t  \"carta, cambia {C:attention}3{} cartas {C:attention}en tu mano{}\",\n\t\t\t\t  \"a su {C:attention}categoría{} y gana {C:money}#1# ${}\",\n                }\n            },\n            j_poke_entei = {\n                name = \"Entei\",\n                text = {\n                  \"Si el {C:attention}primer descarte{} tiene\",\n\t\t\t\t  \"exactamente {C:attention}4{} cartas, destruye una\",\n\t\t\t\t  \"de ellas y obtiene {X:red,C:white}X#2#{} multi\",\n\t\t\t\t  \"{C:inactive}(Actual {X:red,C:white}X#1#{C:inactive} multi)\",\n                }\n            },\n            j_poke_suicune = {\n                name = \"Suicune\",\n                text = {\n                  \"{C:attention}Duplica{} para siempre el total de fichas\",\n\t\t\t\t  \"de cada carta en la mano jugada\",\n\t\t\t\t  \"{C:inactive}(Máximo de {C:chips}+#1#{C:inactive} fichas por aumento)\",\n                }\n            },\n            j_poke_larvitar = {\n                name = \"Larvitar\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Full{}\",\n\t\t\t\t  \"todas las cartas jugadas ganan para\",\n\t\t\t\t  \"siempre {C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras jugar {C:attention}#2#{C:inactive Fulles)\"\n                }\n            },\n            j_poke_pupitar = {\n                name = \"Pupitar\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Full{}\",\n\t\t\t\t  \"todas las cartas jugadas ganan para\",\n\t\t\t\t  \"siempre {C:chips}+#1#{} fichas cuando anotan\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras jugar {C:attention}#2#{C:inactive Fulles)\"\n                }\n            },\n            j_poke_tyranitar = {\n                name = \"Tyranitar\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Full{}\",\n\t\t\t\t  \"todas las cartas jugadas pierden para\",\n\t\t\t\t  \"siempre {C:chips}#1#{} fichas y ganan {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t  \"si pierden fichas\"\n                }\n            },\n            j_poke_mega_tyranitar = {\n                name = \"Mega Tyranitar\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Full{},\",\n\t\t\t\t  \"aumenta su nivel y las cartas jugadas\",\n\t\t\t\t  \"gana para siempren fichas igual\",\n\t\t\t\t  \"al nivel de tu {C:attention}Full{}\"\n                }\n            },\n            j_poke_lugia = {\n              name = \"Lugia\",\n              text = {\n                \"Obtiene {X:mult,C:white} X#2# {} multi por\",\n\t\t\t\t\"cada {C:attention}#3#{} {C:inactive}[#4#]{} cartas\",\n\t\t\t\t\"sacadas durante las {C:attention}ciegas{}\",\n\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi){}\"\n              }\n            },\n            j_poke_ho_oh = {\n                name = \"Ho-Oh\",\n                text = {\n                  \"Crea una copia con {C:dark_edition}polícromía{}\",\n\t\t\t\t  \"del primer {C:attention}consumible{} usado\",\n\t\t\t\t  \"cada ronda\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio)\",\n                }\n            },\n            j_poke_celebi = {\n                name = \"Celebi\",\n                text = {\n                    \"{C:attention}-#2#{} apuesta inicial\",\n\t\t\t\t\t\"tras omitir {C:attention}#1#{} {C:inactive}[#3#]{} {C:attention}ciega(s){}\",\n\t\t\t\t\t\"{C:inactive}(La cantidad requerida aumenta\",\"{C:inactive}cada que se activa)\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{X:mult,C:white} X#4# {} multi por cada ronda jugada\",\n                    \"{C:inactive}(Actual {X:mult,C:white} X#5# {C:inactive} multi){}\"\n                } \n            },\n            j_poke_treecko = {\n                name = \"Treecko\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:money}#1# ${} cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_grovyle = {\n                name = \"Grovyle\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n\t\t\t\t\t\"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:money}#1# ${} o {C:money}#4# ${} cuando anotan\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_sceptile = {\n                name = \"Sceptile\",\n                text = {\n                    \"{C:attention}+#3#{} tamaño de mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{} otorgan {C:money}#1# ${}\",\n                    \"cuando anotan más {C:money}#5# ${} por cada\",\n\t\t\t\t\t\"{C:attention}otro{} comodín tipo {X:grass,C:white}Planta{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:money}#4# ${C:inactive} total){}\"\n                } \n            },\n            j_poke_torchic = {\n                name = \"Torchic\",\n                text = {\n                    \"{C:mult}+#3#{} descarte\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n\t\t\t\t\t\"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_combusken = {\n                name = \"Combusken\",\n                text = {\n                    \"{C:mult}+#3#{} descarte\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n\t\t\t\t\t\"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_blaziken = {\n                name = \"Blaziken\",\n                text = {\n                    \"{C:mult}+#3#{} descarte\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n\t\t\t\t\t\"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:mult}+#1#{} multi cuando anotan\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Cada comodín tipo {X:fire,C:white}Fuego{} o {X:fighting,C:white}Lucha{}\",\n                    \"otorga {X:mult,C:white} X#2# {} multi si descartas\",\n                    \"{C:attention}#4# {C:inactive}[#5#]{} cartas de {C:attention}naturaleza{}\",\"en esta ronda\"\n                } \n            },\n            j_poke_mudkip = {\n                name = \"Mudkip\",\n                text = {\n                    \"{C:chips}+#3#{} mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:chips}+#1#{} fichas cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_marshtomp = {\n                name = \"Marshtomp\",\n                text = {\n                    \"{C:chips}+#3#{} mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:chips}+#1#{} fichas cuando anotan\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces)\",\n                } \n            },\n            j_poke_swampert = {\n                name = \"Swampert\",\n                text = {\n                    \"{C:chips}+#2#{} mano\",\n\t\t\t\t\t\"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Las cartas de {C:attention}naturaleza{}\",\n\t\t\t\t\t\"otorgan {C:chips}+#1#{} fichas cuando anotan\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Crea una carta de {C:tarot}tarot{} por\",\n\t\t\t\t\t\"cada {C:attention}2{} comodines tipo {X:water,C:white}Agua{} o {X:earth,C:white}Tierra{}\",\n\t\t\t\t\t\"que tengas si la mano de póker\",\n\t\t\t\t\t\"contiene {C:attention}#3#{} cartas de {C:attention}Naturaleza\",\n                    \"{C:inactive}(Debe haber espacio){}\"\n                } \n            },\n\t\t\tj_poke_poochyena = {\n              name = \"Poochyena\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi cuando una\",\n                \"carta de juego es {C:attention}destruida\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_mightyena = {\n              name = \"Mightyena\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi cuando una\",\n                \"carta de juego es {C:attention}destruida\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Obtiene {C:mult}+#3#{} multi más por cada\",\n                \"comodín tipo {X:dark,C:white}Oscuro{} que tengas\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n              }\n            },\n            j_poke_zigzagoon = {\n              name = \"Zigzagoon\",\n              text = {\n                \"{C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\"de {C:attention}recoger{} un {C:item}objeto{}\",\n\t\t\t\t\"cuando la mano es jugada\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_linoone = {\n              name = \"Linoone\",\n              text = {\n                \"{C:green}#1# en #2#{} probabilidades\",\n\t\t\t\t\"de {C:attention}recoger{} un {C:item}objeto{}\",\n\t\t\t\t\"cuando la mano es jugada\",\n\t\t\t\t\"Garantizado si la mano\",\n\t\t\t\t\"contiene una {C:attention}Escalera{}\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio)\"\n              }\n            },\n            j_poke_wurmple = {\n                name = \"Wurmple\",\n                text = {\n                  \"{C:mult}+#1#{} multi o {C:chips}+#2#{} fichas\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#4#{C:inactive}){}\",\n\t\t\t\t  \"{C:inactive,s:0.8}(Desconocido hasta que lo descubras)\",\n                  \"{C:inactive}(Evoluciona tras jugar\",\n\t\t\t\t  \"{C:attention}#3#{C:inactive} cartas de {C:attention}naturaleza{C:inactive})\",\n                }\n            },\n            j_poke_silcoon = {\n                name = \"Silcoon\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                  \"{C:inactive}(Evoluciona tras jugar\",\n\t\t\t\t  \"{C:attention}#3#{C:inactive} cartas de {C:attention}Naturaleza{C:inactive})\",\n                }\n            },\n            j_poke_beautifly = {\n                name = \"Beautifly\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{C:green}#3# en #4#{} probabilidades de aumentar el nivel\",\n                  \"de tu {C:attention}Color{} si la {C:attention}mano de póker{} contiene\",\n                  \"una carta de {C:attention}naturaleza{} que anota\"\n                }\n            },\n            j_poke_cascoon = {\n                name = \"Cascoon\",\n                text = {\n                  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                  \"{C:inactive}(Evoluciona tras jugar\",\n\t\t\t\t  \"{C:attention}#3#{C:inactive} cartas de {C:attention}Naturaleza{C:inactive})\",\n                }\n            },\n            j_poke_dustox = {\n                name = \"Dustox\",\n                text = {\n                  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:attention}Naturaleza: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{X:mult,C:white} X#3# {} multi si todas\",\n                  \"las cartas {C:attention}en tu mano{} son\",\n                  \"cartas de {C:attention}naturaleza{}\"\n                }\n            },\n            j_poke_taillow = {\n              name = \"Taillow\",\n              text = {\n                \"Cuando sacas un {C:attention}as{} durante\",\n                \"la {C:attention}ciega{}, obtiene {C:mult}+#2#{} multi\",\n                \"{C:inactive}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n              }\n            }, \n            j_poke_swellow = {\n              name = \"Swellow\",\n              text = {\n\t\t\t    \"Cuando la {C:attention}ciega jefe{} es seleccionada,\",\n                \"las primeras {C:attention}2{} cartas de tu\",\n                \"baraja se vuelven {C:attention}ases\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Cuando sacas un {C:attention}as{} durante\",\n                \"la {C:attention}ciega{}, obtiene {C:mult}+#2#{} multi\",\n                \"{C:inactive}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n              }\n            }, \n            j_poke_wingull = {\n              name = \"Wingull\",\n              text = {\n                \"Gana {C:money}#1# ${} por cada\",\n                \"{C:attention}#3#{} descartado(a)\",\n                \"{s:0.9}La categoría cambia cada ronda\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            }, \n            j_poke_pelipper = {\n              name = \"Pelipper\",\n              text = {\n                \"Gana {C:money}#1# ${} por cada\",\n                \"{C:attention}#3#{} descartado(a)\",\n                \"{s:0.9}La categoría cambia cada ronda\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Gana {C:money}#2# ${} más por cada\",\n                \"comodín tipo {X:water,C:white}Agua{} que tengas\"\n              }\n            }, \n            j_poke_ralts = {\n              name = \"Ralts\",\n              text = {\n                \"{C:attention}Equipado con{} {C:pink}Energía {X:psychic,C:white}Psíquica{}\",\n                \"{C:mult}+#1#{} multi por cada comodín\",\n                \"{C:pink}energizado{} si la mano jugada\",\n                \"contiene un {C:attention}Pareja\",\n                \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            }, \n            j_poke_kirlia = {\n              name = \"Kirlia\",\n              text = {\n                \"{C:pink}+#2#{} Límite de energía\",\n                \"{C:mult}+#1#{} multi por cada comodín\",\n                \"{C:pink}energizado{} si la mano jugada\",\n                \"contiene un {C:attention}Pareja\",\n                \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras usar\",\n\t\t\t\t\"{C:attention}#4# {C:inactive}cartas de {C:planet}planeta{C:inactive})\",\n                \"{C:inactive}(Evoluciona con una {C:attention}Piedra Alba{C:inactive}){}\"\n              }\n            }, \n            j_poke_gardevoir = {\n              name = \"Gardevoir\",\n              text = {\n                \"{C:pink}+#2#{} Límite de energía\",\n                \"Cuando vendes un comodín {C:pink}energizado{},\",\n                \"crea un {C:spectral}Agujero negro{} {C:dark_edition}negativo{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{X:mult,C:white}X#1#{} multi por cada comodín\",\n                \"{C:pink}energizado{} y cada mano\",\n\t\t\t\t\"con nivel {C:attention}#4# o más{}\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#3#{C:inactive} multi)\",\n              }\n            }, \n            j_poke_shroomish = {\n                name = \"Shroomish\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{}, gana\",\n\t\t\t\t  \"{C:chips}+#1#{} mano, {C:mult}+#2#{} descarte, o\",\n\t\t\t\t  \"{C:attention}+#3#{} tamaño de mano por esta ronda\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras derrotar {C:attention}#4#{C:inactive} ciegas jefe){}\"\n                }\n            }, \n            j_poke_breloom = {\n                name = \"Breloom\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{}, gana\",\n\t\t\t\t  \"{C:chips}+#1#{} manos, {C:mult}+#2#{} descartes, o\",\n\t\t\t\t  \"{C:attention}+#3#{} tamaño de mano por esta ronda\"\n                }\n            },\n\t\t\tj_poke_slakoth = {\n                name = \"Slakoth\",\n                text = {\n                  \"{C:mult}+#1#{} multi\",\n                  \"{C:chips}-#3#{} mano por esta ronda\",\n                  \"cuando juegas una mano\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            }, \n            j_poke_vigoroth = {\n                name = \"Vigoroth\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi por cada\",\"mano restante\",\n                  \"{C:inactive}(Actual {X:mult,C:white} X#2# {C:inactive} multi){}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas\",\"{C:inactive}sin descartar)\",\n                }\n            }, \n            j_poke_slaking = {\n                name = \"Slaking\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi\",\n                  \"{C:chips}-#2#{} mano por esta ronda\",\n                  \"cuando juegas una mano\",\n                }\n            }, \n            j_poke_nincada = {\n                name = \"Nincada\",\n                text = {\n                  \"{C:chips}+#1#{} fichas, con {C:attention}multievolución{}\",\n                  \"{C:chips}-#2#{} fichas y {C:green}#3# en #4#{} probabilidades de crear\",\n                  \"un {C:attention}consumible{} al azar si la mano de póker\",\n                  \"contiene un {C:attention}9{} o una {C:attention}jota{}\",\n                  \"{C:inactive}(Evoluciona cuando tiene {C:chips}0{C:inactive} fichas)\",\n                }\n            }, \n            j_poke_ninjask = {\n                name = \"Ninjask\",\n                text = {\n                  \"{C:green}#2# en #3#{} probabilidades\",\n                  \"de crear una {C:attention}etiqueta veloz{}\",\n\t\t\t\t  \"cuando se selecciona la {C:attention}ciega\",\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\n                  \"Cada {C:attention}9{} y {C:attention}jota{} en tu {C:attention}primera{}\",\n                  \"mano jugada otorga {C:mult}+#1#{} multi\",\n                }\n            },\n            j_poke_shedinja = {\n                name = \"Shedinja\",\n                text = {\n                  \"Evita la muerte en\",\n                  \"{C:attention}ciegas no jefe{}, obtiene {X:mult,C:white}X#2#{} multi\",\n                  \"por cada muerte prevenida\",\n                  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\n                  \"{S:1.1,C:red,E:2}Se autodestruye{} si tienes un\",\n                  \"comodín tipo {X:fire,C:white}Fuego{}, {X:dark,C:white}Oscuro{}, {X:earth,C:white}Tierra{} o\",\n                  \"{X:psychic,C:white}Psíquico{} al final de la {C:attention}tienda\",\n                  \"{C:inactive}(Excluye Shedinjas){}\"\n                }\n            },\n            j_poke_makuhita = {\n                name = \"Makuhita\",\n                text = {\n                  \"Gana {C:chips}+#1#{} mano cuando\",\n                  \"se selecciona la {C:attention}ciega{}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_hariyama = {\n                name = \"Hariyama\",\n                text = {\n                  \"Gana {C:chips}+#1#{} mano por cada\",\n                  \"comodín tipo {X:fighting,C:white}Lucha{} que tengas\",\n                  \"cuando se selecciona la {C:attention}ciega{}\",\n                }\n            },\n            j_poke_azurill = {\n                name = 'Azurill',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}El hierofante{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_nosepass = {\n                name = 'Nosepass',      \n                text = {\n                    \"La primera carta de {C:attention}figura{}\",\n\t\t\t\t\t\"se mejora a {C:attention}carta de piedra{} y\",\n\t\t\t\t\t\"otorga {X:mult,C:white} X#1# {} multi cuando anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Trueno{C:inactive})\"\n                } \n            },\n            j_poke_skitty = {\n                name = \"Skitty\",\n                text = {\n                  \"Copia la habilidad del\",\n                  \"comodín tipo {B:1,V:2}#1#{}\",\n                  \"de la derecha\",\n                  \"{C:inactive,s:0.9}(El tipo cambia cada ronda){}\",\n                  \"{C:inactive}(Evoluciona con\",\"{C:inactive}una {C:attention}Piedra Lunar{C:inactive})\",\n                }\n            },\n            j_poke_delcatty = {\n                name = \"Delcatty\",\n                text = {\n                  \"Copia la habilidad del\",\n                  \"comodín tipo {B:1,V:2}#1#{}\",\n                  \"de la derecha\",\n                  \"con {C:pink}+#2#{} energía\",\n                  \"{C:inactive,s:0.9}(El tipo cambia cada ronda){}\",\n                }\n            },\n            j_poke_aron = {\n                name = 'Aron',\n                text = {\n                    \"Obtiene {X:mult,C:white}X#2#{} multi por cada\",\"{C:attention}carta de acero{} en la mano de\",\"póker y luego las destruye\",\"{C:inactive}(Evoluciona cuando tiene\",\"{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{C:inactive} multi)\",\n                }\n            },\n            j_poke_lairon = {\n                name = 'Lairon',\n                text = {\n                    \"Obtiene {X:mult,C:white}X#2#{} multi por cada\",\"{C:attention}carta de acero{} y {C:attention}piedra{} en la mano\",\"de póker, y luego las destruye\",\"{C:inactive}(Evoluciona cuando tiene\",\"{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{C:inactive} multi)\"\n                }\n            },\n            j_poke_aggron = {\n                name = 'Aggron',\n                text = {\n                    \"Obtiene {X:mult,C:white}X#2#{} multi por cada {C:attention}carta\",\"{C:attention}de acero{}, {C:attention}piedra{} y {C:attention}oro{} en la mano\",\"de póker, y luego las destruye\",\"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\"\n                }\n            },\n            j_poke_meditite = {\n              name = \"Meditite\",\n              text = {\n                \"{C:mult}+#1#{} multi por cada ranura\",\n                \"de consumible {C:attention}vacía{} cuando\",\n                \"tienes {C:attention}#3#{} descartes restantes\",\n                \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_medicham = {\n              name = \"Medicham\",\n              text = {\n                \"Aplica {C:attention}Sexto sentido{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:mult}+#1#{} multi por cada ranura\",\n                \"de consumible {C:attention}vacía{} cuando\",\n                \"tienes {C:attention}#3#{} descartes restantes\",\n                \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi)\",\n              }\n            },\n            j_poke_volbeat = {\n              name = \"Volbeat\",\n              text = {\n                \"Obtiene {C:chips}+#2#{} fichas cuando\",\n                \"usas una carta de {C:planet}planeta{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si tienes otro comodín tipo\",\n\t\t\t\t\"{X:grass,C:white}Planta{}, obtiene {X:mult,C:white} X#4# {} también\",\n                \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas, {X:mult,C:white} X#3# {C:inactive} multi)\"\n              }\n            },\n            j_poke_illumise = {\n              name = \"Illumise\",\n              text = {\n\t\t\t\t\"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\"crea una carta de {C:planet}planeta{} por\",\n\t\t\t\t\"cada comodín tipo {X:grass,C:white}Planta{} que tengas\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio){}\",\n              }\n            },\n            j_poke_roselia = {\n                name = \"Roselia\",\n                text = {\n                  \"Si la {C:attention}primera{} carta que anota\",\n                  \"de la ronda es {C:attention}impar{}, la reactiva\",\n                  \"{C:attention}#1#{} veces, sino se vuelve\",\n                  \"una carta {C:attention}semilla{}\",\n                  \"{C:inactive}(Evoluciona con una {C:attention}Piedra Día{C:inactive})\"\n                }\n            },\n            j_poke_carvanha = {\n              name = \"Carvanha\",\n              text = {\n                \"Cuando se selecciona la {C:attention}ciega{},\",\n                \"destruye al comodín a la derecha\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{X:red,C:white}X#1#{} multi si la {C:attention}mano jugada{} ya\",\n                \"ha sido jugada en esta ronda\",\n                \"{C:inactive,s:0.9}(Evoluciona tras destruir {C:attention,s:0.9}#2#{C:inactive,s:0.9} comodines)\",\n              }\n            },\n            j_poke_sharpedo = {\n                name = \"Sharpedo\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{},\",\n                  \"destruye al comodín a la derecha\",\n                  \"y crea una carta {C:spectral}espectral{}\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{X:red,C:white}X#1#{} multi si la {C:attention}mano jugada{} ya\",\n                  \"ha sido jugada en esta ronda\",\n                }\n            },\n\t\t\tj_poke_numel = {\n                name = \"Numel\",\n                text = {\n                  \"{X:red,C:white}X#1#{} multi cada\",\n                  \"{C:attention}#3#{} cartas que anotan\",\n                  \"{C:inactive}Faltan #4#{}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_camerupt = {\n              name = \"Camerupt\",\n              text = {\n                \"{X:red,C:white}X#1#{} multi cada\",\n                \"{C:attention}#2#{} cartas que anotan\",\n                \"Las cartas {C:attention}multi{}\",\n                \"cuentan doble\",\n                \"{C:inactive}Faltan #3#{}\",\n              }\n            },\n\t\t\tj_poke_mega_camerupt = {\n              name = \"Mega Camerupt\",\n              text = {\n                \"Obtiene {X:mult,C:white} X#2# {} multi cuando\",\n                \"una carta {C:attention}multi{} anota\",\n                \"{C:inactive,s:0.8}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi)\"\n              }\n            },\n            j_poke_torkoal = {\n              name = \"Torkoal\",\n              text = {\n                \"Reactiva todas las cartas {C:attention}multi\",\n                \"jugadas por cada\",\n                \"{C:attention}descarte{} restante\",\n              }\n            },\n            j_poke_spinda = {\n              name = \"Spinda\",\n              text = {\n                \"{C:attention}Equipado con La rueda de la fortuna{}\",\n                \"{C:attention}Categorías de naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                \"{C:attention,s:0.9}Mejoras de naturaleza: {C:inactive,s:0.9}({C:attention,s:0.9}#1#, #2#, #3#{C:inactive,s:0.9}){}\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Cada carta jugada con una\",\n                \"{C:attention}categoría de naturaleza{} obtiene una\",\n                \"{C:attention}mejora de naturaleza{} al azar cuando anota\",\n              }\n            },\n            j_poke_cacnea = {\n              name = \"Cacnea\",\n              text = {\n                \"{C:hazard}+#1# Nivel de trampas\",\n                \"Gana {C:money}#2# ${} cuando una\",\n                \"carta es destruida\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_cacturne = {\n              name = \"Cacturne\",\n              text = {\n                \"{C:hazard}+#1# Nivel de trampas\",\n                \"Gana {C:money}#2# ${} cuando una\",\n                \"carta es destruida\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Destruye todas las cartas\",\n                \"{C:hazard}trampa{} en la {C:attention}primera{} mano\",\n                \"tras jugar una mano\",\n              }\n            },\n            j_poke_swablu = {\n              name = \"Swablu\",\n              text = {\n                \"Obtiene {C:chips}+#2#{} fichas cuando\",\n\t\t\t\t\"sacas un {C:attention}9{} durante una {C:attention}ciega\",\n                \"{C:inactive}(Evoluciona cuando tiene\",\"{C:chips}+#1#{C:inactive} / +#3# fichas)\",\n              }\n            },\n            j_poke_altaria = {\n              name = \"Altaria\",\n              text = {\n                \"Obtiene {C:chips}+#2#{} fichas y tienes\",\n\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de ganar {C:money}#3# ${}\",\n\t\t\t\t\"cuando sacas un {C:attention}9{} durante una {C:attention}ciega\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Garantizado si tienes otro\",\n                \"comodín tipo {X:dragon,C:white}Dragón{}\",\n                \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n              }\n            },\n            j_poke_corphish = {\n                name = \"Corphish\",\n                text = {\n                    \"{C:attention}Naturaleza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Obtiene {C:mult}+#2#{} multi si\",\n                    \"la mano jugada contiene una\",\n                    \"carta de {C:attention}naturaleza{} que no anota\",\n                    \"{C:inactive}(Evoluciona cuando tiene\",\"{C:mult}+#1#{C:inactive} / +#3# multi)\",\n                } \n            },\n            j_poke_crawdaunt = {\n                name = \"Crawdaunt\",\n                text = {\n                    \"{C:attention}Naturaleza: {C:inactive}({C:attention}#3#, #4#, #5#{C:inactive}){}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Obtiene {C:mult}+#2#{} multi por cada\",\n                    \"carta de {C:attention}naturaleza{} que no anota\",\n                    \"en la mano jugada\",\n                    \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                } \n            },\n            j_poke_lileep = {\n                name = \"Lileep\",\n                text = {\n                  \"{C:attention}#1#s Ancestrales{}\",\n                  \"{X:attention,C:white}1+{} : {C:attention}+#4#{} tamaño de mano por esta ronda\",\n                  \"{X:attention,C:white}2+{} : Agrega {C:money}#3# ${} de valor de venta a\",\n                  \"sí mismo y a todos los {C:attention}consumibles\",\n                  \"{X:attention,C:white}3+{} : Cada carta en tu mano otorga {C:chips}+#2#{} fichas\",\n                  \"{C:inactive,s:0.9}(Activa la habilidad de {X:attention,C:white,s:0.9}3+{C:inactive,s:0.9} {C:attention,s:0.9}#6#{C:inactive,s:0.9} veces para evolucionar)\"\n                }\n            },\n            j_poke_cradily = {\n                name = \"Cradily\",\n                text = {\n                  \"{C:attention}#1#s Ancestrales{}\",\n                  \"{X:attention,C:white}1+{} : {C:attention}+#4#{} tamaño de mano por esta ronda\",\n                  \"{X:attention,C:white}2+{} : Agrega {C:money}#3# ${} de valor de venta a\",\n                  \"sí mismo y a todos los {C:attention}consumibles\",\n                  \"{X:attention,C:white}3+{} : Cada carta en tu mano otorga {C:chips}+#2#{} fichas\",\n                  \"{X:attention,C:white}4+{} : Gana {C:money}${} igual al valor de venta mayor\",\n                  \"entre tus {C:attention}consumibles\"\n                }\n            },\n            j_poke_anorith = {\n                name = \"Anorith\",\n                text = {\n                  \"{C:attention}#1#s Ancestrales{}\",\n                  \"{X:attention,C:white}1+{} : {C:mult}+#2#{} multi\",\n                  \"{X:attention,C:white}2+{} : {C:green}#3# en #4#{} probabilidades de\",\n                  \"agregar un {C:attention}#1#{} a tu baraja\",\n                  \"{X:attention,C:white}3+{} : Destruye una carta en tu\",\n                  \"baraja con una {C:attention}categoría{}\",\n\t\t\t\t  \"mayor que {C:attention}#1#\",\n                  \"{C:inactive,s:0.9}(Activa la habilidad de {X:attention,C:white,s:0.9}3+{C:inactive,s:0.9}\",\n\t\t\t\t  \"{C:attention,s:0.9}#5#{C:inactive,s:0.9} veces para evolucionar)\"\n                }\n            },\n            j_poke_armaldo = {\n                name = \"Armaldo\",\n                text = {\n                  \"{C:attention}#1#s Ancestrales{}\",\n                  \"{X:attention,C:white}1+{} : {C:mult}+#2#{} multi\",\n                  \"{X:attention,C:white}2+{} : {C:green}#3# en #4#{} probabilidades de agregar\",\n                  \"un {C:attention}#1# mejorado{} a tu baraja\",\n                  \"{X:attention,C:white}3+{} : Destruye una carta en tu baraja\",\n                  \"con una {C:attention}categoría{} mayor que {C:attention}#1#\",\n                  \"{X:attention,C:white}4+{} : {X:mult,C:white} X#5# {} multi por cada {C:attention}#1# mejorado{}\",\n                  \"en tu {C:attention}baraja completa\",\n                  \"{C:inactive}(Actual {X:mult,C:white} X#6# {C:inactive} multi){}\"\n                }\n            },\n            j_poke_feebas = {\n                name = 'Feebas',\n                text = {\n                    \"{C:mult}+#1#{} multi\",\n\t\t\t\t\t\"Aplica {C:attention}Salpicadura{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\n\t\t\t\t\t\"{C:attention}Escama Bella{C:inactive})\",\n                } \n            },\n            j_poke_milotic = {\n                name = \"Milotic\",\n                text = {\n                  \"Reactiva todas las cartas\",\"jugadas si la mano\",\"jugada tiene {C:attention}solo un palo{}\"\n                }\n            },\n            j_poke_duskull = {\n              name = \"Duskull\",\n              text = {\n                \"Reactiva las primeras\",\"{C:attention}4{} cartas que anotan\",\n                \"en la {C:attention}última mano{} de la ronda\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_dusclops = {\n              name = \"Dusclops\",\n              text = {\n                \"Reactiva las primeras\",\"{C:attention}4{} cartas que anotan\",\n                \"en la {C:attention}última mano{} de la ronda\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si hay {C:attention}1{} carta que no anota\",\n                \"en la última mano, la destruye\",\n                \"y crea una carta {C:spectral}espectral{}\",\n                \"{C:inactive}(Debe haber espacio){}\",\n                \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n              }\n            },\n            j_poke_chimecho = {\n              name = \"Chimecho\",\n              text = { \n                \"Los {C:attention}vales{} en la tienda son {C:attention}gratis\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"{V:1}Agrega una copia de las primeras\",\n                \"{C:attention,V:1}#1#{} {C:inactive}[#2#]{} {C:attention,V:1}cartas de vidrio{V:1} destruidas\",\n                \"{V:1}a tu mano cada ronda\",\n              }\n            },\n            j_poke_absol = {\n                name = \"Absol\",\n                text = {\n                  \"{X:red,C:white}X#1#{} multi\",\n                  \"Todas las {C:green,E:1,S:1.1}probabilidades{}\", \n                  \"son siempre {C:attention}0{}\",\n                  \"{C:inactive}(ejemplo: {C:green}1 en 6{C:inactive} -> {C:green}0 en 6{C:inactive})\",\n                }\n            },\n            j_poke_wynaut = {\n                name = 'Wynaut',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}El loco{} al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"Snorunt\",\n                text = {\n                  \"Adquiere hasta {C:mult}-#1# ${} de deuda\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas endeudado)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona con una {C:attention}Piedra Alba{C:inactive})\"\n                }\n            },\n            j_poke_glalie = {\n                name = \"Glalie\",\n                text = {\n                  \"Adquiere hasta {C:mult}-#1# ${} de deuda\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Al final de la ronda,\",\n\t\t\t\t  \"deja el dinero en {C:money}0 $\"\n                }\n            },\n            j_poke_clamperl = {\n              name = \"Clamperl\",\n              text = {\n                \"{C:attention}Equipado con Etiqueta {C:spectral}etérea{C:attention}\",\n                \"{C:attention}+#1#{} tamaño de mano mientras\",\n                \"abres un {C:attention}paquete potenciador{}\",\n                \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\",\n                \"{C:inactive}(Evoluciona tras vender un {C:attention}Cordón Unión{C:inactive})\"\n              }\n            },\n            j_poke_huntail = {\n              name = \"Huntail\",\n              text = {\n                \"{C:attention}+#1#{} tamaño de mano mientras\",\n                \"abres un {C:attention}paquete potenciador{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Obtiene {X:mult,C:white}X#2#{} multi y destruye una\",\n                \"carta al azar {C:attention}en tu mano{} cuando\",\n                \"una carta de {C:item}objeto{} o {C:tarot}tarot{} es {C:attention}vendida\",\n                \"mientras abres un {C:attention}paquete potenciador{}\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#3# {C:inactive} multi)\"\n              }\n            },\n            j_poke_gorebyss = {\n              name = \"Gorebyss\",\n              text = {\n                \"{C:attention}+#1#{} tamaño de mano mientras\",\n                \"abres un {C:attention}paquete potenciador{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Obtiene {X:mult,C:white}X#2#{} multi cuando una\",\n                \"una carta de {C:item}objeto{} o {C:tarot}tarot{} es {C:attention}usada\",\n                \"mientras abres un {C:attention}paquete potenciador{}\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#3# {C:inactive} multi)\"\n              }\n            },\n            j_poke_relicanth = {\n                name = 'Relicanth',\n                text = {\n                    \"{C:attention}#1#s Ancestrales{}\",\n                    \"{X:attention,C:white}1+{} : La {C:attention}última{} carta que anota otorga {C:chips}+#2#{} fichas\",\n                    \"{X:attention,C:white}2+{} : La última carta en tu baraja\",\n                    \"se vuelve una {C:attention}carta de piedra{}\",\n                    \"{X:attention,C:white}3+{} : Saca la última carta de tu baraja\",\n                    \"a tu mano y gana {C:money}#3# ${}\",\n                    \"{X:attention,C:white}4+{} : La {C:attention}última{} carta que anota otorga {X:mult,C:white} X#4# {} multi\",\n                    \"y la destruye si no era\",\n                    \"una {C:attention}carta de piedra{}\",\n                } \n            },\n            j_poke_luvdisc = {\n              name = \"Luvdisc\",\n              text = {\n                \"{C:attention}Equipado con {C:hearts}Escama Corazón\",\n                \"Aplica {C:attention}Salpicadura\",\n              }\n            },\n            j_poke_bagon = {\n              name = \"Bagon\",\n              text = {\n                \"{C:attention}-#2#{} tamaño de mano\",\n                \"Otorga {C:mult}+#1#{} multi por cada\",\n                \"{C:attention}Escalera{} jugada en esta partida\",\n                \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi){}\",\n                \"{C:inactive}(Evoluciona tras jugar {C:attention}#3#{C:inactive} Escaleras){}\"\n              }\n            },\n            j_poke_shelgon = {\n              name = \"Shelgon\",\n              text = {\n                \"{C:attention}-#2#{} tamaño de mano\",\n                \"Otorga {C:mult}+#1#{} multi por cada\",\n                \"{C:attention}Escalera{} jugada en esta partida\",\n                \"{C:inactive}(Actual {C:mult}+#4#{C:inactive} multi){}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si la mano jugada es una {C:attention}Escalera{},\",\n                \"reduce las {C:attention}rondas necesarias{} para\",\n\t\t\t\t\"{C:attention}evolucionar{} en {C:attention}1\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\"\n              }\n            },\n            j_poke_salamence = {\n              name = \"Salamence\",\n              text = {\n                \"{C:attention}+#2#{} tamaño de mano\",\n                \"Cuando se selecciona la {C:attention}ciega{}, otorga\",\n\t\t\t\t\"{C:attention}+#3#{} tamaño de mano por esta ronda\",\n\t\t\t\t\"por cada {C:attention}#4# Escaleras{} jugadas\",\n\t\t\t\t\"en esta partida\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Otorga {C:mult}+#1#{} multi por cada\",\n                \"{C:attention}Escalera{} jugada en esta partida\",\n                \"{C:inactive}(Actual {C:mult}+#5#{C:inactive} multi){}\",\n              }\n            },\n            j_poke_beldum = {\n                name = 'Beldum',\n                text = {\n                    \"Obtiene {C::chips}+#2#{} fichas si la\",\n\t\t\t\t\t\"mano jugada es un {C:attention}Póker{}\",\n\t\t\t\t\t\"Obtiene {C::chips}+#2#{} fichas si la\",\n\t\t\t\t\t\"mano jugada contiene un {C:attention}as\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:chips}+#1#{C:inactive} / +#4# fichas)\",\n                } \n            },\n            j_poke_metang = {\n                name = 'Metang',\n                text = {\n                    \"Obtiene {C::chips}+#2#{} fichas si la\",\n\t\t\t\t\t\"mano jugada es un {C:attention}Póker{}\",\n\t\t\t\t\t\"Obtiene {C::chips}+#2#{} fichas si la mano\",\n\t\t\t\t\t\"jugada contiene {C:attention}2 o más{} {C:attention}ases\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\"{C:chips}+#1#{C:inactive} / +#4# fichas)\",\n                } \n            },\n            j_poke_metagross = {\n                name = 'Metagross',\n                text = {\n                    \"{C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Si la mano jugada es un {C:attention}Póker{}\",\n\t\t\t\t\t\"cada carta jugada otorga {X:mult,C:white}X{} multi\",\n\t\t\t\t\t\"igual a la {C:attention}raíz cuarta{} del\",\n\t\t\t\t\t\"total de fichas de esa carta\",\n                } \n            },\n            j_poke_jirachi = {\n                name = 'Jirachi',\n                text = {\n                    \"Al final de la tienda,\",\"{C:dark_edition}¡pide un deseo!\",\n                }\n            },\n            j_poke_jirachi_banker = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:attention}Duplica{} la paga\",\"al final de la ronda\",\n                }\n            },\n            j_poke_jirachi_booster = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:attention}+1{} ranura de paquete potenciador\",\"Los {C:attention}paquetes potenciadores{}\",\"tienen {C:attention}1{} carta más\",\n                }\n            },\n            j_poke_jirachi_power = {\n                name = 'Jirachi',\n                text = {\n                    \"Cada {C:attention}#2# manos{}, las cartas jugadas\",\"otorgan {X:mult,C:white}X#1#{} multi cuando anotan\",\"{C:inactive}(#3#){}\",\n                }\n            },\n            j_poke_jirachi_negging = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:blue}+2{} ranuras de comodín\",\"Las cartas {C:dark_edition}negativas{}\",\"aparecen {C:attention}2X{} veces más seguido\",\n                }\n            },\n            j_poke_jirachi_invis = {\n                name = 'Jirachi',\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}\",\n\t\t\t\t\t\"crea una {C:attention}copia{} del\",\n\t\t\t\t\t\"{C:attention}comodín{} a su derecha\",\n\t\t\t\t\t\"y {S:1.1,C:red,E:2}se autodestruye{}\",\"{C:inactive}(Remueve el negativo de la copia)\"\n                }\n            },\n            j_poke_jirachi_copy = {\n                name = 'Jirachi',\n                text = {\n                    \"Copia la habilidad del {C:attention}comodín{} a la\",\"derecha como si estuviera {C:pink}energizado{} una vez adicional\",\n                }\n            },\n            j_poke_jirachi_fixer = {\n                name = 'Jirachi',\n                text = {\n                    \"Si la {C:attention}primera mano{} tiene solo\",\n\t\t\t\t\t\"{C:attention}1{} carta, le agrega {C:dark_edition}laminado{},\",\n\t\t\t\t\t\"{C:dark_edition}holográfico{}, o {C:dark_edition}policromía{}\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Si el {C:attention}primer descarte{} tiene\",\n\t\t\t\t\t\"solo {C:attention}1{} carta, la {C:attention}destruye{}\",\n                }\n            },\n            j_poke_deoxys = {\n                name = \"Deoxys\",\n                text = {\n                  \"Si el {C:attention}primer descarte{} de\",\n                  \"la ronda tiene solo {C:attention}1{} carta,\",\n                  \"le añade un sello {C:attention}ADN{}\",\n                  \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:planet}Meteorito{C:inactive}){}\"\n                }\n            },\n            j_poke_deoxys_attack = {\n                name = \"Deoxys (Ataque)\",\n                text = {\n                  \"Los sellos {C:attention}ADN{} crean copias\",\n                  \"con {X:mult,C:white}X#1#{} multi adicional\",\n\t\t\t\t  \"para siempre\",\n                  \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:planet}Meteorito{C:inactive}){}\"\n                }\n            },\n            j_poke_deoxys_speed = {\n                name = \"Deoxys (Velocidad)\",\n                text = {\n                  \"Los sellos {C:attention}ADN{} crean copias\",\n                  \"con {C:chips}+#3#{} fichas adicionales\",\n                  \"para siempre\",\n                  \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:planet}Meteorito{C:inactive}){}\"\n                }\n            },\n            j_poke_deoxys_defense = {\n                name = \"Deoxys (Defensa)\",\n                text = {\n                  \"Los sellos {C:attention}ADN{} crean copias\",\n                  \"que otorgan {C:money}#2# ${} de pago\",\n                  \"adicional al final de la ronda\",\n                  \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:planet}Meteorito{C:inactive}){}\"\n                }\n            },\n            j_poke_bidoof = {\n                name = \"Bidoof\",\n                text = {\n                    \"{C:attention}#1#{} {C:green}cambio gratuito\",\n\t\t\t\t\t\"en cada tienda\",\n                    \"{C:inactive}(Evoluciona tras cambiar\",\"{C:attention}#2#{C:inactive} veces en la tienda){}\"\n                }\n            },\n            j_poke_bibarel = {\n                name = \"Bibarel\",\n                text = {\n                    \"{C:attention}#1#{} {C:green}cambio gratuito{} en cada tienda\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Obtiene {C:attention}#2# {C:green}cambio gratuito{} más\",\n                    \"cuando derrotas una {C:attention}ciega jefe{}\"\n                }\n            },\n            j_poke_kricketot = {\n              name = \"Kricketot\",\n              text = {\n                \"Gana {C:money}#1# ${} si la mano jugada tiene\",\n                \"exactamente {C:attention}4{} cartas y tiene\",\n                \"al menos {C:attention}4{} {C:attention}palos{} diferentes\",\n                \"{C:inactive}(Evoluciona tras {C:attention,s:0.8}#2#{C:inactive,s:0.8} rondas)\",\n              }\n            },\n            j_poke_kricketune = {\n              name = \"Kricketune\",\n              text = {\n                \"Gana {C:money}#1# ${} si la mano jugada tiene\",\n                \"exactamente {C:attention}4{} cartas y tiene\",\n                \"al menos {C:attention}4{} {C:attention}palos{} diferentes\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:green}#2# en #3#{} probabilidades de crear\",\n                \"una carta de {C:tarot}tarot{} también\"\n              }\n            },\n            j_poke_budew = {\n                name = 'Budew',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n                    \"Crea una copia {C:dark_edition}negativa{} de\",\n                    \"{C:item}Semilla Milagro{} al final de la ronda\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_roserade = {\n              name = \"Roserade\",\n              text = {\n                \"Si la primera carta en la\",\n                \"mano jugada es {C:attention}impar{},\",\n                \"la reactiva {C:attention}#1#{} veces\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Las cartas {C:attention}florales{} solo necesitan\",\n                \"{C:attention}3 o más{} palos para activarse\"\n              }\n            },\n            j_poke_buizel = {\n                name = 'Buizel',\n                text = {\n                    \"{C:chips}+#1#{} fichas por\",\n\t\t\t\t\t\"cada carta que {C:attention}no anota{}\",\n\t\t\t\t\t\"en la mano jugada\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'Floatzel',\n                text = {\n                    \"{C:chips}+#1#{} fichas por\",\n\t\t\t\t\t\"cada carta que {C:attention}no anota{}\",\n\t\t\t\t\t\"en la mano jugada\",\n                }\n            },\n            j_poke_ambipom = {\n              name = \"Ambipom\",\n              text = {\n                \"Todos los {C:attention}Colores{} y\",\n\t\t\t\t\"{C:attention}Escaleras{} pueden hacerse\",\n\t\t\t\t\"con {C:attention}exactamente 3{} cartas\",\n              }\n            },\n\t\t\tj_poke_buneary = {\n              name = \"Buneary\",\n              text = {\n                \"{C:mult}+#1#{} multi por cada\",\n                \"carta que {C:attention}no anota{}\",\n                \"en la mano jugada\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_lopunny = {\n                name = \"Lopunny\",\n                text = {\n                  \"{C:purple}+#3# Profecía\",\n                  \"{C:mult}+#1#{} multi por cada carta que\",\n                  \"{C:attention}no anota{} en la mano jugada\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{X:mult,C:white} X#2# {} multi si una carta que no\",\n                  \"anota tiene la {C:attention}misma categoría{}\",\n                  \"que una carta {C:attention}profetizada{}\"\n                }\n            },\n\t\t\tj_poke_mega_lopunny = {\n                name = \"Mega Lopunny\",\n                text = {\n                  \"{C:purple}+#1# Profecía\",\n                  \"Otorga {X:mult,C:white}X{} multi igual al {C:attention}nivel{} de\",\n                  \"la {C:attention}mano de póker profetizada\",\n                  \"{C:inactive}(Mano profetizada: {C:attention}#2#{C:inactive})\",\n                }\n            },\n            j_poke_mismagius = {\n                name = 'Mismagius',\n                text = {\n                    \"Las cartas de {C:attention}figuras{} jugadas pierden para\",\n\t\t\t\t\t\"siempre hasta {C:chips}#1#{} fichas cuando anotan\",\n\t\t\t\t\t\"Este comodín obtiene las fichas perdidas\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de que ganen\",\n\t\t\t\t\t\"para siempre {C:chips}#5#{} fichas en su lugar\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#2#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_honchkrow = {\n                name = \"Honchkrow\",\n                text = {\n                  \"Cada comodín tipo {X:dark,C:white}Oscuro{}\",\n\t\t\t\t  \"otorga {X:mult,C:white}X#1#{} multi\",\n                }\n            },\n\t\t\tj_poke_chingling = {\n                name = 'Chingling',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n                    \"Crea una copia {C:dark_edition}negativa{} de\",\n                    \"{C:tarot}La justicia{} al final de la ronda\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_bonsly = {\n                name = \"Bonsly\",\n                text = {\n                  \"{C:attention}Bebé{}, {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t  \"Al final de la ronda, agrega una {C:attention}carta\",\n\t\t\t\t  \"{C:attention}de figura mejorada{} al azar a tu baraja\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_mimejr = {\n                name = 'Mime Jr.',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Agrega un {C:red}sello rojo{} o un {C:blue}sello azul{}\",\n\t\t\t\t\t\"a una carta al azar de tu baraja\",\"al final de la {C:attention}ronda\",\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_happiny = {\n                name = 'Happiny',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un copia {C:dark_edition}negativa{} de\",\n\t\t\t\t\t\"{C:attention}El mago{} al final de la ronda\",\n\t\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de crear {C:attention}2{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Munchlax',\n                text = {\n                    \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"Crea un {C:item}objeto {C:dark_edition}negativo\",\n\t\t\t\t\t\"al final de la {C:attention}ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_riolu = {\n              name = \"Riolu\",\n              text = {\n                \"{C:attention}Bebé{}, {X:mult,C:white} X#1# {} multi\",\n                \"Crea una copia de {C:dark_edition}Aura{}\",\n                \"al final de la ronda\",\n                \"{C:inactive}(Debe haber espacio)\",\n                \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n              }\n            },\n            j_poke_lucario = {\n              name = \"Lucario\",\n              text = {\n                 \"Cada carta con {C:attention}edición{}\",\n                 \"en tu mano\",\n                 \"otorga {X:mult,C:white} X#1# {} multi\",\n              }\n            },\n            j_poke_mega_lucario = {\n              name = \"Mega Lucario\",\n              text = {\n                 \"Cada carta en tu mano\",\n                 \"otorga {X:mult,C:white} X#1# {} multi si\",\n                 \"tienes {C:attention}3 o más{} {C:attention}ediciones\",\n                 \"únicas en tu mano\",\n              }\n            },\n            j_poke_mantyke = {\n                name = \"Mantyke\",\n                text = {\n                  \"{C:attention}Bebé{}, {X:mult,C:white}X#2#{} multi\",\n\t\t\t\t  \"Crea una copia {C:dark_edition}negativa{} de\",\n\t\t\t\t  \"{C:attention}El diablo{} al final de la ronda\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_weavile = {\n                name = 'Weavile',\n                text = {\n                    \"Si la mano jugada es solo un(a) {C:attention}#3#{}, lo\",\n\t\t\t\t\t\"destruye, gana {C:money}#4# ${} y obtiene {X:mult,C:white}X#1#{} multi\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Se restablece cuando la {C:attention,s:0.9}ciega jefe{C:inactive,s:0.9} es derrotada)\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La categoría cambia cada ronda){}\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#2#{C:inactive} multi){}\",\n                }\n            },\n            j_poke_magnezone = {\n                name = 'Magnezone',\n                text = {\n                    \"Las {C:attention}cartas de acero{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi más {X:mult,C:white}X#2#{} multi por\",\n\t\t\t\t\t\"cada comodín tipo {X:metal,C:white}Metal{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi){}\",\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'Lickilicky',\n                text = {\n                    \"La primera y segunda {C:attention}jota{} jugada\",\n\t\t\t\t\t\"otorga {X:mult,C:white}X#1#{} multi cuando anota\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las demás {C:attention}jotas{} otorgan\",\n\t\t\t\t\t\"{X:mult,C:white} X#2# {} multi cuando anotan\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'Rhyperior',\n                text = {\n                    \"Cada {C:attention}carta de piedra{} jugada\",\n\t\t\t\t\t\"gana para siempre {C:chips}+#1#{} fichas\",\n\t\t\t\t\t\"y se reactiva cuando anota\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las {C:attention}cartas de piedra{} se reactivan\",\n\t\t\t\t\t\"una vez adicional por cada {C:attention}3{}\",\n\t\t\t\t\t\"comodines tipo {X:earth,C:white}Tierra{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actualmente se reactivan {C:attention}#2#{} veces)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'Tangrowth',\n                text = {\n                    \"Las cartas versátiles\",\n\t\t\t\t\t\"{C:attention}no pueden{} ser debilitadas\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las cartas {C:attention}versátiles{} jugadas otorgan\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi, {C:chips}+#2#{} fichas, o {C:money}#3# ${}\",\n\t\t\t\t\t\"{C:green}#4# en #5#{} probabilidades de {C:attention}todas las tres{}\",\n                } \n            },\n            j_poke_electivire = {\n                name = 'Electivire',\n                text = {\n                    \"Obtiene {C:money}#1# ${} de {C:attention}valor de venta{} cuando\",\n\t\t\t\t\t\"una carta es {C:attention}vendida{} y al final de la ronda\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Otorga {X:mult,C:white}X#2#{} multi por cada dólar de\",\n\t\t\t\t\t\"valor de venta que tiene este comodín\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'Magmortar',\n                text = {\n                    \"Si el {C:attention}primer descarte{} de la ronda\",\n\t\t\t\t\t\"tiene solo {C:attention}1{} carta, la destruye\",\n\t\t\t\t\t\"y obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Obtiene {X:mult,C:white}X#4#{} multi\",\n\t\t\t\t\t\"cuando descartas\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi, {X:mult,C:white}X#3#{C:inactive} multi)\",\n                } \n            },\n            j_poke_togekiss = {\n                name = 'Togekiss',\n                text = {\n                    \"Aumenta en {C:attention}#6#{} todas las {C:green,E:1,S:1.1}probabilidades\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las {C:attention}cartas de la suerte{} tienen\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de otorgar {C:chips}+#4#{} fichas\",\n\t\t\t\t\t\"y {C:green}#1# en #3#{} probabilidades de otorgar {X:mult,C:white}X#5#{} multi\",\n                }\n            },\n            j_poke_yanmega = {\n              name = \"Yanmega\",\n              text = {\n                \"Cada {C:attention}3{} o {C:attention}6{} jugado otorga\",\n\t\t\t\t\"{C:chips}+#2#{} fichas y {C:mult}+#1#{} multi cuando anota\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"{C:green}#3# en #4#{} probabilidades de\",\n\t\t\t\t\"reactivar cada {C:attention}3{} o {C:attention}6{} jugado\"\n              }\n            },\n            j_poke_leafeon = {\n                name = 'Leafeon',\n                text = {\n                    \"{C:attention}+#1#{} tamaño de mano\",\n                    \"Se reduce en {C:red}#2#{} cada ronda\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Obtiene {C:attention}+#2#{} tamaño de mano\",\n                    \"cuando una carta {C:attention}de la suerte{}\",\n                    \"se activa {C:green}con éxito{}\",\n                    \"{C:inactive}(Máximo de {C:attention}+#3#{C:inactive} tamaño de mano){}\"\n\t\t\t\t} \n            },\n            j_poke_glaceon = {\n                name = 'Glaceon',\n                text = {\n                    \"Cada {C:green}cambio{} en la tienda tiene\",\n\t\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de agregar\",\n\t\t\t\t\t\"a la tienda una copia de {C:attention}vidrio{}\",\n\t\t\t\t\t\"de una carta al azar de tu baraja\",\n                } \n            },\n            j_poke_gliscor = {\n                name = 'Gliscor',\n                text = {\n\t\t\t\t\t\"Las cartas jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white}X#1#{} multi por cada\",\n\t\t\t\t\t\"{V:1}#2#{} o carta debilitada\",\n\t\t\t\t\t\"{C:attention}en tu mano{}\",\n\t\t\t\t\t\"{C:inactive, s:0.8}(El palo cambia cada ronda)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white}X#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_mamoswine = {\n              name = \"Mamoswine\",\n              text = {\n                \"La primera carta jugada otorga\",\n\t\t\t\t\"{C:mult}+#1#{} multi por cada {C:attention}carta de piedra{}\",\n\t\t\t\t\"y {C:attention}vidrio{} en la mano jugada\",\n\t\t\t\t\"{br:2}text needs to be here to work\",\n\t\t\t\t\"Las {C:attention}cartas de piedra{} y {C:attention}vidrio{}\",\n\t\t\t\t\"jugadas tienen {C:green}#3# en #4#{} probabilidades\",\n\t\t\t\t\"de otorgar {C:money}#2# ${} cuando anotan\",\n              }\n            },\n            j_poke_porygonz = {\n                name = 'Porygon-Z',\n                text = {\n                    \"{C:pink}+3{} límite de energía\",\n\t\t\t\t\t\"{X:mult,C:white} X#2# {} multi por cada carta de\",\n\t\t\t\t\t\"{C:pink}energía{} usada en esta {C:attention}partida{}\",\n\t\t\t\t\t\"{br:2}text needs to be here to work\",\n\t\t\t\t\t\"Crea una {C:pink}energía\",\n\t\t\t\t\t\"cuando usas una {C:pink}energía\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi)\"\n                } \n            },\n            j_poke_gallade = {\n              name = \"Gallade\",\n              text = {\n                \"{C:pink}+#2#{} Límite de energía\",\n                \"{C:green}#4# en #5#{} probabilidades de {C:pink}energizar{} un\",\n                \"comodín al azar cuando un {C:item}objeto{} es usado\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{X:mult,C:white}X#1#{} multi por cada comodín\",\n                \"energizado {C:attention}#6# o más{} veces si la\",\n                \"mano jugada contiene un {C:attention}Pareja\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#3#{C:inactive} multi)\",\n              }\n            },\n            j_poke_probopass = {\n                name = 'Probopass',      \n                text = {\n                    \"Las {C:attention}cartas de piedra{}\",\n\t\t\t\t\t\"se consideran de figuras\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Las {C:attention}cartas de piedra{} jugadas\",\n\t\t\t\t\t\"otorgan {X:mult,C:white} X#1# {} multi cuando anotan\"\n                } \n            },\n            j_poke_dusknoir = {\n                name = \"Dusknoir\",\n                text = {\n                  \"Reactiva todas las cartas que anotan\",\n                  \"en la {C:attention}última mano{} de la ronda\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Las cartas {C:spectral}espectrales{} pueden\",\n                  \"aparecer en la tienda\",\n                  \"{C:inactive,s:0.9}(Aparecen más seguido si ya podían aparecer){}\"\n                }\n            },\n            j_poke_froslass = {\n                name = \"Froslass\",\n                text = {\n                  \"Adquiere hasta {C:mult}-#1# ${} de deuda\",\n\t\t\t\t  \"{br:2.5}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Crea un {C:item}objeto{} si\",\n\t\t\t\t  \"juegas una mano\",\n\t\t\t\t  \"mientras estás endeudado\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio)\",\n                }\n            },\n            j_poke_rotom = {\n                name = \"Rotom\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Los {C:attention}paquetes potenciadores\",\n\t\t\t\t  \"cuestan {C:money}1 ${} menos\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomh = {\n                name = \"Rotom (Calor)\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Si el primer descarte tiene\",\n                  \"exactamente {C:attention}2{} cartas, las {C:attention}mejora\",\n                  \"a cartas {C:attention}multi{}\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomw = {\n                name = \"Rotom (Lavado)\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} por cada\",\n                  \"carta {C:attention}mejorada{} que anota,\",\n                  \"remueve las {C:attention}mejoras\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomf = {\n              name = \"Rotom (Frío)\",\n              text = {\n\t\t\t\t\"{C:green}#1# en #2#{} probabilidades de crear\",\n\t\t\t\t\"una carta de {C:item}objeto{} cuando abres\",\n\t\t\t\t\"un {C:attention}paquete potenciador{}\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio){}\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\"crea un {C:attention}consumible{} al azar con\",\n\t\t\t\t\"{C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o {C:dark_edition}policromía{}\",\n\t\t\t\t\"{C:inactive}(Se transforma cuando\",\n\t\t\t\t\"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n              }\n            },\n            j_poke_rotomfan = {\n                name = \"Rotom (Ventilador)\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Cuando se selecciona la {C:attention}ciega{},\",\n                  \"destruye al comodín de la\",\n                  \"derecha y crea una {C:attention}etiqueta\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomm = {\n                name = \"Rotom (Podadora)\",\n                text = {\n                  \"{C:green}#1# en #2#{} probabilidades de crear\",\n                  \"una carta de {C:item}objeto{} cuando abres\",\n                  \"un {C:attention}paquete potenciador{}\",\n                  \"{C:inactive}(Debe haber espacio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{C:attention}Disminuye{} la categoría de las\",\n                  \"primeras {C:attention}2{} cartas {C:attention}en tu mano{}\",\n                  \"al final de la ronda\",\n                  \"{C:inactive}(Se transforma cuando\",\n\t\t\t\t  \"{C:inactive}usas una {C:attention}Máquina{C:inactive}){}\"\n                }\n            },\n            j_poke_shaymin = {\n              name = \"Shaymin\",\n              text = {\n                \"La carta que anota más a la derecha\",\n                \"de la {C:attention}primera mano{} de la ronda\",\n                \"se vuelve una carta {C:attention}floral{}\",\n                \"{C:inactive}(Se transforma tras\",\n\t\t\t\t\"{C:inactive}jugar {C:attention}#1#{C:inactive} cartas florales)\"\n              }\n            },\n            j_poke_shaymin_sky = {\n              name = \"Shaymin (Forma cielo)\",\n              text = {\n                \"Las cartas {C:attention}florales{} también\",\n                \"cuentan como cartas {C:attention}versátiles{}\",\n                \"{C:inactive}(Se transforma con\",\"{C:inactive}una carta de {C:attention}La muerte{C:inactive})\"\n              }\n            },\n            j_poke_pansage = {\n                name = \"Pansage\",\n                text = {\n                    \"Aplica {C:attention}Atajo\",\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Hoja{C:inactive})\"\n                }\n            },\n            j_poke_simisage = {\n                name = \"Simisage\",\n                text = {\n                    \"Aplica {C:attention}Atajo\",\"Todas las cartas sin\",\"mejora jugadas tienen\",\"{C:green}#1# en #2#{} probabilidades de\",\"mejorarse a {C:attention}carta de la suerte{}\"\n                }\n            },\n            j_poke_pansear = {\n                name = \"Pansear\",\n                text = {\n                    \"Aplica {C:attention}Cuatro dedos\",\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Fuego{C:inactive})\"\n                }\n            },\n            j_poke_simisear = {\n                name = \"Simisear\",\n                text = {\n                    \"Aplica {C:attention}Cuatro dedos\",\"Si la primera mano jugada\",\"contiene una {C:attention}Escalera o un {C:attention}Color{},\",\"crea una {C:attention}La emperatriz{} y cada\",\"carta que no anota es destruida\",\"{C:inactive}#1#{}\",\n                }\n            },\n            j_poke_panpour = {\n                name = \"Panpour\",\n                text = {\n                    \"Aplica {C:attention}Pareidolia\",\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Agua{C:inactive})\"\n                }\n            },\n            j_poke_simipour = {\n                name = \"Simipour\",\n                text = {\n                    \"Aplica {C:attention}Pareidolia\",\"La carta sin mejora más a la\",\"izquierda con la menor cantidad\",\"de fichas base en la mano jugada\",\"se mejora a {C:attention}carta adicional{}\",\n                }\n            },\n            j_poke_munna = {\n                name = \"Munna\",\n                text = {\n                  \"{C:purple}+#3# Profecía\",\n                  \"Cuando juegas una mano,\",\n                  \"gana {X:mult,C:white} X#2# {} multi por cada\",\n                  \"carta {C:attention}mejorada profetizada{} y\",\n                  \"remueve las {C:attention}mejoras\",\n                  \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi){}\",\n                  \"{C:inactive}(Evoluciona con una {C:attention}Piedra Lunar{C:inactive})\",\n                }\n            },\n            j_poke_musharna = {\n                name = \"Musharna\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{}, gana\",\n                  \"{C:purple}+#2# Profecía{} por esta ronda por cada\",\n                  \"comodín tipo {X:psychic,C:white}Psíquico{} que tengas\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Cada carta {C:attention}mejorada profetizada{}\",\n                  \"otorga {X:mult,C:white} X#1# {} multi\",\n                  \"{C:inactive}({X:mult,C:white} X {C:inactive} multi heredado de {C:attention}Munna{C:inactive}){}\",\n                }\n            },\n            j_poke_roggenrola = {\n                name = \"Roggenrola\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n                    \"Cada carta {C:attention}sin categoría{}\",\n                    \"{C:attention}en tu mano{} otorga {C:mult}+#2#{} multi\",\n                    \"{C:inactive}(Evoluciona tras activarse {C:attention}#3#{C:inactive} veces)\",\n                }\n            },\n            j_poke_boldore = {\n                name = \"Boldore\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n                    \"Cada carta {C:attention}sin categoría{}\",\n                    \"{C:attention}en tu mano{} otorga {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n\t\t\t\t}\n            },\n            j_poke_gigalith = {\n                name = \"Gigalith\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n                    \"Cada carta {C:attention}sin categoría{}\",\n                    \"{C:attention}en tu mano{} otorga {C:mult}+#2#{} multi\",\n                    \"y se reactiva\"\n\t\t\t\t}\n            },\n            j_poke_drilbur = {\n                name = \"Drilbur\",\n                text = {\n                  \"La primera {C:attention}carta de piedra{} jugada\",\n                  \"en cada ronda es destruida\",\n                  \"y excava un {C:money}tesoro{}\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona tras activarse {C:attention}#1#{C:inactive} veces)\",\n                }\n            },\n            j_poke_excadrill = {\n              name = \"Excadrill\",\n              text = {\n                \"Las {C:attention}cartas de piedra{} jugadas\",\n                \"son destruidas y excava un\",\n\t\t\t\t\"{C:money}tesoro{} por cada una\",\n                \"{C:inactive}(Debe haber espacio)\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:mult}+#1#{} multi por cada carta debajo\",\n                \"de {C:attention}#2#{} en tu {C:attention}baraja completa\",\n                \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi)\",\n              }\n            },\n\t\t\tj_poke_trubbish = {\n              name = \"Trubbish\",\n              text = {\n                \"Obtiene {C:chips}+#2#{} fichas y otorga {C:money}#3# ${}\",\n                \"por cada descarte si no se usó\",\n                \"ninguno durante toda la ronda\",\n                \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                \"{C:inactive}(Evoluciona tras activarse {C:attention}#4#{C:inactive} veces)\"\n              }\n            },\n            j_poke_garbodor = {\n                name = \"Garbodor\",\n                text = {\n                  \"Obtiene {C:chips}+#2#{} fichas por cada {C:attention}descarte{} si no\",\n                  \"se usó ninguno durante toda la ronda\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Crea una {C:attention}etiqueta de basura{} si\",\n                  \"no descartaste durante toda\",\n\t\t\t\t  \"la apuesta inicial actual\",\n                  \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_zorua = {\n                name = \"Zorua\",\n                text = {\n                    \"{V:1}Copia la habilidad del {C:attention}comodín{}\",\n\t\t\t\t\t\"más a la derecha\",\n\t\t\t\t\t\"{br:2.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Remueve todos los efectos que\",\n\t\t\t\t\t\"copia hasta el final de la ronda\",\n\t\t\t\t\t\"tras jugar una mano\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_zoroark = {\n                name = \"Zoroark\",\n                text = {\n                    \"Copia la habilidad del {C:attention}comodín{}\",\"más a la derecha\",\n                }\n            },\n            j_poke_gothita = {\n                name = \"Gothita\",\n                text = {\n                    \"Todas las cartas de {C:planet}planeta{} y\",\"{C:planet}paquetes celestiales{} en la\",\"tienda cuestan {C:money}2 ${} menos\",\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_gothorita = {\n                name = \"Gothorita\",\n                text = {\n                    \"Todas las cartas de {C:planet}planeta{} y\",\"{C:planet}paquetes celestiales{} en la\",\"tienda cuestan {C:money}3 ${} menos\",\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_gothitelle = {\n                name = \"Gothitelle\",\n                text = {\n                    \"Todas las cartas de {C:planet}planeta{} y\",\"{C:planet}paquetes celestiales{} en la\",\"tienda son {C:attention}gratis{}\",\"{br:2}ERROR - CONTACT STEAK\",\"Gana {C:money}#1# ${} cuando una carta\",\"de {C:planet}planeta{} es usada\"\n                } \n            },\n            j_poke_vanillite = {\n                name = \"Vanillite\",\n                text = {\n                  \"{C:attention}Volátil a la izquierda\",\n\t\t\t\t  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:chips}-#3#{} fichas por cada\",\n\t\t\t\t  \"mano jugada\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_vanillish = {\n                name = \"Vanillish\",\n                text = {\n                  \"{C:attention}Volátil a la izquierda\",\n\t\t\t\t  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:chips}-#3#{} fichas por cada\",\n\t\t\t\t  \"mano jugada\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_vanilluxe = {\n                name = \"Vanilluxe\",\n                text = {\n                  \"{C:chips}+#1#{} fichas\",\n\t\t\t\t  \"{C:chips}-#2#{} fichas por cada mano jugada\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cuando se derrite por completo\",\n\t\t\t\t  \"crea {C:attention}#3# etiqueta dobles{}\"\n                }\n            },\n\t\t\tj_poke_frillish = {\n                name = \"Frillish\",\n\t\t\t\ttext = {\n                    \"Obtiene {C:chips}+#2#{} fichas por cada\",\n                    \"{C:attention}carta de figura{} descartada\",\n                    \"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:chips}+#1#{C:inactive} / +#3# fichas)\",\n                } \n            },\n            j_poke_jellicent = {\n                name = \"Jellicent\",\n\t\t\t\ttext = {\n                    \"Obtiene {C:chips}+#2#{} fichas por cada\",\n                    \"{C:attention}carta de figura{} descartada\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Obtiene el doble de fichas\",\n\t\t\t\t\t\"si es un {C:attention}rey{} o una {C:attention}reina{}\",\n                    \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_ferroseed = {\n                name = \"Ferroseed\",\n                text = {\n                  \"{C:hazard}+#2# Nivel de trampas\",\n                  \"Las cartas {C:attention}versátiles{} y {C:hazard}trampa{}\",\n                  \"también son {C:attention}cartas de acero{}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_ferrothorn = {\n              name = \"Ferrothorn\",\n              text = {\n                \"{C:hazard}+#1# Nivel de trampas\",\n                \"Las cartas {C:attention}versátiles{} y {C:hazard}trampa{}\",\n                \"también son {C:attention}cartas de acero{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si la mano jugada contiene\",\n                \"un {C:attention}Color{}, reactiva todas las\",\n                \"{C:attention}cartas de acero{} en tu mano\",\n              }\n            },\n            j_poke_elgyem = {\n                name = \"Elgyem\",\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, crea una\",\n\t\t\t\t\t\"carta de {C:planet}planeta{} {C:dark_edition}negativa{} de una de\",\n\t\t\t\t\t\"tus {C:attention}#1#{} manos de póker con mayor nivel\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tienes\",\n\t\t\t\t\t\"{C:inactive}#2#/{C:planet}#3#{C:inactive} cartas de planeta diferentes){}\"\n                }\n            },\n            j_poke_beheeyem = {\n                name = \"Beheeyem\",\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, crea una\",\n\t\t\t\t\t\"carta de {C:planet}planeta{} {C:dark_edition}negativa{} de una de\",\n\t\t\t\t\t\"tus {C:attention}#1#{} manos de póker con mayor nivel\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Después de abrir {C:attention}#2# paquetes potenciadores{}, crea\",\n\t\t\t\t\t\"un vale {C:attention}Telescopio{} u {C:attention}Observatorio{} si está disponible\"\n                }\n            },\n            j_poke_litwick = {\n                name = \"Litwick\",\n                text = {\n                    \"{C:mult}+#4#{} multi\",\n\t\t\t\t\t\"Se {C:attention}triplica{} si este comodín\",\n\t\t\t\t\t\"tiene {C:money}#5# ${} o más de valor de venta\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Drena {C:money}#1# ${} de los comodines\",\n\t\t\t\t\t\"adyacentes al final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:money}#3# ${C:inactive} / #2# $ valor de venta)\"\n                }\n            },\n            j_poke_lampent = {\n              name = \"Lampent\",\n              text = {\n\t\t\t\t\"{C:attention}Drena {C:money}#1# ${} de todos los demás\",\n\t\t\t\t\"comodines al final de la ronda\",\n\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n                \"Agrega el valor de venta\",\n\t\t\t\t\"de este comodín a multi\",\n\t\t\t\t\"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi){}\",\n\t\t\t\t\"{C:inactive}(Evoluciona con una {C:attention}Piedra Noche{C:inactive})\"\n              }\n            },\n            j_poke_chandelure = {\n                name = \"Chandelure\",\n                text = {\n\t\t\t\t\t\"Cada comodín con {C:money}1 ${} de valor\",\n\t\t\t\t\t\"de venta otorga {X:mult,C:white} X#1# {} multi\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"Agrega el valor de venta\",\"de este comodín a multi\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi){}\",\n                }\n            },\n            j_poke_golett = {\n                name = \"Golett\",\n                text = {\n                  \"{C:hazard}+#1# Nivel de trampas\",\n                  \"{C:green}#4# en #5#{} probabilidades para cada carta\",\n                  \"{C:attention}en tu mano{} de otorgar {X:mult,C:white}X#2#{} multi\",\n                  \"Garantizado para cartas {C:hazard}trampa{}\",\n                  \"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\"\n\t\t\t\t}\n            },\n            j_poke_golurk = {\n                name = \"Golurk\",\n                text = {\n                  \"{C:hazard}+#1# Nivel de trampas\",\n                  \"{C:green}#3# en #4#{} probabilidades para cada carta\",\n                  \"{C:attention}en tu mano{} de otorgar {X:mult,C:white}X#2#{} multi\", \n                  \"Garantizado para cartas {C:hazard}trampa{}\",\n\t\t\t\t}\n            },\n            j_poke_pawniard = {\n                name = \"Pawniard\",\n                text = {\n                  \"Obtiene {X:red,C:white}X#2#{} multi cuando una\",\n                  \"carta de {C:attention}figura{} es destruida\",\n                  \"{C:inactive}(Evoluciona cuando tiene {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X#3#{C:inactive} multi)\",\n                }\n            },\n            j_poke_bisharp = {\n              name = \"Bisharp\",\n              text = {\n                \"Obtiene {X:red,C:white}X#2#{} multi cuando una\",\n                \"carta de {C:attention}figura{} es destruida\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si la primera mano jugada tiene es\",\n                \"solo una carta de {C:attention}figura{}, la destruye\",\n                \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n                \"{C:inactive}(Evoluciona tras destruir {C:attention}#3#{C:inactive} reyes)\",\n              }\n            },\n            j_poke_zweilous = {\n                name = \"Zweilous\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi si la mano\",\n\t\t\t\t  \"jugada es una {C:attention}Trío{}\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces){}\"\n                }\n            },\n            j_poke_hydreigon = {\n                name = \"Hydreigon\",\n                text = {\n                  \"Si la mano jugada es una {C:attention}Trío{}\",\n\t\t\t\t  \"todas las cartas que\",\n\t\t\t\t  \"no anotan son destruidas\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Obtiene {X:mult,C:white} X#2# {} multi cuando\",\n\t\t\t\t  \"una carta de juego es destruida\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi){}\"\n                }\n            },\n            j_poke_deino = {\n                name = \"Deino\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} multi si la mano\",\n\t\t\t\t  \"jugada es una {C:attention}Trío{}\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras activarse {C:attention}#2#{C:inactive} veces){}\"\n                }\n            },\n            j_poke_litleo = {\n                name = \"Litleo\",\n                text = {\n                    \"{C:chips}+#1#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}Color{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_pyroar = {\n                name = \"Pyroar\",\n                text = {\n                    \"{C:chips}+#1#{} fichas si la mano\",\n\t\t\t\t\t\"jugada contiene un {C:attention}Color{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Crea una carta de {C:pink}energía{} si\",\n\t\t\t\t\t\"también contiene un {C:attention}rey{} o {C:attention}reina{}\"\n                } \n            },\n\t\t\t-- quiero mi espurr :c\n            j_poke_sylveon = {\n                name = 'Sylveon',\n                text = {\n                    \"Si la {C:attention}primera mano{} es\",\n                    \"exactamente {C:attention}1{} carta sin mejora,\",\n                    \"le agrega {C:dark_edition}laminado{}, {C:dark_edition}holográfico{},\",\n                    \"o {C:dark_edition}policromía{}\",\n\t\t\t\t}\n            },\n            j_poke_pumpkaboo_small = {\n                name = 'Pumpkaboo (Pequeño)',\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                }\n            },\n            j_poke_pumpkaboo_average = {\n                name = 'Pumpkaboo (Mediano)',\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                }\n            },\n            j_poke_pumpkaboo_large = {\n                name = 'Pumpkaboo (Grande)',\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                }\n            },\n            j_poke_pumpkaboo_super = {\n                name = 'Pumpkaboo (Gigante)',\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{C:inactive}(Evoluciona con un {C:attention}Cordón Unión{C:inactive})\"\n                }\n            },\n            j_poke_gourgeist_small = {\n                name = \"Gourgeist (Pequeño)\",\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} cuando una carta {C:spectral}espectral{}\",\n                  \"es usada y aplica un sticker\",\n                  \"{X:psychic,C:white}Psíquico{} al {C:attention}comodín{} más a la izquierda\"\n                }\n            },\n            j_poke_gourgeist_average = {\n                name = \"Gourgeist (Mediano)\",\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} cuando una carta {C:spectral}espectral{}\",\n                  \"es usada y aplica un sticker\",\n                  \"{X:psychic,C:white}Psíquico{} al {C:attention}comodín{} más a la izquierda\"\n                }\n            },\n            j_poke_gourgeist_large = {\n                name = \"Gourgeist (Grande)\",\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} cuando una carta {C:spectral}espectral{}\",\n                  \"es usada y aplica un sticker\",\n                  \"{X:psychic,C:white}Psíquico{} al {C:attention}comodín{} más a la izquierda\"\n                }\n            },\n            j_poke_gourgeist_super = {\n                name = \"Gourgeist (Gigante)\",\n                text = {\n                  \"Crea una carta {C:spectral}espectral{}\",\n                  \"después de descartar {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}jotas\",\n                  \"{C:inactive}(Debe haber espacio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Gana {C:money}#3# ${} cuando una carta {C:spectral}espectral{}\",\n                  \"es usada y aplica un sticker\",\n                  \"{X:psychic,C:white}Psíquico{} al {C:attention}comodín{} más a la izquierda\"\n                }\n            },\n            j_poke_grubbin = {\n                name = 'Grubbin',\n                text = {\n                    \"{C:mult}+#1#{} multi\",\"Se {C:attention}triplica{} si tienes\",\n\t\t\t\t\t\"un comodín tipo {X:lightning, C:black}Rayo{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'Charjabug',\n                text = {\n                    \"{C:mult}+#1#{} multi por cada comodín\",\n\t\t\t\t\t\"tipo {X:lightning, C:black}Rayo{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona con una\",\"{C:attention}Piedra Trueno{C:inactive})\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'Vikavolt',\n                text = {\n                    \"{C:mult}+#3#{} multi\",\n\t\t\t\t\t\"{X:mult,C:white} X#1# {} multi por cada otro\",\n\t\t\t\t\t\"comodín tipo {X:lightning, C:black}Rayo{} que tengas\",\n\t\t\t\t\t\"{C:inactive}(Actual {X:mult,C:white} X#2# {C:inactive} multi)\",\n                }\n            },\n            j_poke_rockruff = {\n              name = \"Rockruff\",\n              text = {\n                \"Cada carta que {C:attention}no es de figura{}\",\n                \"otorga {C:mult}+#1#{} multi cuando anota\",\n                \"{C:inactive}(Evoluciona tras jugar {C:attention}#2#{C:inactive} cartas pares)\",\n                \"{C:inactive}(Evoluciona tras jugar {C:attention}#3#{C:inactive} cartas impares)\"\n              }\n            },\n            j_poke_lycanroc_day = {\n              name = \"Lycanroc (Diurna)\",\n              text = {\n                \"Cada carta {C:attention}par{} otorga\",\n                \"{C:mult}+#1#{} multi cuando anota\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Si la primera mano jugada tiene\",\n                \"exactamente {C:attention}1{} carta, otorga\", \n                \"{C:chips}+#2#{} fichas y {C:blue}+1{} mano por\",\n                \"esta ronda cuando anota\"\n              }\n            },\n            j_poke_lycanroc_night= {\n              name = \"Lycanroc (Nocturna)\",\n              text = {\n                \"Cada carta {C:attention}impar{} otorga\",\n                \"{C:mult}+#1#{} multi cuando anota\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Cuando se selecciona la {C:attention}ciega jefe{}\",\n                \"gana {C:chips}+#2#{} mano, {C:mult}+#3#{} descarte y\", \n                \"{C:attention}+#2#{} tamaño de mano por esta ronda\",\n              }\n            },\n            j_poke_lycanroc_dusk = {\n              name = \"Lycanroc (Crepuscular)\",\n              text = {\n                \"Cada carta que {C:attention}no es de figura{}\",\n                \"otorga {C:mult}+#1#{} multi cuando anota\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Reactiva la {C:attention}primera{} carta {C:attention}par{}\",\n                \"y la {C:attention}primera{} carta {C:attention}impar{}\",\n                \"en la mano de póker\"\n              }\n            },\n            j_poke_mimikyu = {\n                name = \"Mimikyu\",\n                text = {\n                  \"{C:chips}+#1#{} fichas si la mano\",\n\t\t\t\t  \"jugada no tiene {C:hearts}#2#{} que anotan\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Evita la muerte si las fichas obtenidas\",\n\t\t\t\t  \"son al menos un {C:attention}50%{} de lo requerido\",\n\t\t\t\t  \"{C:inactive}(#3#){}\"\n                }\n            },\n            j_poke_nickit = {\n                name = \"Nickit\",\n                text = {\n                    \"Gana {C:money}#1# ${} al\",\n\t\t\t\t\t\"final de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_thievul = {\n                name = \"Thievul\",\n                text = {\n                    \"Gana {C:money}${} igual al {C:attention}doble{} del valor\",\n\t\t\t\t\t\"de venta del {C:attention}comodín{} más a la\",\n\t\t\t\t\t\"izquierda al final de la ronda\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Excepto a sí mismo)\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:money}#1# ${C:inactive}, Máximo de {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_yamper = {\n                name = 'Yamper',\n                text = {\n                    \"{C:mult}+#1#{} multi y gana {C:money}#2# ${}\",\n\t\t\t\t\t\"si la mano jugada contiene\",\n\t\t\t\t\t\"una {C:attention}Escalera{}\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#3#{C:inactive} rondas)\",\n                } \n            },\n            j_poke_boltund = {\n                name = 'Boltund',\n                text = {\n                    \"{X:mult,C:white}X#1#{} multi y gana {C:money}#2# ${}\",\n\t\t\t\t\t\"si la mano jugada contiene\",\n\t\t\t\t\t\"una {C:attention}Escalera{}\",\n                } \n            },\n            j_poke_dreepy = {\n                name = \"Dreepy\",\n                text = {\n                  \"Cuando es vendido, agrega {C:money}#1# ${} al valor de\",\n                  \"venta de todos tus {C:attention}comodines{} y {C:attention}convierte{}\",\n                  \"todas las cartas en tu mano al {C:attention}palo\",\n                  \"de la carta más a la izquierda\",\n                  \"{C:inactive}(Evoluciona cuando juegas una {C:attention}Escalera de color{C:inactive})\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"Drakloak\",\n                text = {\n                  \"{X:mult,C:white} X#4# {} multi por cada {C:money}${} del valor\",\n\t\t\t\t  \"de venta de todos tus {C:attention}comodines{}\",\n\t\t\t\t  \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Si la mano jugada es una {C:attention}Escalera de color{},\",\n\t\t\t\t  \"agrega {C:money}#1# ${} al valor de venta de\",\n\t\t\t\t  \"todos tus comodines\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white} X#5# {C:inactive} multi){}\",\n\t\t\t\t  \"{C:inactive}(Evoluciona cuando el total del valor de\",\n\t\t\t\t  \"{C:inactive}venta de tus comodines es #2# $/{C:money}#3# ${C:inactive})\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"Dragapult\",\n                text = {\n                  \"{X:mult,C:white} X#2# {} multi por cada {C:money}${} del valor\",\n\t\t\t\t  \"de venta de todos tus {C:attention}comodines{}\",\n\t\t\t\t  \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Si la mano jugada es una {C:attention}Escalera de color{}\",\n\t\t\t\t  \"y no tienes ninguna {C:attention}Flecha Dreepy{}\",\n\t\t\t\t  \"crea {C:attention}2 Flechas Dreepy{} con {C:dark_edition}negativo{}\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white} X#3# {C:inactive} multi){}\"\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"Flecha Dreepy\",\n                text = {\n                    \"Cuando es vendido, agrega {C:money}#1# ${} al valor de\",\n                    \"venta de todos tus {C:attention}comodines{} y {C:attention}convierte{}\",\n                    \"todas las cartas en tu mano al {C:attention}palo\",\n                    \"de la carta más a la izquierda\",\n                }\n            },\n            j_poke_hisuian_qwilfish = {\n                name = \"Qwilfish (de Hisui)\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n\t\t\t\t\t\"{C:inactive}(1 por cada #2# cartas en tu baraja)\",\n\t\t\t\t\t\"Obtiene {C:chips}+#3#{} fichas cuando una\",\n\t\t\t\t\t\"carta {C:hazard}trampa{} es sacada\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona cuando tiene\",\n\t\t\t\t\t\"{C:chips}+#4#{C:inactive} / +#5# fichas)\",\n                }\n            },\n            j_poke_overqwil = {\n                name = \"Overqwil\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas\",\n\t\t\t\t\t\"{C:inactive}(1 por cada #2# cartas en tu baraja)\"\n\t\t\t\t\t,\"Obtiene {C:chips}+#3#{} fichas cuando una\",\n\t\t\t\t\t\"carta {C:hazard}trampa{} es sacada\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Divide a la mitad{} las fichas tras jugar una mano\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:chips}+#4#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_wyrdeer = {\n                name = \"Wyrdeer\",\n                text = {\n                    \"{C:purple}+#1# Profecía\",\n\t\t\t\t\t\"Agrega el {C:attention}doble{} de\",\n\t\t\t\t\t\"la categoría de la carta\",\n\t\t\t\t\t\"{C:attention}profetizada{} más {C:attention}alta{} a multi\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Obtiene {C:purple}+#2# Profecía{} cuando\",\n\t\t\t\t\t\"juegas una mano\",\n\t\t\t\t\t\"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                }\n            },\n            j_poke_kleavor = {\n                name = 'Kleavor',      \n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{}, destruye al\",\n\t\t\t\t\t\"comodín de la derecha y obtiene {C:mult}+#2#{} multi\",\n\t\t\t\t\t\"Agrega una {C:attention}carta de piedra{} a tu baraja con\",\n\t\t\t\t\t\"edición {C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o {C:dark_edition}polícromo{}\",\n\t\t\t\t\t\"si era {C:green}Inusual{} o superior\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n                } \n            },\n            j_poke_ursaluna = {\n              name = \"Ursaluna\",\n              text = {\n\t\t\t\t\"Obtiene {C:mult}+#2#{} multi y crea un {C:item}objeto\",\n\t\t\t\t\"con {C:dark_edition}laminado{}, {C:dark_edition}holográfico{}, o {C:dark_edition}policromía{}\",\n\t\t\t\t\"cuando cualquier {C:attention}paquete potenciador{}\",\n\t\t\t\t\"es omitido\",\n\t\t\t\t\"{C:inactive}(Debe haber espacio)\",\n\t\t\t\t\"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n              }\n            },\n            j_poke_tarountula = {\n                name = \"Tarountula\",\n                text = {\n                    \"{C:hazard}+#1# Nivel de trampas{}\",\n\t\t\t\t\t\"{C:attention}+#3#{} tamaño de mano\",\n                    \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n\t\t\t\t}\n            },\n            j_poke_spidops = {\n                name = \"Spidops\",\n                text = {\n\t\t\t\t\t\"{C:hazard}+#1# Nivel de trampas\",\n\t\t\t\t\t\"{C:attention}+#2#{} tamaño de mano\",\n                    \"Agrega un {C:attention}sello{} al azar a cada\",\n                    \"{C:attention}octava{} {C:attention}carta de juego {C:inactive}[#4#]{}\",\n                    \"que es añadida a tu baraja\"\n\t\t\t\t}\n            },\n            j_poke_fidough = {\n                name = \"Fidough\",\n                text = {\n                  \"Obtiene {C:chips}+#2#{} fichas si la mano\",\n\t\t\t\t  \"jugada contiene un(a) {C:attention}#3#{}\",\n\t\t\t\t  \"La {C:attention}categoría{} requerida aumenta\",\n\t\t\t\t  \"cada que se activa\",\n\t\t\t\t  \"{C:inactive,s:0.8}(Cuando es la más alta, se vuelve la menor)\",\n\t\t\t\t  \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n\t\t\t\t  \"{C:inactive}(Evoluciona cuando tienes un\",\n\t\t\t\t  \"{C:inactive}comodín tipo {X:fire,C:white}Fuego{C:inactive})\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"Dachsbun\",\n                text = {\n                  \"Obtiene {C:chips}+#2#{} fichas si la mano\",\n\t\t\t\t  \"jugada contiene un(a) {C:attention}#3#{}\",\n\t\t\t\t  \"La {C:attention}categoría{} requerida aumenta\",\n\t\t\t\t  \"cada que se activa\",\n\t\t\t\t  \"{C:inactive,s:0.9}(Cuando es la más alta, se vuelve la menor)\",\n\t\t\t\t  \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Aumenta las fichas ganadas en {C:chips}+2{} por\",\n\t\t\t\t  \"cada comodín tipo {X:fire,C:white}Fuego{} que tengas\",\n\t\t\t\t  \"{C:inactive}(Actual {C:chips}+#1#{C:inactive} fichas)\",\n                }\n            },\n            j_poke_charcadet = {\n              name = \"Charcadet\",\n              text = {\n                \"Obtiene {C:mult}+#2#{} multi después\",\n                \"de jugar una mano\",\n                \"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Evoluciona con una\",\n\t\t\t\t\"{C:attention}Piedra Alba{C:inactive} o una {C:attention}Piedra Noche{C:inactive})\",\n                \"{C:inactive}(Actual {C:mult}+#1#{C:inactive} multi)\",\n              }\n            },\n            j_poke_armarouge = {\n              name = \"Armarouge\",\n              text = {\n                \"{X:mult,C:white} X#1# {} multi\",\n                \"Pierde {X:mult,C:white} X#2# {} multi después\",\n                \"de jugar una mano\",\n                \"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n              }\n            },\n            j_poke_ceruledge = {\n              name = \"Ceruledge\",\n              text = {\n                \"Obtiene {X:mult,C:white} X#2# {} multi después\",\n                \"de jugar una mano y drena {C:money}#3# ${}\",\n                \"de otro comodín al azar\",\n                \"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                \"{C:inactive}(Actual {X:mult,C:white} X#1# {C:inactive} multi)\",\n              }\n            },\n            j_poke_bramblin = {\n              name = \"Bramblin\",\n              text = {\n                \"El {C:attention}segundo{} {C:attention}#1#{}\",\n\t\t\t\t\"que anota en la ronda\",\n\t\t\t\t\"se mejora a carta {C:attention}semilla{}\",\n                \"{C:inactive,s:0.9}(La categoría cambia cada ronda){}\",\n                \"{C:inactive}(Evoluciona tras sacar\",\n\t\t\t\t\"{C:attention}#2#{C:inactive} cartas durante las ciegas){}\",\n              }\n            },\n            j_poke_brambleghast = {\n              name = \"Brambleghast\",\n              text = {\n                \"{C:chips}+#1#{} fichas por cada {C:money}1 ${} que tienes\",\n                \"{C:inactive}(Actual {C:chips}+#2#{C:inactive} fichas)\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"El {C:attention}segundo{} {C:attention}#3#{}\",\n\t\t\t\t\"que anota en la ronda\",\n\t\t\t\t\"se mejora a carta {C:attention}semilla{}\",\n                \"con {C:attention}2 crecimientos{}\",\n                \"{C:inactive,s:0.9}(La categoría cambia cada ronda){}\",\n              }\n            },\n            j_poke_tinkatink = {\n                name = \"Tinkatink\",\n                text = {\n                  \"Las cartas jugadas otorgan {C:mult}+#1#{} multi\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cuando se selecciona la {C:attention}ciega{}, debilita {C:attention}#3#{}\",\n\t\t\t\t  \"cartas sin mejora {C:attention}de acero{} de tu baraja\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"Tinkatuff\",\n                text = {\n                  \"Las cartas jugadas otorgan {C:mult}+#1#{} multi\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cuando se selecciona la {C:attention}ciega{}, debilita {C:attention}#3#{}\",\n\t\t\t\t  \"cartas sin mejora {C:attention}de acero{} de tu baraja\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras {C:attention}#2#{C:inactive} rondas)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"Tinkaton\",\n                text = {\n                  \"Las cartas jugadas otorgan {C:mult}+#1#{} multi\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cuando se selecciona la {C:attention}ciega{}, debilita {C:attention}#3#{}\",\n\t\t\t\t  \"cartas sin mejora {C:attention}de acero{} de tu baraja\",\n\t\t\t\t  \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Las {C:attention}cartas de acero{} jugadas\",\n\t\t\t\t  \"también son {C:attention}cartas de vidrio{}\"\n                }\n            },\n            j_poke_wiglett = {\n                name = \"Wiglett\",\n                text = {\n                    \"{C:mult}+#3#{} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Trío{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}5{}, {C:attention}6{}, o {C:attention}7{} que anota\",\n\t\t\t\t\t\"{C:inactive}(Evoluciona tras {C:attention}#1#{C:inactive} rondas)\"\n                } \n            },\n            j_poke_wugtrio = {\n                name = \"Wugtrio\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} multi si la mano jugada\",\n\t\t\t\t\t\"contiene una {C:attention}Trío{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:chips}+#2#{} fichas si la mano jugada\",\n\t\t\t\t\t\"contiene un {C:attention}5{}, {C:attention}6{}, o {C:attention}7{} que anota\",\n                } \n            },\n            j_poke_annihilape = {\n                name = 'Annihilape',\n                text = {\n                    \"Cada {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, o {C:attention}7{} jugado otorga\",\n\t\t\t\t\t\"{C:mult}+#1#{} multi y {C:chips}+#2#{} fichas cuando anota\",\n\t\t\t\t\t\"por cada mano jugada esta ronda\",\n\t\t\t\t\t\"{C:inactive}(Actual {C:mult}+#3#{} {C:inactive}multi {C:chips}+#4#{C:inactive} fichas)\",\n                } \n            },\n            j_poke_dudunsparce = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}+#1#{} ranura de carta, paquete potenciador\",\n\t\t\t\t  \"y vale disponibles en la tienda\",\n                }\n            },\n            j_poke_dudunsparce2 = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}Equipado con una Etiqueta de cupón{}\",\n\t\t\t\t  \"{C:attention}+#1#{} ranura de carta, paquete potenciador\",\n\t\t\t\t  \"y vale disponibles en la tienda\",\n                }\n            },\n            j_poke_kingambit = {\n                name = \"Kingambit\",\n                text = {\n                  \"{X:red,C:white}X#1#{} multi\",\n                  \"Si la mano jugada tiene el único\",\n                  \"{C:attention}rey{} en tu {C:attention}baraja completa{}, cada carta\",\n                  \"que {C:attention}no es de figura{} otorga la mitad\",\n                  \"del {X:mult,C:white}X{} multi de este comodín\",\n\t\t\t\t  \"cuando anota\"\n                }\n            },\n            j_poke_farigiraf = {\n              name = \"Farigiraf\",\n              text = {\n                \"{C:attention}Equipado con{} {C:spectral}Críptido{}\",\n\t\t\t\t\"La primera y segunda carta de {C:attention}figura{}\",\n\t\t\t\t\"otorga {X:mult,C:white}X#1#{} multi cuando anota\",\n\t\t\t\t\"si la mano jugada contiene un {C:attention}Doble pareja{}\",\n              }\n            },\n            j_poke_gimmighoul = {\n                name = \"Gimmighoul (Cofre)\",\n                text = {\n                  \"Las {C:attention}cartas de oro{} jugadas\",\n\t\t\t\t  \"ganan {C:money}#1# ${} cuando anotan\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Omite un {C:attention}paquete potenciador{}\",\n\t\t\t\t  \"... ¿para...?\",\n\t\t\t\t  \"{C:inactive}(Evoluciona tras ganar o\",\n\t\t\t\t  \"{C:inactive}gastar {C:money}#2# ${C:inactive}/#3# $)\"\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"Gimmighoul (Errante)\",\n                text = {\n                  \"Gana un poco de {C:money}${}\",\n\t\t\t\t  \"{S:1.1,C:red,E:2}Se autodestruye{}\",\n                }\n            },\n            j_poke_gholdengo = {\n                name = \"Gholdengo\",\n                text = {\n                  \"Las {C:attention}cartas de oro{} jugadas {C:red}gastan{} {C:money}#2# ${}\",\n\t\t\t\t  \"cuando anotan y multiplica el\",\n\t\t\t\t  \"{X:mult,C:white}X{} multi de este comodín por {X:mult,C:white}X#3#\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Este comodín no puede ser debilitado\",\n\t\t\t\t  \"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi)\",\n\t\t\t\t  \"{C:inactive,s:0.9}(Se restablece al final de la ronda)\",\n                }\n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"¿Crea consumibles\",\"cuando lo consigues?\",\"Crea ¿{C:attention}#1#{}? ¿{C:attention}etiquetas{}?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'Pokédex',\n                text = {\n\t\t\t\t\t\"{C:attention}Pokémon{} de la misma\",\n\t\t\t\t\t\"línea evolutiva pueden aparecer\",\n                } \n            },\n            j_poke_rotomdex = {\n                name = 'RotomDex',\n                text = {\n                    \"Los {C:attention}paquetes potenciadores{}\",\n\t\t\t\t\t\"cuestan {C:money}1 ${} menos\",\n                    \"por cada {C:pink}tipo{} diferente\",\n                    \"de tus comodines\",\n                    \"{C:inactive}(Actual {C:money}#1# ${C:inactive} menos)\"\n                } \n            },\n            j_poke_everstone = {\n                name = 'Piedra eterna',\n                text = {\n                    \"Los Pokémon {C:attention}no pueden{}\",\n\t\t\t\t\t\"evolucionar o transformarse\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"Los Pokémon {C:attention}Básicos{} otorgan {X:mult,C:white} X#2# {} multi\",\n\t\t\t\t\t\"Los Pokémon {C:attention}Bebés{} otorgan {X:mult,C:white} X#1# {} multi\",\n                } \n            },\n            j_poke_tall_grass = {\n                name = 'Hierba alta',\n                text = {\n                    \"{C:green}#1# en #2#{} probabilidades de crear un {C:attention}Pokémon{}\",\n\t\t\t\t\t\"{C:chips}común{} cuando la mano es jugada\",\n\t\t\t\t\t\"Garantizado cuando una carta {C:attention}versátil{} puntúa\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio){}\",\n                } \n            },\n            j_poke_jelly_donut = {\n                name = \"Rosquilla rellena\",\n                text = {\n                  \"Crea una {C:pink}energía{} {X:colorless,C:white}Incolora\",\n\t\t\t\t  \"cuando se selecciona la {C:attention}ciega\",\n\t\t\t\t  \"{C:inactive}({C:attention}#1#{C:inactive} rondas restantes){}\"\n                }\n            },\n            j_poke_ruins_of_alph = {\n                name = \"Ruinas Alfa\",\n                text = {\n                  \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t  \"crea {C:attention}3{} {C:attention}Unown{} con {C:dark_edition}negativo{}\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Después de que un {C:attention}Unown{} se activa, se\",\n\t\t\t\t  \"fusiona con este comodín y obtiene {C:mult}+#1#{} multi\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Vende esta carta para conseguir\",\n\t\t\t\t  \"una {C:attention}recompensa{} dependiendo\",\n\t\t\t\t  \"de la cantidad de Unown {C:attention}fusionados\",\n\t\t\t\t  \"{C:inactive}(Actual {C:mult}+#3#{C:inactive} multi y {C:attention}#2#{C:inactive} Unown)\",\n                }\n            },\n            j_poke_unown_swarm = {\n                name = \"Enjambre de Unown\",\n                text = {\n                  \"Cada comodín {C:purple}Legendario{} otorga\",\n\t\t\t\t  \"{C:mult}+#1#{} multi y {X:mult,C:white}X#2#{} multi\"\n                }\n            },\n            j_poke_treasure_eatery = {\n                name = \"Mesón El Tesoro\",\n                text = {\n                  \"{C:attention}Cambia Tipo{}\",\n\t\t\t\t  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"Cambia el {C:pink}tipo{} del comodín más a la izquierda\",\n\t\t\t\t  \"por el {C:pink}tipo{} del comodín más a la derecha\",\n\t\t\t\t  \"cuando seleccionas la {C:attention}ciega\",\n\t\t\t\t  \"{C:inactive}({C:attention}#1#{C:inactive} rondas restantes){}\"\n                }\n            },\n            j_poke_rival = {\n                name = \"Rival\",\n                text = {\n                    \"Aumenta el pago por {C:money}#2# ${} después\",\n\t\t\t\t\t\"de omitir una ciega\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Cuando derrotas la {C:attention}ciega jefe{},\",\n                    \"{S:1.1,C:red,E:2}se autodestruye{} y ganas {C:money}#1# $\",\n                }\n            },\n            j_poke_bitter_rival = {\n                name = \"Rival amargo\",\n                text = {\n                    \"Aumenta el pago por {C:money}#2# ${} después\",\n\t\t\t\t\t\"de omitir una ciega\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Cuando derrotas la {C:attention}ciega jefe{},\",\n                    \"{S:1.1,C:red,E:2}se autodestruye{} y ganas {C:money}#1# $\",\n                }\n            },\n            j_poke_champion = {\n                name = \"Campeón\",\n                text = {\n                    \"Cuando derrotas la {C:attention}ciega jefe{},\",\n                    \"crea una {C:attention}Etiqueta veloz\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{X:mult,C:white}X#1#{} multi por cada\",\n                    \"ciega omitida en esta partida\",\n                    \"{C:inactive}(Actual {X:mult,C:white}X#2#{C:inactive} multi){}\"\n                }\n            },\n            j_poke_professor = {\n                name = \"Profesor\",\n                text = {\n                    \"Después de {C:attention}#1#{} rondas, vende esta carta\",\n                    \"para crear una {C:attention}Etiqueta inicial{}\",\n                    \"{C:inactive}(Actualmente {C:attention}#2#{C:inactive}/#1#){}\"\n                }\n            },\n            j_poke_imposter_professor = {\n                name = \"Profesor impostor\",\n                text = {\n                    \"Después de {C:attention}#1#{} rondas, vende esta carta\",\n                    \"para crear una {C:attention}Pokédex con alquiler\",\n                    \"y una... {C:attention}¿Etiqueta inicial...?\",\n                    \"{C:inactive}(Actualmente {C:attention}#2#{C:inactive}/#1#){}\"\n                }\n            },\n            j_poke_oologist = {\n                name = \"Oólogo\",\n                text = {\n                    \"Tras {C:attention}#1#{} rondas, vende\",\n                    \"esta carta para crear un\",\n                    \"{C:attention}Huevo misterioso {C:dark_edition}negativo{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Crea 1 más por cada\",\n                    \"{C:attention}#1#{} rondas adicionales\",\n                    \"{C:inactive}(Actual {C:attention}#2#{C:inactive}/#1#){}\",\n                }\n            },\n            j_poke_mystery_egg = {\n                name = \"Huevo misterioso\",\n                text = {\n                  \"Eclosiona en un Pokémon {C:attention}Básico{} o\",\"{C:attention}Bebé{} tras {C:attention}#1#{} rondas y\",\"{C:pink}energizado{} una vez si se puede\"\n                }\n            },\n            j_poke_daycare = {\n              name = \"Guardería\",\n              text = {\n                \"Vende esta carta para crear\",\n                \"un {C:attention}Huevo misterioso{} basado en\",\n                \"los Pokémon adyacentes\",\n                \"{C:inactive,s:0.9}(Excluye los Pokémon Bebés y Legendarios){}\"\n              }\n            },\n            j_poke_repel = {\n                name = 'Repelente',      \n                text = {\n                    \"Vende esta carta para {C:attention}deshabilitar{}\",\n                    \"la {C:attention}ciega jefe{} actual\",\n                    \"y crea una {C:attention}Etiqueta D6{}\"\n                } \n            },\n            j_poke_billion_lions = {\n                name = 'Un billón de leones',\n                text = {\n                    \"Cuando la ciega es seleccionada, destruye\",\"todos los comodines con un {C:pink}tipo{} que tengas\",\"y obtiene {X:mult,C:white}X#2#{} multi por cada uno\",\"{S:1.1,C:red,E:2}Se autodestruye{} cuando se quedá sin leones\",\"{C:inactive}(Actual {X:mult,C:white}X#1#{C:inactive} multi, {C:attention}#3#{C:inactive} leones)\"\n                } \n            },\n            j_poke_spiclops = {\n                name = \"Spiclops\",\n                text = {\n                    \"{C:hazard}+#1#{} Nivel de trampas, {C:attention}+#2#{} tamaño de mano\",\n                    \"Apply a random {C:attention}seal{} to\",\n                    \"every {C:attention}#3#th{} {C:attention}playing card {C:inactive}[#4#]{}\",\n                    \"added to your deck\",\n                    \"When {C:attention}Blind{} is selected\",\n                    \"gain hand size equal to the {C:attention}hazard level{} and\",\n                    \"lose {C:attention}1 discard{}\",\n                    \"If first played hand is\",\n                    \"all {C:attention} Hazard{} cards, gain\",\n                    \"{C:attention{}+1{} hand size this round for\",\n                    \"each card in that hand\",\n                    \"Adds a {C:blue}Blue{} seal to every third\",\n                    \"{C:attention}Hazard Card held{} in hand\",\n                    \"at end of round\",\n                    \"For every #5# {C:inactive}[#6#]{} {C:attention}Hazard Cards{} drawn\",\n                    \"create a {C:planet}Planet{} card for your\",\n                    \"most played hand {C:inactive}(Must have room){}\"\n\n                }\n            },\n            j_poke_miror_budicolo = {\n                name = \"Ludicolo\",\n                text = {\n                    \"¿¿Se agrega a sí mismo\",\n                    \"a tu baraja??\"\n                },\n            },\n            j_poke_capture_disc = {\n                name = \"Disco capturador\",\n                text = {\n                    \"Obtiene {C:mult}+#1#{} multi\",\n                    \"cuando es {C:attention}agitado{}\",\n                    \"{C:inactive}(Se restablece al\",\"{C:inactive}final de la ronda)\",\n                    \"{C:inactive}(Actual {C:mult}+#2#{C:inactive} multi)\"\n                },\n            },\n            --[[ Egg dynatext, not used right now\n            j_poke_mystery_egg = {\n                name = \"Huevo misterioso\",\n                text = {\n                    \"Este huevo necesita más tiempo para eclosionar.\",\"Keep it secret. Keep it safe.\",\"It looks cold y lonely.\",\"Follow that egg!\",\"Is it supposed to glow?\",\"I wonder what's inside?\",\"It moves around inside sometimes.\",\"It's a secret to everybody.\",\"Not to be put on a sandwich.\",\n                }\n            },--]]\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Funda de Entrenador\",\n                text = {\n                    \"Comienza la partida con\",\n\t\t\t\t\t\"el vale {C:tarot,T:v_poke_goodrod}#1#{}\",\n\t\t\t\t\t\"y una {C:tarot,T:c_poke_pokeball}#2#{}\",\n                },\n            },\n            sleeve_poke_pokemonsleeve_alt = {\n                name = \"Funda de Entrenador\",\n                text = {\n\t\t\t\t\t\"Comienza la partida con\",\n                    \"una {C:tarot,T:c_poke_greatball}#3#{}\",\n                    \"en vez de una {C:tarot,T:c_poke_pokeball}#2#{}\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Funda Obituaria\",\n                text = {\n                    \"Todas las cartas tienen\",\"un {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_obituarysleeve_alt = {\n                name = \"Funda Obituaria\",\n                text = {\n                    \"Los {C:pink}sellos rosados{} tienen {C:green}#1# en #2#{} probabilidades\",\n                    \"de ser removidos tras activarse\",\n                    \"Los comodines crean una {C:pink}energía {C:dark_edition}negativa{} de\",\n                    \"su tipo cuando son vendidos o destruidos\",\n                },\n            },\n            sleeve_poke_revenantsleeve = {\n                name = \"Funda Renacida\",\n                text = {\n                    \"Todas las cartas tienen\",\"un {C:dark_edition}#1#{}\",\n                },\n            },\n\t\t\tsleeve_poke_revenantsleeve_alt = {\n              name = \"Funda Renacida\",\n              text = {\n                  \"{C:blue}+#1#{} ranuras de consumible\",\n                  \"Los {C:pink}paquetes pokémon{} no\",\n                  \"aparecerán en la tienda\",\n              },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Funda Luminosa\",\n                text = {\n                    \"Todos los comodines son\",\n\t\t\t\t\t\"creados con {C:pink}1 energía{} y\",\n\t\t\t\t\t\"con un sticker de un {C:pink}tipo{} al azar\"\n                },\n            },\n            sleeve_poke_luminoussleeve_alt = {\n                name = \"Funda Luminosa\",\n                text = {\n                    \"Los cambios tienen una {C:green}#1# en #2#{} probabilidades\",\n                    \"de crear un {C:item}Orbe Teracristal\",\n                },\n            },\n            sleeve_poke_telekineticsleeve = {\n                name = \"Funda Telequinética\",\n                text = {\n                    \"Comienza la partida con\",\"el vale {C:tarot,T:v_crystal_ball}#1#{}\",\"y {C:attention}2{} copias\",\"de la {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n\t\t\tsleeve_poke_telekineticsleeve_alt = {\n                name = \"Funda Telequinética\",\n                text = {\n                    \"Las {C:item,T:c_poke_twisted_spoon}#2#s{}\",\n                    \"que tengas otorgan\",\n                    \"{C:blue}+1{} ranura de consumible\",\n                }\n            },\n            sleeve_poke_ampedsleeve = {\n                name = \"Funda Energizada\",\n                text = {\n                    \"Comienza la partida con\",\"el vale {C:tarot,T:v_poke_energysearch}#1#{}\",\"y una copia de\",\"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                } \n            },\n            sleeve_poke_ampedsleeve_alt = {\n                name = \"Funda Energizada\",\n                text = {\n                    \"Comienza la partida con una {C:attention,T:j_poke_jelly_donut}#1#{} {C:dark_edition}negativa\",\n                    \"en vez de una {C:pink,T:c_poke_double_rainbow_energy}#2#\",\n                    \"{C:pink,T:c_poke_colorless_energy}#3#{} ya no es la mitad de\",\n                    \"efectiva en comodines que no son tipo Normal\",\n                } \n            },\n            sleeve_poke_futuresleeve = {\n                name = \"Funda profética\",\n                text = {\n                    \"{C:purple}+#1# Profecía{}\",\n                } \n            },\n            sleeve_poke_futuresleeve_alt = {\n                name = \"Funda profética\",\n                text = {\n                  \"Gana {C:purple}+#2# Profecía{} cuando juegas una mano\",\n                  \"{C:inactive,s:0.0}(Se restablece al final de la ronda)\",\n                } \n            },\n            sleeve_poke_stadiumsleeve = {\n                name = \"Funda Stadium\",\n                text = {\n                    \"Comienza la partida con una\",\"carta {C:attention}adicional, multi, versátil,\",\n                    \"{C:attention}de vidrio, de acero, de piedra,\",\n                    \"{C:attention}de oro,{} y de la {C:attention}suerte{}\"\n                } \n            },\n            sleeve_poke_stadiumsleeve_alt = {\n                name = \"Funda Stadium\",\n                text = {\n                    \"Después de derrotar cada\",\n                    \"{C:attention}ciega jefe{}, crea una carta\",\n\t\t\t\t\t\"de {C:tarot}tarot{} de {C:attention}mejora{} {C:dark_edition}negativa{}\",\n                } \n            },\n            sleeve_poke_megasleeve = {\n                name = \"Mega Funda\",\n                text = {\n                    \"Comienza la partida con los vales\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{},\",\"{C:tarot,T:v_reroll_glut}#3#{}\",\n                    \"y {C:tarot,T:v_crystal_ball}#5#{} y\",\n                    \"una {C:spectral,T:c_poke_megastone}#1#{}\",\n                    \"{C:red}-#4#{} ranura en la tienda\"\n                } \n            },\n            sleeve_poke_megasleeve_alt = {\n                name = \"Mega Funda\",\n                text = {\n                    \"La {C:attention}Megaevolución{} ya no está\",\n                    \"restringida a 1 comodín por\",\n                    \"cada {C:spectral,T:c_poke_megastone}#1#{} que tengas\",\n                } \n            },\n            sleeve_poke_vendingsleeve = {\n                name = \"Funda expendedora\",\n                text = {\n                    \"Después de derrotar a cada\",\n                    \"{C:attention}ciega jefe impar{}, gana 1\",\n                    \"{C:attention,T:tag_vremade_double}#1#\",\n                } \n            },\n            sleeve_poke_vendingsleeve_alt = {\n                name = \"Funda expendedora\",\n                text = {\n                    \"Gana una {C:attention,T:tag_vremade_double}#1#\",\n                    \"tras derrotar cada\",\n                    \"{C:attention}ciega jefe{} en su lugar\"\n                } \n            },\n            sleeve_poke_diceysleeve = {\n                name = \"Funda tramposa\",\n                text = {\n                    \"{C:hazard}+#1# nivel y límite de trampas{}\",\"{C:attention}+#1#{} tamaño de mano\",\n                    \"Al final de cada ronda:\",\n                    \"Gana {C:money}#4# ${} por cada carta\",\n                    \"{C:hazard}trampa{} en tu {C:attention}baraja completa\",\n                    \"No ganas {C:attention}intereses\"\n                } \n            },\n            sleeve_poke_diceysleeve_alt = {\n                name = \"Funda tramposa\",\n                text = {\n                    \"Todas las {C:hazard}trampas{} otorgan {C:attention}+1{} tamaño de mano\",\n                } \n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Ultra Ball\",\n                text = {\n                    \"Crea al azar un\",\"{C:attention}Pokémon de Etapa 2{}\",\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Master Ball\",\n                text = {\n                    \"Crea un\",\"{C:attention} Pokémon {}{C:legendary,E:1}Legendario\",\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Transformación\",\n                text = {\n                    \"Evoluciona al Pokémon más\",\n\t\t\t\t\t\"a la izquierda o seleccionado a su\",\"{C:attention}etapa{} más alta y lo {C:pink}energiza{}\", \n                },\n            },\n            c_poke_megastone = {\n                name = \"Megapiedra\",\n                text = {\n                    \"Es {C:attention}reusable{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}Megaevoluciona{} un Pokémon\",\n\t\t\t\t\t\"o {C:attention}involuciona{} una Mega\",\"si es usada\",\n\t\t\t\t\t\"{C:attention}Involuciona{} la Mega si es vendida\",\n\t\t\t\t\t\"{C:inactive}(Usable una vez por ronda)\",\n                },\n            },\n            c_poke_obituary = {\n                name = \"Obituario\",\n                text = {\n                    \"Agrega un {C:pink}sello rosado{}\",\n\t\t\t\t\t\"a {C:attention}1{} carta seleccionada\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Pesadilla\",\n                text = {\n                    \"Destruye al comodín más a la izquierda\",\"o seleccionado con {C:pink}tipo{}\",\n\t\t\t\t\t\"y crea {C:attention}2{} {C:pink}energías{} {C:dark_edition}negativas{}\",\"del {C:pink}tipo{} de ese comodín\"\n                },\n            },\n            c_poke_revenant = {\n                name = \"Renacido\",\n                text = {\n                    \"Agrega un {C:item}sello plateado{}\",\n\t\t\t\t\t\"a {C:attention}1{} carta seleccionada\",\n                }\n            },\n            c_poke_double_rainbow_energy = {\n                name = \"Doble Energía Arcoíris\",\n                text = {\n                    \"{C:pink}Energiza{} al comodín más a la\",\n\t\t\t\t\t\"izquierda o seleccionado de\",\n\t\t\t\t\t\"cualquier {C:pink}tipo{} {C:red}d{C:attention}o{C:green}s{} {C:red}v{C:attention}e{C:green}c{C:blue}e{C:purple}s{}\",\n\t\t\t\t\t\"No ganas intereses esta ronda\",\"{C:inactive}(Máximo de {C:attention}#1#\",\"{C:inactive}aumentos por comodín)\",\n                },\n            },\n            c_poke_meteorite = {\n                name = \"Meteorito\",\n                text = {\n                  \"Es {C:attention}reusable{}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Destruye {C:attention}1{} carta restante\",\n                  \"de tu {C:attention}baraja{} al azar\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Transforma al {C:attention}Deoxys{} más a la\",\n                  \"izquierda o seleccionado\",\n\t\t\t\t  \"a su {C:attention}Forma #1#\",\n                  \"{C:inactive,s:0.9}(La {C:attention,s:0.9}Forma{C:inactive,s:0.9} cambia con cada {C:green,s:0.9}cambio{C:inactive,s:0.9}){}\",\n                }\n            },\n            c_poke_fake_banker = {\n                name = 'Deseo de Dinero',\n                text = {\n                    \"{C:dark_edition}¡Desea Dinero!\",\n                }\n            },\n            c_poke_fake_booster = {\n                name = 'Deseo Potenciador',\n                text = {\n                    \"{C:dark_edition}¡Desea más Opciones!\",\n                }\n            },\n            c_poke_fake_power = {\n                name = 'Deseo de Poder',\n                text = {\n                    \"{C:dark_edition}¡Desea Poder!\",\n                }\n            },\n            c_poke_fake_negging = {\n                name = 'Deseo Negativo',\n                text = {\n                    \"{C:dark_edition}¡Desea Amigos!\",\n                }\n            },\n            c_poke_fake_copy = {\n                name = 'Deseo de Copia',\n                text = {\n                    \"{C:dark_edition}¡Desea un Refuerzo!\",\n                }\n            },\n            c_poke_fake_fixer = {\n                name = 'Deseo de Purificación',\n                text = {\n                    \"{C:dark_edition}¡Desea una Baraja mejor!\",\n                }\n            },\n            c_poke_fake_masterball = {\n                name = 'Deseo de Invocación',\n                text = {\n                    \"{C:dark_edition}¡Desea invocar un comodín Legendario!\",\n                }\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Etiqueta Pokémon\",\n                text = {\n                    \"Otorga gratis un {C:pink}megapaquete Pokémon\",\n\t\t\t\t\t\"{C:green}#1#%{} de probabilidad de que contenga\",\n\t\t\t\t\t\"una {C:attention}Megapiedra{} en una {C:attention}apuesta mayor a 5{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(La probabilidad no puede ser aumentada){}\",\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"Etiqueta variocolor\",\n                text = {\n                    \"El próximo comodín de la\",\n\t\t\t\t\t\"tienda de la edición base es gratis y\",\"se vuelve {C:colorless}variocolor{}\",\n                }, \n            },\n            tag_poke_stage_one_tag = {\n                name = \"Etiqueta de etapa 1\",\n                text = {\n                    \"La tienda tiene un\",\"Pokémon de {C:attention}Etapa 1{} gratis\",\n                }, \n            },\n            tag_poke_safari_tag = {\n                name = \"Etiqueta de safari\",\n                text = {\n                    \"La tienda tiene un\",\"Pokémon de {C:safari}Safari{} gratis\",\n                }, \n            },\n            tag_poke_starter_tag = {\n                name = \"Etiqueta inicial\",\n                text = {\n                    \"Otorga gratis un {C:attention}paquete inicial{}\",\n                }, \n            },\n            tag_poke_starterq_tag = {\n                name = \"¿Etiqueta inicial...?\",\n                text = {\n                    \"Otorga gratis un... {C:attention}¿paquete inicial...?\",\n                }, \n            },\n        },\n        Tarot = {\n            c_poke_pokeball = {\n                name = \"Poké Ball\",\n                text = {\n                    \"Crea al azar un\",\"{C:attention}Pokémon Básico{}\",\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Super Ball\",\n                text = {\n                    \"Crea al azar un\",\"{C:attention}Pokémon de Etapa 1{}\",\"{C:inactive}(Debe haber espacio)\"\n                },\n            },\n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Búsqueda de Energía\",\n                text = {\n                    \"{C:pink}+2{} límite de energía\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Investigación de Energía\",\n                text = {\n                    \"{C:pink}+3{} límite de energía\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Caña Buena\",\n                text = {\n                    \"Todos los {C:attention}paquetes potenciadores{}\",\"contienen {C:attention}1{} carta adicional\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Supercaña\",\n                text = {\n                    \"Puedes {C:pink}guardar{} cartas\",\"de cualquier paquete de {C:attention}consumibles{}\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:grass,C:white}Planta{}\",\n                }\n            },\n            Fire = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:fire,C:white}Fuego{}\",\n                }\n            },\n            Water = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:water,C:white}Agua{}\",\n                }\n            },\n            Lightning = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:lightning,C:black}Rayo{}\",\n                }\n            },\n            Psychic = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:psychic,C:white}Psíquico{}\",\n                }\n            },\n            Fighting = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:fighting,C:white}Lucha{}\",\n                }\n            },\n            Colorless = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:colorless,C:white}Incoloro{}\",\n                }\n            },\n            Dark = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:dark,C:white}Oscuro{}\",\n                }\n            },\n            Metal = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:metal,C:white}Metal{}\",\n                }\n            },\n            Fairy = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:fairy,C:white}Hada{}\",\n                }\n            },\n            Dragon = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:dragon,C:white}Dragón{}\",\n                }\n            },\n            Earth = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:earth,C:white}Tierra{}\",\n                }\n            },\n            --Have you Heard? Bird is the wordddd\n            Bird = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:bird,C:white}¿Pájaro?{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"Ancestral\",\n                text = {\n                    \"El efecto depende de la\",\n\t\t\t\t\t\"cantidad de {C:attention}#1#{} en\",\n\t\t\t\t\t\"la mano de póker jugada\",\n\t\t\t\t\t\"{C:inactive}(Los efectos son {C:attention}acumulativos{C:inactive})\"\n                }\n            },\n            breed = {\n                name = \"Embarazo\",\n                text = {\n                    \"Crea un {C:attention}Huevo misterioso{}\",\n                    \"que eclosionará en\",\n                    \"la menor {C:attention}etapa{} de\",\n                    \"uno de los {C:attention}padres\",\n                    \"{C:inactive}(Siempre {C:attention}3{C:inactive} rondas para eclosionar){}\"\n                }\n            },\n            energize = {\n                name = \"Energizado\",\n                text = {\n                  \"Permanentemente aumenta\",\n\t\t\t\t  \"los valores de {C:mult}multi{}, {C:chips}fichas{},\",\n\t\t\t\t  \"{C:money}${} y {X:mult,C:white}X{} multi\",\"de un comodín\"\n                }\n            },\n            eitem = {\n                name = \"Carta evolutiva\",\n                text = {\n                    \"Cuando es consumida, evoluciona\",\n\t\t\t\t\t\"al Pokémon {C:attention}disponible{} más\",\"a la izquierda o seleccionado\",\"al final de la siguiente ronda\",\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"Carta equipada\",\n                text = {\n                    \"Usado por {C:attention}#1#{}\"\n                }\n            },\n            typechanger = {\n                name = \"Cambia Tipo\",\n                text = {\n                    \"Agrega un sticker\",\"de tipo {V:1}#1#{} al comodín\",\" más a la izquierda o seleccionado\"\n                }\n            },\n            typechangerother = {\n                name = \"Cambia Tipo\",\n                text = {\n                    \"Agrega un sticker\",\"de tipo {V:1}#1#{}\",\n                }\n            },\n            typechangerpoke = {\n                name = \"Cambia Tipo\",\n                text = {\n                    \"Agrega un sticker\",\"de tipo {V:1}#1#{} a sí mismo\",\"en el momento de su creación\"\n                }\n            },\n            basic = {\n                name = \"Básico\",\n                text = {\n                    \"Un Pokémon que\",\"no ha {C:attention}evolucionado{}\",\"{C:inactive,s:0.8}(Ignorando los Pokémon {C:attention,s:0.8}Bebés{C:inactive,s:0.8}\",\"{C:inactive,s:0.8}y {C:purple,s:0.8}Legendarios{C:inactive})\"\n                }\n            },\n            stage1 = {\n                name = \"Etapa 1\",\n                text = {\n                    \"Un Pokémon que ha\",\"{C:attention}evolucionado{} una vez\"\n                }\n            },\n            stage2 = {\n                name = \"Etapa 2\",\n                text = {\n                    \"Un Pokémon que ha\",\"{C:attention}evolucionado{} dos veces\"\n                }\n            },\n            energy = {\n                name = \"Energía usada\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            money_chance = {\n                name = \"Probabilidad de dinero\",\n                text = {\n                    \"{C:attention}#1#%{} probabilidades de\",\"ganar {C:money}1 ${} extra\"\n                }\n            },\n            mult_progress = {\n                name = \"Progreso del aumento de multi\",\n                text = {\n                    \"{C:attention}#1#%{} progreso\",\"para aumentar {C:mult}multi{}\",\"en {C:mult}+1{}\"\n                }\n            },\n            chip_progress = {\n                name = \"Progreso del aumento de fichas\",\n                text = {\n                    \"{C:attention}#1#%{} progreso\",\"para aumentar {C:chips}fichas{}\",\"en {C:chips}+1{}\"\n                }\n            },\n            money_progress = {\n                name = \"Progreso del aumento de dinero\",\n                text = {\n                    \"{C:attention}#1#%{} progreso\",\"para aumentar {C:money}${}\",\"en {C:money}1 ${}\"\n                }\n            },\n            availability = {\n                name = \"Disponibilidad\",\n                text = {\n                    \"No está disponible si\",\"{C:attention}#1#{}\",\n                }\n            },\n            baby = {\n                name = \"Bebé\",\n                text = {\n                    \"Cuando la mano es jugada y\",\n\t\t\t\t\t\"si hay algún comodín {C:attention}no Bebé{}\",\n\t\t\t\t\t\"a la derecha de este,\",\"{C:attention}debilita{} este comodín\"\n                }\n            },\n            nature = {\n                name = \"Naturaleza\",\n                text = {\n\t\t\t\t\t--el siguiente texto se usará cuando se localice \"suit\" y \"rank\"\n                    --\"Una lista de un(a) o más {C:attention}#1#s{}\",\n                    \"Una lista de uno o más\",\n\t\t\t\t\t\"{C:attention}palos{} o {C:attention}categorías\",\n\t\t\t\t\t\"que activan a este comodín\",\n\t\t\t\t\t\"Se establece en el\",\n\t\t\t\t\t\"momento de su creación\",\n                }\n            },\n            hazard_level = {\n              name = \"Nivel de trampas\",\n              text = {\n                  \"Cuando sacas la {C:attention}primera{} mano, agrega\",\n                  \"tantas cartas {C:hazard}trampa{} a tu mano\",\n                  \"como tu {C:hazard}nivel de trampas\",\n                  \"{C:inactive}(Nivel de trampas actual {C:attention}#1#{C:inactive}/#2#){}\"\n              }\n            },\n            hazard_level_extra = {\n              name = \"Nivel de trampas\",\n              text = {\n                  \"Cuando sacas la {C:attention}primera{} mano, agrega\",\n                  \"tantas cartas {C:hazard}trampa{} a tu mano\",\n                  \"igual a tu {C:hazard}nivel de trampas\",\n                  \"{C:inactive}(Nivel de trampas actual {C:attention}#1#{C:inactive}/#2#){}\",\n                  \"{C:inactive}(Nivel de trampas extra aumentan el límite){}\"\n              }\n            },\n            merge = {\n                name = \"Fusión\",\n                text = {\n                  \"Remueve a la carta y la\",\"agrega a este comodín\",\"Clic derecho para ver\",\"las cartas fusionadas\",\"{C:inactive}(Los comodines fusionados\",\"{C:inactive}no pueden ser copiados){}\"\n                }\n            },\n            rewards_ruins_of_alph = {\n                name = \"Recompensas\",\n                text = {\n                  \"{C:attention}#1#{} - Un Pokémon {C:attention}Safari{}\",\n\t\t\t\t  \"{C:attention}#2#{} - {C:attention}Duplicar{} un comodín al azar\",\n\t\t\t\t  \"{C:attention}#3#{} - {C:attention}Lluvia de ideas{}\",\n\t\t\t\t  \"{C:attention}#4#{} - {C:attention}Enjambre de Unown y El alma\",\n\t\t\t\t  \"{C:inactive}(No son acumulativos){}\"\n                }\n            },\n            scry_cards = {\n                name = \"Profecía\",\n                text = {\n                    \"Mira las siguientes\",\"cartas de tu baraja\"\n                }\n            },\n            mega_rule = {\n                name = \"Restricción\",\n                text = {\n                    \"Solo 1 Pokémon puede\",\n\t\t\t\t\t\"{C:attention}Megaevolucionar{} por\",\n\t\t\t\t\t\"cada {C:attention}Megapiedra{} que tengas\"\n                }\n            },\n            mega_poke = {\n                name = \"Megaevolución\",\n                text = {\n                    \"Puede {C:attention}Megaevolucionar{}\",\"con una {C:attention}Megapiedra{}\"\n                }\n            },\n            mega_used_on = {\n                name = \"Usado en\",\n                text = {\n                    \"{C:attention}#1#{}\",\n                }\n            }, \n            split_mega = {\n                name = \"Mega XY\",\n                text = {\n                  \"{C:attention}Megaevoluciona{} dependiendo de su posición\",\"Más a la izquierda - {C:attention}#1#{}\",\"Más a la derecha - {C:attention}#2#{}\"\n                }\n            },\n            playing_card_to_evolve = {\n                name = \"Requisito\",\n                text = {\n                    \"Debe usarse en\",\"una {C:attention}carta de juego{}\",\"para evolucionar\"\n                }\n            },\n            deli_gift = {\n                name = \"Regalos\",\n                text = {\n                    \"{C:green}35%{} - {C:money}8 ${}\",\n\t\t\t\t\t\"{C:green}30%{} - {C:attention}Carta de {C:item}objeto{}\",\n\t\t\t\t\t\"{C:green}20%{} - {C:attention}Etiqueta de cupón\",\n\t\t\t\t\t\"{C:green}15%{} - {C:attention}Carta de regalo{}\",\n\t\t\t\t\t\"con {C:dark_edition}policromía{}\",\n                }\n            },\n            bat_leech = {\n                name = \"Lista de chupamejoras\",\n                text = {\n                    \"{C:attention}Adicional{} / {C:attention}Piedra{} - {C:chips}Fichas\",\n                    \"{C:attention}Acero{} / {C:attention}Vidrio{} / {C:attention}Floral{} - {X:mult,C:white}X{} {C:mult}Multi\",\n                    \"{C:attention}Oro{} - {C:money}$ pago{} al final de la ronda\",\n                    \"{C:attention}Otros{} - {C:mult}Multi\"\n                }\n            },\n            dril_treasure = {\n                name = \"Tesoros\",\n                text = {\n                    \"{C:green}30%{} - {C:item}Piedra {C:attention}evolutiva   \",\n                    \"{C:green}30%{} - {C:money}5 ${}               \",\n                    \"{C:green}20%{} - {C:attention}2 {C:item}Piedras {C:attention}evolutivas\",\n                    \"{C:green}15%{} - {C:money}10 ${}              \",\n                    \"{C:green}5%{} - {C:money}20 ${}             \",\n                }\n            },\n            exdril_treasure = {\n                name = \"Tesoros\",\n                text = {\n                    \"{C:green}30%{} - {C:item}Piedra {C:attention}evolutiva   \",\n                    \"{C:green}30%{} - {C:money}5 ${}               \",\n                    \"{C:green}20%{} - {C:attention}2 {C:item}Piedras {C:attention}evolutivas\",\n                    \"{C:green}15%{} - {C:money}10 ${}              \",\n                    \"{C:green}4%{} - {C:money}20 ${}             \",\n                    \"{C:green}1%{} - {C:attention}Megapiedra       \",\n                }\n            },\n            pickup = {\n              name = \"Recogida\",\n              text = {\n                \"{C:green}34%{} - {C:item}Carta de objeto{}\",\n\t\t\t\t\"{C:green}25%{} - {C:item}Carta evolutiva\",\n\t\t\t\t\"{C:green}20%{} - {C:item}Restos\",\n\t\t\t\t\"{C:green}20%{} - {C:item}Cuchara Torcida\",\n\t\t\t\t\"{C:green}1%{} - {C:spectral}Transformación\",\n              }\n            },\n            poke_artist = {\n              name = \"Artista\",\n              text = {\n                \"{V:1}#1#\"\n              }\n            },\n            pokeballs_group = {\n              name = \"Poké Balls\",\n              text = {\n                \"Crea un Pokémon al azar\",\n\t\t\t\t\"de cierta etapa\",\n              }\n            },\n            holding = {\n                name = \"Objeto equipado\",\n                text = {\n                  \"Este Pokémon viene con\",\n\t\t\t\t  \"una carta de {C:attention}#1#{}\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio){}\"\n                }\n            },\n            holding_an = {\n                name = \"Objeto equipado\",\n                text = {\n                  \"Este Pokémon viene con\",\n\t\t\t\t  \"una carta de {C:attention}#1#{}\",\n\t\t\t\t  \"{C:inactive}(Debe haber espacio){}\"\n                }\n            },\n            holding_other = {\n                name = \"Objeto equipado\",\n                text = {\n                  \"Este Pokémon viene con\",\n                  \"una carta de {C:attention}#1#{}\",\n                  \"{C:inactive}(Debe haber espacio){}\"\n                }\n            },\n            holding_joker = {\n                name = \"Comodín equipado\",\n                text = {\n                  \"Este comodín viene con\",\n                  \"un {C:attention}#1#{}\",\n                  \"{C:inactive,s:0.8}(Requiere una ranura de comodín vacía){}\"\n                }\n            },\n            multi_evolution = {\n                name = \"Multievolución\",\n                text = {\n                  \"Este Pokémon evoluciona\",\n                  \"en {C:attention}2{} Pokémon separados\",\n                  \"{C:inactive,s:0.8}(Requiere ranuras de comodín vacías){}\"\n                }\n            },\n            eeveelution = {\n                name = \"Evoluciones\",\n                text = {\n                    \"{C:attention}Piedra Agua{} - {X:water,C:white}Vaporeon{}\",\"{C:attention}Piedra Trueno{} - {X:lightning,C:black}Jolteon{}\",\"{C:attention}Piedra Fuego{} - {X:fire,C:white}Flareon{}\",\"{C:attention}Piedra Solar{} - {X:psychic,C:white}Espeon{}\",\"{C:attention}Piedra Lunar{} - {X:dark,C:white}Umbreon{}\",\"{C:attention}Piedra Hoja{} - {X:grass,C:white}Leafeon{}\",\"{C:attention}Piedra Hielo{} - {X:water,C:white}Glaceon{}\",\"{C:attention}Piedra Día{} - {X:fairy,C:white}Sylveon{}\"\n                }\n            },\n            poke_egg_tip = {\n              name = \"Huevo misterioso\",\n              text = {\n                \"Se ve frío y solitario.\"\n              }\n            },\n            poke_top_cards = {\n              name = \"Cartas siguientes\",\n              text = {\n                \"{C:attention}#1#{}\",\n\t\t\t\t\"{C:attention}#2#{}\",\n              }\n            },\n            poke_drain = {\n              name = \"Drenado\",\n              text = {\n                \"Remueve el valor de venta de\",\n\t\t\t\t\"un comodín y se lo añade a sí\",\n\t\t\t\t\"mismo si tiene más de\",\"{C:money}1 ${} de valor de venta\"\n              }\n            },\n            poke_drain_item = {\n              name = \"Drenado\",\n              text = {\n                \"Remueve el valor de\",\n\t\t\t\t\"venta de un comodín si\",\n\t\t\t\t\"tiene más de {C:money}1 ${}\",\"de valor de venta\"\n              }\n            },\n            poke_volatile_left = {\n              name = \"Volátil a la izquierda\",\n              text = {\n                \"Su habilidad solo se activa\",\n\t\t\t\t\"cuando este es el comodín\",\n\t\t\t\t\"más a la izquierda\",\n\t\t\t\t\"{C:inactive}(Ignorando otros\",\"{C:inactive}comodines {C:attention}Volátiles{C:inactive})\"\n              }\n            },\n            poke_volatile_right = {\n              name = \"Volátil a la derecha\",\n              text = {\n                \"Su habilidad solo se activa\",\"cuando este es el comodín\",\"más a la derecha\",\"{C:inactive}(Ignorando otros\",\"{C:inactive}comodines {C:attention}Volátiles{C:inactive})\"\n              }\n            },\n            sketch = {\n              name = \"Esquema\",\n              text = {\n                \"Copia una habilidad hasta\",\n                \"que el comodín copiado es\",\n                \"destruido o copias otra habilidad\"\n              }\n            },\n            unlimited_energy_tooltip = {\n              name = \"Energía ilimitada\",\n              text = {\n                \"Puedes usar {C:pink}energías{} en comodines\",\n\t\t\t\t\"cuantas veces quieras\"\n              }\n            },\n            precise_energy_tooltip = {\n                name = \"Escalado preciso de energía\",\n                text = {\n                    \"{s:0.8}Usa {C:attention,s:0.8}decimales{} para todos los valores cuando se aplican los {s:0.8}aumentos{} por {C:pink,s:0.8}energías{}\",\n\t\t\t\t\t\"{s:0.8}Con esta opción {C:attention,s:0.8}apagada{}{s:0.8} lo siguiente ocurrirá para el aumento:{}\",\n\t\t\t\t\t\"{C:attenion}1. {X:mult,C:white,s:0.8}X{} {s:0.8}multi - Usa decimales\",\n\t\t\t\t\t\"{C:attenion}2. {s:0.8}+ {C:mult,s:0.8}multi{}{s:0.8} y {C:chips,s:0.8}fichas{}{s:0.8} - Se aproxima al número entero más cercano\",\n\t\t\t\t\t\"{C:attenion}3. {s:0.8}{C:mult,s:0.8}Aumento de multi{}{s:0.8} y {C:chips,s:0.8}Aumento de fichas{}{s:0.8} - El componente decimal se enseña\",\n\t\t\t\t\t\"{s:0.8}como un porcentaje, usado para aplicar el aumento al {C:mult,s:0.8}multi{}{s:0.8} y {C:chips,s:0.8}fichas{} bases\",\n\t\t\t\t\t\"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - El componente decimal se enseña como un porcentaje,\",\n\t\t\t\t\t\"{s:0.8}usado como la probabilidad de extra {C:money,s:0.8}${}{s:0.8} que ganas{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Los comodines que no son Pokémon siempre usarán escalado preciso){}\"\n                }\n            },\n            discovery_tooltip = {\n              name = \"Contenido por descubrir\",\n              text = {\n                \"Todo el contenido de Pokermon no está descubierto\",\n\t\t\t\t\"por defecto. Desactivar esta configuración hará que\",\n\t\t\t\t\"descubras todo el contenido del mod\",\n\t\t\t\t\"{C:red}Descubrir todo el contenido no puede deshacerse{}\"\n              }\n            }, \n            pokemononly_tooltip = {\n              name = \"Solo Pokémons\",\n              text = {\n                \"Aparecerán solo los comodines {C:attention}Pokémon{}\",\n              }\n            },\n            gen1_tooltip = {\n              name = \"Generación 1 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la primera generación\"\n              }\n            },\n            gen2_tooltip = {\n              name = \"Generación 2 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la segunda generación\"\n              }\n            },\n            gen3_tooltip = {\n              name = \"Generación 3 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la tercera generación\"\n              }\n            },\n            gen4_tooltip = {\n              name = \"Generación 4 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la cuarta generación\"\n              }\n            },\n            gen5_tooltip = {\n              name = \"Generación 5 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la quinta generación\"\n              }\n            },\n            gen6_tooltip = {\n              name = \"Generación 6 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la sexta generación\"\n              }\n            },\n            gen7_tooltip = {\n              name = \"Generación 7 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la séptima generación\"\n              }\n            },\n            gen8_tooltip = {\n              name = \"Generación 8 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la octava generación\"\n              }\n            },\n            gen9_tooltip = {\n              name = \"Generación 9 permitida\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"de la novena generación\"\n              }\n            },\n            hazards_on_tooltip = {\n              name = \"Cartas trampa permitidas\",\n              text = {\n                \"Aparecerán comodines {C:attention}Pokémon{}\",\"que agreguen cartas {C:hazard}trampa{}\"\n              }\n            },\n            shinyplayingcard_tooltip = {\n              name = \"Cartas de juego variocolor\",\n              text = {\n                \"Permite que las {C:attention}cartas de juego{}\",\"puedan tener la edición {C:dark_edition}variocolor{}\"\n              }\n            },\n\t\t\tdetailed_tooltips_tooltip = {\n              name = \"Información detallada\",\n              text = {\n                \"Se enseñará toda la información de comodines Pokémon\",\n                \"Desactivar esto removerá la mayoría de ventanas\",\n                \"adicionales de información de ellos\",\n              }\n            },\n\t\t\tprevious_evo_stickers_tooltip = {\n              name = \"Stickers para las preevoluciones\",\n              text = {\n                \"Las preevoluciones de los\",\n                \"Pokémon con los que ganas también\",\n                \"cuentan que ganaron en la partida\",\n\t\t\t\t\"{C:inactive}(Obtienen el sticker del pozo)\"\n              }\n            },\n\t\t\torder_jokers_tooltip = {\n              name = \"Ordenar los Pokémon por N° de Pokédex\",\n              text = {\n                \"Los Pokémon aparecen\",\n                \"en la Colección en el\",\n                \"orden de la Pokédex\",\n              }\n            },\n            stake_skins_tooltip = {\n              name = \"Skins de pozos personalizados\",\n              text = {\n                \"Usa los sprites\",\n                \"personalizados para los pozos\",\n                \"y los stickers de pozos\",\n              }\n            },\n            pokemon_only_collection_tooltip = {\n              name = \"Solo Pokémons en la Colección\",\n              text = {\n                \"Solo los Pokémons\",\n                \"aparecerán en\",\n                \"la Colección\",\n              }\n            },\n            legacycontent_tooltip = {\n              name = \"Contenido antiguo\",\n              text = {\n                \"Habilita contenido que ha\",\"sido removido\"\n              }\n            },\n            jokecontent_tooltip = {\n              name = \"Contenido de broma\",\n              text = {\n                \"Habilita contenido que se\",\"creó de broma\"\n              }\n            },\n            splashcard_tooltip = {\n              name = \"Carta de Pokémon al inicio\",\n              text = {\n                \"Reemplaza la carta cuando entras al juego\",\"con un Pokémon al azar\",\n              }\n            },\n            title_tooltip = {\n              name = \"Pantalla de título Pokémon\",\n              text = {\n                \"Reemplaza la pantalla de título normal\",\"con una versión de Pokermon\",\n              }\n            },\n            altart_tooltip = {\n              name = \"Arte alternativo\",\n              text = {\n                \"Usa sprites alternativos\",\"para ciertos Pokémon\",\n              }\n            },\n            animation_tooltip = {\n              name = \"Habilitar animaciones\",\n              text = {\n                \"Habilita sprites animados\",\"para ciertos comodines Pokémon\",\n              }\n            },\n            allowpokeballs_tooltip = {\n              name = \"Permitir Poké Balls\",\n              text = {\n                \"Permite que los {C:item}objetos{} de Poké Balls aparezcan\",\n              }\n            },\n            pokemaster_tooltip = {\n              name = \"Modo Maestro Pokémon\",\n              text = {\n                \"Se habilitó Solo Pokémon\",\"Pozos adicionales están disponibles\"\n              }\n            },\n            designed_by = {\n              name = \"Diseñado por\",\n              text = {\n                \"{C:dark_edition}#1#{}\"\n              }\n            },\n            endless = {\n              name = \"Reusable\",\n              text = {\n                \"No es consumido\",\"cuando se usa\",\"{C:inactive,s:0.8}(Es excluído por\",\"{C:attention,s:0.8}Cuchara Torcida{C:inactive})\"\n              }\n            },\n            sylveon_tag_pool = {\n              name = \"Lista de etiquetas\",\n              text = {\n                \"{C:attention}#1#\",\"{C:tarot}#2#\",\"{C:attention}#3#\",\n              }\n            },\n            omastar_tag_pool = {\n              name = \"Lista de etiquetas\",\n              text = {\n                \"{C:money}#1#\",\"{C:money}#2#\",\"{C:money}#3#\",\"{C:money}#4#\",\"{C:money}#5#\",\n              }\n            },\n            safaridesc = {\n                name = \"Safari\",\n                text = {\n                    \"Solo puede obtenerse\",\"mediante {C:attention}Evolución{}\",\"o ciertas {C:attention}Poké Balls{}\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"Sello rosado\",\n                text = {\n                    \"Crea una carta de {C:pink}energía{}\",\n\t\t\t\t\t\"del {C:attention}tipo{} de un comodín\",\n\t\t\t\t\t\"que tienes si anota en la\",\n\t\t\t\t\t\"{C:attention}primera mano{} de la ronda\",\n\t\t\t\t\t\"{C:inactive}(Debe haber espacio){}\"\n                },\n            },\n            \n            --less cursed\n            poke_silver_seal = {\n                name = \"Sello plateado\",\n                text = {\n                  \"Crea una carta de {C:item}objeto{}\",\n\t\t\t\t  \"y es {C:attention}descartada{} si está en\",\n\t\t\t\t  \"{C:attention}en tu mano{} cuando anotas fichas\"\n                }\n            },\n            poke_dna_seal_seal = {\n              name = \"Sello ADN\",\n              text = {\n                \"Si la mano jugada solo\",\n                \"tiene {C:attention}esta carta{}, crea\",\n                \"una copia {C:attention}sin sello{}\",\n\t\t\t\t\"cuando anota\"\n              }\n            },\n            --[[\n            grass_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:grass,C:white}Planta{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:fire,C:white}Fuego{}\"\n                } \n            },\n            water_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:water,C:white}Agua{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:lightning,C:white}Rayo{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:psychic,C:white}Psíquico{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:fighting,C:white}Lucha{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:colorless,C:white}Incoloro{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:dark,C:white}Oscuro{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:metal,C:white}Metal{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:fairy,C:white}Hada{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:dragon,C:white}Dragón{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:earth,C:white}Tierra{}\"\n                } \n            },\n            --]]\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"No se descubrió\",\n                text = {\n                    \"Compra o usa\",\"esta carta\",\"en una partida sin códigos\",\"para saber lo que hace\",\n                }\n            },\n            undiscovered_item = {\n                name = \"No se descubrió\",\n                text = {\n                    \"Compra o usa\",\"esta carta\",\"en una partida sin códigos\",\"para saber lo que hace\",\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"Paquete Pokémon\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"Paquete Pokémon\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"Paquete Pokémon jumbo\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"Paquete Pokémon mega\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"Paquete Pokémon\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"Paquete Pokémon\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"Paquete Pokémon jumbo\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"Paquete Pokémon mega\",\n                text = {\n                    \"Elige {C:attention}#1#{} de hasta\",\"{C:attention}#2#{} cartas de {C:item}objeto{}\",\" y {C:attention}#3#{} cartas de {C:pink}energía{}\",\n                },\n            },\n            p_poke_pokepack_wish_pack = {\n                name = \"Paquete de deseos\",\n                text = {\n                    \"{C:dark_edition}¡Haz un deseo!{}\",\n                },\n            },\n\t\t\tp_poke_pokepack_starter_pack = {\n                name = \"Paquete inicial\",\n                text = {\n                    \"Elige {C:attention}#1# Pokémon inicial{}\",\n                    \"de entre {C:attention}#2#{} cartas\"\n                },\n            },\n            p_poke_pokepack_starterq_pack = {\n                name = \"¿Paquete inicial...?\",\n                text = {\n                    \"Elige {C:attention}#1#... ¿Pokémon inicial?{}\",\n                    \"de entre {C:attention}#2#{} cartas\"\n                },\n            },\n            poke_hazards = {\n                name = \"Trampas\",\n                text = {\n                    \"Cuando se selecciona la {C:attention}ciega{},\",\n\t\t\t\t\t\"{C:attention}#1#{} cartas sin mejora en tu baraja\",\n                    \"se vuelven cartas {C:hazard}trampa{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Maestro Pokémon\",\n            c_poke_nuzlocke = \"Nuzlocke\",\n            c_poke_goodasgold = \"Tan bueno como el oro\",\n            c_poke_parenthood = \"Paternidad\",\n            c_poke_littlecup = \"Little Cup\",\n            c_poke_hammertime = \"Hammertime\",\n            c_poke_lonesome = \"Solitario\",\n\t\t\tc_poke_randomizer = \"Randomizado\",\n            c_poke_delibird_delimma = \"Dilema de Delibird\",\n            c_poke_safety_first = \"Seguridad primero\",\n            c_poke_mystery_dungeon = \"Mundo Misterioso\",\n        },\n        dictionary = {\n            k_energy = \"Energía\",\n            k_item = \"Objeto\",\n            k_poke_pocket_pack = \"Paquete Pokémon\",\n            k_poke_wish_pack = \"Paquete de deseos\",\n\t\t\tk_poke_starter_pack = \"Paquete inicial\",\n            k_poke_starterq_pack = \"¿Paquete inicial...?\",\n\t\t\tk_poke_gives = \"Otorga\",\n            k_poke_ignores = \"Ignora\",\n            k_poke_limit = \"Límite\",\n            k_poke_pp = \"Más PP\",\n\t\t\t\n            k_poke_baby = \"Bebé\",\n            k_poke_safari = \"Safari\",\n            k_poke_mega = \"Mega\",\n\n            b_save = \"GUARDAR\",\n            b_energy_cards = \"Cartas de energía\",\n            b_item_cards = \"Cartas de objeto\",\n            \n            --Mod Menu stuff\n            poke_settings_header_required = \"Necesitas Reiniciar:\",\n            poke_settings_header_norequired = \"No Necesitas Reiniciar:\",\n            poke_settings_pokemon_only = \"¿Solo Pokémons?\",\n            poke_settings_unlimited_energy = \"¿Energía ilimitada?\",\n            poke_settings_shiny_playing_cards = \"¿Variocolor en las cartas de juego?\",\n            poke_settings_stake_skins = \"¿Usar skins personalizadas de pozos?\",\n\t\t\tpoke_settings_pokemon_detailed_tooltips = \"¿Información detallada?\",\n            poke_settings_previous_evo_stickers = \"¿Stickers para las preevoluciones?\",\n\t\t\tpoke_settings_order_jokers = \"¿Ordenar los Pokémon por N° de Pokédex?\",\n            poke_settings_pokemon_only_collection = \"¿Solo Pokémons en la Colección?\",\n            poke_settings_jokers_only = \"¿Solo comodines?\",\n            poke_settings_no_evolutions = \"¿No evoluciones?\",\n            poke_settings_pokeballs = \"¿Permitir Poké Balls?\",\n            poke_settings_pokedex_number = \"¿Números de la Pokédex?\",\n            poke_settings_pokemon_splash = \"¿Carta de Pokémon cuando inicias?\",\n            poke_settings_pokemon_title = \"¿Pantalla de título de Pokermon?\",\n            poke_settings_pokemon_gen_one = \"¿Permitir la generación 1?\",\n            poke_settings_pokemon_gen_two = \"¿Permitir la generación 2?\",\n            poke_settings_pokemon_gen_three = \"¿Permitir la generación 3?\",\n            poke_settings_pokemon_gen_four = \"¿Permitir la generación 4?\",\n            poke_settings_pokemon_gen_five = \"¿Permitir la generación 5?\",\n            poke_settings_pokemon_gen_six = \"¿Permitir la generación 6?\",\n            poke_settings_pokemon_gen_seven = \"¿Permitir la generación 7?\",\n            poke_settings_pokemon_gen_eight = \"¿Permitir la generación 8?\",\n            poke_settings_pokemon_gen_nine = \"¿Permitir la generación 9?\",\n            poke_settings_pokemon_hazards_on = \"¿Permitir cartas trampa?\",\n            poke_settings_pokemon_precise_energy = \"¿Usar el escalado preciso de energía?\",\n            poke_settings_pokemon_discovery = \"¿! Descubrimientos?\",\n            poke_settings_pokemon_altart = \"¿Arte alternativo?\",\n            poke_settings_pokemon_aprilfools = \"¿Contenido de broma?\",\n            poke_settings_pokemon_legacy = \"¿Contenido antiguo?\",\n            poke_settings_enable_animations = \"¿Habilitar animaciones?\",\n            poke_settings_pokemon_master = \"¿Modo maestro Pokémon?\",\n\t\t\tpoke_settings_pokemon_spritesheet = \"Sprites por defecto (Restablece los cambios individuales)\",\n            poke_settings_pokemon_sprites_right_click_to_change = \"Clic derecho para cambiar\",\n            poke_settings_pokemon_spritesheet_classic = \"Clásico\",\n            poke_settings_pokemon_spritesheet_basicseries = \"Serie Básica\",\n            poke_settings_pokemon_spritesheet_seriesa = \"Serie A\",\n            poke_settings_pokemon_spritesheet_seriesb = \"Serie B\",\n\t\t\t\n            poke_credits_actualcredits = \"Créditos\",\n            poke_credits_thanks = \"Gracias a\",\n            poke_credits_lead = \"Desarrollador principal: \",\n            poke_credits_graphics = \"Diseño gráfico: \",\n            poke_credits_quality_assurance_main = \"Control de calidad: \",\n            poke_credits_developer = \"Desarrolladores: \",\n            poke_credits_designer = \"Asistentes de diseño: \",\n            poke_credits_community_manager = \"Community managers: \",\n            poke_credits_special_thanks = \"Agradecimientos especiales a: \",\n            poke_credits_localization = \"Localización: \",\n            poke_credits_sound = \"Ingeniero de audio: \",\n            poke_credits_artist = \"Artista: \",\n            poke_credits_designer = \"Diseñador: \",\n\n            poke_artist_credits_art_credits = \"Créditos del arte\",\n            poke_artist_credits_artists = \"Artistas:\",\n            poke_artist_credits_basic_sprites_by = \"Sprites básicos de los Pokémon por:\",\n            poke_artist_credits_sprite_resource = \"\\'the 64x64 Pokémon sprite resource\\'\",\n            poke_artist_credits_artist_info = \"Info. del artista\",\n            poke_artist_credits_art_collection = \"Colección de arte\",\n            poke_artist_credits_toggle_shiny = \"Clic derecho para cambiar a variocolor\",\n            poke_artist_credits_cycle_draw_layers = \"Doble clic para cambiar las capas\",\n            poke_artist_credits_toggle_center_layer = \"Doble clic para ocultar el fondo\",\n            poke_artist_credits_toggle_soul_layer = \"Doble clic para ocultar la primera capa\",\n\n            poke_artist_credits_sprite_resource_content = {\n                \"Los sprites del estilo de arte básico usa sprites de\",\n                \"\\'the 64x64 Pokémon sprites resource\\', así como sus sucesores.\",\n                \"Si bien el plan es usar la Serie A como el nuevo estándar,\",\n                \"agradecemos a todos los colaboradores de estos recursos\",\n                \"por la oportunidad de usar estos sprites.\",\n                \"Puedes encontrar los hilos de Pokecommunity para estos recursos\",\n                \"haciendo clic en sus respectivos botones:\"\n            },\n\n            poke_plus_pokeitem = \"+1 Objeto\",\n            poke_plus_energy = \"+1 Energía\",\n            poke_plus_consumable = \"+1 Consumible\",\n            poke_plus_shop = \"+1 Carta en la tienda\",\n            poke_destroyed_ex = \"¡Destruido!\",\n            poke_evolve_success = \"¡Evolucionó!\",\n            poke_transform_success = \"¡Se transformó!\",\n            poke_evolve_level = \"¡Subió de nivel!\",\n            poke_tera = \"Tera\",\n            poke_tera_ex = \"¡Tera!\",\n            poke_metal_ex = \"¡Metal!\",\n            poke_dragon_ex = \"¡Dragón!\",\n            poke_energized_ex = \"¡Energizado!\",\n            poke_round_plus_ex = \"¡Ronda completada!\",\n            poke_unlimited_energy = \"ilimitados\",\n            poke_reroll_plural = \"Cambios\",\n            poke_reroll_singular = \"Cambio\",\n            poke_suit = \"palo\",\n            poke_saved_by = \"Salvado por\",\n            poke_and = \"y\", -- for displaying lists\n            poke_hazards_in_deck = \"Trampas en Baraja\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Farfetch\\'d\",\n            cubone_marowak_infoqueue = \"Cubone y Marowak\",\n            snorlax_infoqueue = \"Snorlax\",\n            pokeball_variable = \"Poké Ball\",\n            greatball_variable = \"Super Ball\",\n            goodrod_variable = \"Caña Buena\",\n            pinkseal_variable = \"Sello Rosado\",\n            silverseal_variable = \"Sello Plateado\",\n            twisted_spoon_variable = \"Cuchara Torcida\",\n            double_rainbow_energy_variable = \"Doble Energía Arcoíris\",\n            megastone_variable = \"Megapiedra\",\n\n            --From Gastly Line\n            poke_lick_ex = \"¡Lengüetazo!\",\n            poke_lick = \"Lengüetazo\",\n            --From Kingler\n            poke_surf_ex = \"¡Surf!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"¡BOOM!\",\n            poke_boo_ex = \"¡BUU!\",\n            --From Exeggutor\n            poke_solar_ex = \"¡Solar!\",\n            poke_solar = \"Solar\",\n            --From Pinsir\n            poke_pinsir_pin = \"¡Pinzado!\",\n            poke_pinsir_remove_pin = \"¡Despinzado!\",\n            --From Tangela line\n            poke_tangela_bonus = \"¡Todas!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"¡Chirrido!\",\n            --Hoppip Line\n            poke_hop_ex = \"¡Hop!\",\n            poke_skip_ex = \"¡Skip!\",\n            poke_jump_ex = \"¡Jump!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"¡Pétalo!\",\n            poke_petal_dance = \"Pétalo\",\n            --From Scizor\n            poke_x_scissor_ex = \"¡Tijera X!\",\n            poke_x_scissor = \"Tijera X\",\n            --From Kingdra\n            poke_twister_ex = \"¡Ciclón!\",\n            --From Mime Jr.\n            poke_mime_ex = \"¡Mímica!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"¡Llamarada!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"¡Trueno!\",\n            poke_gift_ex = \"¡Regalo!\",\n            poke_drill_ex = \"¡Taladradora!\",\n            poke_faint_ex = \"¡Debilitado!\",\n            poke_reveal_ex = \"¡Revelado!\",\n            poke_nido_ex = \"¡Nido!\",\n            poke_disguise_intact = \"¡Disfraz intacto! ¡Previene la muerte!\",\n            poke_disguise_broken = \"¡Disfraz roto! ¡No previene la muerte!\",\n            poke_dig_ex = \"¡Excavar!\",\n            poke_blazekick_ex = \"¡Patada ígnea!\",\n            poke_darts_ex = \"¡Flechazo!\",\n            poke_none = \"Ninguna\",\n            poke_dawn_info1 = \" (La siguiente mano jugada\\r\\nestablece la mano de póker)\",\n            poke_dawn_info2 = \"(¡Mano de póker\\r\\n  establecida!)\",\n            poke_make_it_rain = \"¡Fiebre dorada!\",\n            poke_val_down = \"¡Disminución de valor!\",\n            poke_powder_ex = \"¡Nieve polvo!\",\n            poke_future_sight = \"¡Premonición!\",\n            poke_smell_ya = \"¡Me piro, vampiro!\",\n            poke_wowthree = \"¡Wow! ¡Tres!\",\n            poke_illusion = \"¿...?\",\n            poke_crack_ex = \"¡CRACK!\",\n            poke_shake_ex = \"¡Sacudida!\",\n            poke_closed_ex = \"¡Cerrado!\",\n            poke_reload_ex = \"¡Recarga!\",\n            poke_shadow_tag_ex = \"¡Sombra trampa!\",\n            poke_flees_ex = \"¡Huyó!\",\n            poke_hidden_power_ex = \"¡Poder oculto!\",\n            poke_nasty_plot_ex = \"¡Maquinación!\",\n            poke_iron_tail_ex = \"¡Cola férrea!\",\n            poke_autotomize_ex = \"¡Aligerar!\",\n\t\t\tpoke_highjumpkick_ex = \"¡Patada salto alta!\",\n            poke_water_gun_ex = \"¡Pistola agua!\",\n            poke_sky_attack_ex = \"¡Ataque aéreo!\",\n            poke_bug_buzz_ex = \"¡Zumbido!\",\n            poke_sticky_web_ex = \"¡Red pegajosa!\",\n            poke_head_smash_ex = \"¡Testarazo!\",\n            poke_teeter_dance_ex = \"¡Danza caos!\",\n\t\t\t\n            poke_attack_forme = \"Ataque\",\n            poke_defense_forme = \"Defensa\",\n            poke_speed_forme = \"Velocidad\",\n            poke_normal_forme = \"Normal\",\n\t\t\t\n            poke_grass_badge = \"Planta\",\n            poke_fire_badge = \"Fuego\",\n            poke_water_badge = \"Agua\",\n            poke_lightning_badge = \"Rayo\",\n            poke_psychic_badge = \"Psíquico\",\n            poke_fighting_badge = \"Lucha\",\n            poke_colorless_badge = \"Incoloro\",\n            poke_dark_badge = \"Oscuro\",\n            poke_metal_badge = \"Metal\",\n            poke_fairy_badge = \"Hada\",\n            poke_dragon_badge = \"Dragón\",\n            poke_earth_badge = \"Tierra\",\n            poke_bird_badge = \"¿Pájaro?\",\n            \n            poke_m_bonus = \"Adicional\",\n            poke_m_mult = \"Multi\",\n            poke_m_wild = \"Versátil\",\n            poke_m_glass = \"de Vidrio\",\n            poke_m_steel = \"de Acero\",\n            poke_m_stone = \"de Piedra\",\n            poke_m_gold = \"de Oro\",\n            poke_m_lucky = \"de la Suerte\",\n            poke_m_poke_seed = \"Semilla\",\n\t\t\t\n\t\t\tpoke_ludicolo_ex = \"¡Ludicolo!\",\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"Sello rosado\",\n            poke_silver_seal = \"Sello plateado\",\n            poke_dna_seal_seal = \"Sello ADN\",\n\t\t\t\n            poke_shiny = \"Variocolor\",\n\n            grass_sticker = \"Tera\",\n            fire_sticker = \"Tera\",\n            water_sticker = \"Tera\",\n            lightning_sticker = \"Tera\",\n            psychic_sticker = \"Tera\",\n            fighting_sticker = \"Tera\",\n            colorless_sticker = \"Tera\",\n            dark_sticker = \"Tera\",\n            metal_sticker = \"Tera\",\n            fairy_sticker = \"Tera\",\n            dragon_sticker = \"Tera\",\n            earth_sticker = \"Tera\",\n\n            k_poke_safari = \"Safari\",\n            k_poke_mega = \"Mega\",\n        },\n        quips = {\n          poke_lose_quip1 = {\"Quizás los concursos Pokémon\", \"son más tu estilo...\",},\n          poke_lose_quip2 = {\"¡Pareces un Magikarp\", \"fuera del agua!\",},\n          poke_lose_quip3 = {\"¿Te olvidaste\", \"de estudiar la\", \"tabla de tipos?\",},\n          poke_lose_quip4 = {\"Oh no, ¡hemos\", \"sido vencidos otra vez!\",},\n          poke_lose_quip5 = {\"¡Parece que esa\", \"ciega fue súper efectiva!\",},\n          poke_lose_quip6 = {\"Esta partida se convertió en ceniza...\",},\n          poke_lose_quip7 = {\"¡Es más importante\", \"dominar las cartas\", \"que sostienes que\", \"quejarte de las\", \"que no recibiste!\",},\n          poke_lose_quip8 = {\"¡Mejor date prisa\", \"a un Centro Pokémon!\",},\n          poke_lose_quip9 = {\"¿Necesitas un Revivir Máximo?\",},\n          poke_lose_quip10 = {\"¡Me llevo la mitad\",\"de tus Pokécuartos!\",},\n          poke_win_quip1 = {\"¡Un verdadero Maestro Pokermon!\",},\n          poke_win_quip2 = {\"¡Los buenos entrenadores son\", \"capaces de ganar con\", \"sus favoritos!\",},\n          poke_win_quip3 = {\"¿Qué sigue, entrenador?\",},\n          poke_win_quip4 = {\"¡No me gustaría\",\"enfrentarme a\",\"ti en la arena!\",},\n          poke_win_quip5 = {\"Con tu suerte,\", \"¡nuestra nueva parada\", \"debería de ser\", \"el Casino Pokémon!\",},\n          poke_win_quip6 = {\"¡Tus habilidades han evolucionado!\",},\n          poke_win_quip7 = {\"¡Bienvenido al\", \"Salón de la Fama!\",},\n          poke_win_quip8 = {\"¡Pero qué\",\"campeón eres!\",},\n          poke_win_quip9 = {\"¡Una hazaña\",\"verdaderamente Legendaria!\",},\n          poke_win_quip10 = {\"¡Esa partida fue Mítica!\",},\n        },\n        tutorial = {\n          poke_intro_1 = {\n          \"¡Hola, soy el {C:attention}profesor Jimbo{}!\",\n\t\t  \"¡Bienvenido al mundo de {C:attention}Pokermon{}!\",\n          },\n        },\n        v_dictionary = {\n            poke_discards = \"+#1# Descartes\",\n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"{C:attention}+1{} ranura de comodín cuando la ciega jefe es derrotada {C:inactive}(hasta 5)\"},\n           ch_c_poke_nuzlocke = {\"La primera tienda en cada apuesta contiene un {C:attention}Paquete de Bufón\"},\n\t\t   ch_c_apply_randomizer = {\"Los comodines Pokémon evolucionan en otros Pokémon aleatorios\"},\n\t\t   ch_c_no_energy = {\"Las cartas de energía no aparecerán en la {C:attention}tienda\"},\n           ch_c_poke_mystery_dungeon = {\"Empieza con un comodín eterno\"},\n           ch_c_poke_mystery_dungeon2 = {\"Aplica el efecto de una baraja de Pokermon al azar\"},\n           ch_c_poke_mystery_dungeon3 = {\"Se restablece a las {C:attention}\"..tostring(os.date(\"%I:%M %p\", 0))..\"{} cada día\"},\n        },\n    }\n}\n--Fioreboba bleehh ostia"
  },
  {
    "path": "localization/fr.lua",
    "content": "-- Welcome to fr.lua !\n-- fr stands for French\n\n--Progress report:\n--Update this as you go ! Or don't, I know Cryptid doesn't (lmfao)\n\n--[[\n    Decks: Yes\nJokers: No\n    Settings/Mod: Yes\n    Items: Yes\n    Energy: Yes\n    Deck Sleeves (requires Decksleeves Mod): Yes\n    Blinde de Bosss: Yes\n    Challenges: Yes\n    Spectrals: Yes\n    Tarots: Yes\n    Stickers: Yes? They were all commented from base\n    Planets: Yes (there aren't any lmao)\n    Dictonary: Yes\n    Editions: Yes\n    Vouchers: Yes\n    Tags: Yes\n    Misc Infoqueues (ancient, baby, eitem, Type, etc): Yes (part of other)\n    Other (packs, stickers, etc): Yes\n    Misc: Yes\n]]--\n\n-- ctrl-f \"-- ?\" pour voir tous les endroits où j'ai un doute \n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"Jeu dresseur\",\n                text = {\n                    \"Commencez la partie avec\",\n                    \"le coupon {C:tarot,T:v_poke_goodrod}#1#{}\",\n                    \"et une carte {C:tarot,T:c_poke_pokeball}#2#{}\",\n                } \n            },\n            b_poke_telekineticdeck = {\n                name = \"Jeu télékinétique\",\n                text = {\n                    \"Commencez la partie avec\",\n                    \"le coupon {C:tarot,T:v_crystal_ball}#1#{}\",\n                    \"et {C:attention}2{} copies\",\n                    \"de {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n            b_poke_obituarydeck = {\n                name = \"Jeu nécrotique\",\n                text = {\n                    \"Tous les cartes ont un {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Jeu lumineux\",\n                text = {\n                    \"Tous les Jokers sont créés\",\n                    \"avec un autocollant {C:pink}Type{} aléatoire\",\n                    \"et ont {C:attention}+1{} {C:pink}Énergie{}\"\n                }\n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Chambre chartreuse\", -- ? Je sais pas trop comment traduire Chartreuse Chamber\n                text = {\n                    \"Des Types aléatoires sont\",\n                    \"annulés à chaque main\",\n                }, \n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Poké Ball\",\n                text = {\n                    \"Crée une carte\",\n                    \"{C:attention}Joker Base{} aléatoire\",\n                    \"{C:inactive}(Selon la place disponible)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Super Ball\",\n                text = {\n                    \"Crée une carte\",\n                    \"{C:attention}Joker Niveau 1{} aléatoire\",\n                    \"{C:inactive}(Selon la place disponible)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Pierre Lune\",\n                text = {\n                    \"{C:green}#2# chance(s) sur #3#{}\",\n                    \"d'augmenter le niveau\",\n                    \"de la {C:attention}main de poker{} sélectionnée\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                    \"{C:inactive}(Main: {C:attention}#1#{C:inactive}){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Pierre Soleil\",\n                text = {\n                    \"Améliore {C:attention}#1#{} cartes sélectionnées\",\n                    \"en {C:attention}Cartes Sauvages{} et\",\n                    \"{C:attention}change aléatoirement{} leurs rangs\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Pierre Eau\",\n                text = {\n                    \"Améliore {C:attention}#1#{} carte sélectionnée\",\n                    \"en une {C:attention}Carte Bonus{}\",\n                    \"S'il s'agit déjà d'une {C:attention}Carte Bonus{}\",\n                    \"{C:attention}Double{} ses jetons\",\n                    \"{C:inactive}(Maximum de {C:chips}+#2#{C:inactive} Jetons)\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Pierre Foudre\",\n                text = {\n                    \"Détruit {C:attention}1{} carte sélectionnée,\",\n                    \"ajoute {C:attention}2 Cartes Or{}\",\n                    \"du même rang au jeu\",\n                    \"et en pioche {C:attention}1{}\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"Pierre Feu\",\n                text = {\n                    \"Améliore {C:attention}#1#{} cartes sélectionnées en {C:attention}Cartes Multi.i.{}\",\n                    \"puis en détruit {C:attention}1{} aléatoirement\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Pierre Plante\",\n                text = {\n                    \"{C:green}#1# chance(s) sur #2#{}\",\n                    \"d'améliorer chaque carte en main\",\n                    \"en {C:attention}Carte Chance{}\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Câble Link\",\n                text = {\n                    \"Sélectionnez {C:attention}#1#{} cartes\",\n                    \"{C:attention}Augmente{} le rang de la carte de {C:attention}gauche{}\",\n                    \"{C:attention}Diminue{} le rang de la carte de {C:attention}droite{}\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Restes\",\n                text = {\n                    \"{C:attention}Réutilisable{}\",\n                    \"Ajoute {C:money}#2# ${} à la valeur de vente\",\n                    \"du Joker le plus à gauche ou sélectionné\",\n                    \"{C:inactive}(Utilisable une fois par manche)\",\n                }\n            },\n            c_poke_leek = {\n                name = \"Poireau\",\n                text = {\n                    \"{C:attention}Réutilisable{}\",\n                    \"{C:green}#1# chance(s) sur #2#{} d'ajouter\",\n                    \"un effet {C:dark_edition}Brillant{}, {C:dark_edition}Holographique{}, ou\",\n                    \"{C:dark_edition}Polychrome{} à soi-même\",\n                    \"Retire {C:attention}l'édition{} à la fin de la manche\",\n                    \"{C:inactive}(Utilisable une fois par manche)\",\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Masse Os\",\n                text = {\n                    \"{C:attention}Réutilisable{}\",\n                    \"Ajoute de manière permanente {C:chips}+#2#{} Jetons\",\n                    \"à {C:attention}#1#{} carte sélectionnée\",\n                    \"{C:inactive}(Utilisable une fois par manche)\",\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Orbe Téracristal\",\n                text = {\n                    \"Donne {C:attention}+1{} {C:pink}Énergie{} au Joker\",\n                    \"le plus à gauche ou sélectionné{}\",\n                    \"{C:attention}Change-Type{}\"\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Peau Métal\",\n                text = {\n                    \"Crée une copie {C:attention}Acier{} de\",\n                    \"{C:attention}1{} carte sélectionnée\",\n                    \"{C:attention}Change-Type{}\"\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Écaille Draco\",\n                text = {\n                    \"Crée jusqu'à {C:attention}3{} cartes\",\n                    \"{C:item}Objet{} ou {C:pink}Énergie{} aléatoires\",\n                    \"{C:attention}Change-Type{}\",\n                    \"{C:inactive}(Selon la place disponible){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"Roche Royale\",\n                text = {\n                    \"Change le rang de {C:attention}#1#{}\",\n                    \"carte sélectionnée en {C:attention}Roi{}\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Améliorator\",\n                text = {\n                    \"Donne à {C:attention}#1#{} cartes sélectionnées\",\n                    \"une {C:attention}Amélioration non-Roche{} aléatoire\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                }\n            },\n            c_poke_dubious_disc = {\n                name = \"CD Douteux\",\n                text = {\n                    \"Change aléatoirement ou retire {C:attention}l'amélioration{}\",\n                    \"de toutes les cartes en main\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                    \"{C:inactive}(Inclut les cartes sans amélioration){}\"\n                }\n            },\n            c_poke_icestone = {\n                name = \"Pierre Glace\",\n                text = {\n                    \"Améliore {C:attention}#1#{} cartes sélectionnées\",\n                    \"en {C:attention}Cartes Verre{}\",\n                    \"{C:green}#2# chance(s) sur #3#{} pour chaque\",\n                    \"carte sélectionnée d'être {C:attention}détruite{}\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Pierre Éclat\",\n                text = {\n                    \"Ajoute un effet {C:dark_edition}Brillant{}, {C:dark_edition}Holographique{},\",\n                    \"{C:dark_edition}Holographique{}, ou {C:dark_edition}Polychrome{}\",\n                    \"à {C:attention}1{} carte sélectionnée en main et\",\n                    \"supprime son {C:attention}Amélioration{}\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"Cuillière Tordue\",\n                text = {\n                    \"Crée la dernière\",\n                    \"carte {C:item}Objet{} ou {C:pink}Énergie{} utilisée\",\n                    \"pendant cette partie\",\n                    \"{s:0.8}Sauf {s:0.8,C:item}Cuillière Tordue et Réutilisables\"\n                }\n            },\n            c_poke_prismscale = {\n                name = \"Bel'Écaille\",\n                text = {\n                    \"Convertit {C:attention}#2#{} cartes {C:attention}en main{}\",\n                    \"aléatoires en la {C:attention}couleur{} de\",\n                    \"{C:attention}#1#{} carte sélectionnée\",\n                    \"{C:attention}Carte d'Évolution{}\"\n                }\n            },\n            c_poke_duskstone = {\n                name = \"Pierre Nuit\",\n                text = {\n                    \"Octroie {C:money}#1# ${} pour chaque Joker {C:attention}Drainable{}\",\n                    \"vous avez et leur {C:attention}Draine {C:money}1 ${}\",\n                    \"Ne {C:attention}Draine{} pas après {C:attention}#2#{} manches {C:inactive}(Manche #3#)\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                    \"{C:inactive}(Actuellement {C:money}#4# ${C:inactive}/#5# $ Maximum)\"\n                }\n            },\n            c_poke_dawnstone = {\n                name = \"Pierre Aube\",\n                text = {\n                    \"Octroie {C:money}${} égale au {c:attention}double{}\",\n                    \"de la valeur de {C:mult}Multi.i.{} de {C:attention}#1#{}\",\n                    \"{C:inactive}#4#{}\",\n                    \"{C:attention}Carte d'Évolution{}\",\n                    \"{C:inactive}(Actuellement {C:money}#2# ${C:inactive}/40 $ Maximum)\",\n                }\n            },\n            c_poke_hardstone = {\n                name = \"Pierre Dure\",\n                text = {\n                    \"Améliore {C:attention}1{} carte sélectionnée en\",\n                    \"{C:attention}Carte Pierre{} avec {C:chips}+#2#{} Jetons supplémentaires\",\n                    \"pour chaque Joker {X:earth,C:white}Terre{} que vous avez\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"Énergie Plante\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:grass,C:white}Plante{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Énergie Feu\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:fire,C:white}Feu{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Énergie Eau\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:water,C:white}Eau{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Énergie Électrique\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:lightning,C:white}Électrique{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Énergie Psy\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:psychic,C:white}Psy{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Énergie Combat\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:fighting,C:white}Combat{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Énergie Incolore\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:colorless,C:white}Incolore{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"Moitié moins efficace sur\",\n                    \"les Jokers non-{X:colorless,C:white}Incolores{}\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Énergie Obscurité\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:dark,C:white}Obscurité{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Énergie Métal\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:metal,C:white}Métal{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Énergie Fée\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:fairy,C:white}Fée{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"Énergie Dragon\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:dragon,C:white}Dragon{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Énergie Terre\",\n                text = {\n                    \"{C:pink}Énergise{} le Joker {X:earth,C:white}Terre{}\",\n                    \"le plus à gauche ou sélectionné si possible\",\n                    \"{C:inactive}(Maximum de {C:attention}#1#{C:inactive} augmentations par Joker)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Émergie\",\n                text = {\n                    \"Crée {C:attention}1{} carte {C:green}Énergie{} aléatoire\",\n                    \"avec {C:dark_edition}Négatif{} pour chaque\",\n                    \"{C:attention}Joker Jolly{} ou {C:legendary}M Joker{}\" -- ? Mod Cryptid?? jsp comment c'est traduit sur ce mod\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Chromatique\",\n                label = \"Chromatique\",\n                text = {\n                    \"{C:attention}+1{} emplacement de Booster\",\n                    \"disponible dans le magasin\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n            -- HA HA ! Not anymore !\n\n            m_poke_hazard = {\n                name = \"Carte Piège\",\n                text = {\n                    \"{C:attention}+1{} à la taille de main\",\n                    \"Pas de rang ou de couleur\",\n                    \"Retiré à la fin de la manche\",\n                },\n            }\n        },\n        Stake = {\n            stake_poke_diamond = {\n                name = \"Mise diamand\",\n                colour = \"Diamond\",\n                text = {\n                    \"Les Jokers {C:attention}non-Bébés{} évoluent\",\n                    \"{C:attention}1{} manche plus lentement\",\n                    \"{s:0.8}Applique toutes les mises précédentes\"\n                }\n            },\n            stake_poke_pearl = {\n                name = \"Pearl Stake\",\n                colour = \"Pearl\",\n                text = {\n                    \"{C:attention}-1{} limite d'Énergie\",\n                    \"{s:0.8}Applique toutes les mises précédentes\"\n                }\n            },\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"Bulbasaur\",\n                text = {\n                    \"{C:attention}+#4#{} hand size\",\n                    \"Earn {C:money}$#1#{} for each\",\n                    \"{C:attention}#3#{} held in hand\",\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\n                    \"{C:inactive,s:0.8}(Evolves after earning {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Ivysaur\",\n                text = {\n                    \"{C:attention}+#3#{} hand size\",\n                    \"Earn {C:money}$#1#{} or {C:money}$#5#{} for each\",\n                    \"{C:attention}#4#{} held in hand\",\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\n                    \"{C:inactive,s:0.8}(Evolves after earning {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Venusaur\",\n                text = {\n                    \"{C:attention}+#3#{} hand size\",\n                    \"Earn {C:money}$#1#{} for each\",\n                    \"{C:attention}#4#{} held in hand\",\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\n                }\n            },\n            j_poke_mega_venusaur = {\n                name = \"Mega Venusaur\",\n                text = {\n                    \"{C:attention}+#1#{} hand size\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Charmander\",\n                text = {\n                    \"{C:red}+#4#{} discard\",\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\n                    \"when {C:attention}#3#{} discards remaining\",\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +16 Mult)\",\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Charmeleon\",\n                text = {\n                    \"{C:red}+#4#{} discard\",\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\n                    \"when {C:attention}#3#{} discards remaining\",\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +36 Mult)\",\n                }\n            },\n            j_poke_charizard = {\n                name = \"Charizard\",\n                text = {\n                    \"{C:red}+#4#{} discard, {C:mult}+#1#{} Mult\",\n                    \"{X:mult,C:white} X#2# {} Mult when {C:attention}#3#{} discards remaining\",\n                } \n            },\n            j_poke_mega_charizard_x = {\n                name = \"Mega Charizard X\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult when {C:attention}#2#{} discards remaining\",\n                } \n            },\n            j_poke_mega_charizard_y = {\n                name = \"Mega Charizard Y\",\n                text = {\n                    \"{C:red}+#1#{} discards\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Squirtle\",\n                text = {\n                    \"{C:chips}+#3#{} hands\",\n                    \"Gains {C:chips}+#2#{} Chips for each hand\",\n                    \"remaining at end of round\",\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +32 Chips)\",\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Wartortle\",\n                text = {\n                    \"{C:chips}+#3#{} hands\",\n                    \"Gains {C:chips}+#2#{} Chips for each hand\",\n                    \"remaining at end of round\",\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +72 Chips)\",\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Blastoise\",\n                text = {\n                    \"{C:chips}+#3#{} hands, {C:chips}+#1#{} Chips\",\n                    \"{C:chips}+#2#{} Chips for each remaining hand\",\n                } \n            },\n            j_poke_mega_blastoise = {\n                name = \"Mega Blastoise\",\n                text = {\n                    \"{C:chips}+#2#{} hands\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Caterpie\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Metapod\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Butterfree\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Weedle\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Kakuna\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\"\n                } \n            },\n            j_poke_mega_beedrill = {\n                name = \"Mega Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Pidgey\",\n                text = {\n                    \"{C:mult}+#2#{} Mult if scoring hand contains\",\n                    \"multiple ranks and multiple suits\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"{C:mult}+#2#{} Mult if scoring hand contains\",\n                    \"multiple ranks and multiple suits\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Pidgeot\",\n                text = {\n                    \"Create a {C:planet}Planet{} card when {C:attention}Blind{} is selected\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:mult}+#1#{} Mult if scoring hand contains\",\n                    \"multiple ranks and multiple suits\",\n                } \n            },\n            j_poke_mega_pidgeot = {\n                name = \"Mega Pidgeot\",\n                text = {\n                    \"When {C:attention}Blind{} is selected {C:attention}lose all discards{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Each played card gives {X:mult,C:white}X{} Mult\",\n                    \"equal to {C:attention}discards lost{} if scoring hand\",\n                    \"contains multiple ranks and multiple suits\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_rattata = {\n                name = \"Rattata\",\n                text = {\n                    \"Retrigger {C:attention}first 2{} scored cards\",\n                    \"{C:attention}#1#{} additional time\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Raticate\",\n                text = {\n                    \"Retrigger {C:attention}first 3{} scored cards\",\n                    \"{C:attention}#1#{} additional time\",\n                }\n            },\n            j_poke_spearow = {\n                name = \"Spearow\",\n                text = {\n                    \"After playing {C:attention}#2#{} {C:inactive}[#3#]{} scoring cards\",\n                    \"upgrade level of next played {C:attention}poker hand{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Fearow\",\n                text = {\n                    \"After playing {C:attention}#1#{} {C:inactive}[#2#]{} scoring cards\",\n                    \"upgrade level of next played {C:attention}poker hand{}{C:inactive}#3#{}\",\n                }\n            },\n            j_poke_ekans = {\n                name = \"Ekans\",\n                text = {\n                    \"{C:chips}+#1#{} Chips if played hand\",\n                    \"contains a {C:attention}Straight{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Arbok\",\n                text = {\n                    \"{C:chips}+#1#{} Chips if played hand\",\n                    \"contains a {C:attention}Straight{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Create a {C:tarot}Tarot{} card if\",\n                    \"it also contains an {C:attention}Ace{}\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Pikachu\",\n                text = {\n                    \"Earn {C:money}$#1#{} for each Joker card\",\n                    \"you have at end of round\",\n                    \"{C:inactive,s:0.8}(Max of {C:money,s:0.8}$10{C:inactive,s:0.8})\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Thunder Stone{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_raichu = {\n                name = \"Raichu\",\n                text = {\n                    \"Gains {C:dark_edition}Negative{} at end of round\",\n                    \"if you have at least {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(Increases per Raichu you have){}\",\n                    \"Earn {C:money}$#1#{} for each Joker card\",\n                    \"you have at end of round\",\n                    \"{C:inactive,s:0.8}(Max of {C:money,s:0.8}$#3#{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Sandshrew\",\n                text = {\n                    \"{C:chips}+#2#{} Chips for each {C:attention}Glass{} card\",\n                    \"in your full deck\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{V:1}Add a copy of the first {C:attention,V:1}Glass{V:1} card\",\n                    \"{V:1}shattered each round to hand\",\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive} Chips)\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Sandslash\",\n                text = {\n                    \"{C:chips}+#1#{} Chips for each {C:attention}Glass{} card\",\n                    \"in your full deck\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{V:1}Add a copy of the first {C:attention,V:1}#3#{} {C:inactive}[#4#]{} {C:attention,V:1}Glass{V:1} cards\",\n                    \"{V:1}shattered each round to hand\",\n                    \"{C:inactive}(Currently {C:chips}+#2#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Nidoran F\",\n                text = {\n                    \"Each {C:attention}Queen{} held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"Nidorina\",\n                text = {\n                    \"Each {C:attention}Queen{} held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Nidoqueen\",\n                text = {\n                    \"{C:attention}+#2#{} hand size\",\n                    \"Each {C:attention}Queen{} held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Nidoran M\",\n                text = {\n                    \"Each {C:attention}King{} held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Nidorino\",\n                text = {\n                    \"Each {C:attention}King{} held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Nidoking\",\n                text = {\n                    \"{C:attention}+#2#{} hand size\",\n                    \"Each {C:attention}King{} held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Clefairy\",\n                text = {\n                    \"Played {C:clubs}#2#{} cards\",\n                    \"give {C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Clefable\",\n                text = {\n                    \"When scored, {C:clubs}#2#{} cards\",\n                    \"give {C:mult}+#1#{} Mult for each\",\n                    \"{C:clubs}#2#{} card played this round\",\n                    \"{C:inactive,s:0.8}(If you play 5 clubs, each gives {C:mult,s:0.8}+#4#{C:inactive,s:0.8} Mult)\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Vulpix\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance for each\",\n                    \"played {C:attention}9{} to create a\",\n                    \"{C:attention}Tarot{} card when scored\",\n                    \"{C:inactive,s:0.8}(Must have room)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Fire Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"Ninetales\",\n                text = {\n                    \"{C:attention}Holding {C:dark_edition}Negative{} Medium{}\",\n                    \"{C:green}#1# in #2#{} chance for each\",\n                    \"played {C:attention}9{} to create a\",\n                    \"{C:attention}Tarot{} card when scored\",\n                    \"{C:inactive,s:0.8}(Must have room)\",\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Jigglypuff\",\n                text = {\n                    \"Played {C:spades}#2#{} cards\",\n                    \"give {C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Wigglytuff\",\n                text = {\n                    \"Played {C:spades}#3#{} cards give\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, and the\",\n                    \"card's total chips when scored\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Zubat\",\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult for each Enhanced\",\n                    \"card in scoring hand\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +#3# Mult)\",\n                }\n            },\n            j_poke_golbat = {\n                name = \"Golbat\",\n                text = {\n                    \"Gain {C:chips}+#4#{} for scoring {C:attention}Bonus{} / {C:attention}Stone{} cards\",\n                    \"{C:mult}+#2#{} for scoring {C:attention}Mult{} / {C:attention}Wild{} cards\",\n                    \"{X:red,C:white}X#6#{} for scoring {C:attention}Steel{} / {C:attention}Glass{} cards\",\n                    \"{C:money}$#8#{} for scoring {C:attention}Gold{} / {C:attention}Lucky{} cards\",\n                    \"Then remove scoring card {C:dark_edition}Enhancements\",\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive}, {C:mult}+#1#{C:inactive}, {X:red,C:white}X#5#{C:inactive}, {C:money}$#7#{C:inactive} end of round)\",\n                    \"{C:inactive,s:0.8}(Evolves after eating {C:attention,s:0.8}#9#{C:inactive,s:0.8} Enhancements)\",\n                } \n            },\n            j_poke_oddish = {\n                name = \"Oddish\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#1#{} or {C:mult}+#2#{} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_gloom = {\n                name = \"Gloom\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#1#{} or {C:mult}+#2#{} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Leaf Stone{C:inactive,s:0.8} or {C:attention,s:0.8}Sun Stone{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Vileplume\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#2#{} Mult or {X:mult,C:white}X#1#{} Mult\",\n                    \"when scored\",\n                } \n            },\n            j_poke_paras = {\n                name = \"Paras\",\n                text = {\n                    \"{C:mult}+#2#{} Mult per played hand\",\n                    \"that contains a {C:attention}Two Pair{}\",\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +8 Mult)\",\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Parasect\",\n                text = {\n                    \"{C:mult}+#2#{} Mult per played hand\",\n                    \"that contains a {C:attention}Two Pair{}\",\n                    \"{C:mult}-#3#{} Mult per played hand\",\n                    \"that does not\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"Venonat\",\n                text = {\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\n                    \"{C:green,E:1,S:1.1}probabilities\",\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}2 in 6{C:inactive})\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Venomoth\",\n                text = {\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\n                    \"{C:green,E:1,S:1.1}probabilities\",\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}3 in 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Diglett\",\n                text = {\n                    \"{C:chips}+#2#{} Chips if played hand\",\n                    \"contains a {C:attention}Three of a kind{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:mult}+#3#{} Mult if played hand\",\n                    \"contains a scoring {C:attention}2{}, {C:attention}3{}, or {C:attention}4{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Dugtrio\",\n                text = {\n                    \"{C:chips}+#2#{} Chips if played hand\",\n                    \"contains a {C:attention}Three of a kind{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{X:red,C:white} X#1# {} Mult if played hand\",\n                    \"contains a scoring {C:attention}2{}, {C:attention}3{}, or {C:attention}4{}\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"Meowth\",\n                text = {\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Persian\",\n                text = {\n                    \"Earn {C:money}${} at end of round\",\n                    \"equal to {C:attention}double{} the sell value\", \n                    \"of the leftmost {C:attention}Joker{}\",\n                    \"{C:inactive,s:0.8}(Except itself)\",\n                    \"{C:inactive}(Currently {C:money}$#1#{C:inactive}, Max of {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Psyduck\",\n                text = {\n                    \"If played hand is a\",\n                    \"single {C:attention}face card{}, earn {C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Golduck\",\n                text = {\n                    \"If played hand is a single\",\n                    \"{C:attention}face card{}, earn {C:money}$#1#{} and it\",\n                    \"becomes {C:attention}Gold{} when scored\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Mankey\",\n                text = {\n                    \"Each played {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, or {C:attention}7{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips when scored\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            --anyways, how's your day been? i'm doing fine myself\n            --I'm doing pretty well. We had a snow day yesterday.\n            j_poke_primeape = {\n                name = \"Primeape\",\n                text = {\n                    \"Each played {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, or {C:attention}7{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips when scored\",\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#3#{C:inactive,s:0.8} times)\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Growlithe\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if played hand\",\n                    \"contains a {C:attention}Flush{}\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Fire Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Arcanine\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult if played hand contains a {C:attention}Flush{}\",\n                    \"First played unenhanced card in that {C:attention}Flush{}\",\n                    \"becomes a {C:attention}Mult{} card when scored\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Poliwag\",\n                text = {\n                    \"Played {V:1}#3#{} cards give {C:mult}+#1#{} Mult\",\n                    \"when scored\",\n                    \"Suit changes in order after scoring\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Poliwhirl\",\n                text = {\n                    \"Played {V:1}#2#{} cards give {C:mult}+#1#{} Mult\",\n                    \"when scored\",\n                    \"Suit changes in order after scoring\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Water Stone{C:inactive,s:0.8} or {C:attention,s:0.8}King's Rock{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Poliwrath\",\n                text = {\n                    \"Played {V:1}#2#{} cards give {C:mult}+#7#{} Mult\",\n                    \"and {X:mult,C:white}X#1#{} Mult when scored\",\n                    \"Suit changes in order after scoring\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Abra\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance to create an {C:item}Item\",\n                    \"or {C:tarot}Tarot{} card if played {C:attention}poker hand{}\",\n                    \"has already been played this round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Kadabra\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance to create a {C:tarot}Tarot{} or\",\n                    \"{C:item}Twisted Spoon{} card if played {C:attention}poker hand{}\",\n                    \"has already been played this round\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} consumable slot\",\n                    \"{C:green}#1# in #2#{} chance to create a {C:attention}Fool{} or\",\n                    \"{C:item}Twisted Spoon{} card if played {C:attention}poker hand{}\",\n                    \"has already been played this round\",\n                } \n            },\n            j_poke_mega_alakazam = {\n                name = \"Mega Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} consumable slot\",\n                    \"Every held {C:attention}Consumable{} gives {X:mult,C:white}X#1#{} Mult\",\n                    \"{C:item}Twisted Spoons{} give {X:mult,C:white}X#2#{} Mult\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Machop\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#4#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_machoke = {\n                name = \"Machoke\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Machamp\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#3#{} Mult\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Bellsprout\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Weepinbell\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Leaf Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Victreebel\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"and {C:attention}retrigger{}\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Tentacool\",\n                text = {\n                    \"Each played {C:attention}10{} gives\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Tentacruel\",\n                text = {\n                    \"Each played {C:attention}10{} gives\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:attention}10s can't{} be debuffed\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Geodude\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:attention}-#2#{} hand size\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_graveler = {\n                name = \"Graveler\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:attention}-#2#{} hand size\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Golem\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:attention}-#2#{} hand size\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Ponyta\",\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips if played\", \n                    \"hand contains a {C:attention}Straight{}\",\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +60 Chips)\",\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Rapidash\",\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips if played\", \n                    \"hand contains a {C:attention}Straight{}\",\n                    \"Chip increase goes up by {C:chips}+1{} each time\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            --This was my first shiny :O\n            j_poke_slowpoke = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult on {C:attention}final hand{} of round\",\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}King's Rock{C:inactive,s:0.8})\"\n                } \n            },\n            -- not used currently\n            j_poke_slowpoke2 = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult on {C:attention}final hand{} of round\",\n                    \"{C:green}#3# in #4#{} chance to create\",\n                    \"a {C:attention}King's Rock{} card at\",\n                    \"end of round {C:inactive,s:0.8}(Must have room){}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds or with a {C:attention,s:0.8}King's Rock{} {C:inactive,s:0.8}card)\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Slowbro\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult per hand played\",\n                    \"{C:inactive,s:0.8}(Resets at end of round)\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#2#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_mega_slowbro = {\n                name = \"Mega Slowbro\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult per hand played\",\n                    \"{C:inactive,s:0.8}(resets when {C:attention,s:0.8}Boss Blind{C:inactive,s:0.8} is defeated)\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#2#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_magnemite = {\n                name = \"Magnemite\",\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_magneton = {\n                name = \"Magneton\",\n                text = {\n                    \"Played {C:attention}Steel{} cards give {X:red,C:white}X#1#{} Mult\",\n                    \"plus {X:red,C:white}X#2#{} Mult for each\",\n                    \"adjacent {X:metal,C:white}Metal{} Joker\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Thunder Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Farfetch\\'d',      \n                text = {\n                    \"{C:attention}Holding Leek{}\",\n                    \"{C:green}#2# in #3#{} chance to earn {C:money}$#1#\",\n                    \"when a {C:attention}Consumable{} is used\",\n                    \"{C:money}${} guaranteed when using {C:attention}Leeks{}\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Doduo',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains at least {C:attention}2{} face cards\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains a {C:attention}Full House{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Dodrio',\n                text = {\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains at least {C:attention}3{} face cards\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains a {C:attention}Full House{}\",\n                } \n            },\n            j_poke_seel = {\n                name = 'Seel',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to add a random {C:attention}seal{}\",\n                    \"to the leftmost scoring card\",\n                    \"on {C:attention}first hand{} of round\",\n                    \"{C:inactive,s:0.8}(Evolves when your deck has {C:attention,s:0.8}#4#{C:inactive,s:0.8} / #3# {C:attention,s:0.8}seals{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Dewgong',      \n                text = {\n                    \"Add a random {C:attention}seal{} to the\",\n                    \"leftmost scoring card on\",\n                    \"{C:attention}first hand{} of round\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Grimer',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if deck size > {C:attention}#3#{}\",\n                    \"Add a random playing card\",\n                    \"to deck at end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_muk = {\n                name = 'Muk',      \n                text = {\n                    \"{C:mult}+#1#{} Mult per card over {C:attention}#2#{} in your deck\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"At end of round, remove {C:attention}1{} random card\",\n                    \"from deck then add {C:attention}2{} random cards\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{} {C:inactive}Mult){}\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Shellder',      \n                text = {\n                    \"If hand has {C:attention}5{} scoring cards,\",\n                    \"each have a {C:green}#1# in #2#{} chance\",\n                    \"to {C:attention}retrigger{}\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Water Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Cloyster',      \n                text = {\n                    \"If hand has {C:attention}5{} scoring cards,\",\n                    \"each have a {C:green}#1# in #2#{} chance\",\n                    \"to {C:attention}retrigger{}\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Gastly',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to {C:attention}replace{} the\",\n                    \"edition of a random {C:attention}Joker{} with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_haunter = {\n                name = 'Haunter',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to {C:attention}replace{} the\",\n                    \"edition of a random {C:attention}Joker{} with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Gengar',      \n                text = {\n                    \"{C:green}#1#%{} chance to {C:attention}replace{} the\",\n                    \"edition of a random {C:attention}Joker{} with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{C:inactive,s:0.8}(Odds can't be increased){}\",\n                    \"{C:inactive,s:0.8}(Excludes Gengars){}\",\n                } \n            },\n            j_poke_mega_gengar = {\n                name = 'Mega Gengar',      \n                text = {\n                    \"{C:dark_edition}Polychrome{} Jokers that would appear\",\n                    \"in the {C:attention}Shop{} and {C:attention}Booster Packs{}\",\n                    \"are {C:dark_edition}Negative{} instead\",\n                } \n            },\n            j_poke_onix = {\n                name = 'Onix',      \n                text = {\n                    \"The leftmost scoring card of\",\n                    \"{C:attention}first hand{} of round\",\n                    \"becomes a {C:attention}Stone{} card\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:metal,s:0.8}Metal{C:inactive,s:0.8} sticker)\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Drowzee',      \n                text = {\n                    \"{X:mult,C:white}X#2#{} Mult per unique\",\n                    \"{C:planet}Planet{} card used this run\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves after playing {C:planet,s:0.8}#3#{C:inactive,s:0.8} unique planet cards)\",\n                } \n            },\n            j_poke_hypno = {\n                name = 'Hypno',      \n                text = {\n                    \"{C:attention}Holding Trance{}\",\n                    \"{X:mult,C:white}X#2#{} Mult per unique\",\n                    \"{C:planet}Planet{} card used this run\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Krabby',      \n                text = {\n                    \"Played {C:attention}face{} cards give\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Kingler',      \n                text = {\n                    \"All played {C:attention}face{} cards give\",\n                    \"{C:chips}+#1#{} Chips when scored and become\",\n                    \"{C:attention}Bonus{} cards if unenhanced\",\n                } \n            },\n            j_poke_voltorb = {\n                name = 'Voltorb',      \n                text = {\n                    \"{C:attention}Volatile Right{}\",\n                    \"{X:mult,C:white} X#1# {} Mult and debuff self\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_electrode = {\n                name = 'Electrode',      \n                text = {\n                    \"{C:attention}Volatile Right{}\",\n                    \"{X:mult,C:white} X#1# {} Mult and earn {C:money}$#2#{}\",\n                    \"then debuff self\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Exeggcute',      \n                text = {\n                    \"Played {C:hearts}#2#{} cards give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Leaf Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Exeggutor',      \n                text = {\n                    \"{C:green}#4# in #5#{} chance for played\",\n                    \"{C:hearts}#3#{} cards to give {C:mult}+#1#{} Mult\",\n                    \"and {X:mult,C:white}X#2#{} Mult when scored\",\n                } \n            },\n            j_poke_cubone = {\n                name = 'Cubone',\n                text = {\n                    \"{C:attention}Holding Thick Club{}\",\n                    \"Gives {C:mult}+#1#{} Mult for\",\n                    \"each {C:attention}held{} consumable\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}Thick Clubs{C:inactive,s:0.8} count as double){}\",\n                    \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves after using {C:attention,s:0.8}#3#{C:inactive,s:0.8} consumables)\",\n                } \n            },\n            j_poke_marowak = {\n                name = 'Marowak',      \n                text = {\n                    \"{C:attention}+#2#{} consumable slots\",\n                    \"Gives {X:mult,C:white} X#1# {} Mult for\",\n                    \"each {C:attention}held{} consumable\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}Thick Clubs{C:inactive,s:0.8} count as double){}\",\n                    \"{C:inactive}(Currently {X:mult,C:white} X#3# {C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Hitmonlee',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult for every card\",\n                    \"below {C:attention}#2#{} in your full deck\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Hitmonchan',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult for every card\",\n                    \"above {C:attention}#2#{} in your full deck\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Lickitung',      \n                text = {\n                    \"First and second played {C:attention}Jacks{}\",\n                    \"give {X:mult,C:white} X#1# {} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} times)\",\n                } \n            },\n            j_poke_koffing = {\n                name = 'Koffing',      \n                text = {\n                    \"Sell this card to reduce the\",\n                    \"score requirement of the\",\n                    \"current {C:attention}Boss Blind{} by {C:attention}half{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_weezing = {\n                name = 'Weezing',      \n                text = {\n                    \"Sell this card to {C:attention}disable{} the\",\n                    \"current {C:attention}Boss Blind{} and reduce\",\n                    \"the score requirement by {C:attention}half{}\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Rhyhorn',      \n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Rhydon',      \n                text = {\n                    \"Every played {C:attention}Stone{} card permanently\",\n                    \"gains {C:chips}+#1#{} Chips when scored\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"Retrigger {C:attention}first{} scored {C:attention}Stone{} card\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Chansey',      \n                text = {\n                    \"The first {C:attention}#1#{C:inactive} [#2#]{} times a {C:attention}Lucky{} card triggers\",\n                    \"each round, add a permanent copy to\",\n                    \"your deck and draw it to {C:attention}Hand\",\n                    \"{C:inactive,s:0.8}(Evolves when deck is >= 25% #3#{C:attention,s:0.8}Lucky{C:inactive,s:0.8} cards)\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Tangela',      \n                text = {\n                    \"Played {C:attention}Wild{} cards give\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\n                    \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#6# Wild Cards{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Kangaskhan',      \n                text = {\n                    \"{C:attention}+#1#{} consumable slots\",\n                    \"{C:chips}-#2#{} hands\",\n                } \n            },\n            j_poke_mega_kangaskhan = {\n                name = 'Mega Kangaskhan',      \n                text = {\n                    \"{C:attention}Retrigger{} all cards played\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Create a {C:attention}Double Tag{} at\",\n                    \"end of round if at least\",\n                    \"{C:attention}#1# Consumables{} used this round\",\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive} Consumables used)\"\n                } \n            },\n            j_poke_horsea = {\n                name = 'Horsea',      \n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"for each {C:attention}6{}\",\n                    \"in scoring hand\",\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +12 Mult)\",\n                } \n            },\n            j_poke_seadra = {\n                name = 'Seadra',      \n                text = {\n                    \"Gains {C:mult}+#2#{} Mult for each scored {C:attention}6{}\",\n                    \"Doubled if a {C:attention}King{} is held in hand\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:dragon,s:0.8}Dragon{C:inactive,s:0.8} sticker)\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Goldeen',      \n                text = {\n                    \"Retrigger each {C:attention}Gold{} card\",\n                    \"held in hand {C:attention}#1#{} time\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_seaking = {\n                name = 'Seaking',      \n                text = {\n                    \"Retrigger each {C:attention}Gold{} card\",\n                    \"held in hand {C:attention}#1#{} times\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Staryu',      \n                text = {\n                    \"Played {C:diamonds}#2#{} cards give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Water Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Starmie',      \n                text = {\n                    \"Played {C:diamonds}#3#{} cards give\",\n                    \"{C:mult}+#1#{} Mult and {C:money}$#2#{} when scored\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Mr. Mime',      \n                text = {\n                    \"Retrigger leftmost card\",\n                    \"held in hand {C:attention}#1#{} times\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Scyther',      \n                text = {\n                    \"When Blind is selected, destroy Joker\",\n                    \"to the right and gain {C:mult}+#2#{} Mult\",\n                    \"Gain {C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or {C:dark_edition}Polychrome{}\",\n                    \"if it was {C:red}Rare{} or higher\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:metal,s:0.8}Metal{C:inactive,s:0.8} sticker or a {C:attention,s:0.8}Hard Stone{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_jynx = {\n                name = 'Jynx',      \n                text = {\n                    \"When {C:attention}Blind{} is selected, gain {C:attention}+#1#{} hand size\",\n                    \"if deck size is {C:attention}#2#{} or greater\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"{C:attention}Playing cards{} added to your\",\n                    \"deck from the {C:attention}Shop{}, {C:attention}Standard{} packs,\",\n                    \"{C:spectral}Cryptid{}, {C:item}Items{} and certain Jokers\",\n                    \"are {C:attention}duplicated{}\"\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Electabuzz',      \n                text = {\n                    \"Gains {C:money}$#1#{} of {C:attention}sell value{} when a card\",\n                    \"is sold and at end of round\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"Earn {C:attention}#2#%{} of this Joker's sell value\",\n                    \"at end of round {C:inactive}(rounded up){}\",\n                    \"{C:inactive}(Currently earns {C:money}$#3#{C:inactive}/$#4# Max)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Magmar',      \n                text = {\n                    \"If {C:attention}first discard{} of round has only\",\n                    \"{C:attention}1{} card, destroy it and gain {C:mult}+#2#{} Mult\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Pinsir',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult if a scored card\",\n                    \"has the {C:attention}same rank{} as\",\n                    \"a card {C:attention}held in hand{}\"\n                } \n            },\n            j_poke_mega_pinsir = {\n                name = 'Mega Pinsir',\n                text = {\n                    \"Played {C:attention}unenhanced{} cards\",\n                    \"give {X:mult,C:white} X#1# {} Mult when scored\",\n                } \n            },\n            j_poke_tauros = {\n                name = 'Tauros (Leader)',\n                text = {\n                    \"{C:attention}Tauros{} and {C:attention}Miltank{} Jokers\",\n                    \"each give {X:mult,C:white} X#1# {} Mult\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"Each reroll in the shop has a\",\n                    \"{C:green}#2# in #3#{} chance to find a {C:attention}Tauros (Herd){}\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Tauros (Herd)',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Magikarp',\n                text = {\n                    \"{C:chips}+#2#{} Chip\",\n                    \"Applies {C:attention}Splash{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Gyarados',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_mega_gyarados = {\n                name = 'Mega Gyarados',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{br:1.5}ERROR - CONTACT STEAK\",\n                    \"Disables effect of\",\n                    \"every {C:attention}Boss Blind{}\"\n                } \n            },\n            j_poke_lapras = {\n                name = 'Lapras',\n                text = {\n                    \"{C:chips}+#2#{} Chips for each\",\n                    \"{C:attention}Blind{} skipped this run\",\n                    \"{C:inactive}(Currently {C:chips}+#1# {C:inactive}Chips)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Ditto',\n                text = {\n                    \"Sell this to duplicate the leftmost\",\n                    \"Joker with {C:attention}Perishable{} and\",\n                    \"a {C:colorless}Colorless{} sticker\",\n                    \"{C:inactive,s:0.8}(removes Eternal, excludes Dittos)\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Eevee',\n                text = {\n                    \"Earn {C:money}$#1#{} for the\",\n                    \"first {C:attention}5{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/#3#)\",\n                    \"{C:inactive,s:0.8}(Evolves with...a lot)\",\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Vaporeon',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips for\",\n                    \"every {C:attention}3{C:inactive} [#3#] {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Jolteon',\n                text = {\n                    \"Earn {C:money}$#1#{} for\",\n                    \"every {C:attention}3{C:inactive} [#2#] {C:green}rerolls{}\",\n                } \n            },\n            j_poke_flareon = {\n                name = 'Flareon',\n                text = {\n                    \"Gains {X:red,C:white} X#2# {} Mult for\",\n                    \"every {C:attention}3{C:inactive} [#3#] {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#1# {C:inactive} Mult)\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Porygon',\n                text = {\n                    \"{C:pink}+1{} Energy Limit\",\n                    \"Create an {C:pink}Energy{} card when\",\n                    \"any {C:attention}Booster Pack{} is opened\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:metal,s:0.8}Upgrade{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Omanyte',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{X:attention,C:white}1+{} : Create a {C:tarot}Tarot{} card\",\n                    \"{X:attention,C:white}2+{} : Earn {C:money}$#2#{}\",\n                    \"{X:attention,C:white}3+{} : Create a {C:item}Item{} card\",\n                    \"{C:inactive,s:0.8}(Must have room)\",\n                    \"{C:inactive,s:0.8}(Evolves after triggering third level {C:attention,s:0.8}#3#{C:inactive,s:0.8} times)\"\n                } \n            },\n            j_poke_omastar = {\n                name = 'Omastar',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{X:attention,C:white}1+{} : Create a {C:tarot}Tarot{} card\",\n                    \"{X:attention,C:white}2+{} : Earn {C:money}$#2#{}\",\n                    \"{X:attention,C:white}3+{} : Create a {C:item}Item{} card\",\n                    \"{C:inactive,s:0.8}(Must have room)\",\n                    \"{X:attention,C:white}4+{} : Create a {C:attention}tag{} once per round{C:inactive}#3#{}\",\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Kabuto',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} Chips\",\n                    \"{X:attention,C:white}2+{} : {}Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} Chips\",\n                    \"{C:inactive,s:0.8}(Evolves after triggering third level {C:attention,s:0.8}#5#{C:inactive,s:0.8} times)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Kabutops',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} Chips\",\n                    \"{X:attention,C:white}2+{} : {}Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} Chips\",\n                    \"{X:attention,C:white}4+{} : {}Retrigger {C:attention}first{} and {C:attention}second{}\",\n                    \"played cards {C:attention}#5#{} additional time\"\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Aerodactyl',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{X:attention,C:white}1+{} : {X:red,C:white}X#2#{} Mult\",\n                    \"{X:attention,C:white}2+{} : Gains {X:red,C:white}X#3#{} Mult\",\n                    \"{X:attention,C:white}3+{} : The first scoring unenhanced {C:attention}#1#{}\",\n                    \"becomes a {C:attention}Glass{} card\",\n                    \"{X:attention,C:white}4+{} : {C:attention}Double{} this Joker's {X:red,C:white}X{} Mult\",\n                    \"{C:inactive}(Resets at end of round){}\",\n                } \n            },\n            j_poke_mega_aerodactyl = {\n                name = 'Mega Aerodactyl',\n                text = {\n                    \"Played {C:attention}#1#s{} give {X:mult,C:white} X#2# {} Mult for each\",\n                    \"{C:attention}#1#{} in played hand when scored\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"{C:green}#3# in #4#{} chance for each\",\n                    \"played {C:attention}#1#{} to be destroyed\",\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Snorlax',\n                text = {\n                    \"{C:attention}Holding Leftovers{}\",\n                    \"At end of round gain {X:red,C:white}X#1#{} Mult\",\n                    \"for each {C:attention}Leftovers{} you have\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {C:inactive} Mult)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Articuno',\n                text = {\n                    \"Add {C:attention}Foil{} and a {C:attention}seal{}\",\n                    \"to leftmost scoring card\",\n                    \"in played hand\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Zapdos',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult for\",\n                    \"every {C:money}$#2#{} you have\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Moltres',\n                text = {\n                    \"Upgrade the first {C:attention}discarded{}\",\n                    \"poker hand each round\",\n                    \"by {C:attention}3{} levels\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'Dratini',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"if played hand has\",\n                    \"{C:attention}#3#{} or fewer cards\",\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +10 Mult)\",\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Dragonair',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"if played hand has\",\n                    \"{C:attention}#3#{} or fewer cards\",\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +30 Mult)\",\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Dragonite',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{br:1.6}ERROR - CONTACT STEAK\",\n                    \"Retrigger played card {C:attention}#2#{} times\",\n                    \"if played hand is\",\n                    \"exactly {C:attention}1{} card\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'Mewtwo',\n                text = {\n                    \"At end of shop, create a\",\n                    \"{C:dark_edition}Polychrome{} {C:attention}duplicate{} of leftmost\",\n                    \"{C:attention}Joker{} and {C:pink}Energize{} the {C:attention}duplicate{}\",\n                    \"then destroy leftmost {C:attention}Joker{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:dark_edition}Polychrome{} Jokers give {X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Can't destroy self)\",\n                } \n            },\n            j_poke_mega_mewtwo_x = {\n                name = \"Mega Mewtwo X\",\n                text = {\n                    \"All Jokers give {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_mega_mewtwo_y = {\n                name = \"Mega Mewtwo Y\",\n                text = {\n                    \"{C:pink}Energize{} leftmost joker {C:attention}twice{}\",\n                    \"at end of shop\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:pink}+1{} Energy Limit when\",\n                    \"{C:attention}Boss Blind{} is defeated\"\n                } \n            },\n            j_poke_mew = {\n                name = 'Mew',\n                text = {\n                    \"At the end of the {C:attention}shop{},\",\n                    \"create a {C:dark_edition}Negative{} {C:tarot}Tarot{},\",\n                    \"{C:spectral}Spectral{} or {C:item}Item{} card\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:green}#1#%{} chance to create a\",\n                    \"{C:dark_edition}Negative{} Joker {C:attention}instead{}\",\n                    \"{C:inactive,s:0.8}(Odds can't be increased){}\",\n                } \n            },\n            j_poke_chikorita = {\n                name = 'Chikorita',\n                text = {\n                    \"{C:attention}+#1#{} hand size\",\n                    \"Every {C:attention}third{} card {C:attention}held in hand{}\",\n                    \"earns {C:money}$#2#{} at end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_bayleef = {\n                name = 'Bayleef',\n                text = {\n                    \"{C:attention}+#1#{} hand size\",\n                    \"Every {C:attention}other{} card {C:attention}held in hand{}\",\n                    \"earns {C:money}$#2#{} at end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_meganium = {\n                name = 'Meganium',\n                text = {\n                    \"{C:attention}+#1#{} hand size\",\n                    \"Every card {C:attention}held in hand{}\",\n                    \"earns {C:money}$#2#{} at end of round\",\n                }\n            },\n            j_poke_cyndaquil = {\n                name = 'Cyndaquil',\n                text = {\n                    \"{C:red}+#1#{} discard\",\n                    \"{C:mult}+#2#{} Mult for each\",\n                    \"remaining {C:attention}discard{}\",\n                    \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_quilava = {\n                name = 'Quilava',\n                text = {\n                    \"{C:red}+#1#{} discard\",\n                    \"{C:mult}+#2#{} Mult for each\",\n                    \"remaining {C:attention}discard{}\",\n                    \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_typhlosion = {\n                name = 'Typhlosion',\n                text = {\n                    \"{C:red}+#1#{} discard\",\n                    \"{C:mult}+#2#{} Mult and {X:red,C:white} X#3# {} Mult for\",\n                    \"each remaining {C:attention}discard{}\",\n                    \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult and {X:red,C:white} X#5# {C:inactive} Mult)\",\n                }\n            },\n            j_poke_totodile = {\n                name = 'Totodile',\n                text = {\n                    \"{C:blue}+#1#{} hand\",\n                    \"{C:chips}+#2#{} Chips for each card\",\n                    \"played this round\",\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive} Chips)\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#4#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_croconaw = {\n                name = 'Croconaw',\n                text = {\n                    \"{C:blue}+#1#{} hand\",\n                    \"{C:chips}+#2#{} Chips for each card\",\n                    \"played this round\",\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive} Chips)\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#4#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_feraligatr = {\n                name = 'Feraligatr',\n                text = {\n                    \"{C:blue}+#1#{} hand\",\n                    \"{C:chips}+#2#{} Chips for each card\",\n                    \"played this round\",\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive} Chips)\",\n                }\n            },\n            j_poke_sentret = {\n                name = 'Sentret',\n                text = {\n                    \"{C:mult}+#2#{} Mult per\",\n                    \"{C:attention}consecutive{} hand played that\",\n                    \"isn't the last played hand\",\n                    \"{C:inactive}(Last hand: {C:attention}#3#{C:inactive})\",\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +15 Mult)\",\n                }\n            },\n            j_poke_furret = {\n                name = 'Furret',\n                text = {\n                    \"{C:mult}+#2#{} Mult when played hand\",\n                    \"isn't the last played hand\",\n                    \"{C:inactive}(Last hand: {C:attention}#3#{C:inactive})\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                }  \n            },\n            j_poke_hoothoot = {\n                name = 'Hoothoot',\n                text = {\n                    \"{C:purple}+#1# Foresight \",\n                    \"Each {C:attention}Foreseen{} card\",\n                    \"gives their total chips\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_noctowl = {\n                name = 'Noctowl',\n                text = {\n                    \"{C:purple}+#1# Foresight\",\n                    \"Each {C:attention}Foreseen{} card\",\n                    \"gives their total chips\",\n                }\n            },\n            j_poke_ledyba = {\n                name = \"Ledyba\",\n                text = {\n                  \"{C:mult}+#1#{} Mult for every {C:attention}5{} cards\",\n                  \"remaining in deck\",\n                  \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\n                  \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\n                }\n            },\n            j_poke_ledian = {\n                name = \"Ledian\",\n                text = {\n                  \"{C:mult}+#1#{} Mult for every {C:attention}3{} cards\",\n                  \"remaining in deck\",\n                  \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_spinarak = {\n                name = \"Spinarak\",\n                text = {\n                  \"{C:chips}+#1#{} Chips\",\n                  \"{C:green}#2# in #3#{} for {C:chips}+#5#{} Chips instead\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention}#4#{C:inactive} rounds)\",\n                }\n            },\n            j_poke_ariados = {\n              name = \"Ariados\",\n              text = {\n                \"{C:chips}+#1#{} Chips\",\n                \"{C:green}#2# in #3#{} for {C:chips}+#4#{} Chips instead\",\n              }\n            },\n            j_poke_crobat = {\n                name = 'Crobat',\n                text = {\n                    \"Gain {C:chips}+#4#{} for scoring {C:attention}Bonus{} / {C:attention}Stone{} cards\",\n                    \"{C:mult}+#2#{} for scoring {C:attention}Mult{} / {C:attention}Wild{} cards\",\n                    \"{X:red,C:white}X#6#{} for scoring {C:attention}Steel{} / {C:attention}Glass{} cards\",\n                    \"{C:money}$#8#{} for scoring {C:attention}Gold{} / {C:attention}Lucky{} cards\",\n                    \"Then {C:attention}Randomize{} scoring card {C:dark_edition}Enhancements\",\n                    \"{C:inactive}(Currently {C:chips}+#3#{}, {C:mult}+#1#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{C:inactive} end of round)\"\n                } \n            },\n            j_poke_pichu = {\n                name = 'Pichu',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#2# {} Mult\",\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Cleffa',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Create a {C:attention}Moon{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Igglybuff',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Create a {C:attention}World{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_togepi = {\n                name = 'Togepi',\n                text = {\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_togetic = {\n                name = 'Togetic',\n                text = {\n                    \"{C:attention}Lucky Cards{} have\",\n                    \"a {C:green}#1# in #2#{} chance to give {C:chips}+#4#{} Chips\",\n                    \"and a {C:green}#1# in #3#{} chance to give {X:mult,C:white}X#5#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Shiny Stone{C:inactive,s:0.8} card)\"\n                }\n            },\n            j_poke_natu = {\n                name = 'Natu',\n                text = {\n                    \"{C:planet}Planet{} cards give an extra level\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_xatu = {\n                name = 'Xatu',\n                text = {\n                    \"{C:planet}Planet{} cards give an extra level\",\n                    \"{C:planet}Celestial Packs{} contain every {C:planet}Planet{} card\",\n                }\n            },\n            j_poke_azurill = {\n                name = 'Azurill',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white}X#1#{} Mult\",\n                    \"Create a {C:attention}Hierophant{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_marill = {\n                name = 'Marill',\n                text = {\n                    \"{X:mult,C:white}X#2#{} Mult if played hand\",\n                    \"contains a scoring {C:attention}unenhanced{} card\",\n                    \"and a scoring {C:attention}enhanced{} card\",\n                    \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#1# Bonus Cards{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_azumarill = {\n                name = 'Azumarill',\n                text = {\n                    \"{X:mult,C:white}X#1#{} Mult\",\n                    \"Gives double {X:mult,C:white}X{} Mult if played hand\",\n                    \"contains a scoring {C:attention}non-Bonus{} card\",\n                    \"and a scoring {C:attention}Bonus{} card\"\n                }\n            },\n            j_poke_sudowoodo = {\n                name = \"Sudowoodo\",\n                text = {\n                  \"{C:attention}Type Changer Pokemon{}\",\n                  \"Played {C:attention}face{} cards give {C:mult}+#1#{} Mult when scored\",\n                  \"{br:3.5}ERROR - CONTACT STEAK\",\n                  \"Retrigger all played {C:attention}face{} cards if\",\n                  \"this Joker isn't {X:grass,C:white}Grass{} or\",\n                  \"you have a {X:water,C:white}Water{} Joker\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Bellossom',\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#1#{} Mult or become\",\n                    \"{C:attention}Wild{} cards when scored\",\n                    \"If already {C:attention}Wild{}, adds {C:dark_edition}Foil{},\",\n                    \"{C:dark_edition}Holographic{} or {C:dark_edition}Polychrome{} edition\"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Politoed',\n                text = {\n                    \"Played {V:1}#2#{} cards give {C:mult}+#1#{} Mult when scored\",\n                    \"{br:5}ERROR - CONTACT STEAK\",\n                    \"Retrigger {V:1}#2#{} cards based on\",\n                    \"how many {X:water,C:white}Water{} Jokers you have\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{C:inactive,s:0.8} Retrigger(s) divided evenly between scoring cards){}\",\n                    \"{s:0.8}Suit cycles after scoring {C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\",\n                } \n            },\n            j_poke_hoppip = {\n                name = 'Hoppip',\n                text = {\n                    \"{C:attention}+#1#{} hand size\",\n                    \"First two {C:attention}discarded cards{} become {C:dark_edition}Wild{}\",\n                    \"{S:1.1,C:red,E:2}self destructs{} on discard\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_skiploom = {\n                name = 'Skiploom',\n                text = {\n                    \"{C:attention}+#1#{} hand size\",\n                    \"First three {C:attention}discarded cards{} become {C:dark_edition}Wild{}\",\n                    \"{S:1.1,C:red,E:2}self destructs{} on discard\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_jumpluff = {\n                name = 'Jumpluff',\n                text = {\n                    \"{C:attention}+#1#{} hand size\",\n                    \"All {C:attention}discarded cards{} become {C:dark_edition}Wild{}\",\n                    \"{S:1.1,C:red,E:2}self destructs{} on discard\",\n                }\n            },\n            j_poke_aipom = {\n              name = \"Aipom\",\n              text = {\n                \"{C:chips}-#3#{} hand\",\n                \"All {C:attention}Flushes{} and {C:attention}Straights{} can\",\n                \"be made with {C:attention}3{} cards\",\n                \"{C:inactive,s:0.8}(Evolves after playing {C:attention,s:0.8}#1#{C:inactive,s:0.8} Straights and {C:attention,s:0.8}#2#{C:inactive,s:0.8} Flushes){}\"\n              }\n            },\n            j_poke_sunkern = {\n                name = 'Sunkern',\n                text = {\n                    \"Earn {C:money}$#1#{} when {C:attention}Blind{} is selected\",\n                    \"and when hand is {C:attention}played{}\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Sun Stone{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_sunflora = {\n                name = 'Sunflora',\n                text = {\n                    \"Earn {C:money}$#1#{} when {C:attention}Blind{} is selected,\",\n                    \"hand is {C:attention}played{}, hand is {C:attention}discarded{},\",\n                    \"consumable is {C:attention}used{}, card is {C:attention}sold{},\",\n                    \"and at end of round\"\n                }\n            },\n            j_poke_yanma = {\n              name = \"Yanma\",\n              text = {\n                \"Each played {C:attention}3{} or {C:attention}6{} gives\",\n                \"{C:chips}+#2#{} Chips and {C:mult}+#1#{} Mult when scored\",\n                \"{C:green}#5# in #6#{} chance for {C:chips}+#4#{} Chips\",\n                \"and {C:mult}+#3#{} Mult instead\",\n                \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#7#{C:inactive,s:0.8} 3s or 6s)\"\n              }\n            },\n            j_poke_espeon = {\n                name = 'Espeon',\n                text = {\n                    \"{C:attention}Retrigger{} each played {C:attention}#3#{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Each scored {V:1}#4#{} card\",\n                    \"gives {X:red,C:white}X#2#{} Mult\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}Rank{C:inactive,s:0.8}/{C:attention,s:0.8}Suit{C:inactive,s:0.8} are {C:attention,s:0.8}randomized{C:inactive,s:0.8} on each {C:green,s:0.8}Reroll{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Umbreon',\n                text = {\n                    \"Decrease level of played {C:attention}#1#{}\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"For every {C:attention}#2# {C:inactive}[#3#]{} decreases,\",\n                    \"create an {C:attention}Orbital Tag{} or {C:dark_edition}Negative Tag{}\",\n                    \"{C:inactive,s:0.8}(Required hand {C:attention,s:0.8}cycles{C:inactive,s:0.8} on each {C:green,s:0.8}Reroll{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_murkrow = {\n              name = \"Murkrow\",\n              text = {\n                \"{X:red,C:white} X#1# {} Mult for each\",\n                \"{X:dark,C:white}Dark{} Joker you have\",\n                \"{C:inactive}(Currently {X:red,C:white} X#2#{C:inactive} Mult)\",\n                \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\"\n              }\n            },\n            j_poke_slowking = {\n                name = 'Slowking',\n                text = {\n                    \"Played {C:attention}Kings{} give {X:red,C:white}X#1#{} Mult when scored\",\n                    \"Increases by {X:red,C:white}X#2#{} Mult\",\n                    \"per hand played beyond the first\",\n                    \"{C:inactive,s:0.8}(Resets at end of round)\",\n                }\n            },\n            j_poke_misdreavus = {\n                name = 'Misdreavus',\n                text = {\n                    \"Played {C:attention}face{} cards permanently\",\n                    \"lose up to {C:chips}#1#{} Chips when scored\",\n                    \"Gain lost Chips\",\n                    \"{C:inactive}(Currently {C:chips}+#2#{C:inactive} Chips)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_wobbuffet = {\n              name = \"Wobbuffet\",\n              text = {\n                \"Retrigger each played\",\n                \"{C:attention}6{}, {C:attention}7{}, {C:attention}8{}, {C:attention}9{} or {C:attention}10{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:attention}Volatile Left{}\",\n                \"When blind is selected\",\n                \"add {C:attention}Eternal{} to rightmost Joker\",\n              }\n            },\n            j_poke_girafarig = {\n              name = \"Girafarig\",\n              text = {\n                \"First and last {C:attention}face{} card\",\n                \"give {X:mult,C:white}X#1#{} Mult when scored\",\n                \"if played hand contains a {C:attention}Two Pair{}\",\n                \"{C:inactive,s:0.8}(Evolves after using a {C:attention,s:0.8}Death{C:inactive,s:0.8} on {C:attention,s:0.8}2{C:inactive,s:0.8} face cards){}\"\n              }\n            },\n            j_poke_pineco = {\n              name = \"Pineco\",\n              text = {\n                \"{C:attention}Volatile Left{}\",\n                \"{C:chips}+#1#{} Chips and debuff self\",\n                \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\n              }\n            },\n            j_poke_forretress = {\n              name = \"Forretress\",\n              text = {\n                \"Gains {C:chips}+#2#{} Chips when\",\n                \"a {C:attention}held{} {C:attention}Steel{} card triggers\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:attention}Volatile Left{}\",\n                \"{C:chips}+#1#{} Chips and debuff self\",\n              }\n            },\n            j_poke_dunsparce = {\n                name = 'Dunsparce',\n                text = {\n                  \"{C:inactive}Does nothing...?\",\n                  \"{S:1.1,C:red,E:2}self destructs{} at end of shop\",\n                  \"if you {C:green}Reroll{}\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_gligar = {\n                name = 'Gligar',\n                text = {\n                    \"Played cards give {X:mult,C:white}X#1#{} Mult\",\n                    \"for each {V:1}#2#{} {C:attention}held{} in hand\",\n                    \"{C:inactive, s:0.8}(Suit changes every round)\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_steelix = {\n                name = 'Steelix',\n                text = {\n                    \"The leftmost scoring card of\",\n                    \"{C:attention}first hand{} of round becomes a {C:attention}Steel{} card\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"{C:attention}Stone{} cards {C:attention}held in hand{} become {C:attention}Steel{}\"\n                } \n            },\n            j_poke_snubbull = {\n                name = 'Snubbull',\n                text = {\n                    \"First played {C:attention}face{} card\",\n                    \"gives {X:mult,C:white}X#1#{} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_granbull = {\n                name = 'Granbull',\n                text = {\n                    \"First played {C:attention}face{} card\",\n                    \"gives {X:mult,C:white}X#2#{} Mult when scored if it\",\n                    \"is a {C:attention}Queen{} and {X:mult,C:white}X#1#{} Mult otherwise\",\n                }\n            },\n            j_poke_qwilfish = {\n                name = 'Qwilfish',\n                text = {\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                    \"Gain {C:chips}+#3#{} Chips for each\",\n                    \"{C:attention}Hazard Card held{} in hand\",\n                    \"when hand is played\",\n                    \"{C:inactive}(Currently {C:chips}+#4#{C:inactive} Chips)\",\n                }\n            },\n            j_poke_scizor = {\n                name = 'Scizor',\n                text = {\n                    \"When Blind is selected, destroy Joker\",\n                    \"to the right and gain {C:mult}+#4#{} Mult\",\n                    \"Gain {C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or {C:dark_edition}Polychrome{}\",\n                    \"if it was {C:red}Rare{} or higher\",\n                    \"Those editions {C:attention}stack{} on this Joker\",\n                    \"{C:inactive,s:0.8}(Matches destroyed Joker's edition if able){}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult, {C:chips}+#2#{} {C:inactive}Chips, {X:red,C:white}X#3#{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_sneasel = {\n                name = 'Sneasel',\n                text = {\n                    \"If played hand is a single {C:attention}#1#{}\",\n                    \"destroy it and earn {C:money}$#2#\",\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_teddiursa = {\n              name = \"Teddiursa\",\n              text = {\n                \"Gains {C:mult}+#2#{} Mult when any\",\n                \"{C:attention}Booster Pack{} is skipped\",\n                \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / #3# Mult)\",\n              }\n            },\n            j_poke_ursaring = {\n              name = \"Ursaring\",\n              text = {\n                \"Gains {C:mult}+#2#{} Mult and\",\n                \"creates an {C:item}Item{} when any\",\n                \"{C:attention}Booster Pack{} is skipped {C:inactive,s:0.8}(Must have room)\",\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Moon Stone{C:inactive,s:0.8})\",\n              }\n            },\n            j_poke_swinub = {\n                name = \"Swinub\",\n                text = {\n                  \"First played card gives {C:mult}+#1#{} Mult for each\",\n                  \"{C:attention}Stone{} and {C:attention}Glass{} Card in scoring hand\",\n                  \"{br:2}text needs to be here to work\",\n                  \"{C:green}#3# in #4#{} chance to earn {C:money}$#2#{} \",\n                  \"at end of round\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#5#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_piloswine = {\n              name = \"Piloswine\",\n              text = {\n                \"First played card gives {C:mult}+#1#{} Mult for each\",\n                \"{C:attention}Stone{} and {C:attention}Glass{} Card in scoring hand\",\n                \"{br:2}text needs to be here to work\",\n                \"{C:green}#3# in #4#{} chance to earn {C:money}$#2#{} \",\n                \"at end of round\",\n                \"{C:inactive,s:0.8}(Evolves after scoring {C:attention,s:0.8}#5#{C:inactive,s:0.8} Stone or Glass cards)\",\n              }\n            },\n            j_poke_heracross = {\n                name = 'Heracross',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult if no scored cards\",\n                    \"have the {C:attention}same rank{} as\",\n                    \"a card {C:attention}held in hand{}\"\n                }\n            },\n            j_poke_corsola = {\n              name = 'Corsola',\n              text = {\n                \"{C:mult}+#1#{} Mult for each {C:attention}Enhanced{}\",\n                \"card in your full deck\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Create a {C:attention}Basic{} {X:water,C:white}Water{} Joker if scoring\",\n                \"hand contains {C:attention}5 Enhanced{} cards\",\n                \"{C:inactive,s:0.8}(Must have room)\",\n                \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_remoraid = {\n              name = \"Remoraid\",\n              text = {\n                \"Retrigger the first {C:attention}#3#{} {C:inactive}[#4#]{}\",\n                \"cards scored each round\",\n                \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\n              }\n            },\n            j_poke_octillery = {\n              name = \"Octillery\",\n              text = {\n                \"Retrigger the first {C:attention}#2#{} {C:inactive}[#3#]{}\",\n                \"cards scored each round\",\n              }\n            },\n            j_poke_delibird = {\n                name = \"Delibird\",\n                text = {\n                  \"At end of round\",\n                  \"receive a {S:1.1,C:green,E:2}Present{}\",\n                  \"{C:inactive,s:0.8}(Must have room)\",\n                }\n            },\n            j_poke_mantine = {\n                name = \"Mantine\",\n                text = {\n                  \"Gains {C:chips}+#2#{} Chips when a {C:attention}Gold{} card\",\n                  \"is scored or {C:attention}held{} in hand\",\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                }\n            },\n            j_poke_skarmory = {\n                name = 'Skarmory',\n                text = {\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                    \"{X:mult,C:white}X#3#{} Mult for each\",\n                    \"{C:attention}Hazard Card held{} in hand\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#4#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_kingdra = {\n                name = 'Kingdra',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult for each scored {C:attention}6{}\",\n                    \"If a {C:attention}King{} is held in hand,\",\n                    \"gains {X:red,C:white}X#4#{} Mult {C:attention}instead{} for each scored {C:attention}6{}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_phanpy = {\n                name = \"Phanpy\",\n                text = {\n                  \"Gains {X:red,C:white}X#2#{} Mult for each\",\n                  \"{C:attention}consecutive{} played hand\",\n                  \"with {C:attention}5{} scoring cards\",\n                  \"{C:inactive}(Currently {X:red,C:white}X#1#{C:inactive} Mult)\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_donphan = {\n                name = \"Donphan\",\n                text = {\n                  \"Gains {X:red,C:white}X#2#{} Mult for each\",\n                  \"{C:attention}consecutive{} played hand\",\n                  \"with {C:attention}5{} scoring cards\",\n                  \"{C:inactive}(Currently {X:red,C:white}X#1#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_porygon2 = {\n                name = 'Porygon2',\n                text = {\n                    \"{C:pink}+2{} Energy Limit\",\n                    \"When any {C:attention}Booster Pack{} is opened\",\n                    \"create an {C:pink}Energy{} card of\",\n                    \"the same {C:pink}Type{} of leftmost Joker\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:metal,s:0.8}Dubious Disc{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_stantler = {\n                name = \"Stantler\",\n                text = {\n                  \"Gives {C:chips}+#1#{} Chips times {C:attention}highest{} scoring\",\n                  \"rank if played hand contains a {C:attention}Pair{}\",\n                  \"Chips {C:attention}Doubled{} on {C:attention}final hand{} of round\",\n                }\n            },\n            j_poke_smeargle = {\n                name = \"Smeargle\",\n                text = {\n                  \"{C:attention}Sketch{} ability of {C:attention}Joker{} to the right\",\n                  \"when blind is selected\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Applies {C:attention}Smeared Joker{}\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"If {C:attention}first hand or discard{} of round\",\n                    \"has exactly {C:attention}5{} cards, a random card is\",\n                    \"copied {C:inactive}(if played){} or destroyed {C:inactive}(if discarded){}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'Hitmontop',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"When blind is selected\",\n                    \"gains {X:red,C:white} X#3# {} Mult if\",\n                    \"deck size is exactly {C:attention}#2#{}\",\n                } \n            },\n            j_poke_smoochum = {\n                name = 'Smoochum',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Create a {C:attention}Standard{} tag\",\n                    \"when this Joker evolves\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_elekid = {\n                name = 'Elekid',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Create a {C:attention}Coupon{} tag\",\n                    \"when this Joker evolves\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_magby = {\n                name = 'Magby',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"{C:red}+#2#{} discards\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_houndour = {\n              name = \"Houndour\",\n              text = {\n                \"Discarding more than {C:attention}3{} cards\",\n                \"also discards {C:attention}#3#{} random cards {C:attention}held{} in hand\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Discarded cards permanently gain {C:mult}+#1#{} Mult\",\n                \"{C:inactive}(Evolves after {C:attention}#2#{C:inactive} rounds)\",\n              }\n            },\n            j_poke_houndoom = {\n              name = \"Houndoom\",\n              text = {\n                \"Discarding more than {C:attention}3{} cards\",\n                \"also discards {C:attention}all{} cards {C:attention}held{} in hand\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Discarded cards permanently gain {C:mult}+#1#{} Mult\",\n              }\n            },\n            j_poke_miltank = {\n                name = \"Miltank\",\n                text = {\n                  \"Earn {C:money}$#1#{} for each\", \n                  \"{C:colorless}Colorless{} Joker you have\",\n                  \"at end of round\",\n                  \"{C:inactive}(Currently {C:money}$#2#{C:inactive}){}\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Blissey',\n                text = {\n                    \"The first {C:attention}#1#{C:inactive} [#2#]{} times a {C:attention}Lucky{} card triggers\",\n                    \"each round, add a permanent {C:dark_edition}Polychrome{} copy to\",\n                    \"your deck and draw it to {C:attention}Hand\",\n                } \n            },\n            j_poke_celebi = {\n                name = \"Celebi\",\n                text = {\n                    \"{C:attention}-#2#{} Ante after skipping {C:attention}#1#{} {C:inactive}[#3#]{} {C:attention}Blinds{}\",\n                    \"{C:inactive}(Required skips increase each time)\"\n                } \n            },\n            j_poke_treecko = {\n                name = \"Treecko\",\n                text = {\n                    \"{C:attention}+#3#{} hand size, {C:attention}Nature: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Played {C:attention}Nature{} cards have a\",\n                    \"a {C:green}#4# in #5#{} chance to earn {C:money}$#1#{} when scored\",\n                    \"Guaranteed if you have other {X:grass,C:white}Grass{} cards\",\n                    \"{C:inactive,s:0.8}(includes Jokers and Energy cards){}\",\n                    \"{C:inactive,s:0.8}(Evolves after earning {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_grovyle = {\n                name = \"Grovyle\",\n                text = {\n                    \"{C:attention}+#3#{} hand size, {C:attention}Nature: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Played {C:attention}Nature{} cards have a\",\n                    \"{C:green}#4# in #5#{} chance to earn {C:money}$#1#{} when scored\",\n                    \"Guaranteed if you have other {X:grass,C:white}Grass{} cards\",\n                    \"{C:inactive,s:0.8}(includes Jokers and Energy cards){}\",\n                    \"{C:inactive,s:0.8}(Evolves after earning {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_sceptile = {\n                name = \"Sceptile\",\n                text = {\n                    \"{C:attention}+#3#{} hand size, {C:attention}Nature: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n                    \"Played {C:attention}Nature{} cards earn {C:money}$#1#{} when scored\",\n                    \"{br:5}ERROR - CONTACT STEAK\",\n                    \"Earn {C:money}$#1#{} at end of round for\",\n                    \"each other {X:grass,C:white}Grass{} card you have\",\n                    \"{C:inactive,s:0.8}(includes Jokers and Energy cards){}\",\n                    \"{C:inactive}(Currently {C:money}$#4#{C:inactive}, Max of {C:money}$14{C:inactive}){}\"\n                } \n            },\n            j_poke_torchic = {\n                name = \"Torchic\",\n                text = {\n                    \"{C:mult}+#3#{} discards, {C:attention}Nature: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n                    \"{C:mult}+#1#{} Mult for each {C:attention}Nature{} card discarded this round\",\n                    \"Doubled with other {X:fire,C:white}Fire{} or {X:earth,C:white}Fighting{} cards\",\n                    \"{C:inactive,s:0.8}(includes Jokers and Energy cards){}\",\n                    \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves after scoring {C:mult,s:0.8}#2#{C:inactive,s:0.8} Mult)\",\n                } \n            },\n            j_poke_combusken = {\n                name = \"Combusken\",\n                text = {\n                    \"{C:mult}+#3#{} discards, {C:attention}Nature: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n                    \"{C:mult}+#1#{} Mult for each {C:attention}Nature{} card discarded this round\",\n                    \"Doubled with other {X:fire,C:white}Fire{} or {X:earth,C:white}Fighting{} cards\",\n                    \"{C:inactive,s:0.8}(includes Jokers and Energy cards){}\",\n                    \"{C:inactive}(Currently {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves after scoring {C:mult,s:0.8}#2#{C:inactive,s:0.8} Mult)\",\n                } \n            },\n            j_poke_blaziken = {\n                name = \"Blaziken\",\n                text = {\n                    \"{C:mult}+#2#{} discards, {C:attention}Nature: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"For each {C:attention}Nature{} card discarded this round\",\n                    \"gain {C:mult}+#4#{} Mult and {X:red,C:white}X#1#{} Mult for\",\n                    \"each {X:fire,C:white}Fire{} or {X:earth,C:white}Fighting{} card you have\",\n                    \"{C:inactive,s:0.8}(includes Jokers and Energy cards){}\",\n                    \"{C:inactive}(Currently {C:mult}+#5#{C:inactive} Mult, {X:red,C:white}X#3#{C:inactive} Mult){}\",\n                } \n            },\n            j_poke_mudkip = {\n                name = \"Mudkip\",\n                text = {\n                    \"{C:chips}+#3#{} hands, {C:attention}Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Played {C:attention}Nature{} cards give {C:chips}+#1#{} Chips\",\n                    \"Doubled with other {X:water,C:white}Water{} or {X:earth,C:white}Earth{} cards\",\n                    \"{C:inactive,s:0.8}(includes Jokers and Energy cards){}\",\n                    \"{C:inactive,s:0.8}(Evolves after gaining {C:chips,s:0.8}#2#{C:inactive,s:0.8} Chips)\"\n                } \n            },\n            j_poke_marshtomp = {\n                name = \"Marshtomp\",\n                text = {\n                    \"{C:chips}+#3#{} hands, {C:attention}Nature: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Played {C:attention}Nature{} cards give {C:chips}+#1#{} Chips\",\n                    \"Doubled with other {X:water,C:white}Water{} or {X:earth,C:white}Earth{} cards\",\n                    \"{C:inactive,s:0.8}(includes Jokers and Energy cards){}\",\n                    \"{C:inactive,s:0.8}(Evolves after gaining {C:chips,s:0.8}#2#{C:inactive,s:0.8} Chips)\"\n                } \n            },\n            j_poke_swampert = {\n                name = \"Swampert\",\n                text = {\n                    \"{C:chips}+#3#{} hands, {C:attention}Nature: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Played {C:attention}Nature{} cards give {C:chips}+#1#{} Chips\",\n                    \"and {C:chips}+#5#{} Chips per other {X:water,C:white}Water{} or {X:earth,C:white}Earth{} card\",\n                    \"{C:inactive,s:0.8}(includes Jokers and Energy cards){}\",\n                    \"{C:inactive}(Currently {C:chips}+#4#{C:inactive} total)\"\n                } \n            },\n            j_poke_zigzagoon = {\n              name = \"Zigzagoon\",\n              text = {\n                \"{C:attention}Holding Pickup{} {C:item}Item{}\",\n                \"{C:green}#1# in #2#{} chance to create an\",\n                \"{C:item}Item{} when hand is played\",\n                \"{C:inactive}(Must have room)\",\n                \"{C:inactive,s:0.8}(Evolves after {C:attention}#3#{C:inactive,s:0.8} rounds)\",\n              }\n            },\n            j_poke_linoone = {\n              name = \"Linoone\",\n              text = {\n                \"{C:green}#1# in #2#{} chance to create an\",\n                \"{C:item}Item{} when hand is played\",\n                \"Guaranteed if hand\",\n                \"contains a {C:attention}Straight{}\",\n                \"{C:inactive}(Must have room)\"\n              }\n            },\n            j_poke_shroomish = {\n                name = \"Shroomish\",\n                text = {\n                  \"When {C:attention}Blind{} is selected, gain\",\n                  \"{C:chips}+#1#{} hand, {C:mult}+#2#{} discard, or {C:attention}+#3#{} hand size\",\n                  \"{C:inactive,s:0.8}(Evolves after defeating the {C:attention,s:0.8}Ante #4#{C:inactive,s:0.8} Boss Blind){}\"\n                }\n            }, \n            j_poke_breloom = {\n                name = \"Breloom\",\n                text = {\n                  \"When {C:attention}Blind{} is selected, gain\",\n                  \"{C:chips}+#1#{} hands, {C:mult}+#2#{} discards, or {C:attention}+#3#{} hand size\",\n                }\n            }, \n            j_poke_nosepass = {\n                name = 'Nosepass',      \n                text = {\n                    \"First played {C:attention}face{} card\",\n                    \"becomes a {C:attention}Stone{} card and\",\n                    \"gives {X:mult,C:white} X#1# {} Mult when scored\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Thunder Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_aron = {\n                name = 'Aron',\n                text = {\n                    \"When a {C:attention}Steel{} Card is scored,\",\n                    \"gain {X:mult,C:white}X#2#{} Mult and destroy it after scoring\",\n                    \"{C:inactive}(Evolves at {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{C:inactive} Mult)\",\n                }\n            },\n            j_poke_lairon = {\n                name = 'Lairon',\n                text = {\n                    \"When a {C:attention}Steel{} or {C:attention}Stone{} Card is scored,\",\n                    \"gain {X:mult,C:white}X#2#{} Mult and destroy it after scoring\",\n                    \"{C:inactive}(Evolves at {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{C:inactive} Mult)\"\n                }\n            },\n            j_poke_aggron = {\n                name = 'Aggron',\n                text = {\n                    \"When a {C:attention}Steel{}, {C:attention}Stone{} or {C:attention}Gold{} Card is scored,\",\n                    \"gain {X:mult,C:white}X#2#{} Mult and destroy it after scoring\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\"\n                }\n            },\n            j_poke_feebas = {\n                name = 'Feebas',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"Applies {C:attention}Splash{}\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Prism Scale{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_milotic = {\n                name = \"Milotic\",\n                text = {\n                  \"Retrigger all cards played if\",\n                  \"scoring hand is {C:attention}mono-suit{}\"\n                }\n            },\n            j_poke_wynaut = {\n                name = 'Wynaut',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Create a {C:attention}Fool{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"Snorunt\",\n                text = {\n                  \"Go up to {C:mult}-$#1#{} in debt\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds in debt)\",\n                  \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dawn Stone{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_glalie = {\n                name = \"Glalie\",\n                text = {\n                  \"Go up to {C:mult}-$#1#{} in debt\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"At end of round,\",\n                  \"sets money to {C:money}$0\"\n                }\n            },\n            j_poke_beldum = {\n                name = 'Beldum',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips if played hand\",\n                    \"is a {C:attention}Four of a Kind{}\",\n                    \"Gains {C:chips}+#2#{} Chips if scoring hand\",\n                    \"contains an {C:attention}Ace\",\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +64 Chips)\",\n                } \n            },\n            j_poke_metang = {\n                name = 'Metang',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips if played hand\",\n                    \"is a {C:attention}Four of a Kind{}\",\n                    \"Gains {C:chips}+#2#{} Chips if scoring hand\",\n                    \"contains {C:attention}2+{} {C:attention}Aces\",\n                    \"{C:inactive}(Evolves at {C:chips}+#1#{C:inactive} / +256 Chips)\",\n                } \n            },\n            j_poke_metagross = {\n                name = 'Metagross',\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"If played hand is a {C:attention}Four of a Kind{}\",\n                    \"each played card gives {X:mult,C:white}X{} Mult\",\n                    \"equal to the {C:attention}cube root{} \",\n                    \"of that card's total chips\",\n                } \n            },\n            j_poke_jirachi = {\n                name = 'Jirachi',\n                text = {\n                    \"At the end of the shop,\",\n                    \"{C:dark_edition}make a wish!\",\n                }\n            },\n            j_poke_jirachi_banker = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:attention}Double{} end of round payout\",\n                }\n            },\n            j_poke_jirachi_booster = {\n                name = 'Jirachi',\n                text = {\n                    \"+1 {C:attention}Booster Pack slot\",\n                    \"{C:attention}Booster Packs{} have {C:attention}1{} more card in them\",\n                }\n            },\n            j_poke_jirachi_power = {\n                name = 'Jirachi',\n                text = {\n                    \"Every {C:attention}#2# hands{}, played cards\",\n                    \"give {X:mult,C:white}X#1#{} Mult when scored\",\n                    \"{C:inactive}(#3#){}\",\n                }\n            },\n            j_poke_jirachi_negging = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:blue}+2{} Joker slots\",\n                    \"{C:dark_edition}Negative{} cards appear {C:attention}2X{} more often\",\n                }\n            },\n            j_poke_jirachi_copy = {\n                name = 'Jirachi',\n                text = {\n                    \"Copies ability of {C:attention}Joker{} to the right\",\n                    \"as if it was {C:pink}Energized{} an extra time\",\n                }\n            },\n            j_poke_jirachi_fixer = {\n                name = 'Jirachi',\n                text = {\n                    \"If {C:attention}first hand{} has exactly {C:attention}1{} card,\",\n                    \"add {C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or {C:dark_edition}Polychrome{} to it\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"If {C:attention}first discard{} has exactly {C:attention}1{} card,\",\n                    \"{C:attention}destroy{} it\",\n                }\n            },\n            j_poke_buizel = {\n                name = 'Buizel',\n                text = {\n                    \"{C:chips}+#1#{} Chips for\",\n                    \"each {C:attention}unscored{} card\",\n                    \"in played hand\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'Floatzel',\n                text = {\n                    \"{C:chips}+#1#{} Chips for\",\n                    \"each {C:attention}unscored{} card\",\n                    \"in played hand\",\n                }\n            },\n            j_poke_ambipom = {\n              name = \"Ambipom\",\n              text = {\n                \"All {C:attention}Flushes{} and {C:attention}Straights{} can\",\n                \"be made with {C:attention}3{} cards\",\n              }\n            },\n            j_poke_mismagius = {\n                name = 'Mismagius',\n                text = {\n                    \"Played {C:attention}face{} cards permanently\",\n                    \"lose up to {C:chips}#1#{} Chips when scored\",\n                    \"Gain lost Chips\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:green}#3# in #4#{} chance for them to\",\n                    \"permanently gain {C:chips}#5#{} Chips instead\",\n                    \"{C:inactive}(Currently {C:chips}+#2#{C:inactive} Chips)\",\n                }\n            },\n            j_poke_honchkrow = {\n                name = \"Honchkrow\",\n                text = {\n                  \"Each {X:dark,C:white}Dark{} Joker gives {X:red,C:white}X#1#{} Mult\",\n                }\n            },\n            j_poke_bonsly = {\n                name = \"Bonsly\",\n                text = {\n                  \"{C:attention}Baby{}, {X:red,C:white}X#1#{} Mult\",\n                  \"At end of round, add a random\",\n                  \"{C:attention}Enhanced face card{} to your deck\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_mimejr = {\n                name = 'Mime Jr.',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Apply a {C:attention}Red{} or {C:attention}Blue{} seal\",\n                    \"to a random card in deck\",\n                    \"at end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_happiny = {\n                name = 'Happiny',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Create a {C:attention}Magician{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{C:green}#3# in #4#{} chance to create {C:attention}2{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Munchlax',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Create a random {C:item}Item{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_mantyke = {\n                name = \"Mantyke\",\n                text = {\n                  \"{C:attention}Baby{}, {X:red,C:white}X#2#{} Mult\",\n                  \"At end of round, a random\",\n                  \"card in {C:attention}deck{} becomes {C:attention}Gold{}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{C:attention}Gold{} cards {C:attention}held{} in hand\",\n                  \"give {C:chips}+#1#{} Chips\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_weavile = {\n                name = 'Weavile',\n                text = {\n                    \"If played hand is a single {C:attention}#3#{} destroy it,\",\n                    \"earn {C:money}$#4#{} and this gains {X:mult,C:white}X#1#{} Mult,\",\n                    \"resets when {C:attention}Boss Blind{} is defeated\",\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#2#{C:inactive} Mult){}\",\n                }\n            },\n            j_poke_magnezone = {\n                name = 'Magnezone',\n                text = {\n                    \"Played {C:attention}Steel{} cards give {X:red,C:white}X#1#{} Mult\",\n                    \"plus {X:red,C:white}X#2#{} Mult for each\",\n                    \"{X:metal,C:white}Metal{} Joker you have\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult){}\",\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'Lickilicky',\n                text = {\n                    \"First and second played {C:attention}Jacks{}\",\n                    \"give {X:mult,C:white}X#1#{} Mult when scored\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Further {C:attention}Jacks{} give\",\n                    \"{X:mult,C:white} X#2# {} Mult when scored\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'Rhyperior',\n                text = {\n                    \"Each played {C:attention}Stone{} card permanently\",\n                    \"gains {C:chips}+#1#{} Chips when scored\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:attention}Stone{} cards retrigger for each\",\n                    \"{X:earth,C:white}Earth{} Joker you have\",\n                    \"{C:inactive}(Currently #2# retriggers)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'Tangrowth',\n                text = {\n                    \"Wild cards {C:attention}can't{} be debuffed\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Played {C:attention}Wild{} cards give\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\n                } \n            },\n            j_poke_electivire = {\n                name = 'Electivire',\n                text = {\n                    \"Gains {C:money}$#1#{} of {C:attention}sell value{} at end of\",\n                    \"round and when a card is {C:attention}sold{}\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"Gives {X:mult,C:white}X#2#{} Mult for each dollar\",\n                    \"of sell value this Joker has\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'Magmortar',\n                text = {\n                    \"If {C:attention}first discard{} of round has only\",\n                    \"{C:attention}1{} card, destroy it and gain {C:mult}+#2#{} Mult\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"Gains {X:mult,C:white}X#4#{} Mult for each card discarded\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_togekiss = {\n                name = 'Togekiss',\n                text = {\n                    \"{C:attention}Lucky Cards{} have\",\n                    \"a {C:green}#1# in #2#{} chance to give {C:chips}+#4#{} Chips\",\n                    \"and a {C:green}#1# in #3#{} chance to give {X:mult,C:white}X#5#{} Mult\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"{C:attention}Lucky Card{} odds are {C:attention}Tripled{}\",\n                    \"{C:inactive}(ex: {C:green}2 in 5{C:inactive} -> {C:green}6 in 5{C:inactive})\",\n                }\n            },\n            j_poke_yanmega = {\n              name = \"Yanmega\",\n              text = {\n                \"Each played {C:attention}3{} or {C:attention}6{} gives\",\n                \"{C:chips}+#2#{} Chips and {C:mult}+#1#{} Mult when scored\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:green}#3# in #4#{} chance to retrigger each\",\n                \"played {C:attention}3{} or {C:attention}6{}\"\n              }\n            },\n            j_poke_leafeon = {\n                name = 'Leafeon',\n                text = {\n                    \"When a {C:attention}Lucky{} card triggers\",\n                    \"it permanently gains {C:chips}+#2#{} Chips\",\n                    \"per {C:green}Reroll{} used in last shop\",\n                    \"{C:inactive}(Currently #1# {C:green}Rerolls{C:inactive} used)\"\n                } \n            },\n            j_poke_glaceon = {\n                name = 'Glaceon',\n                text = {\n                    \"Each reroll in the shop has a\",\n                    \"{C:green}#1# in #2#{} chance to add\",\n                    \"a {C:attention}Glass{} copy of a random\",\n                    \"card in your deck to shop\",\n                } \n            },\n            j_poke_gliscor = {\n                name = 'Gliscor',\n                text = {\n                    \"Played cards give {X:mult,C:white}X#1#{} Mult for each\",\n                    \"{V:1}#2#{} or debuffed card {C:attention}held{} in hand\",\n                    \"{C:inactive, s:0.8}(Suit changes every round)\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_mamoswine = {\n              name = \"Mamoswine\",\n              text = {\n                \"First played card gives {C:mult}+#1#{} Mult for each\",\n                \"{C:attention}Stone{} and {C:attention}Glass{} Card in scoring hand\",\n                \"{br:2}text needs to be here to work\",\n                \"{C:green}#3# in #4#{} chance for played {C:attention}Stone{}\",\n                \"and {C:attention}Glass{} Cards to earn {C:money}$#2#{} when scored\",\n              }\n            },\n            j_poke_porygonz = {\n                name = 'Porygon-Z',\n                text = {\n                    \"{C:pink}+3{} Energy Limit\",\n                    \"{X:red,C:white} X#2# {} Mult per {C:pink}Energy{}\",\n                    \"card used this {C:attention}run{}\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#1# {C:inactive} Mult)\"\n                } \n            },\n            j_poke_probopass = {\n                name = 'Probopass',      \n                text = {\n                    \"{C:attention}Stone{} cards are considered face cards\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Played {C:attention}Stone{} cards\",\n                    \"give {X:mult,C:white} X#1# {} Mult when scored\"\n                } \n            },\n            j_poke_froslass = {\n                name = \"Froslass\",\n                text = {\n                  \"Go up to {C:mult}-$#1#{} in debt\",\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\n                  \"Create an {C:item}Item{} card if\",\n                  \"hand is played while in debt\",\n                  \"{C:inactive,s:0.8}(Must have room)\",\n                }\n            },\n            j_poke_pansage = {\n                name = \"Pansage\",\n                text = {\n                    \"Applies {C:attention}Shortcut\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Leaf Stone{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_simisage = {\n                name = \"Simisage\",\n                text = {\n                    \"Applies {C:attention}Shortcut\",\n                    \"All played unenhanced cards have a\",\n                    \"{C:green}#1# in #2#{} chance to become {C:attention}Lucky{}\"\n                }\n            },\n            j_poke_pansear = {\n                name = \"Pansear\",\n                text = {\n                    \"Applies {C:attention}Four Fingers\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Fire Stone{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_simisear = {\n                name = \"Simisear\",\n                text = {\n                    \"Applies {C:attention}Four Fingers\",\n                    \"If first played hand contains a {C:attention}Straight\",\n                    \"or {C:attention}Flush{}, create an {C:attention}Empress{} card\",\n                    \"and each unscoring card is destroyed {C:inactive}#1#{}\",\n                }\n            },\n            j_poke_panpour = {\n                name = \"Panpour\",\n                text = {\n                    \"Applies {C:attention}Pareidolia\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Water Stone{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_simipour = {\n                name = \"Simipour\",\n                text = {\n                    \"Applies {C:attention}Pareidolia\",\n                    \"Leftmost unenhanced card with the\",\n                    \"lowest base chips in played hand\",\n                    \"becomes a {C:attention}Bonus{} card\",\n                }\n            },\n            j_poke_roggenrola = {\n                name = \"Roggenrola\",\n                text = {\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                    \"Each {C:attention}Hazard Card held{} in hand\",\n                    \"gives {C:mult}+#3#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves after triggering Hazard Cards {C:attention,s:0.8}#4#{C:inactive,s:0.8} times)\",\n                }\n            },\n            j_poke_boldore = {\n                name = \"Boldore\",\n                text = {\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                    \"Each {C:attention}Hazard Card held{} in hand\",\n                    \"gives {C:mult}+#3#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_gigalith = {\n                name = \"Gigalith\",\n                text = {\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                    \"Each {C:attention}Hazard Card held{} in hand\",\n                    \"gives {C:mult}+#3#{} Mult and retriggers\",\n                }\n            },\n            j_poke_zorua = {\n                name = \"Zorua\",\n                text = {\n                    \"{V:1}Copies ability of rightmost {C:attention}Joker{}\",\n                    \"{br:2.5}ERROR - CONTACT STEAK\",\n                    \"After scoring played hand while\",\n                    \"copying, remove copy effect\",\n                    \"until end of round\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_zoroark = {\n                name = \"Zoroark\",\n                text = {\n                    \"Copies ability of rightmost {C:attention}Joker{}\",\n                }\n            },\n            j_poke_gothita = {\n                name = \"Gothita\",\n                text = {\n                    \"All {C:planet}Planet{} cards and {C:planet}Celestial Packs{}\",\n                    \"in the shop cost {C:money}$2{} less\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_gothorita = {\n                name = \"Gothorita\",\n                text = {\n                    \"All {C:planet}Planet{} cards and {C:planet}Celestial Packs{}\",\n                    \"in the shop cost {C:money}$3{} less\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_gothitelle = {\n                name = \"Gothitelle\",\n                text = {\n                    \"All {C:planet}Planet{} cards and {C:planet}Celestial Packs{}\",\n                    \"in the shop are {C:attention}free{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Earn {C:money}$#1#{} when a {C:planet}Planet{} card is used\"\n                } \n            },\n            j_poke_vanillite = {\n                name = \"Vanillite\",\n                text = {\n                  \"{C:attention}Volatile Left\",\n                  \"{C:chips}+#1#{} Chips\",\n                  \"{C:chips}-#3#{} Chips for every hand played\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_vanillish = {\n                name = \"Vanillish\",\n                text = {\n                  \"{C:attention}Volatile Left\",\n                  \"{C:chips}+#1#{} Chips\",\n                  \"{C:chips}-#3#{} Chips for every hand played\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_vanilluxe = {\n                name = \"Vanilluxe\",\n                text = {\n                  \"{C:chips}+#1#{} Chips\",\n                  \"{C:chips}-#2#{} Chips for every hand played\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"When fully melted\",\n                  \"create {C:attention}#3# Double Tags{} \"\n                }\n            },\n            j_poke_elgyem = {\n                name = \"Elgyem\",\n                text = {\n                    \"When {C:attention}Blind{} is selected, create a\",\n                    \"{C:dark_edition}Negative{} {C:planet}Planet{} card of one of\",\n                    \"your {C:attention}#1#{} highest level poker hands\",\n                    \"{C:inactive,s:0.8}(Evolves when holding #2#/{C:planet,s:0.8}#3#{C:inactive,s:0.8} different planet cards){}\"\n                }\n            },\n            j_poke_beheeyem = {\n                name = \"Beheeyem\",\n                text = {\n                    \"When {C:attention}Blind{} is selected, create a\",\n                    \"{C:dark_edition}Negative{} {C:planet}Planet{} card of one of\",\n                    \"your {C:attention}#1#{} highest level poker hands\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"After opening {C:attention}#2# Boosters{}, create a\",\n                    \"{C:attention}Telescope{} or {C:attention}Observatory{} if able\"\n                }\n            },\n            j_poke_litwick = {\n                name = \"Litwick\",\n                text = {\n                    \"{C:attention}Drain {C:money}$#1#{} from adjacent\",\n                    \"Jokers at end of round\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"Adds this Joker's sell value to Mult\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult){}\",\n                    \"{C:inactive,s:0.8}(Evolves at {C:money,s:0.8}$#2#{C:inactive,s:0.8} Sell Value)\"\n                }\n            },\n            j_poke_lampent = {\n              name = \"Lampent\",\n              text = {\n                \"{C:attention}Drain {C:money}$#1#{} from all other\",\n                \"Jokers at end of round\",\n                \"{br:3.5}ERROR - CONTACT STEAK\",\n                \"Adds {C:attention}double{} this Joker's sell value to Mult\",\n                \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult){}\",\n                \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Dusk Stone{C:inactive,s:0.8})\"\n              }\n            },\n            j_poke_chandelure = {\n                name = \"Chandelure\",\n                text = {\n                    \"Each Joker with {C:money}1${} sell value\",\n                    \"gives {X:mult,C:white} X#1# {} Mult and earns {C:money}$#2#{}\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"Adds {C:attention}triple{} this Joker's sell value to Mult\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult){}\",\n                }\n            },\n            j_poke_golett = {\n                name = \"Golett\",\n                text = {\n                  \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                  \"Every {C:attention}fourth{} card {C:attention}held{} in hand\",\n                  \"gives {X:mult,C:white}X#3#{} Mult\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#4#{C:inactive,s:0.8} rounds)\"\n                }\n            },\n            j_poke_golurk = {\n                name = \"Golurk\",\n                text = {\n                  \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                  \"Every {C:attention}third{} card {C:attention}held{} in hand\",\n                  \"gives {X:mult,C:white}X#3#{} Mult\",\n                }\n            },\n            j_poke_zweilous = {\n                name = \"Zweilous\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} Mult if played hand\",\n                  \"is a {C:attention}Three of a Kind{}\",\n                  \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} Times){}\"\n                }\n            },\n            j_poke_hydreigon = {\n                name = \"Hydreigon\",\n                text = {\n                  \"If played hand is a {C:attention}Three of a Kind{}\",\n                  \"each unscoring card is destroyed\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Gains {X:mult,C:white} X#2# {} Mult when a card is destroyed\",\n                  \"{C:inactive}(Currently {X:mult,C:white} X#1# {C:inactive} Mult){}\"\n                }\n            },\n            j_poke_deino = {\n                name = \"Deino\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} Mult if played hand\",\n                  \"is a {C:attention}Three of a Kind{}\",\n                  \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#2#{C:inactive,s:0.8} Times){}\"\n                }\n            },\n            j_poke_litleo = {\n                name = \"Litleo\",\n                text = {\n                    \"{C:chips}+#1#{} Chips if played hand\",\n                    \"contains a {C:attention}Flush{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_pyroar = {\n                name = \"Pyroar\",\n                text = {\n                    \"{C:chips}+#1#{} Chips if played hand contains a {C:attention}Flush{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Create an {C:pink}Energy{} card if it\",\n                    \"also contains a {C:attention}King{} or {C:attention}Queen{}\"\n                } \n            },\n            j_poke_sylveon = {\n                name = 'Sylveon',\n                text = {\n                    \"Create a {C:attention}tag{} every {C:attention}#3# {C:inactive}[#2#]{} {C:green}rerolls{} \",\n                    \"if you have {C:attention}< 2{} tags\",\n                    \"{br:2.5}ERROR - CONTACT STEAK\",\n                    \"Each {C:attention}editioned{} card {C:attention}held{}\",\n                    \"in hand gives {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_grubbin = {\n                name = 'Grubbin',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:attention}Tripled{} if you have\",\n                    \"a {X:lightning, C:black}Lightning{} Joker\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'Charjabug',\n                text = {\n                    \"{C:mult}+#1#{} Mult for each\",\n                    \"{X:lightning, C:black}Lightning{} Joker you have\",\n                    \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Thunder Stone{C:inactive,s:0.8})\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'Vikavolt',\n                text = {\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{X:red,C:white} X#1# {} Mult for each other\",\n                    \"{X:lightning, C:black}Lightning{} Joker you have\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {C:inactive} Mult)\",\n                }\n            },\n            j_poke_mimikyu = {\n                name = \"Mimikyu\",\n                text = {\n                  \"{C:chips}+#1#{} Chips if played\",\n                  \"hand has no scoring {C:hearts}#2#{}\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Prevents Death if chips scored are\",\n                  \"at least {C:attention}50%{} of required chips\",\n                  \"{C:inactive}(#3#){}\"\n                }\n            },\n            j_poke_yamper = {\n                name = 'Yamper',\n                text = {\n                    \"{C:mult}+#1#{} Mult and earn {C:money}$#2#{}\",\n                    \"if played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_boltund = {\n                name = 'Boltund',\n                text = {\n                    \"{X:red,C:white}X#1#{} Mult and earn {C:money}$#2#{}\",\n                    \"if played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                } \n            },\n            j_poke_dreepy = {\n                name = \"Dreepy\",\n                text = {\n                  \"When sold, adds {C:money}$#1#{} of sell value\",\n                  \"to every Joker card and {C:attention}converts{}\",\n                  \"all cards held in hand to {C:spades}#2#{}\",\n                  \"{C:inactive,s:0.8}(Evolves when a straight flush is played)\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"Drakloak\",\n                text = {\n                  \"{X:red,C:white} X#4# {} Mult for every {C:money}${} of\",\n                  \"sell value of all owned {C:attention}Jokers{}\",\n                  \"{br:4}ERROR - CONTACT STEAK\",\n                  \"If played hand is a {C:attention}Straight Flush{}\",\n                  \"adds {C:money}$#1#{} of sell value to every Joker card\",\n                  \"{C:inactive}(Currently {X:red,C:white} X#5# {C:inactive} Mult){}\",\n                  \"{C:inactive,s:0.8}(Evolves at $#2#/{C:money,s:0.8}$#3#{C:inactive,s:0.8} total sell value of Jokers)\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"Dragapult\",\n                text = {\n                  \"{X:red,C:white} X#2# {} Mult for every {C:money}${} of\",\n                  \"sell value of all owned {C:attention}Jokers{}\",\n                  \"{br:4}ERROR - CONTACT STEAK\",\n                  \"If played hand is a {C:attention}Straight Flush{}\",\n                  \"and you have no {C:attention}Dreepy Darts{}\",\n                  \"create {C:attention}2 Dreepy Darts{} with {C:dark_edition}Negative{}\",\n                  \"{C:inactive}(Currently {X:red,C:white} X#3# {C:inactive} Mult){}\"\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"Dreepy Dart\",\n                text = {\n                    \"When sold, adds {C:money}$#1#{} of sell value\",\n                    \"to every Joker card and {C:attention}converts{}\",\n                    \"all cards held in hand to {C:spades}#2#{}\",\n                }\n            },\n            j_poke_hisuian_qwilfish = {\n                name = \"Qwilfish (Hisuian)\",\n                text = {\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                    \"Gain {C:chips}+#3#{} Chips when a\",\n                    \"{C:attention}Hazard Card{} is drawn\",\n                    \"{C:inactive}(Evolves at {C:chips}+#4#{C:inactive} / +#5# Chips)\",\n                }\n            },\n            j_poke_overqwil = {\n                name = \"Overqwil\",\n                text = {\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                    \"Gain {C:chips}+#3#{} Chips when a\",\n                    \"{C:attention}Hazard Card{} is drawn\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:attention}Halve{} Chips after hand played\",\n                    \"{C:inactive}(Currently {C:chips}+#4#{C:inactive} Chips)\",\n                }\n            },\n            j_poke_kleavor = {\n                name = 'Kleavor',      \n                text = {\n                    \"When Blind is selected, destroy\",\n                    \"Joker to the right and gain {C:mult}+#2#{} Mult\",\n                    \"Add a {C:attention}Stone{} card to deck with\",\n                    \"{C:dark_edition}Foil{}, {C:dark_edition}Holographic{}, or {C:dark_edition}Polychrome{} if\",\n                    \"it was {C:green}Uncommon{} or higher\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_ursaluna = {\n              name = \"Ursaluna\",\n              text = {\n                \"Gains {C:mult}+#2#{} Mult and creates\",\n                \"an {C:item}Item{} with {C:dark_edition}Polychrome{} when any\",\n                \"{C:attention}Booster Pack{} is skipped {C:inactive,s:0.8}(Must have room)\",\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_tarountula = {\n                name = \"Tarountula\",\n                text = {\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                    \"Create a {C:planet}Planet{} card for every\",\n                    \"{C:attention}#4# Hazard Cards held{} in hand\",\n                    \"at end of round\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_spidops = {\n                name = \"Spidops\",\n                text = {\n                    \"{C:purple}+#1# Hazards {C:inactive}(1 per #2# cards)\",\n                    \"Adds a {C:chips}Blue{} seal to every third\",\n                    \"{C:attention}Hazard Card held{} in hand\",\n                    \"at end of round\",\n                }\n            },\n            j_poke_fidough = {\n                name = \"Fidough\",\n                text = {\n                  \"Gains {C:chips}+#2#{} Chips if scoring hand contains a {C:attention}#3#{}\",\n                  \"Required {C:attention}rank{} rises with each trigger\",\n                  \"{C:inactive,s:0.8}(If rank is highest, it becomes lowest)\",\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                  \"{C:inactive,s:0.8}(Evolves when you have a {X:fire,C:white,s:0.8}Fire{C:inactive,s:0.8} Joker)\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"Dachsbun\",\n                text = {\n                  \"Gains {C:chips}+#2#{} Chips if scoring hand contains a {C:attention}#3#{}\",\n                  \"Required {C:attention}rank{} rises with each trigger\",\n                  \"{br:4}ERROR - CONTACT STEAK\",\n                  \"Increase Chip gain by {C:chips}+2{} for each\",\n                  \"{X:fire,C:white}Fire{} Joker you have\",\n                  \"{C:inactive,s:0.8}(If rank is highest, it becomes lowest)\",\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                }\n            },\n            j_poke_tinkatink = {\n                name = \"Tinkatink\",\n                text = {\n                  \"Played cards give {C:mult}+#1#{} Mult\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"When {C:attention}Blind{} is selected, debuff\",\n                  \"{C:attention}#3#{} non-{C:attention}Steel{} cards in your deck\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"Tinkatuff\",\n                text = {\n                  \"Played cards give {C:mult}+#1#{} Mult\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"When {C:attention}Blind{} is selected, debuff\",\n                  \"{C:attention}#3#{} non-{C:attention}Steel{} cards in your deck\",\n                  \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"Tinkaton\",\n                text = {\n                  \"Played cards give {C:mult}+#1#{} Mult\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"When {C:attention}Blind{} is selected, debuff\",\n                  \"{C:attention}#3#{} non-{C:attention}Steel{} cards in your deck\",\n                  \"{br:4}ERROR - CONTACT STEAK\",\n                  \"Played {C:attention}Steel{} cards behave like {C:attention}Glass{} cards\"\n                }\n            },\n            j_poke_wiglett = {\n                name = \"Wiglett\",\n                text = {\n                    \"{C:mult}+#3#{} Mult if played hand\",\n                    \"contains a {C:attention}Three of a kind{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:chips}+#2#{} Chips if played hand\",\n                    \"contains a scoring {C:attention}5{}, {C:attention}6{}, or {C:attention}7{}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#1#{C:inactive,s:0.8} rounds)\"\n                } \n            },\n            j_poke_wugtrio = {\n                name = \"Wugtrio\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult if played hand\",\n                    \"contains a {C:attention}Three of a kind{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:chips}+#2#{} Chips if played hand\",\n                    \"contains a scoring {C:attention}5{}, {C:attention}6{}, or {C:attention}7{}\",\n                } \n            },\n            j_poke_annihilape = {\n                name = 'Annihilape',\n                text = {\n                    \"Each played {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, or {C:attention}7{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips when scored\",\n                    \"for each hand played this round\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{} {C:inactive}Mult {C:chips}+#4#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_dudunsparce = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}+#1#{} card slot available in shop\",\n                  \"{C:attention}+#1#{} Booster Pack slot available in shop\",\n                  \"{C:attention}+#1#{} Voucher slot available in shop\",\n                }\n            },\n            j_poke_dudunsparce2 = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}Holding Coupon Tag{}\",\n                  \"{C:attention}+#1#{} card slot available in shop\",\n                  \"{C:attention}+#1#{} Booster Pack slot available in shop\",\n                  \"{C:attention}+#1#{} Voucher slot available in shop\",\n                }\n            },\n            j_poke_farigiraf = {\n              name = \"Farigiraf\",\n              text = {\n                \"{C:attention}Holding{} {C:spectral}Cryptid{}\",\n                \"First and last {C:attention}face{} card\",\n                \"give {X:mult,C:white}X#1#{} Mult when scored\",\n                \"if played hand contains a {C:attention}Two Pair{}\",\n              }\n            },\n            j_poke_gimmighoul = {\n                name = \"Gimmighoul (Chest)\",\n                text = {\n                  \"Played {C:attention}Gold{} cards earn {C:money}$#1#{} when scored\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Skip a {C:attention}Booster Pack{} for...?\",\n                  \"{C:inactive,s:0.8}(Evolves after earning or spending {C:money,s:0.8}$#2#{C:inactive,s:0.8}/$#3#)\"\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"Gimmighoul (Roaming)\",\n                text = {\n                  \"Earn some {C:money}${}\",\n                  \"{S:1.1,C:red,E:2}self destructs{}\",\n                }\n            },\n            j_poke_gholdengo = {\n                name = \"Gholdengo\",\n                text = {\n                  \"Played {C:attention}Gold{} cards {C:red}spend{} {C:money}$#2#{}\",\n                  \"when scored and multiply\",\n                  \"this Joker's {X:red,C:white}X{} Mult by {X:red,C:white}X#3#\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"This Joker can't be debuffed\",\n                  \"{C:inactive}(Currently {X:red,C:white}X#1#{C:inactive} Mult)\",\n                  \"{C:inactive,s:0.8}(Resets at end of round)\",\n                }\n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"Creates consumables\",\n                    \"when obtained?\",\n                    \"Creates {C:attention}#1#{}? {C:attention}Tags{}?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'Pokedex',\n                text = {\n                    \"{C:mult}+#2#{} Mult for each Joker\",\n                    \"you have that has a {C:pink}Type{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:attention}Pokemon{} from the same\", \n                    \"evolutionary line may appear\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_everstone = {\n                name = 'Everstone',\n                text = {\n                    \"Pokemon {C:attention}can't{} evolve\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"{C:attention}Basic{} and {C:attention}Baby{} Pokemon each give {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_tall_grass = {\n                name = 'Tall Grass',\n                text = {\n                    \"{C:green}#1# in #2#{} chance to create a {C:chips}Common{}\",\n                    \"Pokemon {C:attention}Joker{} when hand is played\",\n                    \"Guaranteed with a scoring {C:attention}Wild{} card\",\n                    \"{C:inactive}(Must have room){}\",\n                } \n            },\n            j_poke_jelly_donut = {\n                name = \"Jelly Donut\",\n                text = {\n                  \"Create a {C:colorless}Colorless {C:pink}Energy{}\",\n                  \"when blind is selected\",\n                  \"{C:inactive}({C:attention}#1#{C:inactive} rounds remaining){}\"\n                }\n            },\n            j_poke_treasure_eatery = {\n                name = \"Treasure Eatery\",\n                text = {\n                  \"Convert the leftmost Joker's {C:pink}type{}\",\n                  \"into the rightmost Joker's {C:pink}type{}\",\n                  \"when blind is selected\",\n                  \"{C:attention}Type Changer{}\",\n                  \"{C:inactive}({C:attention}#1#{C:inactive} rounds remaining){}\"\n                }\n            },\n            j_poke_rival = {\n                name = \"Rival\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"If score is {C:attention}>#3#X{} Blind Requirement\",\n                    \"{S:1.1,C:red,E:2}self destruct{} and earn {C:money}$#2#\",\n                }\n            },\n            j_poke_bitter_rival = {\n                name = \"Bitter Rival\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"If score is {C:attention}>#3#X{} Blind Requirement\",\n                    \"{S:1.1,C:red,E:2}self destruct{} and earn {C:money}$#2#\",\n                }\n            },\n            j_poke_champion = {\n                name = \"Champion\",\n                text = {\n                    \"{X:mult,C:white}X#1#{} Mult\",\n                    \"If score is {C:attention}>#3#X{} Blind Requirement\",\n                    \"{S:1.1,C:red,E:2}self destruct{} and earn {C:money}$#2#\",\n                }\n            },\n            j_poke_mystery_egg = {\n                name = \"Mystery Egg\",\n                text = {\n                  \"Hatches into a {C:attention}Basic{} or\",\n                  \"{C:attention}Baby{} Joker after {C:attention}#1#{} rounds\",\n                  \"that is {C:pink}Energized{} if applicable\"\n                }\n            },\n            j_poke_billion_lions = {\n                name = 'A Billion Lions',\n                text = {\n                    \"When blind is selected\",\n                    \"destroy each {C:pink}typed{} Joker you have\",\n                    \"then gain {X:mult,C:white}X#2#{} Mult for each\",\n                    \"{S:1.1,C:red,E:2}self destructs{} when out of lions\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult, {C:attention}#3#{C:inactive} lions)\"\n                } \n            },\n            --[[ Egg dynatext, not used right now\n            j_poke_mystery_egg = {\n                name = \"Mystery Egg\",\n                text = {\n                    \"This Egg needs more time to hatch.\",\n                    \"Keep it secret. Keep it safe.\",\n                    \"It looks cold and lonely.\",\n                    \"Follow that egg!\",\n                    \"Is it supposed to glow?\",\n                    \"I wonder what's inside?\",\n                    \"It moves around inside sometimes.\",\n                    \"It's a secret to everybody.\",\n                    \"Not to be put on a sandwich.\",\n                }\n            },--]]\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Pochette dresseur\", -- ? Jsp comment est traduit Sleeve dans le mod des sleeves\n                text = {\n                    \"Commencez la partie avec\",\n                    \"le coupon {C:tarot,T:v_poke_goodrod}#1#{}\",\n                    \"et une carte {C:tarot,T:c_poke_pokeball}#2#{}\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Pochette nécrotique\",\n                text = {\n                    \"Toutes les cartes ont un {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Pochette lumineuse\",\n                text = {\n                    \"Tous les Jokers sont créés avec\",\n                    \"un autocollant de {C:pink}Type{} aléatoire\",\n                },\n            },\n            sleeve_poke_telekineticsleeve = {\n                name = \"Pochette télékinétique\",\n                text = {\n                    \"Commencez la partie avec\",\n                    \"le coupon {C:tarot,T:v_crystal_ball}#1#{}\",\n                    \"et {C:attention}2{} copies\",\n                    \"de {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Hyper Ball\",\n                text = {\n                    \"Crée une carte\",\n                    \"{C:attention}Joker Niveau 2{} aléatoire\",\n                    \"{C:inactive}(Selon la place disponible)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Masterball\",\n                text = {\n                    \"Crée une carte\",\n                    \"{C:attention}Joker Pokémon Légendaire{} aléatoire\",\n                    \"{C:inactive}(Selon la place disponible)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Transformation\",\n                text = {\n                    \"Évolue le Pokémon sélectionné ou le plus à gauche\",\n                    \"au {C:attention}niveau{} le plus haut et octroie {}+1{} {C:pink}Énergie{}\", \n                },\n            },\n            c_poke_megastone = {\n                name = \"Gemme Sésame\",\n                text = {\n                    \"{C:attention}Réutilisable{}\",\n                    \"{C:attention}Méga-évolue{} un Pokemon\", \n                    \"ou {C:attention}désévolue{} une Méga\",\n                    \"{C:attention}Désévolue{} la Méga si vendu\",\n                    \"{C:inactive}(Utilisable une fois par manche)\",\n                },\n            },\n            c_poke_obituary = {\n                name = \"Nécrotique\",\n                text = {\n                    \"Ajoute un {C:pink}Sceau rose{}\",\n                    \"à {C:attention}1{} carte sélectionnée\",\n                    \"dans votre main\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Cauchemar\",\n                text = {\n                    \"Détruit le Joker sélectionné avec un {C:pink}Type{}\",\n                    \"et crée {C:attention}2{} {C:pink}Énergies{} {C:dark_edition}Négatives{}\",\n                    \"du {C:pink}type{} de ce Joker\"\n                },\n            },\n            c_poke_revenant = {\n                name = \"Revenant\",\n                text = {\n                    \"Ajoute un {C:item}Sceau argent{}\",\n                    \"à {C:attention}1{} carte sélectionnée\",\n                    \"dans votre main\",\n                }\n            },\n            c_poke_fake_banker = {\n                name = 'Vœu de Fortune',\n                text = {\n                    \"{C:dark_edition}Souhaite de l'argent !\",\n                }\n            },\n            c_poke_fake_booster = {\n                name = 'Vœu de Paquet',\n                text = {\n                    \"{C:dark_edition}Souhaite des options !\",\n                }\n            },\n            c_poke_fake_power = {\n                name = 'Vœu de Puissance',\n                text = {\n                    \"{C:dark_edition}Souhaite de la puissance !\",\n                }\n            },\n            c_poke_fake_negging = {\n                name = 'Vœu Négatif',\n                text = {\n                    \"{C:dark_edition}Souhaite des amis !\",\n                }\n            },\n            c_poke_fake_copy = {\n                name = 'Vœu de Copie',\n                text = {\n                    \"{C:dark_edition}Souhaite un Coup d'Main !\",\n                }\n            },\n            c_poke_fake_fixer = {\n                name = 'Vœu Purificateur',\n                text = {\n                    \"{C:dark_edition}Souhaite un meilleur jeu !\",\n                }\n            },\n            c_poke_fake_masterball = {\n                name = \"Vœu d'Invocation\",\n                text = {\n                    \"{C:dark_edition}Souhaite d'invoquer un Pokémon Légendaire !\",\n                }\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Badge de poche\",\n                text = {\n                    \"Octroie un {C:pink}Paquet Méga-Pocket\",\n                    \"{C:green}25%{} de chance que le paquet contienne\",\n                    \"une {C:attention}Gemme Sésame{} sur les {C:attention}Mises 5+{}\"\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"Badge chromatique\",\n                text = {\n                    \"Le prochain joker en édition de base\",\n                    \"du magasin sera gratuit et\",\n                    \"obtiendra le statut {C:colorless}Chromatique{}\",\n                }, \n            },\n            tag_poke_stage_one_tag = {\n                name = \"Stage 1 Tag\",\n                text = {\n                    \"Le magasin possède un\",\n                    \"{C:attention}Joker Niveau 1{}\",\n                }, \n            },\n            tag_poke_safari_tag = {\n                name = \"Safari Tag\",\n                text = {\n                    \"Le magasin possède un\",\n                    \"{C:safari}Joker Safari{}\",\n                }, \n            },\n        },\n        Tarot = {\n            c_poke_pokeball = {\n                name = \"Poké Ball\",\n                text = {\n                    \"Crée une carte\",\n                    \"{C:attention}Joker Base{} aléatoire\",\n                    \"{C:inactive}(Selon la place disponible)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Super Ball\",\n                text = {\n                    \"Crée une carte\",\n                    \"{C:attention}Joker Niveau 1{} aléatoire\",\n                    \"{C:inactive}(Selon la place disponible)\"\n                },\n            },\n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Recherche d'Énergie\",\n                text = {\n                    \"{C:pink}+2{} limite d'Énergie\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Développement d'Énergie\",\n                text = {\n                    \"{C:pink}+3{} limite d'Énergie\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Super Canne\",\n                text = {\n                    \"Les {C:attention}Booster{} ont\",\n                    \"{C:attention}1{} carte en plus dedans\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Méga Canne\",\n                text = {\n                    \"Vous pouver {C:pink}Garder{} des cartes\",\n                    \"de tous les paquets de {C:attention}consommables{}\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"Type\",\n                text = {\n                  \"{X:grass,C:white}Plante{}\",\n                }\n            },\n            Fire = {\n                name = \"Type\",\n                text = {\n                  \"{X:fire,C:white}Feu{}\",\n                }\n            },\n            Water = {\n                name = \"Type\",\n                text = {\n                  \"{X:water,C:white}Eau{}\",\n                }\n            },\n            Lightning = {\n                name = \"Type\",\n                text = {\n                  \"{X:lightning,C:black}Électrique{}\",\n                }\n            },\n            Psychic = {\n                name = \"Type\",\n                text = {\n                  \"{X:psychic,C:white}Psy{}\",\n                }\n            },\n            Fighting = {\n                name = \"Type\",\n                text = {\n                  \"{X:fighting,C:white}Combat{}\",\n                }\n            },\n            Colorless = {\n                name = \"Type\",\n                text = {\n                  \"{X:colorless,C:white}Incolore{}\",\n                }\n            },\n            Dark = {\n                name = \"Type\",\n                text = {\n                  \"{X:dark,C:white}Obscurité{}\",\n                }\n            },\n            Metal = {\n                name = \"Type\",\n                text = {\n                  \"{X:metal,C:white}Métal{}\",\n                }\n            },\n            Fairy = {\n                name = \"Type\",\n                text = {\n                  \"{X:fairy,C:white}Fée{}\",\n                }\n            },\n            Dragon = {\n                name = \"Type\",\n                text = {\n                  \"{X:dragon,C:white}Dragon{}\",\n                }\n            },\n            Earth = {\n                name = \"Type\",\n                text = {\n                  \"{X:earth,C:white}Terre{}\",\n                }\n            },\n            --Have you Heard? Bird is the wordddd\n            Bird = {\n                name = \"Type\",\n                text = {\n                  \"{X:bird,C:white}Bird{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"Ancien\",\n                text = {\n                    \"Effet basé sur le\",\n                    \"nombre de {C:attention}#1#s{}\",\n                    \"dans la main de poker\",\n                    \"{C:inactive}(Les effets sont {C:attention}cumulatifs{C:inactive})\"\n                }\n            },\n            energize = {\n                name = \"Énergise\",\n                text = {\n                  \"Augment de manière permanente\",\n                  \"les valeurs de {C:mult}Multi.{}, {C:chips}Jetons{},\",\n                  \"{C:money}${} and {X:mult,C:white}X{} Multi.{} d'un Joker\"\n                }\n            },\n            eitem = {\n                name = \"Carte d'Évolution\",\n                text = {\n                    \"Quand utilisé, évolue le Joker\",\n                    \"le plus à gauche ou sélectionné\",\n                    \"si {C:attention}éligible{} à la fin\",\n                    \"de la prochaine manche\",\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"Carte tenue\",\n                text = {\n                    \"Utilisé par {C:attention}#1#{}\"\n                }\n            },\n            typechanger = {\n                name = \"Change-Type\",\n                text = {\n                    \"Applique un autocollant {V:1}#1#{}\",\n                    \"au Joker le plus à gauche ou sélectionné\"\n                }\n            },\n            typechangerother = {\n                name = \"Change-Type\",\n                text = {\n                    \"Applique un autocollant {V:1}#1#{}\",\n                }\n            },\n            typechangerpoke = {\n                name = \"Pokémon Change-Type\",\n                text = {\n                    \"Applique un autocollant {V:1}#1#{} \",\n                    \"à soi-même\"\n                }\n            },\n            basic = {\n                name = \"Base\",\n                text = {\n                    \"Un Joker Pokémon\",\n                    \"qui n'a pas {C:attention}évolué{}\",\n                    \"{C:inactive}(Sauf Pokémon {C:attention}Bébés{})\"\n                }\n            },\n            stage1 = {\n                name = \"Niveau 1\",\n                text = {\n                    \"Un Joker Pokémon\",\n                    \"qui a {C:attention}évolué{} une fois\"\n                }\n            },\n            stage2 = {\n                name = \"Stage 2\",\n                text = {\n                    \"Un Joker Pokémon\",\n                    \"qui a {C:attention}évolué{} deux fois\"\n                }\n            },\n            energy = {\n                name = \"Énergies utilisées\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            money_chance = {\n                name = \"Chance d'argent\",\n                text = {\n                    \"{C:attention}#1#%{} de chance de\",\n                    \"gagner {C:money}1 ${} en plus\"\n                }\n            },\n            mult_progress = {\n                name = \"Progret des gains de Multi.\",\n                text = {\n                    \"Progresse de {C:attention}#1#%{}\",\n                    \"les gains de {C:mult}Multi.{},\",\n                    \"augmentant de {C:mult}+1{}\"\n                }\n            },\n            chip_progress = {\n                name = \"Progret des gains de jetons\",\n                text = {\n                    \"Progresse de {C:attention}#1#%{}\",\n                    \"les gains de {C:chips}Chips{},\",\n                    \"augmentant de {C:chips}+1{}\"\n                }\n            },\n            money_progress = {\n                name = \"Progret des gains d'argent\",\n                text = {\n                    \"Progresse de {C:attention}#1#%{}\",\n                    \"les gains de {C:money}${},\",\n                    \"augmentant de {C:money}+1{}\"\n                }\n            },\n            availability = {\n                name = \"Disponibilité\",\n                text = {\n                    \"Pas disponible si\",\n                    \"{C:attention}#1#{}\",\n                }\n            },\n            baby = {\n                name = \"Bébé\",\n                text = {\n                    \"Lorsqu'une main est jouée,\",\n                    \"s'il y a des Jokers {C:attention}non-Bébé{}\",\n                    \"à la droite de ce Joker,\",\n                    \"{C:attention}annule{} ce Joker\"\n                }\n            },\n            nature = {\n                name = \"Nature\",\n                text = {\n                    \"Les {C:attention}#1#{} désirés sont\",\n                    \"sélectionnés aléatoirement\",\n                    \"à la création du Joker\"\n                }\n            },\n            scry_cards = {\n                name = \"Clairvoyance\",\n                text = {\n                    \"Regardez les cartes du\",\n                    \"dessus de votre jeu\"\n                }\n            },\n            mega_rule = {\n                name = \"Restriction\",\n                text = {\n                    \"Seul un Joker peut\",\n                    \"{C:attention}Méga-évoluer{} pour chaque\",\n                    \"{C:attention}Gemme Sésame{} que vous avez\"\n                }\n            },\n            mega_poke = {\n                name = \"Méga-Évolution\",\n                text = {\n                    \"Peut {C:attention}Méga-évoluer{}\",\n                    \"avec une {C:attention}Gemme Sésame{}\"\n                }\n            },\n            mega_used_on = {\n                name = \"Utilisée sur\",\n                text = {\n                    \"{C:attention}#1#{}\",\n                }\n            }, \n            split_mega = {\n                name = \"Méga XY\",\n                text = {\n                  \"{C:attention}Méga-évolue{} selon la position\",\n                  \"Tout à gauche - {C:attention}#1#{}\",\n                  \"Tout à droite - {C:attention}#2#{}\"\n                }\n            },\n            playing_card_to_evolve = {\n                name = \"Exigence\",\n                text = {\n                    \"Doit être utilisé sur\",\n                    \"une {C:attention}carte à jouer{}\",\n                    \"pour pouvoir évoluer\"\n                }\n            },\n            deli_gift = {\n                name = \"Cadeaux\",\n                text = {\n                    \"{C:green}35%{} - {C:money}8 ${}\",\n                    \"{C:green}30%{} - {C:attention}Carte{} {C:item}Objet{}\",\n                    \"{C:green}20%{} - {C:attention}Badge de coupon\",\n                    \"{C:green}15%{} - {C:attention}Carte cadeau{} {C:dark_edition}Polychrome\",\n                }\n            },\n            pickup = {\n              name = \"Ramassage\",\n              text = {\n                \"{C:green}34%{} - {C:item}Objet{} {C:attention}Card\",\n                \"{C:green}25%{} - {C:attention}Leftovers\",\n                \"{C:green}25%{} - {C:attention}Poke Ball\",\n                \"{C:green}15%{} - {C:attention}Great Ball\",\n                \"{C:green}1%{} - {C:attention}Ultra Ball\",\n              }\n            },\n            pokeballs_group = {\n              name = \"Poké Balls\",\n              text = {\n                \"Crée un Joker aléatoire\",\n                \"d'une certaine qualité\",\n              }\n            },\n            percent_chance = {\n                name = \"Pourcent de chance\",\n                text = {\n                  \"{C:green}#1#%{} de chance\",\n                  \"pour un {C:attention}effet{} de se produire\",\n                  \"{C:inactive}(Les probabilités ne peuvent être augmentées){}\"\n                }\n            },\n            holding = {\n                name = \"Tiens\",\n                text = {\n                  \"Ce Joker vient avec\",\n                  \"une carte {C:attention}#1#{}\",\n                  \"{C:inactive}(Selon la place disponible){}\"\n                }\n            },\n            eeveelution = {\n                name = \"Évolutions\",\n                text = {\n                    \"{C:attention}Pierre Eau{} - {X:water,C:white}Aquali{}\",\n                    \"{C:attention}Pierre Foudre{} - {X:lightning,C:black}Voltali{}\",\n                    \"{C:attention}Pierre Feu{} - {X:fire,C:white}Pyroli{}\",\n                    \"{C:attention}Pierre Soleil{} - {X:psychic,C:white}Mentali{}\",\n                    \"{C:attention}Pierre Lune{} - {X:dark,C:white}Noctali{}\",\n                    \"{C:attention}Pierre Plante{} - {X:grass,C:white}Phyllali{}\",\n                    \"{C:attention}Pierre Glace{} - {X:water,C:white}Givrali{}\",\n                    \"{C:attention}Pierre Éclat{} - {X:fairy,C:white}Nymphali{}\"\n                }\n            },\n            poke_egg_tip = {\n              name = \"Œuf mystère\",\n              text = {\n                \"Il a l'air froid et seul.\"\n              }\n            },\n            poke_top_cards = {\n              name = \"Cartes du dessus\",\n              text = {\n                \"{C:attention}#1#{}\",\n                \"{C:attention}#2#{}\",\n              }\n            },\n            poke_drain = {\n              name = \"Drain\",\n              text = {\n                \"Retire de la valeur de vente\",\n                \"à un Joker et l'ajoute à soi-même\",\n                \"si le Joker a une valeur de vente\",\n                \"supérieure à {C:money}1 ${}\"\n              }\n            },\n            poke_drain_item = {\n              name = \"Drain\",\n              text = {\n                \"Retire de la valeur de vente\",\n                \"à un Joker si sa valeur de vente\",\n                \"est supérieure à {C:money}1 ${}\"\n              }\n            },\n            poke_volatile_left = {\n              name = \"Volatile Gauche\",\n              text = {\n                \"La capacité suivante se déclenche uniquement\",\n                \"quand ce Joker est tout à gauche\",\n                \"{C:inactive}(Ignore les Pokémon {C:attention}Volatiles)\"\n              }\n            },\n            poke_volatile_right = {\n              name = \"Volatile Droite\",\n              text = {\n                \"La capacité suivante se déclenche uniquement\",\n                \"quand ce Joker est tout à droite\",\n                \"{C:inactive}(Ignore les Pokémon {C:attention}Volatiles)\"\n              }\n            },\n            sketch = {\n              name = \"Gribouille\",\n              text = {\n                \"Copie un Joker jusqu'à ce qu'il soit\",\n                \"vendu, détruit ou que vous copiez une autre capacité\",\n                \"La copie apparait en temps qu'info-bulle\",\n                \"et dans le menu du Pokédex\", -- ? tooltip\n                \"Gribouille est réinitialisé quand un Joker est copié\"\n              }\n            },\n            precise_energy_tooltip = {\n                name = \"Mise à l'échelle précise des énergies\",\n                text = {\n                    \"{s:0.8}Use {C:attention,s:0.8}decimals{} for all values when applying {C:pink,s:0.8}Énergie{}{s:0.8} bonus{}\",\n                    \"{s:0.8}With this option {C:attention,s:0.8}off{}{s:0.8} the following will occur for the bonus:{}\",\n                    \"{C:attenion}1. {X:mult,C:white,s:0.8}X{} {s:0.8}Multi. - Uses Decimals\",\n                    \"{C:attenion}2. {s:0.8}Flat {C:mult,s:0.8}Multi.{}{s:0.8} and {C:chips,s:0.8}Jetons{}{s:0.8} - Rounds up to nearest whole number\",\n                    \"{C:attenion}3. {s:0.8}{C:mult,s:0.8}Multi. Gain{}{s:0.8} and {C:chips,s:0.8}Jetons Gain{}{s:0.8} - Decimal component displayed\", \n                    \"{s:0.8}as a percentage, used to apply bonus to base {C:mult,s:0.8}Multi.{}{s:0.8} and {C:chips,s:0.8}Jetons{}\",\n                    \"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - Decimal component displayed as a percentage,\",\n                    \"{s:0.8}used as chance for extra {C:money,s:0.8}${}{s:0.8} to be gained{}\",\n                    \"{C:inactive,s:0.8}(Non-Pokemon Jokers will always use precise scaling){}\"\n                }\n            },\n            discovery_tooltip = {\n              name = \"Discovery\",\n              text = {\n                \"Les objets du mod Pokermon mod sont non-découverts\",\n                \"par défaut. Décocher cette option\",\n                \"va découvrir tous les objets du mod.\",\n                \"{C:red}Il n'est pas possible de revenir en arrière{}\"\n              }\n            }, \n            pokemaster_tooltip = {\n              name = \"Mode Pokemon Master\",\n              text = {\n                'Le mode \"Pokémon Uniquement\" s\\'applique',\n                \"De nouvelles mises sont disponibles\"\n              }\n            },\n            designed_by = {\n              name = \"Designé par\",\n              text = {\n                \"{C:dark_edition}#1#{}\"\n              }\n            },\n            endless = {\n              name = \"Réutilisable\",\n              text = {\n                \"N'est pas consommé quand utilisé\",\n                \"{C:inactive,s:0.8}(Exclu par {C:attention,s:0.8}Cuillère Tordue{C:inactive,s:0.8})\"\n              }\n            },\n            sylveon_tag_pool = {\n              name = \"Pool de badges\", -- ?\n              text = {\n                \"{C:attention}#1#\",\n                \"{C:tarot}#2#\",\n                \"{C:attention}#3#\",\n              }\n            },\n            omastar_tag_pool = {\n              name = \"Pool de badges\", -- ?\n              text = {\n                \"{C:money}#1#\",\n                \"{C:money}#2#\",\n                \"{C:money}#3#\",\n                \"{C:money}#4#\",\n                \"{C:money}#5#\",\n              }\n            },\n            safaridesc = {\n                name = \"Safari\",\n                text = {\n                    \"Ne peut être obtenu que\",\n                    \"via une {C:attention}évolution{}\",\n                    \"ou certaines {C:attention}Poké Balls{}\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"Sceau rose\",\n                text = {\n                    \"Crée une carte {C:pink}Énergie{}\",\n                    \"dont le {C:attention}type{} correspond à\",\n                    \"l'un de vos Jokers si cette carte marque\",\n                    \"durant la {C:attention}première main{} de la manche\",\n                    \"{C:inactive}(Selon la place disponible){}\"\n                },\n            },\n            \n            --less cursed\n            poke_silver_seal = {\n                name = \"Sceau argent\",\n                text = {\n                  \"Crée une carte {C:item}Objet{}\",\n                  \"et est {C:attention}défaussée{} si {C:attention}tenue{}\",\n                  \"en main quand les cartes\",\n                  \"marquent des points\"\n                }\n            },\n            --[[\n            grass_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:grass,C:white}Plante{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fire,C:white}Feu{}\"\n                } \n            },\n            water_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:water,C:white}Eau{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:lightning,C:white}Électrique{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:psychic,C:white}Psy{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fighting,C:white}Combat{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:colorless,C:white}Incolore{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dark,C:white}Obscurité{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:metal,C:white}Métal{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fairy,C:white}Fée{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dragon,C:white}Dragon{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:earth,C:white}Terre{}\"\n                } \n            },\n            --]]\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"Non découvert\",\n                text = {\n                    \"Achetez ou utilisez\",\n                    \"cette carte dans une partie\",\n                    \"sans seed pour\",\n                    \"connaître son effet\"\n                }\n            },\n            undiscovered_item = {\n                name = \"Non découvert\",\n                text = {\n                    \"Achetez ou utilisez\",\n                    \"cette carte dans une partie\",\n                    \"sans seed pour\",\n                    \"connaître son effet\"\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"Paquet Pocket\",\n                text = {\n                    \"Choisissez {C:attention}#1#{} parmi\",\n                    \"{C:attention}#2#{} {C:item}cartes Objet{} et\",\n                    \"{C:attention}#3#{} {C:pink}carte Énergie{}\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"Paquet Pocket\",\n                text = {\n                    \"Choisissez {C:attention}#1#{} parmi\",\n                    \"{C:attention}#2#{} {C:item}cartes Objet{} et\",\n                    \"{C:attention}#3#{} {C:pink}carte Énergie{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"Paquet Jumbo Pocket\",\n                text = {\n                    \"Choisissez {C:attention}#1#{} parmi\",\n                    \"{C:attention}#2#{} {C:item}cartes Objet{} et\",\n                    \"{C:attention}#3#{} {C:pink}carte Énergie{}\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"Paquet Méga-Pocket\",\n                text = {\n                    \"Choisissez {C:attention}#1#{} parmi\",\n                    \"{C:attention}#2#{} {C:item}cartes Objet{} et\",\n                    \"{C:attention}#3#{} {C:pink}carte Énergie{}\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"Paquet Pocket\",\n                text = {\n                    \"Choisissez {C:attention}#1#{} parmi\",\n                    \"{C:attention}#2#{} {C:item}cartes Objet{} et\",\n                    \"{C:attention}#3#{} {C:pink}carte Énergie{}\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"Paquet Pocket\",\n                text = {\n                    \"Choisissez {C:attention}#1#{} parmi\",\n                    \"{C:attention}#2#{} {C:item}cartes Objet{} et\",\n                    \"{C:attention}#3#{} {C:pink}carte Énergie{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"Paquet Jumbo Pocket\",\n                text = {\n                    \"Choisissez {C:attention}#1#{} parmi\",\n                    \"{C:attention}#2#{} {C:item}cartes Objet{} et\",\n                    \"{C:attention}#3#{} {C:pink}carte Énergie{}\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"Paquet Méga-Pocket\",\n                text = {\n                    \"Choisissez {C:attention}#1#{} parmi\",\n                    \"{C:attention}#2#{} {C:item}cartes Objet{} et\",\n                    \"{C:attention}#3#{} {C:pink}carte Énergie{}\",\n                },\n            },\n            p_poke_pokepack_wish_pack = {\n                name = \"Paquet Vœu\",\n                text = {\n                    \"{C:dark_edition}Faites un vœu !{}\",\n                },\n            },\n            poke_hazards = {\n                name = \"Pièges\",\n                text = {\n                    \"Lorsque la {C:attention}Blinde{} est sélectionnée,\",\n                    \"ajoute des {C:attention}Cartes Piège{} au jeu\",\n                    \"selon la taille de votre jeu\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Pokemon Master\",\n            c_poke_nuzlocke = \"Nuzlocke\",\n            c_poke_goodasgold = \"Corps en Or\",\n            c_poke_parenthood = \"Parentalité\",\n            c_poke_littlecup = \"Little Cup\",\n            c_poke_hammertime = \"L'heure du Marteau\"\n        },\n        dictionary = {\n            k_energy = \"Énergie\",\n            k_item = \"Objet\",\n            k_poke_pocket_pack = \"Paquet Pocket\",\n            k_poke_wish_pack = \"Paquet Vœu\",\n            \n            k_poke_baby = \"Bébé\",\n            k_poke_safari = \"Safari\",\n            k_poke_mega = \"Méga\",\n\n            b_save = \"GARDER\",\n            b_energy_cards = \"Cartes Énergie\",\n            b_item_cards = \"Cartes Objet\",\n            \n            --Mod Menu stuff\n            poke_settings_header_required = \"Redémarrage nécessaire :\",\n            poke_settings_header_norequired = \"Pas de redémarrage nécessaire :\",\n            poke_settings_pokemon_only = \"Uniquement les Pokémon ?\",\n            poke_settings_unlimited_energy = \"Énergies infinies ?\",\n            poke_settings_shiny_playing_cards = \"Cartes à jouer chromatiques ?\",\n            poke_settings_jokers_only = \"Uniquement les Jokers ?\",\n            poke_settings_no_evolutions = \"Pas d'Évolutions ?\",\n            poke_settings_pokeballs = \"Poké Balls ?\",\n            poke_settings_pokedex_number = \"Numéro de Pokédex ?\",\n            poke_settings_pokemon_splash = \"Pokémon Splash Card ?\", -- ? Je sais pas ce que ça veut dire\n            poke_settings_pokemon_gen_one = \"Uniquement la 1G ?\",\n            poke_settings_pokemon_precise_energy = \"Utiliser la mise à l'échelle précise des énergies ?\",\n            poke_settings_pokemon_discovery = \"Découverte  ! ?\",\n            poke_settings_pokemon_altart = \"Dessins alternatifs ?\",\n            poke_settings_pokemon_aprilfools = \"Contenu du 1er Avril ?\",\n            poke_settings_pokemon_master = \"Mode Pokemon Master ?\",\n            poke_credits_actualcredits = \"Crédits\",\n            poke_credits_thanks = \"Merci à\",\n            poke_credits_lead = \"Lead Developer : \",  -- ?\n            poke_credits_graphics = \"Graphistes : \",\n            poke_credits_quality_assurance_main = \"FAQ : \",\n            poke_credits_developer = \"Développeurs : \",\n            poke_credits_designer = \"Design Assistants : \", -- ?\n            poke_credits_community_manager = \"Community Managers : \", -- ?\n            poke_credits_special_thanks = \"Remerciements spéciaux : \",\n            poke_credits_localization = \"Localisation : \",\n            poke_credits_sound = \"Ingénieur du son : \",\n\n            poke_plus_pokeitem = \"+1 Objet\",\n            poke_plus_energy = \"+1 Énergie\",\n            poke_plus_shop = \"+1 Carte au magasin\",\n            poke_destroyed_ex = \"Détruit  !\",\n            poke_evolve_success = \"Évolué !\",\n            poke_evolve_level = \"Niveau +  !\",\n            poke_tera = \"Tera\",\n            poke_tera_ex = \"Tera !\",\n            poke_metal_ex = \"Métal !\",\n            poke_dragon_ex = \"Dragon !\",\n            poke_energized_ex = \"Énergisé !\",\n            poke_unlimited_energy = \"Infini\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Canarticho\",\n            cubone_marowak_infoqueue = \"Osselait et Ossatueur\",\n            snorlax_infoqueue = \"Ronflex\",\n            pokeball_variable = \"Poké Ball\",\n            goodrod_variable = \"Super Canne\",\n            pinkseal_variable = \"Sceau rose\",\n            twisted_spoon_variable = \"Cuillère Tordue\",\n\n            --From Gastly Line\n            poke_lick_ex = \"Léchouille !\",\n            poke_lick = \"Léchouille\",\n            --From Kingler\n            poke_surf_ex = \"Surf !\",\n            --From Voltorb Line\n            poke_explosion_ex = \"BOOM !\",\n            --From Exeggutor\n            poke_solar_ex = \"Ensoileillé !\",\n            poke_solar = \"Ensoileillé\",\n            --From Pinsir\n            poke_pinsir_pin = \"Épinglé !\",\n            poke_pinsir_remove_pin = \"Désépinglé !\",\n            --From Tangela line\n            poke_tangela_bonus = \"Tout !\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"Skree !\",\n            --Hoppip Line\n            poke_hop_ex = \"Graini !\",\n            poke_skip_ex = \"Flora !\",\n            poke_jump_ex = \"Coto !\",\n            --From Bellossom\n            poke_petal_dance_ex = \"Fleur !\",\n            poke_petal_dance = \"Fleur\",\n            --From Scizor\n            poke_x_scissor_ex = \"Plaie Croix !\",\n            poke_x_scissor = \"Plaie Croix\",\n            --From Kingdra\n            poke_twister_ex = \"Ouragan !\",\n            --From Mime Jr.\n            poke_mime_ex = \"Mime !\",\n            --From Magmortar\n            poke_fire_blast_ex = \"Déflagration !\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"Fatal-Foudre !\",\n            poke_gift_ex = \"Cadeau !\",\n            poke_faint_ex = \"K.O. !\",\n            poke_reveal_ex = \"Révélé !\",\n            poke_nido_ex = \"Nido !\",\n            poke_disguise_intact = \"Fantômasque intact ! Mort évitée !\",\n            poke_disguise_broken = \"Fantômasque tombé ! Mort non évitée !\",\n            poke_dig_ex = \"Tunnel !\",\n            poke_blazekick_ex = \"Pieds Brûleur !\",\n            poke_darts_ex = \"Dards !\",\n            poke_none = \"None\",\n            poke_dawn_info1 = \"(La prochaine main jouée définit le type de main)\",\n            poke_dawn_info2 = \"(Type de main défini !)\",\n            poke_make_it_rain = \"Ruée d'Or !\",\n            poke_val_down = \"Valeur dminuée !\",\n            poke_powder_ex = \"Poudreuse !\",\n            poke_future_sight = \"Prescience !\",\n            poke_smell_ya = \"À plus tard !\",\n            poke_wowthree = \"Wow ! Trois !\",\n            poke_illusion = \"...?\",\n            poke_crack_ex = \"CRACK !\",\n            poke_shake_ex = \"Secoue !\",\n            poke_closed_ex = \"Fermé !\",\n            poke_reload_ex = \"Recharge !\",\n            poke_shadow_tag_ex = \"Marque Ombre !\"\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for !\n        labels = {\n            poke_pink_seal_seal = \"Sceau rose\",\n            poke_silver_seal = \"Sceau argent\",\n\n            poke_shiny = \"Chromatique\",\n\n            grass_sticker = \"Tera\",\n            fire_sticker = \"Tera\",\n            water_sticker = \"Tera\",\n            lightning_sticker = \"Tera\",\n            psychic_sticker = \"Tera\",\n            fighting_sticker = \"Tera\",\n            colorless_sticker = \"Tera\",\n            dark_sticker = \"Tera\",\n            metal_sticker = \"Tera\",\n            fairy_sticker = \"Tera\",\n            dragon_sticker = \"Tera\",\n            earth_sticker = \"Tera\",\n\n            k_poke_safari = \"Safari\",\n            k_poke_mega = \"Méga\",\n        },\n        tutorial = {\n          poke_intro_1 = {\n          \"Bonjour, je suis le {C:attention}Professeurr Jimbo{} !\",\n          \"Bienvenue dans le monde de {C:attention}Pokermon{} !\",\n          },\n        },\n        v_dictionary = {\n            \n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"{C:attention}+1{} emplacement de Joker lorsqu'une Blinde de Boss est vaincue {C:inactive}(jusqu'à 5)\"},\n           ch_c_poke_nuzlocke = {\"Le premier magasin de chaque mise contient un {C:attention}Paquet Bouffon\"},\n        },\n    }\n}"
  },
  {
    "path": "localization/id.lua",
    "content": "-- Welcome to id.lua!\n\n--You know, something that came to mind, with all the frequent updates,\n--keeping these up to date might be difficult\n\n--Progress report:\n--Update this as you go! Or don't, I know Cryptid doesn't (lmfao)\n\n--[[\nDecks: No\nJokers: No\nSettings/Mod: No\nItems: No\nEnergy: No\nDeck Sleeves (requires Decksleeves Mod): No\nBoss Blinds: No\nChallenges: No\nSpectrals: No\nTarots: Yes (there aren't any lmao)\nStickers: No\nPlanets: Yes (there aren't any lmao)\nDictonary: No\nEditions: No\nVouchers: No\nTags: No\nMisc Infoqueues (ancient, baby, eitem, Type, etc): No\nOther (packs, stickers, etc): No\nMisc: No\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"Trainer Deck\",\n                text = {\n                    \"Start run with the\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\n                } \n            },\n            b_poke_obituarydeck = {\n                name = \"Obituary Deck\",\n                text = {\n                    \"All cards have a {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Luminous Deck\",\n                text = {\n                    \"All Jokers are created\",\n                    \"with random {C:pink}Type{} stickers\",\n                    \"and have {C:attention}+1{} {C:pink}Energy{}\"\n                }\n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Chartreuse Chamber\",\n                text = {\n                    \"Random Types are debuffed\",\n                    \"every hand\",\n                }, \n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Pokéball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Basic Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Greatball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Stage 1 Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Moon Stone\",\n                text = {\n                    \"Creates a {C:attention}Moon{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Sun Stone\",\n                text = {\n                    \"Creates a {C:attention}Sun{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Water Stone\",\n                text = {\n                    \"Creates a {C:attention}Hierophant{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Thunder Stone\",\n                text = {\n                    \"Creates a {C:attention}Devil{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_firestone = {\n                name = \"Fire Stone\",\n                text = {\n                    \"Creates a {C:attention}Lovers{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Leaf Stone\",\n                text = {\n                    \"Creates a {C:attention}World{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Linking Cord\",\n                text = {\n                    \"Creates a {C:attention}Death{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Leftovers\",\n                text = {\n                    \"Creates a {C:attention}Hanged Man{} card\",\n                    \"{C:attention}Held Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_leek = {\n                name = \"Leek\",\n                text = {\n                    \"Creates a {C:attention}Wheel of Fortune{} card\",\n                    \"{C:attention}Held Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Thick Club\",\n                text = {\n                    \"Creates a {C:attention}Strength{} card\",\n                    \"{C:attention}Held Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Tera Orb\",\n                text = {\n                    \"Applies a random\",\n                    \"{C:pink}Type{} sticker\",\n                    \"to leftmost Joker{}\", \n                    \"and gives {C:attention}+1{} {C:pink}Energy{}\"\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Metal Coat\",\n                text = {\n                    \"Applies a {C:metal}Metal{} sticker\",\n                    \"to leftmost Joker.\",\n                    \"Creates a {C:attention}Chariot{} card\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Dragon Scale\",\n                text = {\n                    \"Applies a {C:dragon}Dragon{} sticker\",\n                    \"to leftmost Joker.\",\n                    \"Creates an {C:attention}Emperor{} card\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"King's Rock\",\n                text = {\n                    \"Turns {C:attention}#1#{} selected\",\n                    \"card into a {C:attention}King{}\",\n                    \"{C:attention}Evolution Card{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Upgrade\",\n                text = {\n                    \"Gives {C:attention}#1#{} selected cards\",\n                    \"a random {C:attention}Enhancement{}\",\n                    \"{C:attention}Evolution Card{}\",\n                }\n            },\n            c_poke_icestone = {\n                name = \"Ice Stone\",\n                text = {\n                    \"Creates a {C:attention}Justice{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Shiny Stone\",\n                text = {\n                    \"Creates a {C:attention}Star{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"Grass Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Grass{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Fire Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Fire{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Water Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Water{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Lightning Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Lightning{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Psychic Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Psychic{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Fighting Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Fighting{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Colorless Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"of leftmost Joker permanently if able\",\n                    \"Half as effective with \",\n                    \"non-{C:attention}Colorless{} Jokers\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Darkness Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Dark{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Metal Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Metal{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Fairy Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Fairy{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"Dragon Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Dragon{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Earth Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Earth{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Emergy\",\n                text = {\n                    \"Create {C:attention}1{} random {C:green}Energy\",\n                    \"card with {C:dark_edition}Negative{} for each\",\n                    \"{C:attention}Jolly Joker{} or {C:legendary}M Joker{}\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Shiny\",\n                label = \"Shiny\",\n                text = {\n                    \"{C:attention}+1{} Booster Pack slot\",\n                    \"available in shop\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"Bulbasaur\",\n                text = {\n                    \"{C:attention}+#4#{} hand size\",\n                    \"Earn {C:money}$#1#{} for each {C:attention}#3#{}\",\n                    \"held in hand, rank\",\n                    \"changes every round\",\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive} earned)\",\n                    \"{C:inactive}(Evolves at {C:money}$16{}{C:inactive} earned)\"\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Ivysaur\",\n                text = {\n                    \"{C:attention}+#3#{} hand size\",\n                    \"Earn {C:money}$#1#{} or {C:money}$#5#{} for each {C:attention}#4#{}\",\n                    \"held in hand, rank\",\n                    \"changes every round\",\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive} earned)\",\n                    \"{C:inactive}(Evolves at {C:money}$16{}{C:inactive} earned)\"\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Venusaur\",\n                text = {\n                    \"{C:attention}+#3#{} hand size\",\n                    \"Earn {C:money}$#1#{} for each {C:attention}#4#{}\",\n                    \"held in hand, rank\",\n                    \"changes every round\",\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive} earned)\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Charmander\",\n                text = {\n                    \"{C:red}+#4#{} discard\",\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\n                    \"when {C:attention}#3#{} discards remaining\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+16{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Charmeleon\",\n                text = {\n                    \"{C:red}+#4#{} discard\",\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\n                    \"when {C:attention}#3#{} discards remaining\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+36{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_charizard = {\n                name = \"Charizard\",\n                text = {\n                    \"{C:red}+#4#{} discard, {C:mult}+#1#{} Mult\",\n                    \"{X:mult,C:white} X#2# {} Mult when {C:attention}#3#{} discards remaining\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Squirtle\",\n                text = {\n                    \"{C:chips}+#3#{} hands\",\n                    \"Gains {C:chips}+#2#{} Chips for each hand\",\n                    \"remaining at end of round\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+16{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Wartortle\",\n                text = {\n                    \"{C:chips}+#3#{} hands\",\n                    \"Gains {C:chips}+#2#{} Chips for each hand\",\n                    \"remaining at end of round\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+36{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Blastoise\",\n                text = {\n                    \"{C:chips}+#3#{} hands, {C:chips}+#1#{} Chips\",\n                    \"{C:chips}+#2#{} Chips for each\",\n                    \"remaining hand\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Caterpie\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Metapod\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Butterfree\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Weedle\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Kakuna\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Pidgey\",\n                text = {\n                    \"All {C:planet}Planet{} cards and\",\n                    \"{C:planet}Celestial Packs{} in\",\n                    \"the shop cost {C:money}$2{} less\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"All {C:planet}Planet{} cards and\",\n                    \"{C:planet}Celestial Packs{} in\",\n                    \"the shop cost {C:money}$3{} less\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"All {C:planet}Planet{} cards and\",\n                    \"{C:planet}Celestial Packs{} in the\",\n                    \"shop are {C:attention}free{}, using\",\n                    \"{C:planet}Planet{} cards earns you {C:money}$#1#{}\"\n                } \n            },\n            j_poke_rattata = {\n                name = \"Rattata\",\n                text = {\n                    \"Retrigger {C:attention}first{} played\",\n                    \"card used in scoring\",\n                    \"{C:attention}#1#{} additional time\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Raticate\",\n                text = {\n                    \"Retrigger {C:attention}first{} and {C:attention}second{}\",\n                    \"played cards used in scoring\",\n                    \"{C:attention}#1#{} additional time\",\n                } \n            },\n            j_poke_spearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Adds {C:attention}double{} the\",\n                    \"level of the highest\",\n                    \"level poker hand to Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Adds {C:attention}quadruple{} the\",\n                    \"level of the highest\",\n                    \"level poker hand to Mult\",\n                } \n            },\n            j_poke_ekans = {\n                name = \"Ekans\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if\",\n                    \"played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Arbok\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if played hand\",\n                    \"contains a {C:attention}Straight{}\",\n                    \"Create a Tarot card if it\",\n                    \"also contains an {C:attention}Ace{}.\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Pikachu\",\n                text = {\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round for\",\n                    \"each Joker you have\",\n                    \"{C:inactive}(Max of {C:money}$10{C:inactive})\",\n                    \"{C:inactive}(Evolves with a {C:attention}Thunder Stone{} {C:inactive}card)\"\n                } \n            },\n            j_poke_raichu = {\n                name = \"Raichu\",\n                text = {\n                    \"Applies {C:dark_edition}Negative{} to self\",\n                    \"at end of round if you\",\n                    \"have at least {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(Increases per Raichu you have){}\",\n                    \"Earn {C:money}$#1#{} at end of\",\n                    \"round for each Joker you have\",\n                    \"{C:inactive}(Max of {C:money}$10{C:inactive})\"\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Sandshrew\",\n                text = {\n                    \"When a {C:attention}Glass{} card is\",\n                    \"destroyed, add a {C:attention}Stone{} copy to\",\n                    \"deck and draw it to {C:attention}hand{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Sandslash\",\n                text = {\n                    \"When a {C:attention}Glass{} card is\",\n                    \"destroyed, add a {C:attention}Steel{} copy to\",\n                    \"deck and draw it to {C:attention}hand{}\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Nidoran F\",\n                text = {\n                    \"Each {C:attention}Queen{}\",\n                    \"held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"Nidorina\",\n                text = {\n                    \"Each {C:attention}Queen{}\",\n                    \"held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moon Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Nidoqueen\",\n                text = {\n                    \"{C:attention}+#2#{} hand size\",\n                    \"Each {C:attention}Queen{}\",\n                    \"held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Nidoran M\",\n                text = {\n                    \"Each {C:attention}King{}\",\n                    \"held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Nidorino\",\n                text = {\n                    \"Each {C:attention}King{}\",\n                    \"held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moon Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Nidoking\",\n                text = {\n                    \"{C:attention}+#2#{} hand size\",\n                    \"Each {C:attention}King{}\",\n                    \"held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Clefairy\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:clubs}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moon Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Clefable\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:clubs}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Vulpix\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance for each\",\n                    \"played {C:attention}9{} to create a\",\n                    \"{C:spectral}Medium{} card when scored\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Fire Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"ninetales\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance for each\",\n                    \"played {C:attention}9{} to create a\",\n                    \"{C:spectral}Medium{} card when scored\",\n                    \"{C:inactive}(Must have room)\"\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Jigglypuff\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:spades}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moonstone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Wigglytuff\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:spades}#3#{} suit give\",\n                    \"{C:mult}+#1#{} Mult and \",\n                    \"{C:chips}+#2#{} Chips when scored\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Zubat\",\n                text = {\n                    \"{C:mult}+#1#{} Mult for each Enhanced\",\n                    \"card in your full deck\",\n                    \"{C:inactive}(Currently {C:mult}+#2#{}{C:inactive} Mult, {C:attention}#4#{}{C:inactive} Enhancements)\",\n                    \"{C:inactive}(Evolves at {C:mult}#3#{C:inactive} Enhancements)\"\n                } \n            },\n            j_poke_golbat = {\n                name = \"Golbat\",\n                text = {\n                    \"Remove scoring card Enhancements\",\n                    \"Gain {C:mult}+#2#{} for {C:attention}Mult{} and {C:attention}Wild{} cards\",\n                    \"{C:chips}+#4#{} for {C:attention}Bonus{} and {C:attention}Stone{} cards,\",\n                    \"{X:red,C:white}X#6#{} for {C:attention}Steel{} and {C:attention}Glass{} cards,\",\n                    \"{C:money}$#8#{} for {C:attention}Gold{} and {C:attention}Lucky{} cards\",\n                    \"{C:inactive}(Evolves at {C:attention}#9#{}{C:inactive}/20 Enhancements eaten)\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} end of round)\"\n                } \n            },\n            j_poke_oddish = {\n                name = \"Oddish\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#1#{} or {C:mult}+#2#{} Mult when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_gloom = {\n                name = \"Gloom\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#1#{} or {C:mult}+#2#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Leaf/Sun Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Vileplume\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#2#{} Mult or\",\n                    \"{X:mult,C:white} X#1# {} Mult when scored\"\n                } \n            },\n            j_poke_paras = {\n                name = \"Paras\",\n                text = {\n                    \"{C:mult}+#2#{} Mult per played hand\",\n                    \"that contains a {C:attention}Two Pair{}\", \n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+8{}{C:inactive} Mult)\"\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Parasect\",\n                text = {\n                    \"{C:mult}+#2#{} Mult per played hand\",\n                    \"that contains a {C:attention}Two Pair{}\",\n                    \"{C:mult}-#3#{} Mult per played hand\",\n                    \"that does not\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"Venonat\",\n                text = {\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\n                    \"{C:green,E:1,S:1.1}probabilities\",\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}2 in 6{C:inactive})\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Venomoth\",\n                text = {\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\n                    \"{C:green,E:1,S:1.1}probabilities\",\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}3 in 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Diglett\",\n                text = {\n                    \"When you get this,\",\n                    \"create a {C:attention}Venus{} card\",\n                    \"{C:inactive}(Must have room){}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Dugtrio\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult for each\",\n                    \"level of {C:attention}Three of a Kind{},\",\n                    \"beyond the first\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_meowth = {\n                name = \"Meowth\",\n                text = {\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Persian\",\n                text = {\n                    \"Earn {C:money}${} at end of\",\n                    \"round equal to {C:attention}double{} the\", \n                    \"sell value of the leftmost {C:attention}Joker{}\",\n                    \"{C:inactive}(Except itself){}\",\n                    \"{C:inactive}(Currently {C:money}$#1#{C:inactive}, Max of {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Psyduck\",\n                text = {\n                    \"If played hand is a\",\n                    \"single {C:attention}face card{}, earn {C:money}$#1#{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Golduck\",\n                text = {\n                    \"If played hand is a single\",\n                    \"{C:attention}face card{}, earn {C:money}$#1#{} and it\",\n                    \"becomes {C:attention}Gold{} when scored\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Mankey\",\n                text = {\n                    \"Each played {C:attention}2{},\",\n                    \"{C:attention}3{}, {C:attention}5{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_primeape = {\n                name = \"Primeape\",\n                text = {\n                    \"Each played {C:attention}2{},\",\n                    \"{C:attention}3{}, {C:attention}5{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after triggering {C:attention}#3#{}{C:inactive}/25 times){}\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Growlithe\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if played\",\n                    \"hand contains a {C:attention}Flush{}\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Fire Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Arcanine\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult if played\",\n                    \"hand contains a {C:attention}Flush{}.\",\n                    \"Create a {C:attention}Lovers{} card\",\n                    \"when {C:attention}Blind{} is selected\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Poliwag\",\n                text = {\n                    \"Played cards with {V:1}#3#{} suit\",\n                    \"give {C:mult}+#1#{} Mult when scored,\",\n                    \"Suit changes in order after\",\n                    \"hand is played\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Poliwhirl\",\n                text = {\n                    \"Played cards with {V:1}#2#{} suit \",\n                    \"give {C:mult}+#1#{} Mult when scored,\",\n                    \"Suit changes in order after\",\n                    \"hand is played\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}(Evolves with a{} {C:attention,s:0.8}Water Stone{}{C:inactive,s:0.8} or {C:attention,s:0.8}King's Rock{}{C:inactive,s:0.8} card)\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Poliwrath\",\n                text = {\n                    \"Played cards with {V:1}#2#{} suit\",\n                    \"give {C:mult}+#7#{} Mult\",\n                    \"and {X:mult,C:white} X#1# {} Mult when scored,\",\n                    \"Suit changes in order after\",\n                    \"hand is played\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Abra\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"create a {C:attention}Fool{} card if\",\n                    \"played {C:attention}poker hand{} has\",\n                    \"already been played this round\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Kadabra\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"create a {C:attention}Fool{} card if\",\n                    \"played {C:attention}poker hand{} has\",\n                    \"already been played this round\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} consumable slot\",\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"create a {C:attention}Fool{} card if\",\n                    \"played {C:attention}poker hand{} has\",\n                    \"already been played this round\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Machop\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#4#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_machoke = {\n                name = \"Machoke\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Machamp\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#3#{} Mult\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Bellsprout\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Weepinbell\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Leaf Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Victreebell\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"and {C:attention}retrigger{}\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Tentacool\",\n                text = {\n                    \"Each played {C:attention}10{}\",\n                    \"gives {C:mult}+#1#{} Mult when scored\",\n                    \"if hand only contains {C:attention}10{}s\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Tentacruel\",\n                text = {\n                    \"Each played {C:attention}10{}\",\n                    \"gives {C:mult}+#1#{} Mult when scored\",\n                    \"{C:attention}10s can't{} be debuffed\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Geodude\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} hand size\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_graveler = {\n                name = \"Graveler\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} hand size\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Golem\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} hand size\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Ponyta\",\n                text = {\n                    \"Gains {C:chips}#2#{} Chips if played\", \n                    \"hand contains a {C:attention}Straight{}\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+60{} {C:inactive}Chips)\"\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Rapidash\",\n                text = {\n                    \"Gains {C:chips}#2#{} Chips if played\", \n                    \"hand contains a {C:attention}Straight{}\",\n                    \"Applies {C:attention}Shortcut{} for first hand\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_slowpoke = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult on {C:attention}final\",\n                    \"{C:attention}hand{} of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_slowpoke2 = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult on {C:attention}final {C:attention}hand{} of round\",\n                    \"{C:green}#3# in #4#{} chance to create\",\n                    \"a {C:attention}King's Rock{} card at\",\n                    \"end of round {C:inactive,s:0.8}(Must have room){}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{}{C:inactive,s:0.8} rounds or with a {C:attention,s:0.8}King's Rock{} {C:inactive,s:0.8}card)\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Slowbro\",\n                text = {\n                    \"Gains {X:red,C:white} X#1# {} Mult\",\n                    \"per hand played,\",\n                    \"resets at end of round\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_magnemite = {\n                name = \"Magnemite\",\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_magneton = {\n                name = \"Magneton\",\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{C:inactive}(Evolves with a {C:attention}Thunder Stone{}{C:inactive})\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Farfetch\\'d',      \n                text = {\n                    \"When you get this,\",\n                    \"create a {C:attention}Leek{} card.\",\n                    \"{C:green}#2# in #3#{} chance for {X:red,C:white}X#1#{} Mult\",\n                    \"The chance is doubled for\",\n                    \"each {C:attention}Leek{} card you have\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Doduo',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains at least\",\n                    \"{C:attention}2{} face cards\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Dodrio',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains at least\",\n                    \"{C:attention}3{} face cards\"\n                } \n            },\n            j_poke_seel = {\n                name = 'Seel',      \n                text = {\n                    \"If {C:attention}first hand{} of round\", \n                    \"has only {C:attention}1{} card, {C:green}#1# in #2#{} chance to\",\n                    \"add a random {C:attention}seal{} to that card\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Dewgong',      \n                text = {\n                    \"If {C:attention}first hand{} of round\", \n                    \"has only {C:attention}1{} card, add a\",\n                    \"random {C:attention}seal{} to that card\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Grimer',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if\",\n                    \"deck size > {C:attention}#3#{}\",\n                    \"Add a random playing card\",\n                    \"to your deck at end of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_muk = {\n                name = 'Muk',      \n                text = {\n                    \"{C:mult}+#1#{} Mult for every card\",\n                    \"above {C:attention}#3#{} in your full deck\",\n                    \"{X:mult,C:white} X#2# {} Mult if deck size > {C:attention}#4#{}\",\n                    \"{C:inactive,s:0.8}(Currently {C:mult,s:0.8}+#5#{} {C:inactive,s:0.8}Mult){}\",\n                    \"Add two random playing cards to deck\",\n                    \"and remove one random card from deck\",\n                    \"at end of round\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Shellder',      \n                text = {\n                    \"If hand has {C:attention}5{} scoring\",\n                    \"cards, each have a {C:green}#1# in #2#{}\",\n                    \"chance to retrigger\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Water Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Cloyster',      \n                text = {\n                    \"If hand has {C:attention}5{} scoring\",\n                    \"cards, each have a {C:green}#1# in #2#{}\",\n                    \"chance to retrigger\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Gastly',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"add {C:dark_edition}Negative{} to a\",\n                    \"random {C:attention}Joker{}\",\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_haunter = {\n                name = 'Haunter',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"add {C:dark_edition}Negative{} to a\",\n                    \"random {C:attention}Joker{}\",\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Gengar',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"add {C:dark_edition}Negative{} to a\",\n                    \"random {C:attention}Joker{}\",\n                    \"at end of round\",\n                    \"{C:inactive,s:0.8}(Exludes self, odds can't be increased){}\"\n                } \n            },\n            j_poke_onix = {\n                name = 'Onix',      \n                text = {\n                    \"The leftmost scoring card of\",\n                    \"your {C:attention}first hand{} of round\",\n                    \"becomes a {C:attention}Stone{} card\",\n                    \"{C:inactive}(Evolves with a {C:metal}Metal{} {C:inactive}sticker){}\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Drowzee',      \n                text = {\n                    \"{C:mult}+#2#{} Mult per\",\n                    \"unique {C:planet}Planet{} card\",\n                    \"used this run\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+21{C:inactive} Mult)\"\n                } \n            },\n            j_poke_hypno = {\n                name = 'Hypno',      \n                text = {\n                    \"{C:mult}+#2#{} Mult per unique\",\n                    \"{C:planet}Planet{} card used this run.\",\n                    \"When you get this,\",\n                    \"create a {C:spectral}Trance{} card\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Krabby',      \n                text = {\n                    \"Played {C:attention}face{} cards\",\n                    \"give {C:chips}+#1#{} Chips\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Kingler',      \n                text = {\n                    \"All played {C:attention}face{} cards\",\n                    \"become {C:attention}Bonus{} cards\",\n                    \"when scored\",\n                } \n            },\n            j_poke_voltorb = {\n                name = 'Voltorb',      \n                text = {\n                    \"If this is the {C:attention}leftmost{}\",\n                    \"Joker, gain {C:mult}+#1#{} Mult\",\n                    \"and debuff this Joker\",\n                    \"until end of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_electrode = {\n                name = 'Electrode',      \n                text = {\n                    \"If this is the {C:attention}leftmost{}\",\n                    \"Joker, gain {C:mult}+#1#{} Mult and {C:money}$#2#{}\",\n                    \"and debuff this Joker\",\n                    \"until end of round\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Exeggcute',      \n                text = {\n                    \"Played cards with\",\n                    \"{C:hearts}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Leaf Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Exeggutor',      \n                text = {\n                    \"{C:green}#4# in #5#{} chance for\",\n                    \"played cards with\",\n                    \"{C:hearts}#3#{} suit to give\",\n                    \"{C:mult}+#1#{} Mult and {X:mult,C:white}X#2#{} Mult\",\n                    \"when scored\", \n                } \n            },\n            j_poke_cubone = {\n                name = 'Cubone',      \n                text = {\n                    \"When you get this, create\",\n                    \"a {C:attention}Thick Club{} card\",\n                    \"Gives {C:mult}+#1#{} Mult for each\",\n                    \"filled consumable slot\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Thick Clubs{}{C:inactive,s:0.75} count as double){}\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_marowak = {\n                name = 'Marowak',      \n                text = {\n                    \"{C:attention}+#2#{} consumable slots\",\n                    \"Gives {X:mult,C:white} X#1# {} Mult for each \",\n                    \"filled consumable slot\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Thick Clubs{}{C:inactive,s:0.75} count as double){}\",\n                    \"{C:inactive}(Currently {X:mult,C:white} X#3# {}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Hitmonlee',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult for every 2 cards\",\n                    \"below {C:attention}#2#{} in your full deck\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Hitmonchan',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult for every 2 cards\",\n                    \"above {C:attention}#2#{} in your full deck\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Lickitung',      \n                text = {\n                    \"First and second played\",\n                    \"{C:attention}Jacks{} give {X:mult,C:white} X#1# {} Mult\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after triggering {C:attention}#2#{}{C:inactive}/20 times){}\"\n                } \n            },\n            j_poke_koffing = {\n                name = 'Koffing',      \n                text = {\n                    \"Sell this card to reduce the\",\n                    \"score requirement of the\",\n                    \"current {C:attention}Boss Blind{} by {C:attention}half{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_weezing = {\n                name = 'Weezing',      \n                text = {\n                    \"Sell this card to reduce the\",\n                    \"score requirement of the\",\n                    \"current {C:attention}Boss Blind{} by {C:attention}half{}\",\n                    \"and disable it\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Rhyhorn',      \n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Rhydon',      \n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Chansey',      \n                text = {\n                    \"The first {C:attention}#1#{} times a\",\n                    \"{C:attention}Lucky{} card triggers each round,\",\n                    \"add a permanent copy to your\",\n                    \"deck and draw it to {C:attention}Hand\",\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\",\n                    \"{C:inactive}(Evolves when deck is >= 25% {C:attention}Lucky{C:inactive} cards)\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Tangela',      \n                text = {\n                    \"Played {C:attention}Wild{} cards give\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\n                    \"{C:inactive}(Evolves when deck is >= 20% {C:attention}Wild{C:inactive} cards)\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Kangaskhan',      \n                text = {\n                    \"{C:attention}+#1#{} consumable slots\",\n                    \"{C:chips}-#2#{} hands\",\n                } \n            },\n            j_poke_horsea = {\n                name = 'Horsea',      \n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"for each scoring {C:attention}6{}\",\n                    \"in {C:attention}first hand{} of round\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+12{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_seadra = {\n                name = 'Seadra',      \n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"for each scoring {C:attention}6{}\",\n                    \"in your first {C:attention}2{} hands\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves with a {C:dragon}Dragon{} {C:inactive}sticker){}\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Goldeen',      \n                text = {\n                    \"Retrigger each {C:attention}Gold{}\",\n                    \"card held in hand {C:attention}#1#{} time\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_seaking = {\n                name = 'Seaking',      \n                text = {\n                    \"Retrigger each {C:attention}Gold{}\",\n                    \"card held in hand {C:attention}#1#{} times\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Staryu',      \n                text = {\n                    \"Played cards with\",\n                    \"{C:diamonds}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Water Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Starmie',      \n                text = {\n                    \"Played cards with\",\n                    \"{C:diamonds}#3#{} suit give\",\n                    \"{C:mult}+#1#{} Mult and \",\n                    \"{C:money}$#2#{} when scored\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Mr. Mime',      \n                text = {\n                    \"Retrigger leftmost card\",\n                    \"held in hand {C:attention}#1#{} times\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Scyther',      \n                text = {\n                    \"When Blind is selected, destroy\",\n                    \"Joker to the right and gain {C:mult}+#2#{} Mult or {C:chips}+#4#{} Chips\",\n                    \"Gain {C:attention}Foil{}, {C:attention}Holographic{}, or {C:attention}Polychrome{}\",\n                    \"if Joker was {C:red}Rare{} or higher\",\n                    \"{C:inactive}(Evolves with a {C:metal}Metal{} {C:inactive}sticker){}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {C:chips}+#3#{C:inactive} Chips)\"\n                } \n            },\n            j_poke_jynx = {\n                name = 'Jynx',      \n                text = {\n                    \"{C:attention}Playing cards{} added to your\",\n                    \"deck from the {C:attention}Shop{}, {C:attention}Standard{} packs,\",\n                    \"{C:spectral}Cryptid{} and certain Jokers\",\n                    \"are {C:attention}duplicated{}\"\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Electabuzz',      \n                text = {\n                    \"When a card is {C:attention}sold{}\",\n                    \"and at end of round\",\n                    \"gains {C:money}$#1#{} of {C:attention}sell value{}\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Magmar',      \n                text = {\n                    \"If the {C:attention}first{} discard of\",\n                    \"the round has only {C:attention}1{} card\",\n                    \"destroy it and gain {C:mult}+#2#{} Mult\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Pinsir',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult\",\n                    \"{C:attention}Leftmost{} Joker becomes\",\n                    \"{C:attention}pinned{} at end of shop\",\n                    \"{C:attention}Unpin{} that Joker at end of round\"\n                } \n            },\n            j_poke_tauros = {\n                name = 'Tauros (Leader)',\n                text = {\n                    \"{C:attention}Tauros{} Jokers each give {X:mult,C:white} X#1# {} Mult\",\n                    \"Each reroll in the shop has a\",\n                    \"{C:green}#2# in #3#{} chance to add\",\n                    \"a {C:attention}Tauros (Herd){} to shop\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Tauros (Herd)',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Magikarp',\n                text = {\n                    \"Applies {C:attention}Splash{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Gyarados',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_lapras = {\n                name = 'Lapras',\n                text = {\n                    \"{C:chips}+#2#{} Chips for each\",\n                    \"{C:attention}Blind{} skipped this run\",\n                    \"{C:inactive}(Currently {C:chips}+#1# {C:inactive}Chips)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Ditto',\n                text = {\n                    \"Sell this to duplicate\",\n                    \"the leftmost Joker\",\n                    \"with {C:attention}Perishable{}\",\n                    \"{C:inactive}(removes Eternal){}\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Eevee',\n                text = {\n                    \"Earn {C:money}$#1#{} for\",\n                    \"the first {C:attention}5{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Evolves with...a lot){}\",\n                    \"{C:inactive}Curently {C:attention}#2#{C:inactive}/#3#\"\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Vaporeon',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips\",\n                    \"for every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#3#{}{C:inactive}/3 rerolls)\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Jolteon',\n                text = {\n                    \"Earn {C:money}$#1#{}\",\n                    \"for every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#2#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_flareon = {\n                name = 'Flareon',\n                text = {\n                    \"Gains {X:red,C:white} X#2# {} Mult\",\n                    \"for every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#3#{}{C:inactive}/3 rerolls)\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#1# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Porygon',\n                text = {\n                    \"Create an {C:pink}Energy{} card\",\n                    \"when any {C:attention}Booster Pack{}\",\n                    \"is opened\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Upgrade{}{C:inactive} card)\"\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Omanyte',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}1{} #1#: Gain {C:money}$#2#{} of sell value\",\n                    \"{C:attention}2{} #1#s: Earn {C:money}$#3#{}\",\n                    \"{C:attention}3+{} #1#s: Create a random {C:attention}Tarot{} card {C:inactive}(Must have room)\",\n                    \"{C:inactive}(Evolves after {C:attention}#4#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_omastar = {\n                name = 'Omastar',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}2{} #1#s: Gain {C:money}$#2#{} of sell value\",\n                    \"{C:attention}3{} #1#s: Earn {C:money}$#3#{}\",\n                    \"{C:attention}4+{} #1#s: Create 2 random {C:attention}Tarot{} cards {C:inactive}(Must have room)\",\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Kabuto',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}1{} #1#s: {C:chips}+#2#{} Chips\",\n                    \"{C:attention}2{} #1#s: Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\n                    \"{C:attention}3+{} #1#s: {C:chips}+#4#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#5#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Kabutops',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}2{} #1#s: {C:chips}+#2#{} Chips\",\n                    \"{C:attention}3{} #1#s: Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\n                    \"{C:attention}4+{} #1#s: {C:chips}+#4#{} Chips\",\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Aerodactyl',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}2{} #1#s: {C:mult}+#2#{} Mult\",\n                    \"{C:attention}3{} #1#s: {C:mult}+#3#{} Mult and {C:chips}+#4#{} Chips\",\n                    \"{C:attention}4+{} #1#s: {X:red,C:white}X#5#{} Mult\"\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Snorlax',\n                text = {\n                    \"When you get this, create a\",\n                    \"{C:attention}Leftovers{} card. At end of\",\n                    \"round gain {X:red,C:white}X#1#{} Mult \",\n                    \"for each {C:attention}Leftovers{} you have\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Articuno',\n                text = {\n                    \"Add {C:attention}Foil{}, a\",\n                    \"random {C:attention}enhancement{}, and a\",\n                    \"random {C:attention}seal{} to unscored cards\",\n                    \"on the {C:attention}first hand{} of the round\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Zapdos',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult for\",\n                    \"every {C:money}$#2#{} you have\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Moltres',\n                text = {\n                    \"Upgrade the level of the\",\n                    \"first {C:attention}3 discarded{}\",\n                    \"poker hands each round\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'Dratini',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"if played hand contains\",\n                    \"{C:attention}#3#{} or fewer cards\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+10{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Dragonair',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"if played hand contains\",\n                    \"{C:attention}#3#{} or fewer cards\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+30{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Dragonite',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"If played hand has\",\n                    \"only {C:attention}1{} card\",\n                    \"retrigger it {C:attention}#2#{} times\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'Mewtwo',\n                text = {\n                    \"At end of shop, create a\",\n                    \"{C:dark_edition}Polychrome{} {C:attention}duplicate{} of\",\n                    \"leftmost {C:attention}Joker{} with {C:attention}+1{} {C:pink}Energy{}\",\n                    \"then destroy leftmost {C:attention}Joker{}\",\n                    \"{C:dark_edition}Polychrome{} Jokers each give {X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Can't destroy self)\",\n                } \n            },\n            j_poke_mew = {\n                name = 'Mew',\n                text = {\n                    \"At end of shop, create\",\n                    \"a random {C:dark_edition}Negative{} {C:attention}Tarot{}\",\n                    \"{C:spectral}Spectral{} or {C:item}Item{} card\",\n                    \"{C:green}#1# in {C:green}#2#{} chance to create\",\n                    \"a random {C:dark_edition}Negative{} Joker {C:attention}instead{}\",\n                    \"{C:inactive,s:0.8}(Odds can't be increased){}\"\n                } \n            },\n            j_poke_sentret = {\n                name = 'Sentret',\n                text = {\n                    \"{C:mult}+#2#{} Mult when played hand\",\n                    \"isn't the last played hand\",\n                    \"{C:inactive}(Last hand: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+7{} {C:inactive}Mult)\"\n                }  \n            },\n            j_poke_furret = {\n                name = 'Furret',\n                text = {\n                    \"{C:mult}+#2#{} Mult when played hand\",\n                    \"isn't the last played hand\",\n                    \"{C:inactive}(Last hand: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                }  \n            },\n            j_poke_crobat = {\n                name = 'Crobat',\n                text = {\n                    \"{C:attention}Randomize{} existing scoring card Enhancements\",\n                    \"Gain {C:mult}+#2#{} for {C:attention}Mult{} and {C:attention}Wild{} cards\",\n                    \"{C:chips}+#4#{} for {C:attention}Bonus{} and {C:attention}Stone{} cards,\",\n                    \"{X:red,C:white}X#6#{} for {C:attention}Steel{} and {C:attention}Glass{} cards,\",\n                    \"{C:money}$#8#{} for {C:attention}Gold{} and {C:attention}Lucky{} cards\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} end of round)\"\n                } \n            },\n            j_poke_pichu = {\n                name = 'Pichu',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round\",\n                    \"{X:red,C:white} X#2# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Cleffa',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}Moon{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Igglybuff',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}World{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Bellossom',\n                text = {\n                    \"During the {C:attention}Small Blind{}\",\n                    \"played cards with {C:attention}Odd{} rank\",\n                    \"become {C:attention}Wild{} cards when scored\",\n                    \"If already {C:attention}Wild{}, adds {C:dark_edition}Polychrome\"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Politoed',\n                text = {\n                    \"Played cards with {V:1}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"Those cards retrigger based on\",\n                    \"how many {X:water,C:white}Water{} Jokers you have\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{}{C:inactive,s:0.8} Retrigger(s) divided evenly between scoring cards){}\",\n                    \"Suit changes in order {C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                } \n            },\n            j_poke_espeon = {\n                name = 'Espeon',\n                text = {\n                    \"Create a {C:attention}Sun{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"Retrigger all played cards with\",\n                    \"{C:hearts}Hearts{} suit in your {C:attention}first hand{}\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Umbreon',\n                text = {\n                    \"Create a {C:attention}Moon{} card every\",\n                    \"{C:attention}3{} {C:green}rerolls{}, retrigger\",\n                    \"all {C:attention}held in hand{} abilities of\",\n                    \"cards with {C:clubs}#2#{} suit in {C:attention}final hand{}\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_slowking = {\n                name = 'Slowking',\n                text = {\n                    \"Played {C:attention}Kings{} give {X:red,C:white}X#1#{} Mult\",\n                    \"when scored\",\n                    \"Increases by {X:red,C:white}X#2#{} Mult\",\n                    \"per hand played\",\n                    \"resets at end of round\",      \n                }\n            },\n            j_poke_steelix = {\n                name = 'Steelix',\n                text = {\n                    \"The leftmost scoring card of\",\n                    \"your {C:attention}first hand{} of round\",\n                    \"becomes a {C:attention}Steel{} card\",\n                    \"{C:attention}Stone{} cards {C:attention}held{} in\",\n                    \"hand become {C:attention}Steel{}\"\n                } \n            },\n            j_poke_scizor = {\n                name = 'Scizor',\n                text = {\n                    \"When Blind is selected, destroy\",\n                    \"Joker to the right and gain\",\n                    \"{C:attention}Foil{}, {C:attention}Holographic{}, or {C:attention}Polychrome{}\",\n                    \"Those editions {C:attention}stack{} on this Joker\",\n                    \"{C:inactive,s:0.75}(Matches destroyed Joker's edition if able){}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult, {C:chips}+#2#{} {C:inactive}Chips, {X:red,C:white}X#3#{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_kingdra = {\n                name = 'Kingdra',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult for each\",\n                    \"scoring {C:attention}6{}, if you have\",\n                    \"a {C:attention}King{} held in hand gain\",\n                    \"{X:red,C:white}X#4#{} Mult {C:attention}as well{}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:red,C:white}X#3#{} Mult{C:inactive})\",\n                } \n            },\n            j_poke_porygon2 = {\n                name = 'Porygon2',\n                text = {\n                    \"{C:pink}+1{} Energy Limit\",\n                    \"Create an {C:pink}Energy{} card\",\n                    \"of the same {C:pink}Type{} of\",\n                    \"leftmost Joker when any\",\n                    \"{C:attention}Booster Pack{} is opened\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Upgrade{}{C:inactive} card)\"\n                } \n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"For the {C:attention}first hand{} of round\",\n                    \"If {C:attention}2{} cards played, {C:attention}destroy{} one\",\n                    \"If {C:attention}3+{} cards played, {C:attention}copy{} one to hand\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }  \n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"For the {C:attention}first hand{} of round\",\n                    \"If {C:attention}2{} cards played, {C:attention}destroy{} one\",\n                    \"If {C:attention}3+{} cards played, {C:attention}copy{} one to hand\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'Hitmontop',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"if deck size\",\n                    \"is exactly {C:attention}#2#{}\"\n                } \n            },\n            j_poke_smoochum = {\n                name = 'Smoochum',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}Standard{} tag\",\n                    \"when this Joker evolves\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_elekid = {\n                name = 'Elekid',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}Coupon{} tag\",\n                    \"when this Joker evolves\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_magby = {\n                name = 'Magby',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"{C:red}+#2#{} discards\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Blissey',\n                text = {\n                    \"The first {C:attention}#1#{} times a {C:attention}Lucky{}\",\n                    \"card triggers each round, add a\",\n                    \"permanent copy with {C:dark_edition}Polychrome{} to your\",\n                    \"deck and draw it to {C:attention}Hand\",\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\"\n                } \n            },\n            j_poke_beldum = {\n                name = 'Beldum',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips\",\n                    \"if played hand contains at least\",\n                    \"one scoring {C:attention}Ace{} and is exactly {C:attention}#3#{} cards\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{}{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+36{}{C:inactive} Chips)\"\n                } \n            },\n            j_poke_metang = {\n                name = 'Metang',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips\",\n                    \"if played hand contains at least\",\n                    \"two scoring {C:attention}Aces{} and is exactly {C:attention}#3#{} cards\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{}{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+100{}{C:inactive} Chips)\"\n                } \n            },\n            j_poke_metagross = {\n                name = 'Metagross',\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"If played hand is a {C:attention}Four of a Kind{}\",\n                    \"each played card gives {X:mult,C:white}X{} Mult\",\n                    \"equal to the {C:attention}cube root{} \",\n                    \"of that card's total chips\",\n                } \n            },\n            j_poke_buizel = {\n                name = 'Buizel',\n                text = {\n                    \"{C:chips}+#1#{} Chips for\",\n                    \"each {C:attention}unscored{} card\",\n                    \"in played hand\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'Floatzel',\n                text = {\n                    \"{C:chips}+#1#{} Chips for\",\n                    \"each {C:attention}unscored{} card\",\n                    \"in played hand\",\n                }  \n            },\n            j_poke_mimejr = {\n                name = 'Mime Jr.',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Apply a {C:attention}Red{} or {C:attention}Blue{} seal\",\n                    \"to a random card in deck\",\n                    \"at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_happiny = {\n                name = 'Happiny',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Unscored cards in your\",\n                    \"{C:attention}first hand{} become {C:attention}Lucky{}\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Munchlax',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a random {C:item}Item{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_magnezone = {\n                name = 'Magnezone',\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{X:metal,C:white}Metal{} Jokers next to\",\n                    \"this Joker each give {X:red,C:white}X#2#{} Mult\"\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'Lickilicky',\n                text = {\n                    \"First and second played\",\n                    \"Played {C:attention}Jacks{} give {X:mult,C:white} X#1# {} Mult\",\n                    \"when scored and further {C:attention}Jacks{}\",\n                    \"give {X:mult,C:white} X#2# {} Mult when scored\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'Rhyperior',\n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:attention}Stone{} cards retrigger for each\",\n                    \"{C:attention}other{} {X:earth,C:white}Earth{} Joker you have\",\n                    \"{C:inactive}(Currently #2# retriggers)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'Tangrowth',\n                text = {\n                    \"Played {C:attention}Wild{} cards give\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\n                    \"Wild cards {C:attention}can't{} be debuffed\"\n                } \n            },\n            j_poke_electivire = {\n                name = 'Electivire',\n                text = {\n                    \"When a card is {C:attention}sold{}\",\n                    \"and at end of round\",\n                    \"gains {C:money}$#1#{} of {C:attention}sell value{}\",\n                    \"Gives {X:mult,C:white}X#2#{} Mult for each\",\n                    \"dollar of sell value this Joker has\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'Magmortar',\n                text = {\n                    \"If the {C:attention}first{} discard of\",\n                    \"the round has only {C:attention}1{} card,\",\n                    \"destroy it and gain {C:mult}+#2#{} Mult\",\n                    \"Gains {X:mult,C:white}X#4#{} Mult for each\",\n                    \"card discarded\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_leafeon = {\n                name = 'Leafeon',\n                text = {\n                    \"Create a {C:attention}World{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"Every played card with {C:spades}#2#{} suit\",\n                    \"permanently gains {C:chips}+#3#{} Chips\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_glaceon = {\n                name = 'Glaceon',\n                text = {\n                    \"Create a random {C:attention}Tarot{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:green}#2#{} in {C:green}#3#{} chance for {C:dark_edition}Negative{} edition\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_porygonz = {\n                name = 'Porygon-Z',\n                text = {\n                    \"{C:pink}+3{} Energy Limit\",\n                    \"This Joker gains\",\n                    \"{X:red,C:white} X#2# {} Mult every time\",\n                    \"an {C:pink}Energy{} card is used\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#1# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_sylveon = {\n                name = 'Sylveon',\n                text = {\n                    \"Create a {C:attention}Star{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"Each card with {C:diamonds}#2#{} suit\",\n                    \"held in hand gives {X:mult,C:white} X#3# {} Mult\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_grubbin = {\n                name = 'Grubbin',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"This card scores {C:attention}triple{}\",\n                    \"its Mult if you have\",\n                    \"a {X:lightning, C:black}Lightning{} Joker\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'Charjabug',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"for each {X:lightning, C:black}Lightning{} Joker\",\n                    \"you have {C:inactive}(includes self){}\",\n                     \"{C:inactive}(Currently {C:mult}#2#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Thunder Stone{}{C:inactive} card)\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'Vikavolt',\n                text = {\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{X:red,C:white} X#1# {} Mult for each\",\n                    \"other {X:lightning, C:black}Lightning{} Joker\",\n                    \"you have{}\",\n                     \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\",\n                }  \n            },\n            j_poke_yamper = {\n                name = 'Yamper',\n                text = {\n                    \"{C:mult}+#1#{} Mult and earn {C:money}$#2#{}\",\n                    \"if played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_boltund = {\n                name = 'Boltund',\n                text = {\n                    \"{X:red,C:white}X#1#{} Mult and earn {C:money}$#2#{}\",\n                    \"if played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                } \n            },\n            j_poke_annihilape = {\n                name = 'Annihilape',\n                text = {\n                    \"Each played {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, or {C:attention}7{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips when scored\",\n                    \"for each hand played this round\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{} {C:inactive}Mult {C:chips}+#4#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"Creates consumables\",\n                    \"when obtained?\",\n                    \"Creates {C:attention}#1#{}? {C:attention}Tags{}?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'Pokedex',\n                text = {\n                    \"{C:mult}+#2#{} Mult for each\",\n                    \"Joker with a {C:pink}Type{} you have\",\n                    \"{C:attention}Pokemon{} may appear\",\n                    \"multiple times\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_everstone = {\n                name = 'Everstone',\n                text = {\n                    \"Pokemon {C:attention}can't{} evolve\",\n                    \"{C:attention}Basic{} Pokemon each give {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Trainer Sleeve\",\n                text = {\n                    \"Start run with the\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Obituary Sleeve\",\n                text = {\n                    \"All cards have a {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Luminous Sleeve\",\n                text = {\n                    \"All Jokers are created\",\n                    \"with random {C:pink}Type{} stickers\",\n                },\n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Ultraball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Stage 2 Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Masterball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Legendary Pokemon Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Transformation\",\n                text = {\n                    \"Evolves leftmost Pokemon to\",\n                    \"the highest {C:attention}stage{}\",\n                    \"and increases most {C:attention}scoring{} and {C:money}${}\", \n                    \"number values if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\"\n                },\n            },\n            c_poke_obituary = {\n                name = \"Obituary\",\n                text = {\n                    \"Adds a {C:pink}Pink{} seal\",\n                    \"to {C:attention}1{} selected card\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Nightmare\",\n                text = {\n                    \"Destroys a random Pokemon\",\n                    \"Joker and creates {C:attention}3{}\",\n                    \"random {C:pink}Energy{} with {C:dark_edition}Negative{}\"\n                },\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Pocket Tag\",\n                text = {\n                    \"Gives a free\",\n                    \"{C:pink}Mega Pocket Pack\",\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"Shiny Tag\",\n                text = {\n                    \"Next base edition shop\",\n                    \"Joker is free and\",\n                    \"becomes {C:colorless}Shiny{}\",\n                }, \n            },\n        },\n        Tarot = {\n           \n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Energy Search\",\n                text = {\n                    \"{C:pink}+1{} Energy Limit\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Energy Research\",\n                text = {\n                    \"{C:pink}+1{} Energy Limit\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Good Rod\",\n                text = {\n                    \"{C:attention}Pocket{} packs have\",\n                    \"{C:attention}1{} more card in them\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Super Rod\",\n                text = {\n                    \"{C:attention}Pocket{} packs have\",\n                    \"{C:attention}1{} more card in them\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"Type\",\n                text = {\n                  \"{X:grass,C:white}Grass{}\",\n                }\n            },\n            Fire = {\n                name = \"Type\",\n                text = {\n                  \"{X:fire,C:white}Fire{}\",\n                }\n            },\n            Water = {\n                name = \"Type\",\n                text = {\n                  \"{X:water,C:white}Water{}\",\n                }\n            },\n            Lightning = {\n                name = \"Type\",\n                text = {\n                  \"{X:lightning,C:black}Lightning{}\",\n                }\n            },\n            Psychic = {\n                name = \"Type\",\n                text = {\n                  \"{X:psychic,C:white}Psychic{}\",\n                }\n            },\n            Fighting = {\n                name = \"Type\",\n                text = {\n                  \"{X:fighting,C:white}Fighting{}\",\n                }\n            },\n            Colorless = {\n                name = \"Type\",\n                text = {\n                  \"{X:colorless,C:white}Colorless{}\",\n                }\n            },\n            Dark = {\n                name = \"Type\",\n                text = {\n                  \"{X:dark,C:white}Dark{}\",\n                }\n            },\n            Metal = {\n                name = \"Type\",\n                text = {\n                  \"{X:metal,C:white}Metal{}\",\n                }\n            },\n            Fairy = {\n                name = \"Type\",\n                text = {\n                  \"{X:fairy,C:white}Fairy{}\",\n                }\n            },\n            Dragon = {\n                name = \"Type\",\n                text = {\n                  \"{X:dragon,C:white}Dragon{}\",\n                }\n            },\n            Earth = {\n                name = \"Type\",\n                text = {\n                  \"{X:earth,C:white}Earth{}\",\n                }\n            },\n            Bird = {\n                name = \"Type\",\n                text = {\n                  \"{X:bird,C:white}Bird{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"Ancient\",\n                text = {\n                    \"Effect based on\",\n                    \"number of {C:attention}#1#s{}\",\n                    \"in poker hand\"\n                }\n            },\n            eitem = {\n                name = \"Evolution Card\",\n                text = {\n                    \"Evolves leftmost\",\n                    \"{C:attention}eligible{} Joker\",\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"Held Card\",\n                text = {\n                    \"Used by {C:attention}#1#{}\"\n                }\n            },\n            basic = {\n                name = \"Basic\",\n                text = {\n                    \"A Pokemon Joker\",\n                    \"that hasn't {C:attention}Evolved{}\"\n                }\n            },\n            stage1 = {\n                name = \"Stage 1\",\n                text = {\n                    \"A Pokemon Joker\",\n                    \"that has {C:attention}Evolved{} once\"\n                }\n            },\n            stage2 = {\n                name = \"Stage 2\",\n                text = {\n                    \"A Pokemon Joker\",\n                    \"that has {C:attention}Evolved{} twice\"\n                }\n            },\n            energy = {\n                name = \"Energy Used\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            baby = {\n                name = \"Baby\",\n                text = {\n                    \"{C:attention}Pins{} other Non-Baby Jokers\",\n                    \"when you get this, Jokers are\",\n                    \"unpinned when this card\",\n                    \"evolves or is removed\"\n                }\n            },\n            safaridesc = {\n                name = \"Safari\",\n                text = {\n                    \"Can only be obtained\",\n                    \"through {C:attention}Evolution{}\",\n                    \"or certain {C:attention}Pokeball Items{}\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"Pink Seal\",\n                text = {\n                    \"Creates an {C:pink}Energy{} card\",\n                    \"if it scores in the\",\n                    \"{C:attention}first hand{} of round\"\n                },\n            },\n\n            grass_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:grass,C:white}Grass{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fire,C:white}Fire{}\"\n                } \n            },\n            water_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:water,C:white}Water{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:lightning,C:white}Lightning{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:psychic,C:white}Psychic{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fighting,C:white}Fighting{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:colorless,C:white}Colorless{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dark,C:white}Dark{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:metal,C:white}Metal{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fairy,C:white}Fairy{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dragon,C:white}Dragon{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:earth,C:white}Earth{}\"\n                } \n            },\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"Not Discovered\",\n                text = {\n                    \"Purchase or use\",\n                    \"this card in an\",\n                    \"unseeded run to\",\n                    \"learn what it does\"\n                }\n            },\n            undiscovered_item = {\n                name = \"Not Discovered\",\n                text = {\n                    \"Purchase or use\",\n                    \"this card in an\",\n                    \"unseeded run to\",\n                    \"learn what it does\"\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"Jumbo Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"Mega Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"Jumbo Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"Mega Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Pokemon Master\",\n        },\n        dictionary = {\n            k_energy = \"Energy\",\n            k_item = \"Item\",\n            k_poke_pocket_pack = \"Pocket Pack\",\n\n            k_poke_safari = \"Safari\",\n\n            b_save = \"SAVE\",\n            b_energy_cards = \"Energy Cards\",\n            b_item_cards = \"Item Cards\",\n            \n            --Mod Menu stuff\n            poke_settings_pokemon_only = \"Pokemon only?\",\n            poke_settings_unlimited_energy = \"Unlmited Energy?\",\n            poke_settings_shiny_playing_cards = \"Shiny on playing cards?\",\n            poke_settings_jokers_only = \"Jokers only?\",\n            poke_settings_no_evolutions = \"No Evolutions?\",\n            poke_settings_pokeballs = \"Pokéballs?\",\n            poke_settings_pokedex_number = \"Pokedex Numbers?\",\n            poke_settings_pokemon_splash = \"Pokémon Splash Card?\",\n            poke_credits_actualcredits = \"Credits\",\n            poke_credits_thanks = \"Thanks to\",\n            poke_credits_lead = \"Lead Developer: \",\n            poke_credits_graphics = \"Graphic Design: \",\n            poke_credits_quality_assurance_main = \"QA Lead: \",\n            poke_credits_developer = \"Developers: \",\n            poke_credits_community_manager = \"Community Managers: \",\n            poke_credits_promotion_producer = \"Promotion Producer: \",\n            --This one is unused, for now\n            poke_credits_localization = \"Localization: \",\n\n            poke_plus_pokeitem = \"+1 Item\",\n            poke_plus_energy = \"+1 Energy\",\n            poke_destroyed_ex = \"Destroyed!\",\n            poke_evolve_success = \"Evolved!\",\n            poke_evolve_level = \"Level up!\",\n            poke_tera_ex = \"Tera!\",\n            poke_metal_ex = \"Metal!\",\n            poke_dragon_ex = \"Dragon!\",\n            poke_unlimited_energy = \"Infinity\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Farfetch\\'d\",\n            cubone_marowak_infoqueue = \"Cubone and Marowak\",\n            snorlax_infoqueue = \"Snorlax\",\n            pokeball_variable = \"Pokéball\",\n            goodrod_variable = \"Good Rod\",\n            pinkseal_variable = \"Pink Seal\",\n\n            --From Gastly Line\n            poke_lick_ex = \"Lick!\",\n            poke_lick = \"Lick\",\n            --From Kingler\n            poke_surf_ex = \"Surf!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"BOOM!\",\n            --From Exeggutor\n            poke_solar_ex = \"Solar!\",\n            poke_solar = \"Solar\",\n            --From Pinsir\n            poke_pinsir_pin = \"Pinned!\",\n            poke_pinsir_remove_pin = \"Unpinned!\",\n            --From Tangela line\n            poke_tangela_bonus = \"All!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"Skree!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"Petal!\",\n            poke_petal_dance = \"Petal\",\n            --From Scizor\n            poke_x_scissor_ex = \"X Scissor!\",\n            poke_x_scissor = \"X Scissor\",\n            --From Kingdra\n            poke_twister_ex = \"Twister!\",\n            --From Mime Jr.\n            poke_mime_ex = \"Mime!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"Fire Blast!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"Thunder!\",\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"Pink Seal\",\n\n            poke_shiny = \"Shiny\",\n\n            grass_sticker = \"Tera\",\n            fire_sticker = \"Tera\",\n            water_sticker = \"Tera\",\n            lightning_sticker = \"Tera\",\n            psychic_sticker = \"Tera\",\n            fighting_sticker = \"Tera\",\n            colorless_sticker = \"Tera\",\n            dark_sticker = \"Tera\",\n            metal_sticker = \"Tera\",\n            fairy_sticker = \"Tera\",\n            dragon_sticker = \"Tera\",\n            earth_sticker = \"Tera\",\n\n            k_poke_safari = \"Safari\",\n        },\n        v_dictionary = {\n            \n        },\n        v_text = {\n           \n        },\n    }\n}"
  },
  {
    "path": "localization/it.lua",
    "content": "-- Benvenuto in it.lua!\n-- Questo è anche il file predefinito, se ci sono cose qui che \"mancano\" negli altri file, verrà utilizzato questo\n\n-- Rapporto di avanzamento: (questo è il file in italiano, non ho a che fare con le traduzioni ne per per studio ne per lavoro, fatevelo andare bene così com'è :P)\n\n--[[\nMazzi: Sì\nJolly: Sì\nImpostazioni/Mod: Sì\nOggetti: Sì\nEnergia: Sì\nFoderi per mazzi (richiede il mod Deck Sleeves): Sì\nBuio Boss: Sì\nSfide: Sì\nSpettrali: Sì\nTarocchi: Sì (non ce ne sono, lol)\nAdesivi: Sì\nPianeti: Sì (non ce ne sono, lol)\nDizionario: Sì\nEdizioni: Sì\nBuoni: Sì\nTag: Sì\nInfo varie (antico, baby, eitem, Tipo, ecc.): Sì\nAltro (pacchetti, adesivi, ecc.): Sì\nVarie: Sì\n]]--\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"Mazzo Allenatore\",\n                text = {\n                    \"Inizia la partita con il\",\n                    \"buono {C:tarot,T:v_poke_goodrod}#1#{} \",\n                    \"e una carta {C:tarot,T:c_poke_pokeball}#2#{}\",\n                } \n            },\n            b_poke_telekineticdeck = {\n                name = \"Mazzo Telecinetico\",\n                text = {\n                    \"Inizia la partita con il\",\n                    \"buono {C:tarot,T:v_crystal_ball}#1#{}\",\n                    \"e {C:attention}2{} copie\",\n                    \"di {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n            -- Curiosità: questo e il mazzo luminoso avevano le descrizioni scambiate\n            b_poke_obituarydeck = {\n                name = \"Mazzo Necrologio\",\n                text = {\n                    \"Tutte le carte hanno un'edizione {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_revenantdeck = {\n                name = \"Mazzo Spettro\",\n                text = {\n                    \"Ogni carta ha una {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Mazzo Luminoso\",\n                text = {\n                    \"Tutti i Jolly sono creati\",\n                    \"con adesivi {C:pink}Tipo{} casuali\",\n                    \"e hanno {C:attention}+1{} {C:pink}Energia{}\"\n                }\n            },\n            b_poke_ampeddeck = {\n                name = \"Mazzo Amplificato\",\n                text = {\n                    \"Inizia la partita con un buono\",\n                    \"{C:tarot,T:v_poke_energysearch}#1#{}\",\n                    \"e una copia di\",\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                } \n            },\n            b_poke_futuredeck = {\n                name = \"Mazzo Futuro\",\n                text = {\n                    \"{C:purple}+#1# Preveggenza{}\",\n                } \n            },\n            b_poke_stadiumdeck = {\n                name = \"Mazzo Stadio\",\n                text = {\n                    \"Inizia la partita con\",\n                    \"delle carte extra {C:attention}Bonus, Mult,\",\n                    \"{C:attention}Multiuso, di Vetro, d'Acciaio, di Pietra,\",\n                    \"{C:attention}Dorate{}, e {C:attention}Fortunate{}\"\n                } \n            },\n            b_poke_megadeck = {\n                name = \"Mazzo Mega\",\n                text = {\n                    \"Inizia la partita con un buono\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{} e {C:tarot,T:v_reroll_glut}#3#{}\",\n                    \"e una carta {C:spectral,T:c_poke_megastone}#1#{}\",\n                    \"{C:red}-#4#{} slot nel negozio\"\n                } \n            },\n            b_poke_vendingdeck = {\n                name = \"Mazzo Distributore\",\n                text = {\n                    \"Dopo aver sconfitto un\",\n                    \"{C:attention}Buio Boss pari{},ottieni dei\",\n                    \"{C:attention,T:tag_vremade_double}#1#\",\n                } \n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Camera Chartreuse\",\n                text = {\n                    \"Ogni mano Pokèmon di Tipo casuale\",\n                    \"vengono indeboliti\",\n                }, \n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Pokéball\",\n                text = {\n                    \"Crea un Jolly {C:attention}Base{} casuale\",\n                    \"{C:inactive}(Devi avere spazio)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Megaball\",\n                text = {\n                    \"Crea un Jolly {C:attention}Stage 1{} casuale\",\n                    \"{C:inactive}(Devi avere spazio)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Pietralunare\",\n                text = {\n                    \"{C:green}#2# probabilità su #3#{} di\",\n                    \"aumentare il livello della\",\n                    \"{C:attention}mano di poker{} selezionata\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                    \"{C:inactive}(Mano: {C:attention}#1#{Cinactive}){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Pietrasolare\",\n                text = {\n                    \"Potenzia {C:attention}#1#{} carte selezionate\",\n                    \"in {C:attention}Carte Multiuso{} e\",\n                    \"{C:attention}cambia{} il loro valore\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Pietraidrica\",\n                text = {\n                    \"Potenzia {C:attention}#1#{} carta selezionata\",\n                    \"in una carta {C:attention}Bonus{}\",\n                    \"Se è già una carta {C:attention}Bonus{}\",\n                    \"{C:attention}Raddoppia{} le fiche totali\",\n                    \"{C:inactive}(Massimo di {C:chips}+#2#{C:inactive} fiche)\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Pietratuono\",\n                text = {\n                    \"Aggiunge {C:attention}1{} carta {C:attention}dorata{}\",\n                    \"al mazzo e {C:attention}1{} in mano con lo stesso valore di\",\n                    \"{C:attention}1{} carta selezionata\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"Pietrafocaia\",\n                text = {\n                    \"Seleziona {C:attention}#1#{} carte,\",\n                    \"Potenzia le carte selezionate in {C:attention}Carte mult{}\",\n                    \"poi distrugge {C:attention}1{} a caso\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Pietrafoglia\",\n                text = {\n                    \"{C:green}#1# probabilità su  #2#{}\",\n                    \"per ogni carta in mano di\",\n                    \"diventare una {C:attention}Carta Fortunata{}\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Cavo di Collegamento\",\n                text = {\n                    \"Seleziona {C:attention}#1#{} carte,\",\n                    \"{C:attention}Aumenta{} il valore della carta {C:attention}sinistra{}\",\n                    \"{C:attention}Diminuisci{} il valore della carta {C:attention}destra{}\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Avanzi\",\n                text = {\n                    \"{C:attention}Riutilizzabile{}\",\n                    \"Aggiunge {C:money}$#2#{} di valore di vendita\",\n                    \"al Jolly più a sinistra o selezionato\",\n                    \"{C:inactive}(Usabile una volta per round)\",\n                }\n            },\n            c_poke_leek = {\n                name = \"Porro\",\n                text = {\n                    \"{C:attention}Riutilizzabile{}\",\n                    \"{C:green}#1# possibilità su #2#{} di aggiungere un'edizione\",\n                    \"{C:dark_edition}Foil{}, {C:dark_edition}Olografico{}, o\",\n                    \"{C:dark_edition}Policroma{} su di se\",\n                    \"Rimuove l'{C:attention}Edizione{} alla fine del round\",\n                    \"{C:inactive}(Usabile una volta per round)\",\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Ossospesso\",\n                text = {\n                    \"{C:attention}Riutilizzabile{}\",\n                    \"Aggiunge permanentemente {C:chips}+#2#{} fiche\",\n                    \"a {C:attention}#1#{} carta selezionata\",\n                    \"{C:inactive}(Usabile una volta per round)\",\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Tera Sfera\",\n                text = {\n                    \"Dà {C:attention}+1{} {C:pink}Energia{}\",\n                    \"al Jolly selezionato o più a sinistra{}\",\n                    \"{C:attention}Cambiatore di Tipo{}\"\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Metalcoperta\",\n                text = {\n                    \"Crea una copia {C:attention}Carta d'Acciaio{} di\",\n                    \"{C:attention}1{} carta selezionata\",\n                    \"{C:attention}Cambiatore di Tipo{}\"\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Squama di Drago\",\n                text = {\n                    \"Crea fino a {C:attention}3{} carte\",\n                    \"{C:item}Oggetto{} o {C:pink}Energia{} casuali\",\n                    \"{C:attention}Cambiatore di Tipo{}\",\n                    \"{C:inactive}(Devi avere spazio){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"Roccia del Re\",\n                text = {\n                    \"Trasforma {C:attention}#1#{} carta\",\n                    \"selezionata in un {C:attention}Re{}\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Potenziamento\",\n                text = {\n                    \"Dà a {C:attention}#1#{} carte selezionate\",\n                    \"un {C:attention}Potenziamento{} casuale\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                }\n            },\n            c_poke_dubious_disc = {\n                name = \"Dubbiodisco\",\n                text = {\n                    \"Modifica casualmente o rimuove i {C:attention}potenziamenti{}\",\n                    \"di tutte le carte in mano\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                    \"{C:inactive}(Include carte senza potenziamenti){}\"\n                }\n            },\n            c_poke_icestone = {\n                name = \"Pietragelo\",\n                text = {\n                    \"Trasforma {C:attention}#1#{} carta selezionata\",\n                    \"in {C:attention}Carta di Vetro{}\",\n                    \"{C:green}#2# possibilità su #3#{} per ogni\",\n                    \"carta selezionata di {C:attention}sbriciolarsi{}\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Pietrabrillo\",\n                text = {\n                    \"Aggiunge un'edizione {C:dark_edition}Foil{}, {C:dark_edition}Olografico{},\",\n                    \"o {C:dark_edition}Polychrome{} ad una\",\n                    \"{C:attention}1{} carta selezionata in mano\",\n                    \"e rimuove un {C:attention}potenziamento{}\",\n                    \"{C:attention}Evolution Card{}\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"Cucchiaio Torto\",\n                text = {\n                    \"Crea l'ultima {C:item}Carta Oggetto{}\",\n                    \"o {C:pink}Energia{} usata durante questa partita\",\n                    \"esclusi {s:0.8,C:item}Cucchiaio Torto e Riutilizzabili{s:0.8}\"\n                }\n            },\n            c_poke_prismscale = {\n                name = \"Squama Bella\",\n                text = {\n                    \"Converte {C:attention}#2#{} carte casuali{C:attention}possedute{}\",\n                    \"nel {C:attention}seme{} di {C:attention}#1#{} carta selezionata\",\n                    \"{C:attention}Carta Evoluzione{}\"\n                }\n            },\n            c_poke_duskstone = {\n                name = \"Neropietra\",\n                text = {\n                    \"Guadagni {C:money}$#1#{} per ogni Jolly posseduto\",\n                    \"{C:attention}Assorbe {C:money}$1{} da ogni Jolly posseduto\",\n                    \"Nessun {C:attention}Assorbimento{} dopo {C:attention}#2#{} Round {C:inactive}(Round #3#)\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                    \"{C:inactive}(Currently {C:money}$#4#{C:inactive}/$#5# Max)\"\n                }\n            },\n            c_poke_dawnstone = {\n                name = \"Pietralbore\",\n                text = {\n                    \"Guadagna {C:money}${} pari a {c:attention}due volte{}\",\n                    \"il valore {C:mult}mult{} dell'ultima mano giocata {C:attention}#1#{}\",\n                    \"{C:inactive}#4#{}\",\n                    \"{C:attention}Carta Evoluzione{}\",\n                    \"{C:inactive}(Attualmente {C:money}$#2#{C:inactive}/$40 Max)\",\n                }\n            },\n            c_poke_hardstone = {\n                name = \"Pietra Dura\",\n                text = {\n                    \"{C:attention}Carta Evoluzione{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Trasforma {C:attention}1{} carta selezionata in una\",\n                    \"{C:attention}Carta di Pietra{} con {C:chips}+#2#{} fiche extra \",\n                    \"per ogni Jolly di tipo {X:earth,C:white}Terra{} in possesso\"\n                }\n            },\n            c_poke_berry_juice = {\n                name = \"Succo di Bacca\",\n                text = {\n                    \"L'effetto varia in basa al\",\n                    \"{C:attention}Consumabile{} distrutto\"\n                }\n            },\n            c_poke_berry_juice_energy = {\n                name = \"Succo di Bacca Energetico\",\n                text = {\n                    \"{C:pink}Energia{} al Jolly più\",\n                    \"a sinistra o selezionato\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{C:inactive} utilizzo per ogni Jolly)\",\n                },\n            },\n            c_poke_berry_juice_spectral = {\n                name = \"Succo di Bacca Spettrale\",\n                text = {\n                    \"Aggiunge un {C:attention}sigillo{} casuale e un'edizione casuale {C:dark_edition}Foil{}, \",\n                    \"{C:dark_edition}Olografica{} o {C:dark_edition}Policroma{} a\",\n                    \"{C:attention}1{} selezionata in mano\"\n                },\n            },\n            c_poke_berry_juice_planet = {\n                name = \"Succo di Bacca Stellare\",\n                text = {\n                    \"Aumenta il livello della\",\n                    \"{C:attention}mano di poker{} più potenziata di un livello\",\n                },\n            },\n            c_poke_berry_juice_item = {\n                name = \"Succo di Bacca oggettizzato\",\n                text = {\n                    \"Crea un {C:item}Cucchiaio Torto{}\",\n                    \"{C:green}#1# possibilità su #2#{} di\",\n                    \"crearne {C:attention}2{}\",\n                    \"{C:inactive}(Devi avere spazio){}\"\n                },\n            },\n            c_poke_berry_juice_tarot = {\n                name = \"Succo di Bacca dell'occulto\",\n                text = {\n                    \"Crea un tarocco {C:tarot}Il Matto{}\",\n                    \"e guadagni {C:money}$#1#{}\",\n                },\n            },\n            c_poke_berry_juice_mystery = {\n                name = \"Succo di Bacca misterioso\",\n                text = {\n                    \"Crea una carta\",\n                    \"{C:item}Succo di Bacca{} casuale\"\n                }\n            },\n            c_poke_oven = {\n                name = \"Microonde\",\n                text = {\n                  \"Ottieni {C:attention}+#1#{} scarti per questo round\",\n                  \"se utilizzato durante un {C:attention}Buio\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Trasforma il {C:attention}Rotom \",\n                  \"più a sinistra o selezionato\"\n                }\n            },\n            c_poke_washing_machine = {\n                name = \"Lavatrice\",\n                text = {\n                  \"Ottieni {C:attention}+#1#{} mani per questo round\",\n                  \"se utilizzato durante un {C:attention}Buio\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Trasforma il {C:attention}Rotom \",\n                  \"più a sinistra o selezionato\"\n                }\n            },\n            c_poke_fridge = {\n                name = \"Frigorifero\",\n                text = {\n                  \"Crea {C:attention}2{} {C:attention}Consumablili casuali\",\n                  \"{C:inactive}(Devi avere spazio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Trasforma il {C:attention}Rotom \",\n                  \"più a sinistra o selezionato\"\n                }\n            },\n            c_poke_fan = {\n                name = \"Ventilatore\",\n                text = {\n                  \"Crea fino a {C:attention}2{}\",\n                  \"Jolly {C:blue}Comuni{}\",\n                  \"{C:inactive}(Must have room)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Trasforma il {C:attention}Rotom \",\n                  \"più a sinistra o selezionato\"\n                }\n            },\n            c_poke_lawn_mower = {\n                name = \"Tagliaerba\",\n                text = {\n                  \"Ottieni {C:attention}+#1#{} dimensione della mano per questo round\",\n                  \"se utilizzato durante un {C:attention}Buio\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Trasforma il {C:attention}Rotom \",\n                  \"più a sinistra o selezionato\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"Energia Erba\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Erba{} selezionato più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per Jolly)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Energia Fuoco\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Fuoco{} selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per Jolly)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Energia Acqua\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Acqua{}selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per Jolly)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Energia Elettro\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Elettro{} selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per Jolly)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Energia Psico\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Psico{} selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per Jolly)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Energia Lotta\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Lotta{} selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per Jolly)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Energia Incolore\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly più  selezionato o più a sinistra permanentemente, se possibile\",\n                    \"L'effetto viene dimezzate se viene utilizzato su di un\",\n                    \"Jolly {C:attention}NON Incolore{}\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per Jolly)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Energia Oscurità\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Oscurità{} selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per Jolly)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Energia Acciaio\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Acciao{} selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per ogni Jolly)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Energia Folletto\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Folletto{} selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per ogni Jolly)\",\n                },\n            },\n            -- Drago deez\n            c_poke_dragon_energy = {\n                name = \"Energia Drago\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Drago{} selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per ogni Jolly)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Energia Terra\",\n                text = {\n                    \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                    \"del Jolly {C:attention}Terra{} selezionato o più a sinistra permanentemente, se possibile\",\n                    \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per ogni Jolly)\",\n                },\n            },\n            c_poke_bird_energy = {\n                name = \" Energia Uccello\",\n                text = {\n                  \"Aumenta la maggior parte dei valori {C:attention}punteggio{} e {C:money}${}\",\n                  \"del Jolly {C:attention}Uccello{} selezionato o più a sinistra permanentemente, se possibile\",\n                  \"{C:inactive}(Massimo di {C:attention}#1#{}{C:inactive} aumenti per ogni Jolly)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Emergia\",\n                text = {\n                    \"Crea {C:attention}1{} carta {C:green}Energia\",\n                    \"{C:dark_edition}Negativa{} per ogni\",\n                    \"{C:attention}Jolly Felice{} o {C:legendary}M Jolly{}\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Shiny\",\n                label = \"Shiny\",\n                text = {\n                    \"{C:attention}+1{} Booster Pack slot\",\n                    \"available in shop\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n            -- HA HA! Not anymore!\n\n            m_poke_hazard = {\n                name = \"Carte Azzardo\",\n                text = {\n                    \"Nessun seme o valore\",\n                    \"Il {C:attention}Potenziamento{} viene rimosso\",\n                    \"alla fine del round\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:green}#1# possibilità su #2#{} che venga\",\n                    \"distrutta se {C:attention}tenuta in mano{}\",\n                    \"alla fine del round\"\n                },\n            },\n            m_poke_flower = {\n                name = \"Carta Fiore\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult se la\",\n                    \"mano giocata include {C:attention}4+ semi\"\n                },\n            }\n        },\n        Stake = {\n            stake_poke_diamond = {\n                name = \"Puntata Diamante\",\n                colour = \"Diamante\",\n                text = {\n                    \"I Pokemon {C:attention}Non-Baby{} Pokemon si evolvono più lentamente di {C:attention}1{} round\",\n                    \"{s:0.8}Applica tutte le puntate precedenti\"\n                }\n            },\n            stake_poke_pearl = {\n                name = \"Puntata Perla\",\n                colour = \"Perla\",\n                text = {\n                    \"{C:attention}-1{} Limite di Energia\",\n                    \"{s:0.8}Applica tutte le puntate precedenti\"\n                }\n            },\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"Bulbasaur\",\n                text = {\n                    \"{C:attention}+#4#{} dimensione della mano\",\n                    \"Guadagna {C:money}$#1#{} per ogni\",\n                    \"{C:attention}#3#{} tenuto in mano,\",\n                    \"il valore è diverso ogni round\",\n                    \"{C:inactive}(Attualmente {C:money}$#2#{C:inactive} guadagnati)\",\n                    \"{C:inactive}(Si evolve a {C:money}$16{}{C:inactive} guadagnati)\"\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Ivysaur\",\n                text = {\n                    \"{C:attention}+#3#{} dimensione della mano\",\n                    \"Guadagna {C:money}$#1#{} o {C:money}$#5#{} per ogni\",\n                    \"{C:attention}#4#{} tenuto in mano,\",\n                    \"il valore è diverso ogni round\",\n                    \"{C:inactive}(Attualmente {C:money}$#2#{C:inactive} guadagnati)\",\n                    \"{C:inactive}(Si evolve a {C:money}$16{}{C:inactive} guadagnati)\"\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Venusaur\",\n                text = {\n                    \"{C:attention}+#3#{} dimensione della mano\",\n                    \"Guadagna {C:money}$#1#{} per ogni {C:attention}#4#{} tenuto in mano,\",\n                    \"il valore è diverso ogni round\",\n                    \"{C:inactive}(Attualmente {C:money}$#2#{C:inactive} guadagnato)\",\n                }\n            },\n            j_poke_mega_venusaur = {\n                name = \"Mega Venusaur\",\n                text = {\n                    \"{C:attention}+#1#{} Carte della mano\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Charmander\",\n                text = {\n                    \"{C:red}+#4#{} scarti\",\n                    \"Guadagna {C:mult}+#2#{} mult per mano giocata\",\n                    \"quando rimangono {C:attention}#3#{} scarti\",\n                    \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} mult)\",\n                    \"{C:inactive}(Si evolve a {C:mult}+16{}{C:inactive} mult)\"\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Charmeleon\",\n                text = {\n                    \"{C:red}+#4#{} scarti\",\n                    \"Guadagna {C:mult}+#2#{} mult per mano giocata\",\n                    \"quando rimangono {C:attention}#3#{} scarti\",\n                    \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} mult)\",\n                    \"{C:inactive}(Si evolve a {C:mult}+36{}{C:inactive} mult)\"\n                } \n            },\n            j_poke_charizard = {\n                name = \"Charizard\",\n                text = {\n                    \"{C:red}+#4#{} scarti, {C:mult}+#1#{} mult\",\n                    \"{X:mult,C:white} X#2# {} mult quando rimangono {C:attention}#3#{} scarti\",\n                } \n            },\n            j_poke_mega_charizard_x = {\n                name = \"Mega Charizard X\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} mult quando rimangono {C:attention}#2#{} scarti\",\n                } \n            },\n            j_poke_mega_charizard_y = {\n                name = \"Mega Charizard Y\",\n                text = {\n                    \"{C:red}+#1#{} scarti\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Squirtle\",\n                text = {\n                    \"{C:chips}+#3#{} mani\",\n                    \"Guadagna {C:chips}+#2#{} fiche per ogni mano\",\n                    \"rimanente alla fine del round\",\n                    \"{C:inactive}(Attualmente {C:chips}+#1#{C:inactive} fiche)\",\n                    \"{C:inactive}(Si evolve a {C:chips}+32{} {C:inactive}fiche)\"\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Wartortle\",\n                text = {\n                    \"{C:chips}+#3#{} mani\",\n                    \"Guadagna {C:chips}+#2#{} fiche per ogni mano\",\n                    \"rimanente alla fine del round\",\n                    \"{C:inactive}(Attualmente {C:chips}+#1#{C:inactive} fiche)\",\n                    \"{C:inactive}(Si evolve a {C:chips}+72{} {C:inactive}fiche)\"\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Blastoise\",\n                text = {\n                    \"{C:chips}+#3#{} mani, {C:chips}+#1#{} fiche\",\n                    \"{C:chips}+#2#{} fiche per ogni mano rimanente\",\n                } \n            },\n            j_poke_mega_blastoise = {\n                name = \"Mega Blastoise\",\n                text = {\n                    \"{C:chips}+#2#{} mani\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Caterpie\",\n                text = {\n                    \"{C:mult}+#1#{} mult\",\n                    \"{C:inactive}(Si evolve dopo {C:attention}#2#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Metapod\",\n                text = {\n                    \"{C:mult}+#1#{} mult\",\n                    \"{C:inactive}(Si evolve dopo {C:attention}#2#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Butterfree\",\n                text = {\n                    \"{C:mult}+#1#{} mult\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Weedle\",\n                text = {\n                    \"{C:chips}+#1#{} fiche\",\n                    \"{C:inactive}(Si evolve dopo {C:attention}#2#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Kakuna\",\n                text = {\n                    \"{C:chips}+#1#{} fiche\",\n                    \"{C:inactive}(Si evolve dopo {C:attention}#2#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} fiche\"\n                } \n            },\n            j_poke_mega_beedrill = {\n                name = \"Mega Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} fiche\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Pidgey\",\n                text = {\n                    \"{C:mult}+#2#{} Mult se la mano giocata include\",\n                    \"carte con valori e semi diversi\",\n                    \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"{C:mult}+#2#{} Mult se la mano giocata include\",\n                    \"carte con valori e semi diversi\",\n                    \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Pidgeot\",\n                text = {\n                    \"Crea una carta {C:planet}Pianeta{} quando un {C:attention}Buio{} viene selezionato\",\n                    \"{br:2}text needs to be here to work\",\n                    \"{C:mult}+#1#{} Mult se la mano giocata include\",\n                    \"carte con valori e semi diversi\",\n                } \n            },\n            j_poke_mega_pidgeot = {\n                name = \"Mega Pidgeot\",\n                text = {\n                    \"Quando un {C:attention}Buio{} viene selezionato {C:attention}perdi tutti gli scarti{}\",\n                    \"{br:2}text needs to be here to work\",\n                    \"Ogni carta da {X:mult,C:white}X{} Mult\",\n                    \"pari al numero di {C:attention}scarti perduti{}\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_rattata = {\n                name = \"Rattata\",\n                text = {\n                    \"Riattiva la {C:attention}prima{} e la {C:attention}seconda{}\",\n                    \"carta della mano giocata\",\n                    \"{C:attention}#1#{} volta aggiuntiva\",\n                    \"{C:inactive}(Si evolve dopo {C:attention}#2#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Raticate\",\n                text = {\n                    \"Riattiva le prime {C:attention}3{} carte\",\n                    \"che assegnano punti della mano giocata\",\n                    \"{C:attention}#1#{} volta aggiuntiva\",\n                } \n            },\n            j_poke_spearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Dopo aver giocato {C:attention}#2#{} carte che assegnano punti\",\n                    \"aumenta il livello della prossima {C:attention}mano di poker{} giocata\",\n                    \"{C:inactive}(Attualmente {C:attention}#3#{}{C:inactive}/#2#) {C:inactive}#4#{}\",\n                    \"{C:inactive}(Si evolve dopo {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Fearow\",\n                text = {\n                    \"Dopo aver giocato {C:attention}#1#{} carte che assegnano punti\",\n                    \"aumenta il livello della prossima {C:attention}mano di poker{} giocata\",\n                    \"{C:inactive}(Attualmente {C:attention}#2#{}{C:inactive}/#1#) {C:inactive}#3#{}\",\n                } \n            },\n            j_poke_ekans = {\n                name = \"Ekans\",\n                text = {\n                    \"{C:chips}+#1#{} Fiche se la mano giocata\",\n                    \"include una {C:attention}Scala{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Arbok\",\n                text = {\n                    \"{C:chips}+#1#{} Fiche se la mano giocata\",\n                    \"include una {C:attention}Scala{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Crea un {C:attention}Tarocco{} se\",\n                    \"include un {C:attention}Asso{}\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Pikachu\",\n                text = {\n                    \"Guadgni {C:money}$#1#{} per ogni Jolly\",\n                    \"posseduto alla fine del round\",\n                    \"{C:inactive,s:0.8}(Massimo di {C:money,s:0.8}$10{C:inactive,s:0.8})\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietratuono{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_raichu = {\n                name = \"Raichu\",\n                text = {\n                    \"Se hai {C:money}$#2#{} alla fine del round\",\n                    \"questo jolly diventa {C:dark_edition}Negativo{}\",\n                    \"{C:inactive,s:0.8}(Aumenta per ogni Raichu in possesso){}\",\n                    \"Guadagni {C:money}$#1#{} per ogni Jolly\",\n                    \"posseduto alla fine del round\",\n                    \"{C:inactive,s:0.8}(Massimo di {C:money,s:0.8}$#3#{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Sandshrew\",\n                text = {\n                    \"{C:chips}+#2#{} fiche per ogni carta\",\n                    \"{C:attention}Vetro{} nel tuo mazzo completo\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Ogni round quando la prima carta {C:attention}Vetro{} viene distrutta\",\n                    \"ne viene aggiunta una copia alla mano\",\n                    \"{C:inactive}(Attualmente {C:chips}+#3#{}{C:inactive} fiche){C:inactive}#4#{}\",\n                    \"{C:inactive}(Si evolve dopo {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Sandslash\",\n                text = {\n                    \"{C:chips}+#1#{} Fiche per ogni carta di {C:attention}Vetro{}\",\n                    \"nel tuo mazzo completo\",\n                    \"{br:3}text needs to be here to work\",\n                    \"{V:1}Aggiunge una copia della prime carte di {C:attention,V:1}#3#{} {C:inactive}[#4#]{} {C:attention,V:1}Vetro{V:1}\",\n                    \"{V:1}distrutte in ogni round nella mano\",\n                    \"{C:inactive}(Currently {C:chips}+#2#{C:inactive} chips)\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Nidoran F\",\n                text = {\n                    \"Ogni {C:attention}Regina{} tenuta in mano\",\n                    \"da {C:chips}+#1#{} Fiche\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"Nidorina\",\n                text = {\n                    \"Ogni {C:attention}Regina{}\",\n                    \"tenuta in mano\",\n                    \"dà {C:chips}+#1#{} fiche\",\n                    \"{C:inactive}(Si evolve tramite{} {C:attention}Pietralunare{}{C:inactive})\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Nidoqueen\",\n                text = {\n                    \"{C:attention}+#2#{} dimensione della mano\",\n                    \"Ogni {C:attention}Regina{}\",\n                    \"tenuta in mano\",\n                    \"dà {C:chips}+#1#{} fiche\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Nidoran M\",\n                text = {\n                    \"Ogni {C:attention}Re{} tenuto in mano\",\n                    \"da {C:mult}+#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Nidorino\",\n                text = {\n                    \"Ogni {C:attention}Re{}\",\n                    \"tenuto in mano\",\n                    \"dà {C:mult}+#1#{} mult\",\n                    \"{C:inactive}(Si evolve tramite{} {C:attention}Pietralunare{}{C:inactive})\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Nidoking\",\n                text = {\n                    \"{C:attention}+#2#{} dimensione della mano\",\n                    \"Ogni {C:attention}Re{}\",\n                    \"tenuto in mano\",\n                    \"dà {C:mult}+#1#{} mult\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Clefairy\",\n                text = {\n                    \"Le carte giocate con seme {C:clubs}#2#{} danno\",\n                    \"{C:mult}+#1#{} mult quando assegnano punti\",\n                    \"{C:inactive}(Si evolve tramite {} {C:attention}Pietralunare{}{C:inactive})\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Clefable\",\n                text = {\n                    \"Le carte giocate con seme {C:clubs}#2#{} danno\",\n                    \"{C:mult}+#1#{} mult per ogni {C:clubs}#2#{}\",\n                    \"giocata questo round\",\n                    \"{C:inactive,s:0.8}(Se hai giocato 5 fiori, ognuno darebbe {C:mult,s:0.8}+5{} {C:inactive,s:0.8}mult){}\",\n                    \"{C:inactive}(Attualmente {C:mult}#3#{}{C:inactive} mult){}\"\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Vulpix\",\n                text = {\n                    \"{C:green}#1# possibilità su #2#{} per ogni\",\n                    \"carta {C:attention}9{} giocata di creare un\",\n                    \"{C:attention}Tarocco{} quando assegna punti\",\n                    \"{C:inactive}(Devi avere spazio)\",\n                    \"{C:inactive}(Si evolve con una{} {C:attention}Pietrafocaia{}{C:inactive} carta)\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"Ninetales\",\n                text = {\n                    \"{C:attention}Ottieni {C:dark_edition}Medium{} Negativa{}\",\n                    \"{C:green}#1# su #2#{} possibilità per ogni\",\n                    \"carta {C:attention}9{} giocata di creare una\",\n                    \"carta {C:attention}Tarocco{} o {C:planet}Pianeta{} quando assegna punti\",\n                    \"{C:inactive,s:0.8}(Devi avere spazio)\",\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Jigglypuff\",\n                text = {\n                    \"Le carte giocate con seme\",\n                    \"{C:spades}#2#{} danno\",\n                    \"{C:mult}+#1#{} mult quando assegnano punti\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietralunare{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Wigglytuff\",\n                text = {\n                    \"Le carte giocate con seme {C:spades}#3#{}\",\n                    \"danno {C:mult}+#1#{} mult e\",\n                    \"{C:chips}+#2#{} fiche più i fiche totali di quella carta\",\n                    \"quando assegnano punti\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Zubat\",\n                text = {\n                    \"Guadagna {C:mult}+#2#{} Mult per ogni carta \",\n                    \"Potenziata nella mano giocata\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolve a {C:mult}+#1#{C:inactive} / +#3# Mult)\",\n                }\n            },\n            j_poke_golbat = {\n                name = \"Golbat\",\n                text = {\n                    \"Guadagna {C:chips}+#4#{} quando le carte {C:attention}Bonus{} / {C:attention}di Pietra{} assegnano punti \",\n                    \"{C:mult}+#2#{} quando le carte {C:attention}Mult{} / {C:attention}Multiuso{} assegnano punti\",\n                    \"{X:red,C:white}X#6#{} quando le carte{C:attention}d'Acciaio{} / {C:attention}di Vetro{} assegnano punti \",\n                    \"{C:money}$#8#{} quando le carte {C:attention}Dorate{} / {C:attention}Fortunate{} assegnano punti\",\n                    \"Rimuovi il {C:dark_edition}Potenziamento{} dalle carte giocate\",\n                    \"{C:inactive}(Currently {C:chips}+#3#{C:inactive}, {C:mult}+#1#{C:inactive}, {X:red,C:white}X#5#{C:inactive}, {C:money}$#7#{C:inactive} end of round)\",\n                    \"{C:inactive,s:0.8}(Evolve dopo aver mangiato {C:attention,s:0.8}#9#{C:inactive,s:0.8} potenziamenti)\",\n                } \n            },\n            j_poke_oddish = {\n                name = \"Oddish\",\n                text = {\n                    \"Le carte giocate con valore {C:attention}dispari{} danno \",\n                    \"{C:mult}+#1#{} o {C:mult}+#2#{} mult quando assegnano punti\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_gloom = {\n                name = \"Gloom\",\n                text = {\n                    \"Le carte giocate con valore {C:attention}Dispari{} danno\",\n                    \" {C:mult}+#1#{} o {C:mult}+#2#{} mult quando assegnano punti\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietrafoglia{C:inactive,s:0.8} o {C:attention,s:0.8}Pietrasolare{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Vileplume\",\n                text = {\n                    \"Le carte giocate con valore {C:attention}Dispari{} danno\",\n                    \"{C:mult}+#2#{} mult o {X:mult,C:white} X#1# {} mult quando assegnano punti\",\n                } \n            },\n            j_poke_paras = {\n                name = \"Paras\",\n                text = {\n                    \"{C:mult}+#2#{} mult se la mano giocata\",\n                    \"include una {C:attention}Doppia Coppia{}\", \n                    \"{C:inactive}(Attualmente {C:mult}+#1#{} {C:inactive}mult)\",\n                    \"{C:inactive}(Si evolve a {C:mult}+8{}{C:inactive} mult)\"\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Parasect\",\n                text = {\n                    \"{C:mult}+#2#{} mult se la mano giocata\",\n                    \"include una {C:attention}Doppia Coppia{}\",\n                    \"{C:mult}-#3#{} mult per mano giocata\",\n                    \"che non la contiene\",\n                    \"{C:inactive}(Attualmente {C:mult}+#1#{} {C:inactive}mult)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"Venonat\",\n                text = {\n                    \"Aggiunge {C:attention}#1#{} a tutte le {C:attention}probabilità\",\n                    \"{C:green,E:1,S:1.1}elencate\",\n                    \"{C:inactive}(ex: {C:green}1 possibilità su 6{C:inactive} -> {C:green}2 possibilità su 6{C:inactive})\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Venomoth\",\n                text = {\n                    \"Aggiunge {C:attention}#1#{} a tutte le {C:attention}probabilità\",\n                    \"{C:green,E:1,S:1.1}elencate\",\n                    \"{C:inactive}(es: {C:green}1 su 6{C:inactive} -> {C:green}3 su 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Diglett\",\n                text = {\n                    \"{C:chips}+#2#{} fiche se la mano giocata\",\n                    \"include un {C:attention}Tris{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:mult}+#3#{} mult se la mano giocata\",\n                    \"include un {C:attention}2{}, {C:attention}3{}, o {C:attention}4{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Dugtrio\",\n                text = {\n                    \"{C:chips}+#2#{} fiche se la mano giocata\",\n                    \"include un {C:attention}Tris{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{X:red,C:white} X#1# {} mult se la mano giocata\",\n                    \"include un {C:attention}2{}, {C:attention}3{}, o {C:attention}4{}\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"Meowth\",\n                text = {\n                    \"Guadagna {C:money}$#1#{} alla\",\n                    \"fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Persian\",\n                text = {\n                    \"Guadagna {C:money}${} alla fine del\",\n                    \"round pari al {C:attention}doppio{} del\", \n                    \"valore di vendita del {C:attention}Jolly{} più a sinistra \",\n                    \"{C:inactive,s:0.8}(Tranne sé stesso)\",\n                    \"{C:inactive}(Attualmente {C:money}$#1#{C:inactive}, Massimo di {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Psyduck\",\n                text = {\n                    \"Se la mano giocata è una\",\n                    \"singola {C:attention}figura{}, guadagna {C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Golduck\",\n                text = {\n                    \"Se la mano giocata è una singola\",\n                    \"{C:attention}figura{}, guadagna {C:money}$#1#{} e diventa\",\n                    \"una {C:attention}Carta Dorata{} quando assegna punti\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Mankey\",\n                text = {\n                    \"Ogni {C:attention}2{}, {C:attention}3{}\",\n                    \"{C:attention}5{}, o {C:attention}7{} giocato dà\",\n                    \"{C:mult}+#1#{} mult e {C:chips}+#2#{} fiche\",\n                    \"quando assegna punti\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_primeape = {\n                name = \"Primeape\",\n                text = {\n                    \"Ogni {C:attention}2{}, {C:attention}3{}\",\n                    \"{C:attention}5{}, o {C:attention}7{} giocato dà\",\n                    \"{C:mult}+#1#{} mult e {C:chips}+#2#{} fiche\",\n                    \"quando assegna punti\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo essersi attivato {C:attention,s:0.8}#3#{C:inactive,s:0.8} volte)\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Growlithe\",\n                text = {\n                    \"{C:mult}+#1#{} mult se la mano giocata\",\n                    \"contiene un {C:attention}Colore{}\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietrafocaia{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Arcanine\",\n                text = {\n                    \"{X:red,C:white} X#1# {} mult se la mano giocata\",\n                    \"include un {C:attention}Colore{}\",\n                    \"La prima carta del {C:attention}Colore{} se non ha potenziamenti\",\n                    \"diventa una carta {C:attention}Mult{} quando assegna punti\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Poliwag\",\n                text = {\n                    \"Le carte {V:1}#3#{} giocate \",\n                    \"danno {C:mult}+#1#{} mult quando assegnano punti\",\n                    \"Il seme cambia in ordine dopo\",\n                    \"che la mano viene giocata\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Poliwhirl\",\n                text = {\n                    \"Le carte {V:1}#2#{} giocate \",\n                    \"danno {C:mult}+#1#{} mult quando assegnano punti\",\n                    \"Il seme cambia in ordine dopo\",\n                    \"che la mano è giocata\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietraidrica{C:inactive,s:0.8} o {C:attention,s:0.8}Roccia del Re{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Poliwrath\",\n                text = {\n                    \"Le carte {V:1}#2#{} giocate\",\n                    \"danno {C:mult}+#7#{} mult e {X:mult,C:white} X#1# {}\",\n                    \" quando assegnano punti\",\n                    \"Il seme cambia in ordine dopo\",\n                    \"che la mano è giocata\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Abra\",\n                text = {\n                    \"{C:green}#1# possibilità su #2#{} di creare\",\n                    \"un {C:attention}Tarocco{} o un {C:item}Oggetto\",\n                    \"se la {C:attention}mano di poker{} giocata è\",\n                    \"già stata giocata questo round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Kadabra\",\n                text = {\n                    \"{C:green}#1# possibilità su #2#{} di creare \",\n                    \"un {C:attention}Tarocco{} o {C:item}Cucchiaio Torto{}\",\n                    \"se la {C:attention}mano di poker{} giocata è\",\n                    \"già stata giocata questo round\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} slot consumabili\",\n                    \"{C:green}#1# possibilità su #2#{} di creare\",\n                    \" una carta {C:attention}Matto{} o {C:item}Cucchiaio Torto{}\",\n                    \"se la {C:attention}mano di poker{} giocata è\",\n                    \"già stata giocata questo round\",\n                } \n            },\n            j_poke_mega_alakazam = {\n                name = \"Mega Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} slot consumabili\",\n                    \"Ogni {C:attention}Consumabile{} posseduto dà {X:mult,C:white}X#1#{} mult\",\n                    \"le carte {C:item}Cucchiao Torto{} danno {X:mult,C:white}X#2#{} mult\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Machop\",\n                text = {\n                    \"{C:chips}+#1#{} mani\",\n                    \"{C:mult}-#2# scarti{}\",\n                    \"{C:mult}+#4#{} mult\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_machoke = {\n                name = \"Machoke\",\n                text = {\n                    \"{C:chips}+#1#{} mani\",\n                    \"{C:mult}-#2# scarti{}\",\n                    \"{C:mult}+#3#{} mult\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Machamp\",\n                text = {\n                    \"{C:chips}+#1#{} mani\",\n                    \"{C:mult}-#2# scarti{}\",\n                    \"{C:mult}+#3#{} mult\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Bellsprout\",\n                text = {\n                    \"Le carte giocate con valore {C:attention}Pari{}\",\n                    \"danno {C:chips}+#1#{} fiche quando assegnano punti\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo{C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Weepinbell\",\n                text = {\n                    \"Carte giocate con valore {C:attention}Pari{}\",\n                    \"danno {C:chips}+#1#{} fiche quando assegnano punti\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Leaf Stone{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Victreebell\",\n                text = {\n                    \"Le carte giocate con valore {C:attention}Pari{}\",\n                    \"danno {C:chips}+#1#{} fiche quando assegnano punti\",\n                    \"e {C:attention}si riattivano{}\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Tentacool\",\n                text = {\n                    \"Ogni {C:attention}10{} giocato da \",\n                    \"{C:mult}+#1#{} Mult quando assegna punti\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Tentacruel\",\n                text = {\n                    \"Ogni {C:attention}10{} giocato da \",\n                    \"{C:mult}+#1#{} Mult quando assegna punti\",\n                    \"{br:2}text needs to be here to work\",\n                    \"{C:attention}I 10 non possono essere{} disattivati\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Geodude\",\n                text = {\n                    \"{C:chips}+#1#{} Fiche\",\n                    \"{C:attention}-#2#{} Carte della mano\",\n                    \"{C:inactive,s:0.8}(Evolve {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_graveler = {\n                name = \"Graveler\",\n                text = {\n                    \"{C:chips}+#1#{} Fiche\",\n                    \"{C:attention}-#2#{} Carte della mano\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Golem\",\n                text = {\n                    \"{C:chips}+#1#{} Fiche\",\n                    \"{C:attention}-#2#{} Carte della mano\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Ponyta\",\n                text = {\n                    \"Se la mano giocata include una {C:attention}Scala{}\", \n                    \"ottieni {C:chips}#2#{} Fiche \",\n                    \"{C:inactive}(Evolve dopo {C:chips}+#1#{C:inactive} / +60 Fiche)\",\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Rapidash\",\n                text = {\n                    \"Se la mano giocata include una {C:attention}Scala{}\", \n                    \"ottieni {C:chips}#2#{} Fiche\",\n                    \"Le fiche aumentano {C:chips}+1{} ogni volta\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} chips)\",\n                } \n            },\n            --This was my first shiny :O\n            j_poke_slowpoke = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult durante la {C:attention}mano finale{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo essersi attivato {C:attention,s:0.8}#2#{C:inactive,s:0.8} volte)\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Roccia di Re{C:inactive,s:0.8})\"\n                } \n            },\n            -- not used currently\n            j_poke_slowpoke2 = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult on {C:attention}final hand{} of round\",\n                    \"{C:green}#3# in #4#{} chance to create\",\n                    \"a {C:attention}King's Rock{} card at\",\n                    \"end of round {C:inactive,s:0.8}(Must have room){}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds or with a {C:attention,s:0.8}King's Rock{} {C:inactive,s:0.8}card)\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Slowbro\",\n                text = {\n                    \"Guadagna {X:red,C:white} X#1# {} mult\",\n                    \"per mano giocata,\",\n                    \"{C:inactive,s:0.8}(Resets at end of round)\",\n                    \"{C:inactive}(Attualmente {X:red,C:white}X#2#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_mega_slowbro = {\n                name = \"Mega Slowbro\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult per mano giocata\",\n                    \"{C:inactive,s:0.8}(Si resetta quando un {C:attention,s:0.8}Buio Boss{C:inactive,s:0.8} viene sconfitto)\",\n                    \"{C:inactive}(Attualmente {X:red,C:white}X#2#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_shell = {\n                name = \"Shellder...?\",\n                text = {\n                  \"Evolve lo {C:attention}Slowpoke più a sinistra\",\n                  \"{S:1.1,C:red,E:2}si autodistrugge{}\",\n                }\n            },\n            j_poke_magnemite = {\n                name = \"Magnemite\",\n                text = {\n                    \"Le carte {C:attention}Acciaio{} giocate\",\n                    \"danno {X:red,C:white}X#1#{} mult\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_magneton = {\n                name = \"Magneton\",\n                text = {\n                    \"Le carte {C:attention}Acciaio{} giocate danno {X:red,C:white}X#1#{} mult\",\n                    \"più {X:red,C:white}X#2#{} mult per ogni\",\n                    \"Jolly {X:metal,C:white}Acciaio{} adiacente\",\n                    \"{C:inactive}(Attualmente {X:red,C:white}X#3#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietratuono{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Farfetch\\'d',      \n                text = {\n                    \"{C:attention}Ottieni Porro{}\",\n                    \"{C:green}#2# possibilità su #3#{} di guadagnare {C:money}$#1#\",\n                    \"ogni volta che un {C:attention}Consumabile{} viene usato\",\n                    \"{C:money}${} garantito quando si usa {C:attention}Porro{}\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Doduo',      \n                text = {\n                    \"{C:mult}+#1#{} mult se la mano giocata\",\n                    \"include almeno {C:attention}2{} figure\",\n                    \"{C:mult}+#1#{} mult se la mano giocata\",\n                    \"è un {C:attention}Full{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Dodrio',      \n                text = {\n                    \"{C:mult}+#1#{} mult se la mano giocata\",\n                    \"include almeno {C:attention}3{} figure\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:mult}+#1#{} mult se la mano giocata\",\n                    \"è un {C:attention}Full{}\",\n                } \n            },\n            j_poke_seel = {\n                name = 'Seel',      \n                text = {\n                    \"{C:green}#1# possibilità su #2#{} di\",\n                    \"aggiungere un {C:attention}sigillo casuale{} alla\",\n                    \"carta che assegna punti più a sinistra nella\",\n                    \"{C:attention}prima mano{} del round\",\n                    \"{C:inactive,s:0.8}(Si evolve quando il tuo mazzo ha {C:attention,s:0.8}#4#{C:inactive,s:0.8} / #3# {C:attention,s:0.8}sigilli{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Dewgong',      \n                text = {\n                    \"Aggiunge un {C:attention}sigillo casuale{} alla\",\n                    \"carta che assegna punti più a sinistra nella\",\n                    \"{C:attention}prima mano{} del round\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Grimer',      \n                text = {\n                    \"{C:mult}+#1#{} Mult per ogni carta sopra {C:attention}#3#{} nel tuo mazzo completo\",\n                    \"Aggiunge una carta casuale al mazzo alla fine del round\",\n                    \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_muk = {\n                name = 'Muk',      \n                text = {\n                    \"{C:mult}+#1#{} Mult per ogni carta sopra {C:attention}#2#{} nel tuo mazzo completo\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"Alla fine del round,una carta casuale viene rimossa\",\n                    \"dal mazzo e ne vengono aggiunte 2\",\n                    \"{C:inactive}(Attualmente {C:mult}+#3#{} {C:inactive}Mult){}\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Shellder',      \n                text = {\n                    \"Se la mano giocata ha {C:attention}5{} carte\",\n                    \"ogni carta ha una {C:green}#1# possibilità su #2#{}\",\n                    \"di riattivarsi\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietraidrica{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Cloyster',      \n                text = {\n                    \"Se la mano giocata ha {C:attention}5{} carte\",\n                    \"ogni carta ha una {C:green}#1# possibilità #2#{}\",\n                    \"di {C:attention}riattivarsi{}\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Gastly',      \n                text = {\n                    \"{C:green}#1# possibilità #2#{} di\",\n                    \"{C:attention}sostituire{} l'edizione di un\",\n                    \"Jolly casuale con una {C:dark_edition}Negativa{}\",\n                    \"alla fine del round\",\n                    \"{S:1.1,C:red,E:2}se l'effetto si attiva si autodistrugge{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_haunter = {\n                name = 'Haunter',      \n                text = {\n                    \"{C:green}#1# possibilità #2#{} di\",\n                    \"{C:attention}sostituire{} l'edizione di un\",\n                    \"Jolly casuale con una {C:dark_edition}Negativa{}\",\n                    \"{S:1.1,C:red,E:2}se l'effetto si attiva si autodistrugge{}\",\n                    \"alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Gengar',      \n                text = {\n                    \"{C:green}Percentuale di possibilità{}\",\n                    \"A volte {C:attention}sostituisce{} l'edizione\",\n                    \"di un casuale Jolly in tuo possesso con\",\n                    \"un'edizione {C:dark_edition}Negativa{} alla fine del round\",\n                    \"{C:inactive,s:0.8}(Esclusi i Gengar){}\",\n                } \n            },\n            j_poke_mega_gengar = {\n                name = 'Mega Gengar',      \n                text = {\n                    \"I Jolly con edizione {C:dark_edition}Policromo{} che apparirebbero\",\n                    \"nel {C:attention}Negozio{} e nei {C:attention}Pacchetti Booster{}\",\n                    \"sono invece {C:dark_edition}Negativi{}\",\n                } \n            },\n            j_poke_onix = {\n                name = 'Onix',      \n                text = {\n                    \"La carta più a sinistra della\",\n                    \"tua {C:attention}prima mano giocata{} del round\",\n                    \"diventa una carta {C:attention}di Pietra{}\",\n                    \"{C:inactive,s:0.8}(Si evolve con un adesivo {C:metal,s:0.8}Metallo{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Drowzee',      \n                text = {\n                    \"{X:mult,C:white}X#2#{} Mult per ogni carta\",\n                    \"{C:planet}Pianeta{} usata durante questa partita\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolve dopo aver giocato {C:planet,s:0.8}#3#{C:inactive,s:0.8} carte pianeta diverse)\",\n                } \n            },\n            j_poke_hypno = {\n                name = 'Hypno',      \n                text = {\n                    \"{C:attention}Ottieni Trance{}\",\n                    \"{X:mult,C:white}X#2#{} Mult per ogni carta\",\n                    \"{C:planet}Pianeta{} diversa usata questa partita\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Krabby',      \n                text = {\n                    \"Le {C:attention}figure{} giocate\",\n                    \"danno {C:chips}+#1#{} fiche\",\n                    \"quando assegnano punti\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo  {C:attention,s:0.8}#2#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Kingler',      \n                text = {\n                    \"Tutte le {C:attention}figure{} giocate\",\n                    \"diventano carte {C:attention}Bonus{}\",\n                    \"e danno {C:chips}+#1#{} fiche\",\n                    \"quando assegnano punti\",\n                } \n            },\n            j_poke_voltorb = {\n                name = 'Voltorb',      \n                text = {\n                    \"{C:attention}Destra Instabile{}\",\n                    \"{X:mult,C:white} X#1# {} Mult e si disattiva\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_electrode = {\n                name = 'Electrode',      \n                text = {\n                    \"{C:attention}Destra Instabile{}\",\n                    \"{X:mult,C:white} X#1# {} Mult e guadagni {C:money}$#2#{}\",\n                    \"poi si disattiva\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Exeggcute',      \n                text = {\n                    \"Le carte giocate con seme {C:hearts}#2#{} danno\",\n                    \"{C:mult}+#1#{} mult quando assegnano punti\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietrafoglia{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Exeggutor',      \n                text = {\n                    \"{C:green}#4# possibilità su #5#{} per le carte con seme\",\n                    \"{C:hearts}#3#{} giocate di dare {C:mult}+#1#{} Mult\",\n                    \"e {X:mult,C:white}X#2#{} Mult quando assegnano punti\",\n                } \n            },\n            j_poke_cubone = {\n                name = 'Cubone',      \n                text = {\n                    \"{C:attention}Ottieni Ossospesso{}\",\n                    \"Da {C:mult}+#1#{} mult per\",\n                    \"ogni consumabile {C:posseduto}{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}Ossospesso{C:inactive,s:0.8} vale il doppio){}\",\n                    \"{C:inactive}(Attualmente {C:mult}+#2#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo aver usato {C:attention,s:0.8}#3#{C:inactive,s:0.8} consumabili)\",\n                } \n            },\n            j_poke_marowak = {\n                name = 'Marowak',      \n                text = {\n                    \"{C:attention}+#2#{} slot consumabili\",\n                    \"{X:mult,C:white} X#1# {} Mult per\",\n                    \"ogni consumabile {C:attention}in possesso{} \",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}Ossospesso{C:inactive,s:0.8} vale il doppio){}\",\n                    \"{C:inactive}(Attualmente {X:mult,C:white} X#3# {C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Hitmonlee',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult per ogni carta\",\n                    \"carta sotto {C:attention}#2#{} nel tuo mazzo completo\",\n                    \"{C:inactive}(Attualmente {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Hitmonchan',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult per ogni carta\",\n                    \"sopra {C:attention}#2#{} nel tuo mazzo completo\",\n                    \"{C:inactive}(Attualmente {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Lickitung',      \n                text = {\n                    \"Il primo e il secondo {C:attention}Fante{} giocati\",\n                    \"danno {X:mult,C:white} X#1# {} mult\",\n                    \"quando assegnano punti\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo aver attivato {C:attention,s:0.8}#2#{C:inactive,s:0.8} volte)\",\n                } \n            },\n            j_poke_koffing = {\n                name = 'Koffing',      \n                text = {\n                    \"Vendi questa carta per ridurre\",\n                    \"il punteggio richiesto dal\",\n                    \"{C:attention}Buio Boss{} attuale della metà{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_weezing = {\n                name = 'Weezing',      \n                text = {\n                    \"Vendi questa carta per disattivare\",\n                    \"il {C:attention}Buio Boss{} e ridurre{}\",\n                    \"della {C:attention}metà{} il numero di fiche richieste\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Rhyhorn',      \n                text = {\n                    \"Ogni {C:attention}carta di pietra{} giocata\",\n                    \"guadagna permanentemente\",\n                    \"{C:chips}+#1#{} fiche quando assegna punti\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Rhydon',      \n                text = {\n                    \"Ogni {C:attention}carta di pietra{} giocata\",\n                    \"guadagna permanentemente\",\n                    \"{C:chips}+#1#{} fiche quando assegna punti\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"Riattiva la {C:attention}prima{} {C:attention}Carta di Pietra{} che assegna punti\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Chansey',      \n                text = {\n                    \"Le prime {C:attention}#1#{} volte che una\",\n                    \"carta {C:attention}Fortunata{} si attiva ogni round,\",\n                    \"aggiungi una copia permanente al tuo\",\n                    \"mazzo e aggiungila alla {C:attention}Mano\",\n                    \"{C:inactive,s:0.8}(Si evolve quando il mazzo è al 25% composto da #3#{C:attention,s:0.8}Carte fortunate{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Tangela',      \n                text = {\n                    \"Le {C:attention}carte multiuso{} giocate danno\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Fiche, o {C:money}$#3#{}\",\n                    \"{C:green}#4# possibilità su #5#{} di attivare {C:attention}tutti e tre{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#6# Carte Multiuso{C:inactive,s:0.8} giocate)\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Kangaskhan',      \n                text = {\n                    \"{C:attention}+#1#{} slot consumabili\",\n                    \"{C:chips}-#2#{} mani\",\n                } \n            },\n            j_poke_mega_kangaskhan = {\n                name = 'Mega Kangaskhan',      \n                text = {\n                    \"{C:attention}Riattiva{} tutte le carte giocate\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Crea un {C:attention}Patto Doppio{}\",\n                    \"alla fine del round se hai usato almeno\",\n                    \"{C:attention}#1# Consumabili{} questo round\",\n                    \"{C:inactive}(Attualmente {C:attention}#2#{C:inactive} Consumabili usati)\"\n                } \n            },\n            j_poke_horsea = {\n                name = 'Horsea',      \n                text = {\n                    \"Guadagna {C:mult}+#2#{} Mult\",\n                    \"per ogni {C:attention}6{}\",\n                    \"nella mano giocata\",\n                    \"{C:inactive}(Si evolve a {C:mult}+#1#{C:inactive} / +12 Mult)\",\n                } \n            },\n            j_poke_seadra = {\n                name = 'Seadra',      \n                text = {\n                    \"Guadagna {C:mult}+#2#{} mult\",\n                    \"quando un {C:attention}6{} assegna punti\",\n                    \"Raddoppia i guadagni se un {C:attention}Re{}\",\n                    \"è tenuto in mano\",\n                    \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve con un adesivo {C:dragon,s:0.8}Drago{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Goldeen',      \n                text = {\n                    \"Riattiva ogni {C:attention}carta dorata{}\",\n                    \"tenuta in mano {C:attention}#1#{} volte\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_seaking = {\n                name = 'Seaking',      \n                text = {\n                    \"Riattiva ogni {C:attention}carta dorata{}\",\n                    \"tenuta in mano {C:attention}#1#{} volte\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Staryu',      \n                text = {\n                    \"Le carte giocate con\",\n                    \"seme {C:diamonds}#2#{} danno\",\n                    \"{C:mult}+#1#{} mult quando assegnano punti\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietraidrica{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Starmie',      \n                text = {\n                    \"Le carte giocate con\",\n                    \"seme {C:diamonds}#3#{} danno\",\n                    \"{C:mult}+#1#{} mult e \",\n                    \"{C:money}$#2#{} quando assegnano punti\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Mr. Mime',      \n                text = {\n                    \"Riattiva la carta più a sinistra\",\n                    \"tenuta in mano {C:attention}#1#{} volte\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Scyther',      \n                text = {\n                    \"Quando un Buio viene selezionato, distrugge\",\n                    \"il Jolly a destra e guadagna {C:mult}+#2#{} Mult\",\n                    \"Ottiene un'edizione {C:attention}Foil{}, {C:attention}Olografico{}, o {C:attention}Policromo{}\",\n                    \"se il Jolly era {C:red}Raro{} o superiore\",\n                    \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve con un adesivo {C:metal,s:0.8}Metallo{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_jynx = {\n                name = 'Jynx',      \n                text = {\n                    \"Quando un {C:attention}Buio{} viene selezionato, ottieni {C:attention}+#1#{} carte della mano\",\n                    \", se il tuo mazzo ha {C:attention}#2#{} o più carte\",\n                    \"{br:4}text needs to be here to work\",\n                    \"{C:attention}Le carte aggiunte al mazzo{} tramite\",\n                    \"{C:attention}Negozio{}, {C:attention}Standard{} pack,\",\n                    \"{C:spectral}Criptide{}, {C:item}Oggetti{} e alcuni Jolly\",\n                    \"quando vengono giocate vengono {C:attention}duplicate{}\"\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Electabuzz',      \n                text = {\n                    \"Aumenta di {C:money}$#1#{} {C:attention}il valore di vendita{}\",\n                    \"quando una carta viene venduta alla fine del round\",\n                    \"{br:3.5}text needs to be here to work\",\n                    \"Ottieni {C:attention}#2#%{} del valore di vendita \",\n                    \"di questo jolly alla fine del round {C:inactive}(rounded up){}\",\n                    \"{C:inactive}(Guadagno attuale {C:money}$#3#{C:inactive}/$#4# Max)\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Magmar',      \n                text = {\n                    \"Se {C:attention}il primo scarto{} del round ha\",\n                    \"{C:attention}1{} sola carta, distruggila e ottieni {C:mult}+#2#{} Mult\",\n                    \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Pinsir',\n                text = {\n                    \"{X:mult,C:white} X#1# {} mult se una carta\",\n                    \"che assegna punti nella mano giocata\",\n                    \"ha lo stesso {C:attention}valore{} di\",\n                    \"una carta {C:attention}tenuta in mano{}\"\n                } \n            },\n            j_poke_mega_pinsir = {\n                name = 'Mega Pinsir',\n                text = {\n                    \"Le carte {C:attention}non potenziate{} giocate\",\n                    \"danno {X:mult,C:white} X#1# {} mult quando assegano punti\",\n                } \n            },\n            j_poke_tauros = {\n                name = 'Tauros (Leader)',\n                text = {\n                    \"Ogni {C:attention}Tauros{} e {C:attention}Miltank{}\",\n                    \"dan {X:mult,C:white} X#1# {} Mult\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"Ogni cambio del negozio ha\",\n                    \"{C:green}#2# possibilità su #3#{} di trovare un {C:attention}Tauros (Mandria){}\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Tauros (Mandria)',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Magikarp',\n                text = {\n                    \"{C:chips}+#2#{} fiche\",\n                    \"Usa {C:attention}Splash{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Gyarados',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_mega_gyarados = {\n                name = 'Mega Gyarados',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{br:1.5}ERROR - CONTACT STEAK\",\n                    \"Disabilità l'effetto\",\n                    \"di tutti i {C:attention}Buio Boss{}\"\n                } \n            },\n            j_poke_lapras = {\n                name = 'Lapras',\n                text = {\n                    \"{C:chips}+#2#{} fiche per ogni\",\n                    \"{C:attention}Buio{} saltato in questa partita\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Vai direttamente al {C:attention}negozio{}\",\n                    \"quando salti un buio\",\n                    \"{C:inactive}(Attualmente {C:chips}+#1# {C:inactive}fiche)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Ditto',\n                text = {\n                    \"Vendi questo Jolly per creare\",\n                    \"un'edizione base {C:attention}Deperibile{}\",\n                    \"del Jolly più a sinistra\",\n                    \"e di {C:colorless}Tipo Incolore{}\",\n                    \"{C:inactive,s:0.8}(rimuove eventuali adesivi Eterni, esclude Ditto)\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Eevee',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves with...a lot)\",\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Vaporeon',\n                text = {\n                    \"Ogni {C:attention}carta{} giocata\",\n                    \"guadagna permanentemente\",\n                    \"{C:chips}+#1#{} Fiche quando assegna punti\",\n                    \"{C:attention}Raddoppia il guadagno{} per le carte {C:attention}Bonus{}\"\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Jolteon',\n                text = {\n                    \"Guadagni {C:money}$#1#{} per ogni\",\n                    \"carta {C:attention}Oro{} scartata\",\n                } \n            },\n            j_poke_flareon = {\n                name = 'Flareon',\n                text = {\n                    \"La prima carta {C:attention}Mult{}\",\n                    \"{C:attention}tenuta{} in mano\", \n                    \"da {X:mult,C:white} X#1# {} Mult\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Porygon',\n                text = {\n                    \"{C:pink}+1{} Limite di Energia\",\n                    \"Crea una carta {C:pink}Energia{}\",\n                    \"quando un {C:attention}Booster Pack{}\",\n                    \"viene aperto\",\n                    \"{C:inactive, s:0.8}(Si evolve con una carta{} {C:attention}Potenziamento{}{C:inactive})\"\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Omanyte',\n                text = {\n                    \"{C:attention}#1#Antico{}\",\n                    \"{X:attention,C:white}1+{} : Crea un {C:tarot}Tarocco{}\",\n                    \"{X:attention,C:white}2+{} : Guadagna {C:money}$#2#{}\",\n                    \"{X:attention,C:white}3+{} : Crea un {C:item}Oggetto{}\",\n                    \"{C:inactive,s:0.8}(Devi avere spazio)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo aver attivato il terzo effetto {C:attention,s:0.8}#3#{C:inactive,s:0.8} volte)\"\n                } \n            },\n            j_poke_omastar = {\n                name = 'Omastar',\n                text = {\n                    \"{C:attention}#1# Antico{}\",\n                    \"{X:attention,C:white}1+{} : Crea un {C:tarot}Tarocco{}\",\n                    \"{X:attention,C:white}2+{} : Guadagni {C:money}$#2#{}\",\n                    \"{X:attention,C:white}3+{} : Crea un {C:item}Oggetto{}\",\n                    \"{C:inactive,s:0.8}(Devi avere spazio)\",\n                    \"{X:attention,C:white}4+{} : Crea un {C:attention}Patto{} una volte per round{C:inactive}#3#{}\",\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Kabuto',\n                text = {\n                    \"{C:attention}#1# Antico{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} Fiche\",\n                    \"{X:attention,C:white}2+{} : {}Giocare {C:attention}#1#{} fa guadagnare permanentemente {C:chips}+#3#{} Fiche\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} Fiche\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo aver attivato il terzo effetto {C:attention,s:0.8}#5#{C:inactive,s:0.8} volte)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Kabutops',\n                text = {\n                    \"{C:attention}#1# Antico{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} Fiche\",\n                    \"{X:attention,C:white}2+{} : {}Giocare {C:attention}#1#{} fa guadagnare permanentemente {C:chips}+#3#{} Fiche\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} Fiche\",\n                    \"{X:attention,C:white}4+{} : {}Riattiva la {C:attention}prima{} e la {C:attention}seconda{}\",\n                    \"carta giocata{C:attention}#5#{} volte\"\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Aerodactyl',\n                text = {\n                    \"{C:attention}#1# Antico{}\",\n                    \"{X:attention,C:white}1+{} : {X:red,C:white}X#2#{} Mult\",\n                    \"{X:attention,C:white}2+{} : Guadagni {X:red,C:white}X#3#{} Mult\",\n                    \"{X:attention,C:white}3+{} : Il primo {C:attention}#1#{} non potenziato\",\n                    \"che assegna punti diventa una carta di {C:attention}Vetro{}\",\n                    \"{X:attention,C:white}4+{} : {C:attention}Raddopia{} il {X:red,C:white}X{} Mult di questo jolly\",\n                    \"{C:inactive}(Si resetta alla fine del round){}\",\n                } \n            },\n            j_poke_mega_aerodactyl = {\n                name = 'Mega Aerodactyl',\n                text = {\n                    \"Gli {C:attention}#1#{} giocati danno {X:mult,C:white} X#2# {} Mult per ogni\",\n                    \"{C:attention}#1#{} carta giocata nella mano\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"{C:green}#3# possibilità su #4#{} per ogni\",\n                    \"{C:attention}#1#{} giocato di essere distrutto\",\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Snorlax',\n                text = {\n                    \"{C:attention}Ottieni Avanzi{}\",\n                    \"Alla fine del round guadagna {X:red,C:white}X#1#{} mult\",\n                    \"per ogni {C:attention}Avanzi{} che hai\",\n                    \"{C:inactive}(Attualmente {X:red,C:white} X#2# {}{C:inactive} mult)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Articuno',\n                text = {\n                    \"Aggiunge un'edizione' {C:attention}Foil{} e un {C:attention}sigillo{}\",\n                    \"alla carta più a sinistra che assegna punti\",\n                    \"nella mano giocata\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Zapdos',\n                text = {\n                    \"{X:mult,C:white} X#1# {} mult per\",\n                    \"ogni {C:money}$#2#{} che hai\",\n                    \"{C:inactive}(Attualmente {X:red,C:white}X#3#{}{C:inactive} mult)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Moltres',\n                text = {\n                    \"Ogni round, aumenta il livello della prima mano\",\n                    \"scartata di {C:attention}3 livelli{}\",\n                } \n            },\n            j_poke_dratini = {\n                name = 'Dratini',\n                text = {\n                    \"Guadagna {C:mult}+#2#{} mult\",\n                    \"se la mano giocata include\",\n                    \"{C:attention}#3#{} o meno carte\",\n                    \"{C:inactive}(Si evolve a {C:mult}+10{}{C:inactive} mult)\"\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Dragonair',\n                text = {\n                    \"Ottiene {C:mult}+#2#{} Mult\",\n                    \"se la mano giocata ha\",\n                    \"{C:attention}#3#{} o meno carte\",\n                    \"{C:inactive}(Si evolve a {C:mult}+#1#{C:inactive} / +30 Mult)\",\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Dragonite',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{br:1.6}ERROR - CONTACT STEAK\",\n                    \"Riattiva le carte giocate {C:attention}#2#{} volte\",\n                    \"se la mano giocata\",\n                    \"ha esattamente {C:attention}1{} carta\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'Mewtwo',\n                text = {\n                    \"Alla fine del negozio, distrugge il Jolly più a sinistra\",\n                    \"e ne crea una copia {C:dark_edition}Policroma{}\",\n                    \"con {C:attention}+1{} {C:pink}Energia{}\",\n                    \"I Jolly {C:dark_edition}policromi{} danno {X:mult,C:white} X#1# {} mult\",\n                    \"{C:inactive}(Non può distruggere sé stesso)\",\n                } \n            },\n            j_poke_mega_mewtwo_x = {\n                name = \"Mega Mewtwo X\",\n                text = {\n                    \"Tutti i Jolly danno {X:mult,C:white} X#1# {} mult\",\n                } \n            },\n            j_poke_mega_mewtwo_y = {\n                name = \"Mega Mewtwo Y\",\n                text = {\n                    \"Dà {C:attention}+2{} {C:pink}Energia{} al\",\n                    \"Jolly più a sinistra alla fine del negozio\",\n                    \"{C:pink}+1{} Limite di Energia quando\",\n                    \"un {C:attention}Buio Boss{} viene sconfitto\"\n                } \n            },\n            j_poke_mew = {\n                name = 'Mew',\n                text = {\n                    \"Alla fine del negozio, crea\",\n                    \"una carta {C:attention}Tarocco{} ,{C:spectral}Spettrale{}\",\n                    \" o {C:item}Oggetto{} {C:dark_edition}Negativo{}  casuale\",\n                    \"A volte crea un Jolly {C:dark_edition}Negativo{} casuale\",\n                } \n            },\n            j_poke_chikorita = {\n                name = 'Chikorita',\n                text = {\n                    \"{C:attention}+#1#{} carte della mano\",\n                    \"Ogni {C:attention}terza{} carta {C:attention}tenuta in mano{}\",\n                    \"ti fa guadagnare {C:money}$#2#{} alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_bayleef = {\n                name = 'Bayleef',\n                text = {\n                    \"{C:attention}+#1#{} carte della mano\",\n                    \"Ogni {C:attention}altra{} carta {C:attention}tenuta in mano{}\",\n                    \"ti fa guadagnare {C:money}$#2#{} alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_meganium = {\n                name = 'Meganium',\n                text = {\n                    \"{C:attention}+#1#{} carte della mano\",\n                    \"Ogni carta{C:attention}tenuta in mano{}\",\n                    \"ti fa guadagnare {C:money}$#2#{} alla fine del round\",\n                }\n            },\n            j_poke_cyndaquil = {\n                name = 'Cyndaquil',\n                text = {\n                    \"{C:red}+#1#{} scarti\",\n                    \"{C:mult}+#2#{} Mult per ogni\",\n                    \"{C:attention}scarto{} rimanente\",\n                    \"{C:inactive}(Attualmente {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo{C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_quilava = {\n                name = 'Quilava',\n                text = {\n                    \"{C:red}+#1#{} scarti\",\n                    \"{C:mult}+#2#{} Mult per ogni\",\n                    \"{C:attention}scarto{} rimanente\",\n                    \"{C:inactive}(Attualmente {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo{C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_typhlosion = {\n                name = 'Typhlosion',\n                text = {\n                    \"{C:red}+#1#{} scarti\",\n                    \"{C:mult}+#2#{} Mult e {X:red,C:white} X#3# {} Mult per\",\n                    \"{C:attention}scarto{} rimanente\",\n                    \"{C:inactive}(Attualmente {C:mult}+#4#{C:inactive} Mult and {X:red,C:white} X#5# {C:inactive} Mult)\",\n                }\n            },\n            j_poke_totodile = {\n                name = 'Totodile',\n                text = {\n                    \"{C:blue}+#1#{} Mani\",\n                    \"{C:chips}+#2#{} fiche per ogni carta\",\n                    \"giocata questo round\",\n                    \"{C:inactive}(Attualmente {C:chips}+#3#{C:inactive} Fiche)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#4#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_croconaw = {\n                name = 'Croconaw',\n                text = {\n                    \"{C:blue}+#1#{} Mani\",\n                    \"{C:chips}+#2#{} fiche per ogni carta\",\n                    \"giocata questo round\",\n                    \"{C:inactive}(Attualmente {C:chips}+#3#{C:inactive} Fiche)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo{C:attention,s:0.8}#4#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_feraligatr = {\n                name = 'Feraligatr',\n                text = {\n                    \"{C:blue}+#1#{} Mani\",\n                    \"{C:chips}+#2#{} fiche per ogni carta\",\n                    \"giocata questo round\",\n                    \"{C:inactive}(Attualmente {C:chips}+#3#{C:inactive} Fiche)\",\n                }\n            },\n            j_poke_sentret = {\n                name = 'Sentret',\n                text = {\n                    \"{C:mult}+#2#{} Mult per\",\n                    \"{C:attention}consecutive{} hand played that\",\n                    \"isn't the last played hand\",\n                    \"{C:inactive}(Last hand: {C:attention}#3#{C:inactive})\",\n                    \"{C:inactive}(Evolves at {C:mult}+#1#{C:inactive} / +15 Mult)\",\n                }\n            },\n            j_poke_sentret = {\n                name = 'Sentret',\n                text = {\n                    \"{C:mult}+#2#{} mult per\",\n                    \"ogni {C:attention}mano consecutiva{} giocata che\",\n                    \"non è l'ultima mano di poker giocata\",\n                    \"{C:inactive}(Ultima mano: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Si evolve a {C:mult}+15{} {C:inactive}mult)\"\n                }  \n            },\n            j_poke_furret = {\n                name = 'Furret',\n                text = {\n                    \"{C:mult}+#2#{} mult quando la mano giocata\",\n                    \"non è l'ultima mano di poker giocata\",\n                    \"{C:inactive}(Ultima mano: {C:attention}#3#{}{C:inactive})\",\n                }  \n            },\n            j_poke_hoothoot = {\n                name = 'Hoothoot',\n                text = {\n                    \"{C:purple}+#1# Chiaroveggenza \",\n                    \"Vedi il valore delle prossime {C:attention}carte{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_noctowl = {\n                name = 'Noctowl',\n                text = {\n                    \"{C:purple}+#1# Chiaroveggenza\",\n                    \"Vedi il valore delle prossime {C:attention}carte{}\",\n                }\n            },\n            j_poke_ledyba = {\n                name = \"Ledyba\",\n                text = {\n                  \"{C:mult}+#1#{} Mult ogni {C:attention}5{} carte\",\n                  \"rimaste nel mazzo\",\n                  \"{C:inactive}(Attualmente {C:mult}+#3#{C:inactive} Mult)\",\n                  \"{C:inactive}(Si evolve dopo {C:attention}#2#{C:inactive} round)\",\n                }\n            },\n            j_poke_ledian = {\n                name = \"Ledian\",\n                text = {\n                  \"{C:mult}+#1#{} Mult ogni {C:attention}3{} carte\",\n                  \"rimaste nel mazzo\",\n                  \"{C:inactive}(Attualmente {C:mult}+#2#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_spinarak = {\n                name = \"Spinarak\",\n                text = {\n                  \"{C:chips}+#1#{} Fiche oppure,\",\n                  \"{C:green}#2# possibilità su #3#{} di ottenere {C:chips}+#5#{} chips\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo  {C:attention}#4#{C:inactive} round)\",\n                }\n            },\n            j_poke_ariados = {\n              name = \"Ariados\",\n              text = {\n                \"{C:chips}+#1#{} Fiche oppure\",\n                \"{C:green}#2# possibilità su #3#{} di ottenere {C:chips}+#4#{} chips\",\n              }\n            },\n            j_poke_crobat = {\n                name = 'Crobat',\n                text = {\n                    \"Ottieni{C:chips}+#4#{} quandi giochi una carta {C:attention}Bonus{} / {C:attention}di Pietra{}\",\n                    \"{C:mult}+#2#{} quandi giochi una carta {C:attention}Mult{} / {C:attention}Multiuso{} \",\n                    \"{X:red,C:white}X#6#{} quandi giochi una carta {C:attention}d'Acciaio{} / {C:attention}di Vetro{}\",\n                    \"{C:money}$#8#{} quandi giochi una carta {C:attention}Dorata{} / {C:attention}Fortunata{}\",\n                    \"Poi {C:attention}mescola casualmente{} i {C:dark_edition}potenziamenti della mano giocata\",\n                    \"{C:inactive}(Attualmente {C:chips}+#3#{}, {C:mult}+#1#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{C:inactive} alla fine del round)\"\n                } \n            },\n            j_poke_chinchou = {\n                name = \"Chinchou\",\n                text = {\n                  \"Da {C:chips}+#1#{} Fiche e guadagni {C:money}$#2#{}\",\n                  \"se la mano giocata include una {C:attention}Coppia\",\n                  \"{C:inactive}(Si evolve dopo {C:attention}#3#{C:inactive} round)\",\n                }\n            },\n            j_poke_lanturn = {\n                name = \"Lanturn\",\n                text = {\n                  \"Da {C:chips}+#1#{} Fiche e guadagni {C:money}$#2#{}\",\n                  \"se la mano giocata include una {C:attention}Coppia\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"{C:chips}+#3#{} Fiche extra per ogni Jolly di Tipo {X:water,C:white}Acqua{}\",\n                  \"{C:money}$#4#{} extra per ogni Jolly di Tipo {X:lightning,C:black}Elettro{}\",\n                  \"{C:inactive}(Attualmente {C:chips}+#6#{C:inactive} Fiche e {C:money}$#5#{C:inactive})\"\n                }\n            },\n            j_poke_pichu = {\n                name = 'Pichu',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#2# {} Mult\",\n                    \"Ottieni {C:money}$#1#{} \",\n                    \"alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo{C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Cleffa',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} mult\",\n                    \"Crea un tarocco {C:attention}Luna{}\",\n                    \"{C:dark_edition}Negativo{} alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo{C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Igglybuff',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} mult\",\n                    \"Crea un tarocco {C:attention}Mondo{} \",\n                    \"{C:dark_edition}Negativo{} alla fine del round\",\n                    \"{C:inactive}(Si evolve dopo {C:attention}#2#{}{C:inactive} round)\"\n                }\n            },\n            j_poke_togepi = {\n                name = 'Togepi',\n                text = {\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_togetic = {\n                name = 'Togetic',\n                text = {\n                    \"Le {C:attention}Carte Fortunate{} hanno\",\n                    \"{C:green}#1# possibilità su #2#{} di dare {C:chips}+#4#{} fiche\",\n                    \"e {C:green}#1# possibilità su #3#{} di dare {X:mult,C:white}X#5#{} Mult\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietrabrillo{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_natu = {\n                name = 'Natu',\n                text = {\n                    \"Le carte {C:planet}Pianeta{} danno un livello extra\",\n                    \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_xatu = {\n                name = 'Xatu',\n                text = {\n                    \"Le carte {C:planet}Pianeta{} danno {C:attention}#1#{} livello extra\",\n                    \"{C:planet}I Celestial Pack{} contengono tutte le carte {C:planet}Pianeta{}\",\n                }\n            },\n            j_poke_mareep = {\n                name = \"Mareep\",\n                text = {\n                  \"Ottiene {X:mult,C:white}X#2#{} Mult quando una o più \",\n                  \"{C:attention}carte{} vengono {C:attention}aggiunte{} al mazzo\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Perde {X:mult,C:white}X#3#{} Mult quando una o più \",\n                  \"{C:attention}carte{} vengono {C:attention}distrutte\",\n                  \"{C:inactive}(Evolves at {X:mult,C:white}X#1#{C:inactive} / X#4# Mult)\",\n                }\n            },\n            j_poke_flaaffy = {\n                name = \"Flaaffy\",\n                text = {\n                  \"Ottiene {X:mult,C:white}X#2#{} Mult quando una o più \",\n                  \"{C:attention}carte{} vengono {C:attention}aggiunte{} al mazzo\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Perde {X:mult,C:white}X#3#{} Mult quando una o più \",\n                  \"{C:attention}carte{} vengono {C:attention}distrutte\",\n                  \"{C:inactive}(Si evolve a {X:mult,C:white}X#1#{C:inactive} / X#4# Mult)\",\n                }\n            },\n            j_poke_ampharos = {\n                name = \"Ampharos\",\n                text = {\n                  \"Gains {X:mult,C:white}X#2#{} Mult Mult quando una o più \",\n                  \"{C:attention}carte{} vengono {C:attention}aggiunte{} al mazzo\",\n                  \"{C:inactive}(Attualmente {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_mega_ampharos = {\n                name = \"Mega Ampharos\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} Mult\",\n                  \"Quando un buio viene selezionato, aumenta\",\n                  \"la dimensione della mano della {C:attention}metà{} del\",\n                  \"numero di carte del mazzo e perdi\",\n                  \"tutti gli scarti e  {C:attention}puoi giocare una sola mano{} \",\n                  \"{C:inactive}(Arrotonda, Attualmente C:attention}#2#{C:inactive})\"\n                }\n            },\n            j_poke_azurill = {\n                name = 'Azurill',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white}X#1#{} Mult\",\n                    \"Crea un {C:attention}Ierofante{}\",\n                    \"{C:dark_edition}Negativo{} alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_marill = {\n                name = 'Marill',\n                text = {\n                    \"{X:mult,C:white}X#2#{} Mult se la mano giocata include\",\n                    \"una carta {C:attention}non potenziate{} e una\",\n                    \"carta {C:attention}potenziata{} che assegnano punti\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo aver giocato {C:attention,s:0.8}#1# Carte Bonus{C:inactive,s:0.8}) che assegnano punti\",\n                }\n            },\n            j_poke_azumarill = {\n                name = 'Azumarill',\n                text = {\n                    \"{X:mult,C:white}X#1#{} Mult\",\n                    \"Raddoppia il {X:mult,C:white}X{} Mult se la mano giocata include\",\n                    \"una carta {C:attention}non Bonus{} e una\",\n                    \"carta {C:attention}Bonus{} che assegnano punti\"\n                }\n            },\n            j_poke_sudowoodo = {\n                name = \"Sudowoodo\",\n                text = {\n                  \"{C:attention}Cambia Tipo Pokemon{}\",\n                  \"Le {C:attention}Figure{} giocate danno {C:mult}+#1#{} Mult quando assegnano punti\",\n                  \"{br:2}text needs to be here to work\",\n                  \"Riattiva tutte le {C:attention}Figure{} giocate se\",\n                  \"questo Jolly non è {X:grass,C:white}Erba{} o\",\n                  \"Se hai un Jolly {X:water,C:white}Acqua{}\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Bellossom',\n                text = {\n                    \"Le carte giocate con valore {C:attention}Dispari{}\",\n                    \"danno {C:mult}+#1#{} mult o diventano\",\n                    \"carte {C:attention}Multiuso{} quando assegnano punti\",\n                    \"Se le carte sono già {C:attention}Multiuso{}, aggiunge un'edizione {C:dark_edition}Foil{},\",\n                    \"{C:dark_edition}Olografico{} o {C:dark_edition}Policromo{} \"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Politoed',\n                text = {\n                    \"Le carte {V:1}#2#{} giocate danno\",\n                    \"{C:mult}+#1#{} mult quando assegnano punti\",\n                    \"Le carte si riattivano in base a\",\n                    \"quanti Jolly {X:water,C:white}Acqua{} possiedi\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{}{C:inactive,s:0.8} Il numero delle riattivazione si divide equamente tra le carte di punteggio){}\",\n                    \"Il seme cambia in ordine {C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                } \n            },\n            j_poke_hoppip = {\n                name = 'Hoppip',\n                text = {\n                    \"{C:attention}+#1#{} carte della mano\",\n                    \"Le prime 2 {C:attention}carte scartate{} diventano {C:dark_edition}Multiuso{}\",\n                    \"{S:1.1,C:red,E:2}Si autodistrugge{} durante lo scarto\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_skiploom = {\n                name = 'Skiploom',\n                text = {\n                    \"{C:attention}+#1#{} carte della mano\",\n                    \"Le prime 3 {C:attention}carte scartate{} diventano {C:dark_edition}Multiuso{}\",\n                    \"{S:1.1,C:red,E:2}Si autodistrugge{} durante lo scarto\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_jumpluff = {\n                name = 'Jumpluff',\n                text = {\n                    \"{C:attention}+#1#{} Carte della mano\",\n                    \"Tutte le {C:attention}carte scartate{} diventano {C:dark_edition}Multiuso{}\",\n                    \"{S:1.1,C:red,E:2}si autodistrugge{} durante lo scarto\",\n                }\n            },\n            j_poke_aipom = {\n              name = \"Aipom\",\n              text = {\n                \"{C:chips}-#3#{} Mani\",\n                \"Tutti i {C:attention}Colori{} e le {C:attention}Scale{} possono\",\n                \"essere giocate con {C:attention}3{} carte\",\n                \"{C:inactive,s:0.8}(Si evolve dopo aver giocato {C:attention,s:0.8}#1#{C:inactive,s:0.8} Scale e {C:attention,s:0.8}#2#{C:inactive,s:0.8} Colori){}\"\n              }\n            },\n            j_poke_sunkern = {\n                name = 'Sunkern',\n                text = {\n                    \"Quando un {C:attention}Buio{} viene selezionato e quando una mando viene {C:attention}giocata{} \",\n                    \"Guadagni{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietrasolare{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_sunflora = {\n                name = 'Sunflora',\n                text = {\n                    \"Earn {C:money}$#1#{} when {C:attention}Blind{} is selected,\",\n                    \"hand is {C:attention}played{}, hand is {C:attention}discarded{},\",\n                    \"consumable is {C:attention}used{}, card is {C:attention}sold{},\",\n                    \"and at end of round\"\n                }\n            },\n            j_poke_wooper = {\n                name = \"Wooper\",\n                text = {\n                  \"{C:mult}+#1#{} Mult\",\n                  \"{C:mult}-#3#{} Mult per ogni {C:attention}figura{}\",\n                  \"rimanente nel {C:attention}mazzo\",\n                  \"{C:inactive}(Attualmente {C:mult}+#4#{C:inactive} Mult)\",\n                  \"{C:inactive}(Si evolve dopo {C:attention}#2#{C:inactive} round)\",\n                }\n            },\n            j_poke_quagsire = {\n                name = \"Quagsire\",\n                text = {\n                  \"{C:mult}+#1#{} Mult\",\n                  \"{C:mult}-#2#{} Mult per ogni {C:attention}figura{}\",\n                  \"rimanente nel {C:attention}mazzo\",\n                  \"{C:inactive}(Attualmente {C:mult}+#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_yanma = {\n              name = \"Yanma\",\n              text = {\n                \"Ogni {C:attention}3{} e {C:attention}6{} giocati danno\",\n                \"{C:chips}+#2#{} Fiche e {C:mult}+#1#{} Mult quando assegnano punti\",\n                \"{C:green}#5# possibilità su #6#{} di ottenere invece {C:chips}+#4#{} Fiche\",\n                \"e {C:mult}+#3#{} Mult\",\n                \"{C:inactive,s:0.8}(Si evolve dopo aver giocato {C:attention,s:0.8}#7#{C:inactive,s:0.8} 3 o 6 che assegnano punti)\"\n              }\n            },\n            j_poke_espeon = {\n                name = 'Espeon',\n                text = {\n                    \"{C:attention}Riattiva{} ogni {C:attention}#3#{} giocata\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Ogni {V:1}#4#{} che assegna punti\",\n                    \"da {X:mult,C:white}X#2#{} Mult\",\n                    \"{C:inactive,s:0.7}Seme e valore cambiano ogni round{}\"\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Umbreon',\n                text = {\n                    \"Diminuise il livello della mano\",\n                    \"scartata {C:attention}#1#{}\",\n                    \"e lo aggiunge alla\",\n                    \"{C:attention}mano di poker{} più giocata\",\n                    \"{C:inactive,s:0.7}La mano cambia ogni round{}\"\n                } \n            },\n            j_poke_murkrow = {\n              name = \"Murkrow\",\n              text = {\n                \"{X:red,C:white} X#1# {} Mult per ogni\",\n                \"Joker di tipo {X:dark,C:white}Buio{} in possesso\",\n                \"{C:inactive}(Attualmente {X:red,C:white} X#2#{C:inactive} Mult)\",\n                \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Neropietra{C:inactive,s:0.8})\"\n              }\n            },\n            j_poke_slowking = {\n                name = 'Slowking',\n                text = {\n                    \"Le carte {C:attention}Re{} giocate danno {X:red,C:white}X#1#{} mult\",\n                    \"quando assegnano punti, aumenta di {X:red,C:white}X#2#{} mult\",\n                    \"per ogni mano giocata oltre la prima\",\n                    \"{C:inactive,s:0.8}(Si resetta alla fine del round)\",\n                }\n            },\n            j_poke_misdreavus = {\n                name = 'Misdreavus',\n                text = {\n                    \"Giocare {C:attention}figure{} fa perdere fino\",\n                    \"a {C:chips}#1#{} fiche quando assegnano punti\",\n                    \"Questo Jolly ottiene le fiche perse\",\n                    \"{C:inactive}(Attualmente {C:chips}+#2#{C:inactive} Fiche)\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Neropietra{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_unown = {\n                name = \"Unown\",\n                text = {\n                  \"{C:attention}Natura:{} {C:inactive}({C:attention}#2#{C:inactive})\",\n                  \"{C:mult}+#1#{} Mult se la mano giocata\",\n                  \"contiene carte della giusta {C:attention}Natura{} \",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{S:1.1,C:red,E:2}Si autodistrugge{} aalla fine del round\",\n                }\n            },\n            j_poke_wobbuffet = {\n              name = \"Wobbuffet\",\n              text = {\n                \"Retrigger i {C:attention}6{}, {C:attention}7{}, {C:attention}8{}, {C:attention}9{} o {C:attention}10{}\",\n                \"Giocati\",\n                \"{br:2}text needs to be here to work\",\n                \"{C:attention}Sinistra Instabile{}\",\n                \"Quando un buio viene selezionato\",\n                \"rendi {C:attention}Eterno{} il Joker più a destra\",\n              }\n            },\n            j_poke_girafarig = {\n              name = \"Girafarig\",\n              text = {\n                \"Se la giocata include una {C:attention}Doppia Coppia{}\",\n                \"La prima e la ultima {C:attention}figura{} giocate\",\n                \"danno {X:mult,C:white}X#1#{} Mult\",\n                \"{C:inactive,s:0.8}(Si evolve dopo aver usato {C:attention,s:0.8}Morte{C:inactive,s:0.8} su {C:attention,s:0.8}2{C:inactive,s:0.8} Figure){}\"\n              }\n            },\n            j_poke_pineco = {\n              name = \"Pineco\",\n              text = {\n                \"{C:attention}Sinistra Instabile{}\",\n                \"{C:chips}+#1#{} Fiche e poi si disattiva\",\n                \"{C:inactive}(Si evolve dopo {C:attention}#2#{C:inactive} round)\",\n              }\n            },\n            j_poke_forretress = {\n              name = \"Forretress\",\n              text = {\n                \"Ottieni {C:chips}+#2#{} fiche quando\",\n                \"una carta {C:attention}d'Acciaio{} {C:attention}tenuta in mano{} si attiva\",\n                \"{br:2}text needs to be here to work\",\n                \"{C:attention}Sinistra Instabile{}\",\n                \"{C:chips}+#1#{} Fiche e si disattiva\",\n              }\n            },\n            j_poke_dunsparce = {\n                name = 'Dunsparce',\n                text = {\n                  \"{C:inactive}Non fa niente...?\",\n                  \"{S:1.1,C:red,E:2}Si autodistrugge{} durante {C:green}il cambio{} nel negozio\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_gligar = {\n                name = 'Gligar',\n                text = {\n                    \"Le carte giocate danno {X:mult,C:white}X#1#{} Mult\",\n                    \"per ogni {V:1}#2#{} {C:attention}tenuto{} in mano\",\n                    \"{C:inactive, s:0.8}(Il seme varia ad ogni round)\",\n                    \"{C:inactive}(Attualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite{C:attention,s:0.8}Neropietra{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_steelix = {\n                name = 'Steelix',\n                text = {\n                    \"La carta che assegna punti più a sinistra della\",\n                    \"tua {C:attention}prima mano{} del round\",\n                    \"diventa una carta {C:attention}d'acciaio{}\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"Le carte {C:attention}di pietra{} {C:attention}tenute{} in\",\n                    \"mano diventano {C:attention}d'acciaio{}\"\n                } \n            },\n            j_poke_snubbull = {\n                name = 'Snubbull',\n                text = {\n                    \"Le prime {C:attention}figure{} giocate\",\n                    \"danno {X:mult,C:white}X#2#{} Mult se sono\",\n                    \"una {C:attention}Regina{} altrimenti da {X:mult,C:white}X#1#{} Mult \",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_granbull = {\n                name = 'Granbull',\n                text = {\n                    \"Le prime {C:attention}figure{} giocate\",\n                    \"danno {X:mult,C:white}X#2#{} Mult se sono\",\n                    \"una {C:attention}Regina{} altrimenti da {X:mult,C:white}X#1#{} Mult\",\n                }\n            },\n            j_poke_qwilfish = {\n                name = 'Qwilfish',\n                text = {\n                    \"{C:purple}+#1# Carte Azzardo\",\n                    \"Ottieni {C:chips}+#2#{} Fiche quando\",\n                    \"una carta {C:attention}potenziata{}\",\n                    \"viene distrutta\",\n                    \"{C:inactive}(Attualmente {C:chips}+#3#{C:inactive} Fiche)\",\n                }\n            },\n            j_poke_scizor = {\n                name = 'Scizor',\n                text = {\n                    \"Quando un Buio viene selezionato distruggi il Jolly\",\n                    \"a destra e ottiene {C:mult}+#4#{} Mult\",\n                    \"Ottieni un effetto {C:attention}Foil{}, {C:attention}Olografico{}, o {C:attention}Policromo{}\",\n                    \"se era di rarità {C:red}Raro{} o superiore\",\n                    \"Queste edizioni si {C:attention}accumulano{} su questo Jolly\",\n                    \"{C:inactive,s:0.8}(Ottiene la stessa edizione del Jolly distrutto se possibile){}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult, {C:chips}+#2#{} {C:inactive}chips, {X:red,C:white}X#3#{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_mega_scizor = {\n                name = \"Mega Scizor\",\n                text = {\n                  \"I jolly {C:blue}comuni{} danno {X:mult,C:white} X#1# {} Mult\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Distruggi tutti i Jolly {C:blue}Comuni{}\",\n                  \"alla fine del round\"\n                }\n            },\n            j_poke_shuckle = {\n                name = \"Shuckle\",\n                text = {\n                  \"Quando un {C:attention}Buio{} viene selezionato, distruggi\",\n                  \"il {C:attention}Consumabile{} più a sinistra e\",\n                  \"crea una carta {C:item}Succo di Bacca{} \",\n                  \"{C:inactive}(Il {C:item}Succo di Bacca{C:inactive} non può essere distrutto)\"\n                }\n            },\n            j_poke_sneasel = {\n                name = 'Sneasel',\n                text = {\n                    \"Se la mano giocata è un singolo {C:attention}#1#{}\",\n                    \"distruggilo e ottieni {C:money}$#2#\",\n                    \"{C:inactive,s:0.8}(Il valore cambia ad ogni round){}\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Neropietra{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_teddiursa = {\n              name = \"Teddiursa\",\n              text = {\n                \"Ottiene {C:mult}+#2#{} Mult quando un\",\n                \"{C:attention}Pacchetto{} viene saltato\",\n                \"{C:inactive}(Si evolve a {C:mult}+#1#{C:inactive} / #3# Mult)\",\n              }\n            },\n            j_poke_ursaring = {\n              name = \"Ursaring\",\n              text = {\n                \"Ottiene {C:mult}+#2#{} Mult e\",\n                \"crea un {C:item}Oggetto{} quando un\",\n                \"{C:attention}Pcchetto{} viene saltato {C:inactive,s:0.8}(Devi avere spazio)\",\n                \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} Mult)\",\n                \"{C:inactive,s:0.8}(Si evolve tramite{C:attention,s:0.8}Pietralunare{C:inactive,s:0.8})\",\n              }\n            },\n            j_poke_slugma = {\n              name = \"Slugma\",\n              text = {\n                \"Ogni {C:attention}4{} {C:inactive}[#4#]{} mani giocate, distruggi\",\n                \"la prima carta {C:attention}tenuta{} in mano dopo che i punti sono stati assegnati\",\n                \"e questo Jolly ottiene {C:chips}+#2#{} fiche\",\n                \"{C:inactive}(Si evolve a {C:chips}+#1#{C:inactive} / #3# fiche)\",\n              }\n            },\n            j_poke_magcargo = {\n                name = \"Magcargo\",\n                text = {\n                  \"Ogni {C:attention}3{} {C:inactive}[#3#]{} mani giocate, distruggi\",\n                  \"la prima carta {C:attention}tenuta{} in mano dopo che i punti sono stati assegnati\",\n                  \"e questo Jolly ottiene{C:chips}+#2#{} Fiche\",\n                  \"{C:inactive}(Attualmente {C:chips}+#1#{C:inactive} Fiche)\",\n                }\n            },\n            j_poke_swinub = {\n                name = \"Swinub\",\n                text = {\n                  \"Le prime carte giocate danno {C:mult}+#1#{} Mult per ogni carta\",\n                  \"di {C:attention}Pietra{} o di {C:attention}Vetro{} che assegnano punti\",\n                  \"{br:2}text needs to be here to work\",\n                  \"{C:green}#3# possibilità su #4#{} di guadagnare {C:money}$#2#{} \",\n                  \"alla fine del round\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#5#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_piloswine = {\n              name = \"Piloswine\",\n              text = {\n                \"Le prime carte giocate danno {C:mult}+#1#{} Mult per ogni carta\",\n                \"di {C:attention}Pietra{} o di {C:attention}Vetro{} che assegnano punti\",\n                \"{br:2}text needs to be here to work\",\n                \"{C:green}#3# possibilità su #4#{} di guadagnare {C:money}$#2#{} \",\n                \"alla fine del round\",\n                \"{C:inactive,s:0.8}(Si evolve dopo aver giocato {C:attention,s:0.8}#5#{C:inactive,s:0.8} carte di Pietra o vetro che assegnano punti)\",\n              }\n            },\n            j_poke_heracross = {\n                name = 'Heracross',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult se le carte giocate\",\n                    \"non hanno {C:attention}lo stesso valore{} di\",\n                    \"quelle {C:attention}tenute in mano{}\"\n                }\n            },\n            j_poke_corsola = {\n              name = 'Corsola',\n              text = {\n                \"{C:mult}+#1#{} Mult per ogni carta \",\n                \"{C:attention}Potenziata{} nel tuo mazzo completo\",\n                \"{br:2}text needs to be here to work\",\n                \"Crea un Jolly {C:attention}Comune{} {X:water,C:white}Acqua{} se\",\n                \"la mano giocata include {C:attention}5 carte potenziate{}\",\n                \"{C:inactive,s:0.8}(Devi avere spazio)\",\n                \"{C:inactive}(Attualmente {C:mult}+#2#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_remoraid = {\n              name = \"Remoraid\",\n              text = {\n                \"Riattive la prime carte\",\n                \"della mano giocata\",\n                \"{C:inactive}(Si evolve dopo {C:attention}#2#{C:inactive} round)\",\n              }\n            },\n            j_poke_octillery = {\n              name = \"Octillery\",\n              text = {\n                \"Riattiva tutte le carte giocate\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Si disattiva dopo aver assegnato punti\",\n                \"se la mano non contiene un {C:attention}8{}\"\n              }\n            },\n            j_poke_delibird = {\n                name = \"Delibird\",\n                text = {\n                  \"Alla fine del round\",\n                  \"ricevi un {S:1.1,C:green,E:2}Regalo{}\",\n                  \"{C:inactive,s:0.8}(Devi avere spazio)\",\n                }\n            },\n            j_poke_mantine = {\n                name = \"Mantine\",\n                text = {\n                  \"Guadagna {C:chips}+#2#{} fiche quando una\",\n                  \"carta {C:attention}dorata{} è tenuta in mano\",\n                  \"o quando una carta {C:attention}dorata{} giocata assegna punti\",\n                  \"{C:inactive}(Attualmente {C:chips}+#1#{C:inactive} Fiche)\",\n                }\n            },\n            j_poke_skarmory = {\n                name = 'Skarmory',\n                text = {\n                    \"{C:purple}+#1# Carte Azzardo\",\n                    \"{X:mult,C:white}X#2#{} Mult per ogni carta\",\n                    \"{C:attention}Azzardo{} o {C:attention}d'Acciaio{}\",\n                    \"{C:attention}tenute{} in mano\",\n                    \"{C:inactive}(Attualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_kingdra = {\n                name = 'Kingdra',\n                text = {\n                    \"Ottiene {C:mult}+#2#{} Mult per ogni {C:attention}6{}\",\n                    \"Se un {C:attention}Re{} viene tenuto in mano,\",\n                    \"{C:attention}ottieni{} {X:red,C:white}X#4#{} Mult per ogni {C:attention}6{} che assegna punti\",\n                    \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} Mult, {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_phanpy = {\n                name = \"Phanpy\",\n                text = {\n                  \"Ottiene {X:red,C:white}X#2#{} Mult per ogni\",\n                  \"mano {C:attention}consecutiva{} giocata\",\n                  \"che include {C:attention}5{} carte\",\n                  \"{C:inactive}(Attualmente {X:red,C:white}X#1#{C:inactive} Mult)\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_donphan = {\n                name = \"Donphan\",\n                text = {\n                  \"Ottiene {X:red,C:white}X#2#{} Mult per ogni\",\n                  \"mano {C:attention}consecutiva{} giocata\",\n                  \"che include {C:attention}5{} carte\",\n                  \"{C:inactive}(Attualmente {X:red,C:white}X#1#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_porygon2 = {\n                name = 'Porygon2',\n                text = {\n                    \"{C:pink}+2{} Limite di Energia\",\n                    \"Crea una carta {C:pink}Energia{}\",\n                    \"dello stesso {C:pink}Tipo{} del\",\n                    \"Jolly più a sinistra quando un\",\n                    \"{C:attention}Booster Pack{} è aperto\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:metal,s:0.8}Dubbiodisco{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_stantler = {\n                name = \"Stantler\",\n                text = {\n                  \"{C:purple}+#1# Chiaroveggenza \",\n                    \"Aggiunge il valore della carta più {C:attention}alta{}\",\n                    \"{C:attention}Vista nel mazzo{} al Mult\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo essersi attivato {C:attention,s:0.8}#2#{C:inactive,s:0.8} Volte)\",\n                }\n            },\n            j_poke_smeargle = {\n                name = \"Smeargle\",\n                text = {\n                  \"Quando un buio viene selezionato\",\n                  \"{C:attention}Copia{} l'abilità del {C:attention}Jolly{} a destra\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Applica {C:attention}Imbrattato{}\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} mult\",\n                    \"Se la {C:attention}prima mano o scarto{} del round\",\n                    \"è di esattamente {C:attention}5{} carte, una di esse\",\n                    \"è selezionata casualmente per essere copiata\",\n                    \"{C:inactive}(Se giocata){} o distrutta {C:inactive}(o scartata){}\",\n                    \"{C:inactive}(Si evolve dopo {C:attention}#2#{}{C:inactive} round)\"\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'Hitmontop',\n                text = {\n                    \"{X:red,C:white} X#1# {} mult\",\n                    \"Quando un Buio viene selezionato\",\n                    \"guadagna {X:red,C:white} X#3# {} mult se\",\n                    \"il tuo mazzo ha esattamente {C:attention}#2#{} carte\",\n                } \n            },\n            j_poke_smoochum = {\n                name = 'Smoochum',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Crea un patto {C:attention}Standard{}\",\n                    \"quando questo Jolly si evolve\",\n                    \"{C:inactive}(Si, questo {C:attention}ridurrà{C:inactive} il tuo Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_elekid = {\n                name = 'Elekid',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} mult\",\n                    \"Crea un {C:attention}Patto Coupon{}\",\n                    \"quando questo Jolly evolve\",\n                    \"{C:inactive}(Sì, questo Jolly {C:attention}ridurrà{C:inactive} il tuo mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_magby = {\n                name = 'Magby',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} mult\",\n                    \"{C:red}+#2#{} scarti\",\n                    \"{C:inactive}(Sì, questo Jolly {C:attention}ridurrà{C:inactive} il tuo mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_houndour = {\n              name = \"Houndour\",\n              text = {\n                \"Quando scarti {C:attention}3{} o più carte\",\n                \"Vengono scartare altre {C:attention}#3#{} carte casuali {C:attention}tenute{} in mano\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Gli scarti fanno guadagnare permanentemente {C:mult}+#1#{} Mult\",\n                \"{C:inactive}(Si evolve dopo {C:attention}#2#{C:inactive} round)\",\n              }\n            },\n            j_poke_houndoom = {\n              name = \"Houndoom\",\n              text = {\n                \"Quando scarti {C:attention}3{} o più carte\",\n                \"vengono scartate {C:attention}tutte{} le carte {C:attention}tenute{} in mano\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Gli scarti fanno guadagnare permanentemente {C:mult}+#1#{} Mult\",\n              }\n            },\n            j_poke_miltank = {\n                name = \"Miltank\",\n                text = {\n                  \"Ottieni {C:money}$#1#{} per ogni Jolly\", \n                  \"{C:colorless}Incolore{} Joker in possesso\",\n                  \"alla fine del round\",\n                  \"{C:inactive}(Attualmente {C:money}$#2#{C:inactive}){}\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Blissey',\n                text = {\n                    \"Ogni round, la prima {C:attention}#1#{C:inactive} [#2#]{} volta che\",\n                    \"una {C:attention}carta fortunata{} si attiva, aggiunge una copia {C:dark_edition}Policroma{} \",\n                    \"al tuo mazzo e la mette nella C:attention}mano\",\n                } \n            },\n            j_poke_raikou = {\n                name = \"Raikou\",\n                text = {\n                  \"Se la prima mano giocata ha solo {C:attention}1{} carta,\",\n                  \"trasforma nel suo {C:attention}valore{} {C:attention}3{} carte \",\n                  \"{C:attention}tenute{} in mano e ottieni {C:money}$#1#{}\",\n                }\n            },\n            j_poke_entei = {\n                name = \"Entei\",\n                text = {\n                  \"Se il {C:attention}primo{} scarto è di esattamente\",\n                  \"{C:attention}4{} carte, distruggine una\",\n                  \"e ottieni {X:red,C:white}X#2#{} Mult\",\n                  \"{C:inactive}(Attualmente {X:red,C:white}X#1#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_suicune = {\n                name = \"Suicune\",\n                text = {\n                  \"{C:attention}Raddoppia{} permanentemente le fiche totali\",\n                  \"di ogni carta nella mano giocata\",\n                  \"{C:inactive}(Fino {C:chips}+#1#{C:inactive} fiche per aumento)\",\n                }\n            },\n            j_poke_larvitar = {\n                name = \"Larvitar\",\n                text = {\n                  \"Se la mano giocata è un {C:attention}Full{}\",\n                  \"ogni carta guadagna permanentemente\",\n                  \"{C:chips}+#1#{} fiche quando assegna punti\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo aver giocato {C:attention,s:0.8}#2#{C:inactive,s:0.8} Full)\"\n                }\n            },\n            j_poke_pupitar = {\n                name = \"Pupitar\",\n                text = {\n                  \"Se la mano giocata è un {C:attention}Full{}\",\n                  \"ogni carta guadagna permanentemente\",\n                  \"{C:chips}+#1#{} fiche quando assegna punti\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo aver giocato {C:attention,s:0.8}#2#{C:inactive,s:0.8} Full)\"\n                }\n            },\n            j_poke_tyranitar = {\n                name = \"Tyranitar\",\n                text = {\n                  \"Se la mano giocata è un {C:attention}Full{}\",\n                  \"dopo aver assegnato i punti, ogni carta giocata\",\n                  \"perde permanentemente {C:chips}#1#{} fiche\",\n                  \"e guadagna permanentemente {X:mult,C:white}X#2#{} Mult se\",\n                  \"finchè si possono rimuovere fiche dalle carte\"\n                }\n            },\n            j_poke_mega_tyranitar = {\n                name = \"Mega Tyranitar\",\n                text = {\n                  \"Se la mano giocata è un {C:attention}Full{}\",\n                  \"aumenta il livello, e poi viene giocata\",\n                  \"Le carta guadagnano permanentemente {C:chips}Fiche\",\n                  \"in base al livello del {C:attention}Full{}\"\n                }\n            },\n            j_poke_lugia = {\n              name = \"Lugia\",\n              text = {\n                \"Ottieni {X:mult,C:white} X#2# {} Mult ogni\",\n                \"{C:attention}#3#{} {C:inactive}[#4#]{} carte\",\n                \"pescate durante il {C:attention}Buio{}\",\n                \"{C:inactive}(Attualmente {X:mult,C:white} X#1# {C:inactive} Mult){}\"\n              }\n            },\n            j_poke_ho_oh = {\n                name = \"Ho-Oh\",\n                text = {\n                  \"La prima volta che un {C:attention}Consumabile{}\",\n                  \"viene usato ogni round, viene creata\",\n                  \"una copia {C:dark_edition}Policroma{}\",\n                  \"{C:inactive}(Devi avere spazio)\",\n                }\n            },\n            j_poke_celebi = {\n                name = \"Celebi\",\n                text = {\n                    \"{C:attention}-#2#{} Ante per ogni {C:attention}#1#{} {C:inactive}[#3#]{} {C:attention}Buio{} saltato\",\n                    \"{C:inactive}(Il numero di bui saltati richiesti aumenta sempre)\"\n                } \n            },\n            j_poke_treecko = {\n                name = \"Treecko\",\n                text = {\n                    \"{C:attention}+#3#{} Carte della mano, {C:attention}Natura{}\",\n                    \"Ogni {C:attention}#6#, #7# o #8#{} giocato ha {C:green}#4# possibilità su #5#{}\",\n                    \"di guadagnare {C:money}$#1#{} quando assegna punti\",\n                    \"Garantito se hai altre carte {X:grass,C:white}Erba{}\",\n                    \"{C:inactive,s:0.8}(include Jolly e carte Energia){}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo aver guadagnato {C:money, s:0.8}$#2#/16{})\"\n                } \n            },\n            j_poke_grovyle = {\n                name = \"Grovyle\",\n                text = {\n                    \"{C:attention}+#3#{} Carte della mano, {C:attention}Natura{}\",\n                    \"Ogni {C:attention}#6#, #7# o #8#{} giocato ha {C:green}#4# possibilità su #5#{}\",\n                    \"di guadagnare {C:money}$#1#{} quando assegna punti\",\n                    \"Garantito se hai altre carte {X:grass,C:white}Erba{}\",\n                    \"{C:inactive,s:0.8}(include Jolly e carte Energia){}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo aver guadagnato {C:money,s:0.8}$#2#/32{})\"\n                } \n            },\n            j_poke_sceptile = {\n                name = \"Sceptile\",\n                text = {\n                    \"{C:attention}+#3#{} Carte della mano, {C:attention}Natura{}\",\n                    \"Per ogni {C:attention}#5#, #6# o #7#{} giocati guadagni {C:money}$#1#{}\",\n                    \"{br:5}ERROR - CONTACT STEAK\",\n                    \"quando assegnano punti. Guadagna {C:money}$#1#{} alla fine del round per\",\n                    \"ogni altre carte {X:grass,C:white}Erba{} in tuo possesso\",\n                    \"{C:inactive,s:0.8}(include Jolly e carte Energia){}\",\n                    \"{C:inactive,s:0.8}(Attualmente {C:money}$#4#{}, Massimo di {C:money}$14{}{C:inactive}){}\"\n                } \n            },\n            j_poke_torchic = {\n                name = \"Torchic\",\n                text = {\n                    \"{C:mult}+#3#{} scarti, {C:attention}Natura{}\",\n                    \"{C:mult}+#1#{} mult per ogni {C:attention}#5#, #6# o #7#{} scartato questo round\",\n                    \"Raddoppia i guadagni se hai altre carte {X:fire,C:white}Fuoco{} o {X:earth,C:white}Lotta{}\",\n                    \"{C:inactive,s:0.8}(include Jolly e carte Energia){}\",\n                    \"{C:inactive}(Attualmente {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:mult,s:0.8}#2#{C:inactive,s:0.8} Mult )\",\n                } \n            },\n            j_poke_combusken = {\n                name = \"Combusken\",\n                text = {\n                    \"{C:mult}+#3#{} scarti, {C:attention}Natura{}\",\n                    \"{C:mult}+#1#{} mult per ogni {C:attention}#5#, #6# o #7#{} scartato questo round\",\n                    \"Raddoppia i guadagni se hai altre carte {X:fire,C:white}Fuoco{} o {X:earth,C:white}Lotta{}\",\n                    \"{C:inactive,s:0.8}(include Jolly e carte Energia){}\",\n                    \"{C:inactive}(Attualmente {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:mult,s:0.8}#2#{C:inactive,s:0.8} Mult)\",\n                } \n            },\n            j_poke_blaziken = {\n                name = \"Blaziken\",\n                text = {\n                    \"{C:mult}+#2#{} scarti, {C:attention}Natura{}\",\n                    \"Per ogni {C:attention}#6#, #7# o #8#{} scartati questo round\",\n                    \"guadagna {C:mult}+#4#{} mult e {X:red,C:white} X#1# {} mult per\",\n                    \"ogni carta {X:fire,C:white}Fuoco{} o {X:earth,C:white}Lotta{} che hai\",\n                    \"{C:inactive,s:0.8}(include Jolly e carte Energia){}\",\n                    \"{C:inactive}(Attualmente {C:mult}+#5#{C:inactive} Mult, {X:red,C:white}X#3#{C:inactive} Mult){}\",\n                } \n            },\n            j_poke_mudkip = {\n                name = \"Mudkip\",\n                text = {\n                    \"{C:chips}+#3#{} Mani, {C:attention}Natura{}\",\n                    \"Per ogni {C:attention}#4#, #5# o #6#{} giocato ottieni {C:chips}+#1#{} Fiche\",\n                    \"Raddoppia le fiche guadagnate se hai carte {X:water,C:white}Acqua{} o {X:earth,C:white}Terra{}\",\n                    \"{C:inactive,s:0.8}(include Jolly e carte Energia){}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo aver guadagnato {C:chips,s:0.8}#2#{C:inactive,s:0.8} fiche)\"\n                } \n            },\n            j_poke_marshtomp = {\n                name = \"Marshtomp\",\n                text = {\n                    \"{C:chips}+#3#{} Mani, {C:attention}Natura{}\",\n                    \"Per ogni {C:attention}#4#, #5# o #6#{} giocato ottieni {C:chips}+#1#{} Fiche\",\n                    \"Raddoppia le fiche guadagnate se hai carte {X:water,C:white}Acqua{} o {X:earth,C:white}Terra{}\",\n                    \"{C:inactive,s:0.8}(include Jolly e carte Energia){}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo aver guadagnato {C:chips,s:0.8}#2#{C:inactive,s:0.8} fiche)\"\n                } \n            },\n            j_poke_swampert = {\n                name = \"Swampert\",\n                text = {\n                    \"{C:chips}+#3#{} mani, {C:attention}Natura{}\",\n                    \"Per ogni {C:attention}#6#, #7# o #8#{} giocato ottieni {C:chips}+#1#{} fiche\",\n                    \"Ottieni ulteriori {C:chips}+#5#{} fiche per\",\n                    \"ogni altra carta {X:water,C:white}Acqua{} o {X:earth,C:white}Terra{}\",\n                    \"{C:inactive,s:0.8}(include Jolly e carte Energia){}\",\n                    \"{C:inactive}(Attualmente {C:chips}+#4#{}{C:inactive} totale)\"\n                } \n            },\n            j_poke_poochyena = {\n              name = \"Poochyena\",\n              text = {\n                \"Ottiene {C:mult}+#2#{} Mult quando\",\n                \"{C:attention}una carta giocata{} viene distrutta\",\n                \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} Mult)\",\n                \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\",\n              }\n            },\n            j_poke_mightyena = {\n              name = \"Mightyena\",\n              text = {\n                \"Ottiene {C:mult}+#2#{} Mult quando\",\n                \"{C:attention}una carta giocata{} viene distrutta\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Bonus aumento di {C:mult}+#3#{} Mult\",\n                \"per ogni Jolly {X:dark,C:white}Buio{} in possesso\",\n                \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_zigzagoon = {\n              name = \"Zigzagoon\",\n              text = {\n                \"{C:attention}Raccolta{} {C:item}Ottieni un Oggetto{}\",\n                \"{C:green}#1# possibilità su #2#{} di creare un \",\n                \"{C:item}Oggetto{} quando una mano viene giocata\",\n                \"{C:inactive}(Devi avere spazio)\",\n                \"{C:inactive,s:0.8}(Si evolve dopo {C:attention}#3#{C:inactive,s:0.8} round)\",\n              }\n            },\n            j_poke_linoone = {\n              name = \"Linoone\",\n              text = {\n                \"{C:green}#1# possibilità su #2#{} di creare un\",\n                \"{C:item}Oggetto{} quando una mano viene giocata\",\n                \"Garantito se la mano giocata\",\n                \"include una {C:attention}scala{}\",\n                \"{C:inactive}(Devi avere spazio)\"\n              }\n            },\n            j_poke_shroomish = {\n                name = \"Shroomish\",\n                text = {\n                  \"Quando un {C:attention}Buio{} viene selezionato, ottieni\",\n                  \"{C:chips}+#1#{} Mani, {C:mult}+#2#{} Scarti, o {C:attention}+#3#{} Carte della mano\",\n                  \"{C:inactive,s:0.8}(Evolve dopo aver sconfitto {C:attention,s:0.8}Ante #4#{C:inactive,s:0.8} Buio Boss){}\"\n                }\n            }, \n            j_poke_breloom = {\n                name = \"Breloom\",\n                text = {\n                  \"Quando un {C:attention}Buio{} viene selezionato, ottieni\",\n                  \"{C:chips}+#1#{} Mani, {C:mult}+#2#{} Scarti, o {C:attention}+#3#{} Carte della mano\",\n                }\n            }, \n            j_poke_nosepass = {\n                name = 'Nosepass',      \n                text = {\n                    \"La prima {C:attention}figura{} giocata\",\n                    \"diventa una carta di {C:attention}Pietra{} e\",\n                    \"{X:mult,C:white} X#1# {} Mult quando assegna punti\",\n                    \"{C:inactive,s:0.8}(Evolve con una carta {C:attention,s:0.8}Pietratuono{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_aron = {\n                name = 'Aron',\n                text = {\n                    \"Quando una carta {C:attention}d'Acciaio{} assegna punti,\",\n                    \"ottieni {X:mult,C:white}X#2#{} Mult e poi viene distrutta\",\n                    \"{C:inactive}(Si evolve a {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{C:inactive} Mult)\",\n                }\n            },\n            j_poke_lairon = {\n                name = 'Lairon',\n                text = {\n                    \"Quando una carta {C:attention}d'Acciaio{} o {C:attention}di Pietra{} assegna punti,\",\n                    \"ottieni {X:mult,C:white}X#2#{} Mult e poi viene distrutta\",\n                    \"{C:inactive}(Si evolve a {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{C:inactive} Mult)\"\n                }\n            },\n            j_poke_aggron = {\n                name = 'Aggron',\n                text = {\n                    \"Quando una carta {C:attention}d'Acciaio{} o {C:attention}di Pietra{} o {C:attention}dorata{} assegna punti,\",\n                    \"ottieni {X:mult,C:white}X#2#{} Mult e poi viene distrutta\",\n                    \"{C:inactive}(Attualmente {X:mult,C:white}X#1#{C:inactive} Mult)\"\n                }\n            },\n            j_poke_numel = {\n                name = \"Numel\",\n                text = {\n                  \"{X:red,C:white}X#1#{} Mult ogni\",\n                  \"{C:attention}#3#{} carte che assegnano punti\",\n                  \"{C:inactive}#4# rimanenti{}\",\n                  \"{C:inactive}(Si evolve dopo {C:attention}#2#{C:inactive} round)\",\n                }\n            },\n            j_poke_camerupt = {\n              name = \"Camerupt\",\n              text = {\n                \"{X:red,C:white}X#1#{} Mult ogni\",\n                \"{C:attention}#2#{} carte che assegnano punti,\",\n                \"le carte {C:attention}Mult{} \",\n                \"contano due volte\",\n                \"{C:inactive}#3# rimanenti{}\",\n              }\n            },\n            j_poke_mega_camerupt = {\n              name = \"Mega Camerupt\",\n              text = {\n                \"Gains {X:mult,C:white} X#2# {} Mult quando\",\n                \"una carta {C:attention}Mult{} assegna punti\",\n                \"si resetta alla fine del round\",\n                \"{C:inactive}(Currently {X:mult,C:white} X#1# {C:inactive} Mult)\"\n              }\n            },\n            j_poke_feebas = {\n                name = 'Feebas',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"Usa {C:attention}Splash{}\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Squama Bella{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_milotic = {\n                name = \"Milotic\",\n                text = {\n                  \"Riattiva tutte le carte giocate\",\n                  \"se sono tutte dello stesso {C:attention}seme{}\",\n                }\n            },\n            j_poke_duskull = {\n              name = \"Duskull\",\n              text = {\n                \"Riattiva le prime {C:attention}4{} carte che assegnano punti\",\n                \"durante la {C:attention}mano finale{} del round\",\n                \"{C:inactive}(Si evolve dopo {C:attention}#2#{C:inactive} round)\",\n              }\n            },\n            j_poke_dusclops = {\n              name = \"Dusclops\",\n              text = {\n                \"Riattiva le prime {C:attention}4{} carte che assegnano punti\",\n                \"durante la {C:attention}mano finale{} del round\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Se c'è {C:attention}1{} carta che non assegna\",\n                \"punti nella mano finale, viene distrutta\",\n                \"e ottieni una carta {C:spectral}Spettrale{}\",\n                \"{C:inactive}(Devi avere spazio){}\",\n                \"{C:inactive}(Si evolve tramite {C:attention}Cavo di Collegamento{C:inactive})\",\n              }\n            },\n            j_poke_absol = {\n                name = \"Absol\",\n                text = {\n                  \"{X:red,C:white}X#1#{} Mult\",\n                  \"Tutte le {C:green,E:1,S:1.1}possibilità{} {C:attention}elencate{}\", \n                  \"sono sempre {C:attention}0{}\",\n                  \"{C:inactive}(ex: {C:green}1 possibilità su 6{C:inactive} -> {C:green}0 possibilità su 6{C:inactive})\",\n                }\n            },\n            j_poke_wynaut = {\n                name = 'Wynaut',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Crea un {C:attention}Matto{} \",\n                    \"{C:dark_edition}Negativo{} alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"Snorunt\",\n                text = {\n                  \"Il debito arriva fino a {C:mult}-$#1#{}\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{}{C:inactive,s:0.8} round in debito)\",\n                  \"{C:inactive,s:0.8}(Si evolve con una {C:attention,s:0.8}Pietralbore{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_glalie = {\n                name = \"Glalie\",\n                text = {\n                  \"Il debito arriva fino a {C:mult}-$#1#{}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Alla fine del round,\",\n                  \"porta i soldi a {C:money}$0\"\n                }\n            },\n            j_poke_luvdisc = {\n              name = \"Luvdisc\",\n              text = {\n                \"{C:attention}Ottieni {C:hearts}Squama cuore\",\n                \"Usa {C:attention}Splash\",\n              }\n            },\n            j_poke_beldum = {\n                name = 'Beldum',\n                text = {\n                    \"Ottieni {C:chips}+#2#{} fiche se la mano giocata\",\n                    \"è {C:attention}Poker{}\",\n                    \"Ottieni {C:chips}+#2#{} fiche se la mano giocata\",\n                    \"include un {C:attention}Asso\",\n                    \"{C:inactive}(Evolve a {C:chips}+#1#{C:inactive} / +64 chips)\",\n                } \n            },\n            j_poke_metang = {\n                name = 'Metang',\n                text = {\n                    \"Ottieni {C:chips}+#2#{} fiche se la mano giocata\",\n                    \"è {C:attention}Poker{}\",\n                    \"Ottieni {C:chips}+#2#{} fiche se la mano giocata\",\n                    \"include {C:attention}2+{} {C:attention}Assi\",\n                    \"{C:inactive}(Evolve a {C:chips}+#1#{C:inactive} / +256 chips)\",\n                } \n            },\n            j_poke_metagross = {\n                name = 'Metagross',\n                text = {\n                    \"{C:chips}+#1#{} Fiche\",\n                    \"{br:3}text needs to be here to work\",\n                    \"Se la mano giocata è un {C:attention}Poker{}\",\n                    \"ogni carta da {X:mult,C:white}X{} Mult\",\n                    \"uguale alla {C:attention}radice cubica{} \",\n                    \"del valore totale di fiche delle carte\",\n                } \n            },\n            j_poke_jirachi = {\n                name = 'Jirachi',\n                text = {\n                    \"Alla fine del negozio,\",\n                    \"{C:dark_edition}esprimi un desiderio!\",\n                }\n            },\n            j_poke_jirachi_banker = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:attention}Raddioppia{} gli interessi alla fine del round\",\n                }\n            },\n            j_poke_jirachi_booster = {\n                name = 'Jirachi',\n                text = {\n                    \"+1 {C:attention}slot Booster Pack \",\n                    \"{C:attention}Booster Packs{} hanno {C:attention}1{} carta in più\",\n                }\n            },\n            j_poke_jirachi_power = {\n                name = 'Jirachi',\n                text = {\n                    \"Ogni {C:attention}#2# {C:inactive}[#3#]{} mano, le carte giocate\",\n                    \"danno {X:mult,C:white}X#1#{} Mult quando assegnano punti\",\n                }\n            },\n            j_poke_jirachi_negging = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:blue}+2{} slot Jolly\",\n                    \"Le carte {C:dark_edition}Negative{} appaiono {C:attention}2X{} più spesso\",\n                }\n            },\n            j_poke_jirachi_copy = {\n                name = 'Jirachi',\n                text = {\n                    \"Copia l'abilità del {C:attention}Jolly{} a destra\",\n                    \"con {C:attention}#1#{} extra {C:pink}Energy\",\n                }\n            },\n            j_poke_jirachi_fixer = {\n                name = 'Jirachi',\n                text = {\n                    \"Se{C:attention}la prima mano{} ha esattamente {C:attention}1{} carta,\",\n                    \"aggiungi un effetto {C:dark_edition}Foil{}, {C:dark_edition}Olografico{}\",\n                    \"o {C:dark_edition}Policromo{} alla carta\",\n                    \"{br:3}text needs to be here to work\",\n                    \"Se {C:attention}il primo scarto{} ha esattamente {C:attention}1{} carta,\",\n                    \"{C:attention}distruggila{}\",\n                }\n            },\n            j_poke_kricketot = {\n              name = \"Kricketot\",\n              text = {\n                \"Ottieni {C:money}$#1#{} se la mano giocata\",\n                \"ha esattamente {C:attention}4{} carte e ha\",\n                \"{C:attention}4{} {C:attention}semi{} diversi\",\n                \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n              }\n            },\n            j_poke_kricketune = {\n              name = \"Kricketune\",\n              text = {\n                \"Ottieni {C:money}$#1#{} se la mano giocata\",\n                \"ha esattamente {C:attention}4{} carte e ha\",\n                \"{C:attention}4{} {C:attention}semi{} diversi\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:green}#2# possibilità su #3#{} di creare\",\n                \"un {C:tarot}Tarocco{}\"\n              }\n            },\n            j_poke_buizel = {\n                name = 'Buizel',\n                text = {\n                    \"{C:chips}+#1#{} fiche per ogni carta\",\n                    \"che {C:attention}non assegna punti{} nella mano giocata\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'Floatzel',\n                text = {\n                    \"{C:chips}+#1#{} fiche per ogni carta giocata\",\n                    \"{C:attention}non assegna punti{}\",\n                }  \n            },\n            j_poke_ambipom = {\n              name = \"Ambipom\",\n              text = {\n                \"Tutti i {C:attention}Colori {} e le {C:attention}Scale{} possono\",\n                \"essere giocati con {C:attention}3{} carte\",\n              }\n            },\n            j_poke_buneary = {\n              name = \"Buneary\",\n              text = {\n                \"{C:mult}+#1#{} Mult per\",\n                \"ogni carta che {C:attention}non{} assegna punti\",\n                \"nella mano giocata\",\n                \"{C:inactive}(Si evolve dopo {C:attention}#2#{C:inactive} round)\",\n              }\n            },\n            j_poke_lopunny = {\n                name = \"Lopunny\",\n                text = {\n                  \"{C:purple}+#3# Preveggenza\",\n                  \"{C:mult}+#1#{} Mult per\",\n                  \"ogni carta che {C:attention}non{} assegna punti\",\n                  \"nella mano giocata\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{X:mult,C:white} X#2# {} Mult se una carta che\",\n                  \"non assegna punti ha {C:attention}lo stesso valore{}\",\n                  \"di una carta vista con {C:attention}Preveggenza{}\"\n                }\n            },\n            j_poke_mega_lopunny = {\n                name = \"Mega Lopunny\",\n                text = {\n                  \"{C:purple}+#1# Preveggenza\",\n                  \"Da {X:mult,C:white}X{} Mult\",\n                  \"uguale al{C:attention}valore\",\n                  \"delle mano vista con {C:attention}Preveggenza\",\n                  \"{C:inactive}(Mano Preveggenza: {C:attention}#2#{C:inactive})\",\n                }\n            },\n            j_poke_mismagius = {\n                name = 'Mismagius',\n                text = {\n                    \"Le {C:attention}figure{} giocate perdono permanentemente\",\n                    \"fino a {C:chips}#1#{} fiche quando assegnano punti\",\n                    \"Questo Jolly ottiene le fiche perse\",\n                    \"{br:3}text needs to be here to work\",\n                    \"{C:green}#3# possibilità su #4#{} per le carte giocate di poter\",\n                    \"guadagnare permanentemente {C:chips}#5#{} fiche\",\n                    \"{C:inactive}(Attualmente {C:chips}+#2#{C:inactive} fiche)\",\n                }\n            },\n            j_poke_honchkrow = {\n                name = \"Honchkrow\",\n                text = {\n                  \"Ogni Jolly di tipo {X:dark,C:white}Buio{} da {X:red,C:white}X#1#{} Mult\",\n                }\n            },\n            j_poke_bonsly = {\n                name = \"Bonsly\",\n                text = {\n                  \"{C:attention}Baby{}, {X:red,C:white}X#1#{} Mult\",\n                  \"Alla fine del round, aggiungi una\",\n                  \"{C:attention}figura potenziata{} al tuo mazzo\",\n                  \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_mimejr = {\n                name = 'Mime Jr.',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} mult\",\n                    \"Applica un sigillo {C:attention}Rosso{} o {C:attention}Blu{}\",\n                    \"a una carta casuale nel mazzo alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_happiny = {\n                name = 'Happiny',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} Mult\",\n                    \"Crea un tarocco {C:attention}Mago{} {C:dark_edition}Negativo{}\",\n                    \" alla fine del round\",\n                    \"{C:green}#3# possibilità su #4#{} di crearne {C:attention}2{}\",\n                    \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Munchlax',\n                text = {\n                    \"{C:attention}Baby{}, {X:red,C:white} X#1# {} mult\",\n                    \"Crea una carta {C:item}Oggetto{} {C:dark_edition}Negativo{} casuale \",\n                    \"alla fine del round\",\n                    \"{C:inactive}(Sì, questo {C:attention}ridurrà{C:inactive} il tuo mult)\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_mantyke = {\n                name = \"Mantyke\",\n                text = {\n                  \"{C:attention}Baby{}, {X:red,C:white}X#2#{} mult\",\n                  \"Alla fine del round, una carta\",\n                  \"casuale nel {C:attention}mazzo{} diventa {C:attention}dorata{}.\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Le carte {C:attention}dorate{} {C:attention}tenute{} in\",\n                  \"mano danno {C:chips}+#1#{} fiche\",\n                  \"{C:inactive}(Si evolve dopo {C:attention}#3#{C:inactive} round)\",\n                }\n            },\n            j_poke_weavile = {\n                name = 'Weavile',\n                text = {\n                    \"If played hand is a single {C:attention}#3#{} destroy it,\",\n                    \"earn {C:money}$#4#{} and this gains {X:mult,C:white}X#1#{} Mult,\",\n                    \"resets when {C:attention}Boss Blind{} is defeated\",\n                    \"{C:inactive,s:0.8}(Rank changes every round){}\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#2#{C:inactive} Mult){}\",\n                }\n            },\n            j_poke_magnezone = {\n                name = 'Magnezone',\n                text = {\n                    \"Le carte {C:attention}d'acciaio{} giocate danno {X:red,C:white}X#1#{} mult\",\n                    \"più {X:red,C:white}X#2#{} mult per ogni\",\n                    \"Jolly {X:metal,C:white}Acciaio{} in possesso\",\n                    \"{C:inactive}(Attualmente {X:red,C:white}X#3#{}{C:inactive} mult){}\",\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'Lickilicky',\n                text = {\n                    \"Il primo e il secondo {C:attention}Fante{} giocati\",\n                    \"danno {X:mult,C:white} X#1# {} mult\",\n                    \"quando assegnano punti e ogni {C:attention}Fante{} ulteriore\",\n                    \"danno {X:mult,C:white} X#2# {} mult quando assegnano punti\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'Rhyperior',\n                text = {\n                    \"Ogni carta {C:attention}di pietra{} giocata\",\n                    \"guadagna permanentemente\",\n                    \"{C:chips}+#1#{} fiche quando assegna punti\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Le carte {C:attention}di pietra{} si riattivano per ogni\",\n                    \"Jolly {X:earth,C:white}Terra{} che hai\",\n                    \"{C:inactive}(Attualmente #2# riattivazioni)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'Tangrowth',\n                text = {\n                    \"Le carte multiuso {C:attention}non possono essere{} penalizzate\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Le carte {C:attention}multiuso{} danno\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Fiche, o {C:money}$#3#{}\",\n                    \"{C:green}#4# possibilità su #5#{} {C:attention}tutti e 3 gli effetti{}\",\n                } \n            },\n            j_poke_electivire = {\n                name = 'Electivire',\n                text = {\n                    \"Guadagni {C:money}$#1#{} {C:attention}di valore di vendita{}\",\n                    \"alla fine del round quando una carta viene {C:attention}venduta{}\",\n                    \"{br:3.5}text needs to be here to work\",\n                    \"Da {X:mult,C:white}X#2#{} Mult per ogni $\",\n                    \"del valore di vendita di questo Jolly\",\n                    \"{C:inactive}(Attualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'Magmortar',\n                text = {\n                    \"Se il {C:attention}primo scarto{} del round ha \",\n                    \"{C:attention}1 sola{} carta, distruggila e ottieni {C:mult}+#2#{} Mult\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"Ottieni {X:mult,C:white}X#4#{} Mult per ogni carta scartata\",\n                    \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_togekiss = {\n                name = 'Togekiss',\n                text = {\n                    \"Le {C:attention}Carte Fortunate{} hanno\",\n                    \"{C:green}#1# possibilità su #2#{} di dare {C:chips}+#4#{} fiche\",\n                    \"e {C:green}#1# possibilità su #3#{} di dare {X:mult,C:white}X#5#{} Mult\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"Le probabilità delle {C:attention}Carte Fortunate{} sono {C:attention}triplicate{}\",\n                    \"{C:inactive}(ex: {C:green}2 possibilità su 5{C:inactive} -> {C:green}6 possibilità su 5{C:inactive})\",\n                }\n            },\n            j_poke_yanmega = {\n              name = \"Yanmega\",\n              text = {\n                \"Each played {C:attention}3{} or {C:attention}6{} gives\",\n                \"{C:chips}+#2#{} Chips and {C:mult}+#1#{} Mult when scored\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:green}#3# in #4#{} chance to retrigger each\",\n                \"played {C:attention}3{} or {C:attention}6{}\"\n              }\n            },\n            j_poke_leafeon = {\n                name = 'Leafeon',\n                text = {\n                    \"{C:attention}+#1#{} dimensione della mano\",\n                    \"Si riduce di {C:red}#2#{}\",\n                    \"ad ogni mano giocata\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Ottieni {C:attention}+#2#{} dimensione della mano\",\n                    \"quando una carta {C:attention}fortunata{}\",\n                    \"{C:green}si attiva{}\",\n                    \"{C:inactive}(Max aumento {C:attention}+#3#{C:inactive} dimensione della mano){}\"\n                } \n            },\n            j_poke_glaceon = {\n                name = 'Glaceon',\n                text = {\n                    \"Ogni cambio nel negozio ha\",\n                    \"{C:green}#1# possibilità su #2#{} di aggiungere\",\n                    \"una copia di {C:attention}Vetro{}\",\n                    \"di una carta casuale del tuo mazzo.\",\n                } \n            },\n            j_poke_gliscor = {\n                name = 'Gliscor',\n                text = {\n                    \"Le carte giocate {X:mult,C:white}X#1#{} Mult per ogni\",\n                    \"{V:1}#2#{} or carta penalizzata {C:attention}tenuta{} in mano\",\n                    \"{C:inactive, s:0.8}(Il seme cmbia ad ogni round)\",\n                    \"{C:inactive}(Attualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_mamoswine = {\n              name = \"Mamoswine\",\n              text = {\n                \"Le prime carte giocate danno {C:mult}+#1#{} Mult per ogni\",\n                \"carta di {C:attention}Pietra{} e di {C:attention}Vetro{} nella mano giocata che assegna punti\",\n                \"{br:2}text needs to be here to work\",\n                \"{C:green}#3# possibilità su #4#{} per ogni carta di {C:attention}Pietra{} e\",\n                \"di {C:attention}Vetro{} di guadagnare {C:money}$#2#{} quando assegnano punti\",\n              }\n            },\n            j_poke_porygonz = {\n                name = 'Porygon-Z',\n                text = {\n                    \"{C:pink}+3{} Limite di Energia\",\n                    \"{X:red,C:white} X#2# {} mult per ogni carta {C:pink}Energia{}\",\n                    \"usata in questa {C:attention}partita{}\",\n                    \"{C:inactive}(Attualmente {X:red,C:white} X#1# {}{C:inactive} mult)\"\n                } \n            },\n            j_poke_probopass = {\n                name = 'Probopass',      \n                text = {\n                    \"Le carta di {C:attention}Pietra{} sono considerate figure\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Giocare carte di {C:attention}Pietra{} \",\n                    \"aggiunge {X:mult,C:white} X#1# {} Mult quando vengono assegnati punti\"\n                } \n            },\n            j_poke_dusknoir = {\n                name = \"Dusknoir\",\n                text = {\n                  \"Riattiva tutte le carte giocate\",\n                  \"nella {C:attention}mano finale{}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Le carte {C:spectral}Spettrali{} possono apparire\",\n                  \"nel negozio\",\n                  \"{C:inactive,s:0.8}(La probabilità aumenta se ne sono già apparse){}\"\n                }\n            },\n            j_poke_froslass = {\n                name = \"Froslass\",\n                text = {\n                  \"Il debito arriva fino a {C:mult}-$#1#{}\",\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\n                  \"Crea una carta {C:item}Oggetto{} se\",\n                  \"la mano viene giocata mentre si è in debito\",\n                  \"{C:inactive,s:0.8}(Devi avere spazio)\",\n                }\n            },\n            j_poke_rotom = {\n                name = \"Rotom\",\n                text = {\n                  \"{C:green}#1# possibilità su #2#{} di creare\",\n                  \"un {C:item}oggetto{} quando apri una qualsiasi\",\n                  \"{C:attention}Busta d'espansione{}\",\n                  \"{C:inactive}(Devi avere spazio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{C:attention}Tutti i paccheti{} costano {C:money}$1{} in meno\",\n                  \"{C:inactive}(Si trasforma quando usi una{C:attention}Macchina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomh = {\n                name = \"Rotom (Calore)\",\n                text = {\n                  \"{C:green}#1# possibilità su #2#{} di creare\",\n                  \"un {C:item}oggetto{} quando apri una qualsiasi\",\n                  \"{C:attention}Busta d'espansione{}\",\n                  \"{C:inactive}(Devi avere spazio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Se il primo scarto è di esattamente\",\n                  \"{C:attention}2{} carte, diventanto\",\n                  \"entrambe carte {C:attention}Mult{} \",\n                  \"{C:inactive}(Si trasforma quando usi una{C:attention}Macchina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomw = {\n                name = \"Rotom (Lavaggio)\",\n                text = {\n                  \"{C:green}#1# possibilità su #2#{} di creare\",\n                  \"un {C:item}oggetto{} quando apri una qualsiasi\",\n                  \"{C:attention}Busta d'espansione{}\",\n                  \"{C:inactive}(Devi avere spazio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Guadagni {C:money}$#3#{} per ogni carta\",\n                  \"{C:attention}Potenziata{} giocata che assegna punti\",\n                  \"Rimuovi i {C:attention}potenziamenti\",\n                  \"{C:inactive}(Si trasforma quando usi una{C:attention}Macchina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomf = {\n              name = \"Rotom (Gelo)\",\n              text = {\n                \"{C:green}#1# possibilità su #2#{} di creare\",\n                \"un {C:item}oggetto{} quando apri una qualsiasi\",\n                \"{C:attention}Busta d'espansione{}\",\n                \"{C:inactive}(Devi avere spazio){}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Quando un buio viene selezionato, crea\",\n                \"un {C:attention}Consumabile{} casuale con un'edizione\",\n                \"{C:dark_edition}Foil{}, {C:dark_edition}Olografica{}, o {C:dark_edition}Policroma{}\",\n                \"{C:inactive}(Si trasforma quando usi una{C:attention}Macchina{C:inactive}){}\"\n              }\n            },\n            j_poke_rotomfan = {\n                name = \"Rotom (Vortice)\",\n                text = {\n                  \"{C:green}#1# possibilità su #2#{} di creare\",\n                  \"un {C:item}oggetto{} quando apri una qualsiasi\",\n                  \"{C:attention}Busta d'espansione{}\",\n                  \"{C:inactive}(Devi avere spazio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Quando un Buio viene selezionato,\",\n                  \"distruggi il jolly\",\n                  \"e crea un {C:attention}Patto\",\n                  \"{C:inactive}(Si trasforma quando usi una{C:attention}Macchina{C:inactive}){}\"\n                }\n            },\n            j_poke_rotomm = {\n                name = \"Rotom (Taglio)\",\n                text = {\n                  \"{C:green}#1# possibilità su #2#{} di creare\",\n                  \"un {C:item}oggetto{} quando apri una qualsiasi\",\n                  \"{C:attention}Busta d'espansione{}\",\n                  \"{C:inactive}(Devi avere spazio){}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"{C:attention}Riduci{} il valore delle\",\n                  \"prime {C:attention}2{} carte {C:attention}tenute{} in\",\n                  \"mano alla fine del round\",\n                  \"{C:inactive}(Si trasforma quando usi una{C:attention}Macchina{C:inactive}){}\"\n                }\n            },\n            j_poke_shaymin = {\n              name = \"Shaymin\",\n              text = {\n                \"La carta più a destra che assegna punti\",\n                \"della {C:attention}prima mano{} del round\",\n                \"diventa una carta {C:attention}Fiore{}\",\n                \"{C:inactive,s:0.8}(Si trasforma dopo che {C:attention,s:0.8}#1#{C:inactive,s:0.8} Carte Fiore hanno assegnato punti)\"\n              }\n            },\n            j_poke_shaymin_sky = {\n              name = \"Shaymin (Cielo)\",\n              text = {\n                \"Le carte {C:attention}Fiore{} sono\",\n                \"considerate anche carte {C:attention}Multiuso{}\",\n                \"{C:inactive,s:0.8}(Si trasforma tramite una carta{C:attention,s:0.8}Morte{C:inactive,s:0.8})\"\n              }\n            },\n            j_poke_pansage = {\n                name = \"Pansage\",\n                text = {\n                    \"Usa {C:attention}Scorciatoia\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietrafoglia{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_simisage = {\n                name = \"Simisage\",\n                text = {\n                    \"Usa {C:attention}Scorciatoia\",\n                    \"Tutte le carte non potenziate giocate hanno\",\n                    \"{C:green}#1# possibilità su #2#{} di diventare carte {C:attention}Fortunate{}\"\n                }\n            },\n            j_poke_pansear = {\n                name = \"Pansear\",\n                text = {\n                    \"Usa {C:attention}Quattro dita\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietrafocaia{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_simisear = {\n                name = \"Simisear\",\n                text = {\n                    \"Usa {C:attention}Quattro dita\",\n                    \"Se la prima mano giocata include una {C:attention}Scala\",\n                    \"o un {C:attention}Colore{}, crea una {C:attention}Imperatrice{} \",\n                    \"e ogni carta che non assegna punti viene distrutta {C:inactive}#1#{}\",\n                }\n            },\n            j_poke_panpour = {\n                name = \"Panpour\",\n                text = {\n                    \"Usa {C:attention}Pareidolia\",\n                    \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Pietraidrica{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_simipour = {\n                name = \"Simipour\",\n                text = {\n                    \"Usa {C:attention}Pareidolia\",\n                    \"La carta giocata con valore di fiche\",\n                    \"più basso giocata a partire da sinistra\",\n                    \"diventa una carta {C:attention}Bonus{}\",\n                }\n            },\n            j_poke_roggenrola = {\n                name = \"Roggenrola\",\n                text = {\n                    \"{C:purple}+#1# Carte Azzardo\",\n                    \"Per ogni carta {C:attention}senza valore{}\",\n                    \"{C:attention}held{} in hand gives {C:mult}+#2#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves after triggering {C:attention,s:0.8}#3#{C:inactive,s:0.8} times)\",\n                }\n            },\n            j_poke_boldore = {\n                name = \"Boldore\",\n                text = {\n                    \"{C:purple}+#1# Carte Azzardo\",\n                    \"Ogni carta {C:attention}senza valore{}\",\n                    \"{C:attention}tenuta{} in mano da {C:mult}+#2#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolves with a {C:attention,s:0.8}Linking Cord{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_gigalith = {\n                name = \"Gigalith\",\n                text = {\n                    \"{C:purple}+#1# Carte Azzardo\",\n                    \"Ogni carta {C:attention}senza valore{}\",\n                    \"{C:attention}tenuta{} in mano da {C:mult}+#2#{} Mult\",\n                    \"e si riattiva\"\n                }\n            },\n            j_poke_drilbur = {\n                name = \"Drilbur\",\n                text = {\n                  \"La prima carta {C:attention}di Pietra{} giocata\",\n                  \"ogni round viene distrutta\",\n                  \"e crea un {C:money}Tesoro{}\",\n                  \"{C:inactive}(Devi avere spazio)\",\n                  \"{C:inactive,s:0.8}(Si evole dopo essersi attivata {C:attention,s:0.8}#1#{C:inactive,s:0.8} volte)\"\n                }\n            },\n            j_poke_excadrill = {\n              name = \"Excadrill\",\n              text = {\n                \"Le carte di {C:attention}Pietra{} giocata\",\n                \"vengono distrutte e crea un {C:money}Tesoro{}\",\n                \"{C:inactive}(Devi avere spazio)\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:mult}+#1#{} Mult per ogni carta in meno\",\n                \"{C:attention}#2#{} nel tuo mazzo pieno\",\n                \"{C:inactive}(Attualmente {C:mult}+#3#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_trubbish = {\n              name = \"Trubbish\",\n              text = {\n                \"Ottieni {C:chips}+#2#{} Fiche e guadagni\",\n                \"{C:money}$#3#{} per ogni scarto rimasto se\",\n                \"non effettui scarti fino\",\n                \"alla fine del round\",\n                \"{C:inactive}(Attualmente {C:chips}+#1#{C:inactive} Fiche)\",\n                \"{C:inactive,s:0.8}(Si evolve dopo essersi attivato {C:attention,s:0.8}#4#{C:inactive,s:0.8} volte)\"\n              }\n            },\n            j_poke_garbodor = {\n                name = \"Garbodor\",\n                text = {\n                  \"Ottieni {C:chips}+#2#{} Fiche per ogni scarto rimasto se\",\n                  \"non effettui scarti fino\",\n                  \"alla fine del round\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Ottieni un {C:attention}Patto Spazzatura{} se\",\n                  \"non effettui scarti fino\",\n                  \"alla fine del round\",\n                  \"{C:inactive}(Attualmente {C:chips}+#1#{C:inactive} Chips)\",\n                }\n            },\n            j_poke_zorua = {\n                name = \"Zorua\",\n                text = {\n                    \"{V:1}Copia l'abilità del {C:attention}Jolly{} più a destra\",\n                    \"{br:2.5}ERROR - CONTACT STEAK\",\n                    \"Se viene giocata una mano mentre l'effetto di copia\",\n                    \"è attivo, l'effetto viene rimosso\",\n                    \"e rimane disattivato fino alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_zoroark = {\n                name = \"Zoroark\",\n                text = {\n                    \"Copia l'abilità del {C:attention}Jolly{} più a destra\",\n                }\n            },\n            j_poke_gothita = {\n                name = \"Gothita\",\n                text = {\n                    \"Tutte le carte {C:planet}Pianeta{} e i {C:planet}Celestial Pack{}\",\n                    \"Nel negozio sono scontati di {C:money}$2{}\",\n                    \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_gothorita = {\n                name = \"Gothorita\",\n                text = {\n                    \"Tutte le carte {C:planet}Pianeta{} e i {C:planet}Celestial Pack{}\",\n                    \"Nel negozio sono scontati di {C:money}$3{} \",\n                    \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_gothitelle = {\n                name = \"Gothitelle\",\n                text = {\n                    \"Tutte le carte {C:planet}Pianeta{} e i {C:planet}Celestial Pack{}\",\n                    \"nel negozio sono {C:attention}gratis{}\",\n                    \"{br:2}text needs to be here to work\",\n                    \"Ottieni {C:money}$#1#{} quando utilizzi una carta {C:planet}Pianeta{}\"\n                } \n            },\n            j_poke_vanillite = {\n                name = \"Vanillite\",\n                text = {\n                  \"{C:attention}Sinistra Instabile\",\n                  \"{C:chips}+#1#{} Fiche\",\n                  \"{C:chips}-#3#{} Fiche per mano giocata\",\n                  \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round senza essere attivata)\",\n                }\n            },\n            j_poke_vanillish = {\n                name = \"Vanillish\",\n                text = {\n                  \"{C:attention}Sinistra Instabile\",\n                  \"{C:chips}+#1#{} Fiche\",\n                  \"{C:chips}-#3#{} Fiche per mano giocata\",\n                  \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round senza essere attivata)\",\n                }\n            },\n            j_poke_vanilluxe = {\n                name = \"Vanilluxe\",\n                text = {\n                  \"{C:chips}+#1#{} Fiche\",\n                  \"{C:chips}-#2#{} Fiche per mano giocata\",\n                  \"{br:2}text needs to be here to work\",\n                  \"Quando è completamente sciolto\",\n                  \"crea {C:attention}#3# Patto doppio{} \"\n                }\n            },\n            j_poke_frillish = {\n                name = \"Frillish\",\n                text = {\n                    \"Ottieni {C:chips}+#2#{} Fiche per ogni\",\n                    \"{C:attention}figura{} scartata\",\n                    \"{C:inactive}(Si evolve a {C:chips}+#1#{C:inactive} / +#3# Fiche)\",\n                } \n            },\n            j_poke_jellicent = {\n                name = \"Jellicent\",\n                text = {\n                  \"Gains {C:chips}+#2#{} Fiche per ogni\",\n                  \"{C:attention}figura{} scartata\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Ottieni {C:attention}il doppo{} se vengono scartati\",\n                  \"{C:attention}Re{} o {C:attention}Regine{}\",\n                  \"{C:inactive}(Attualmente {C:chips}+#1#{C:inactive} Fiche)\",\n                }\n            },\n            j_poke_ferroseed = {\n                name = \"Ferroseed\",\n                text = {\n                  \"Le carte {C:attention}multiuso{} e le carte {C:attention}Azzardo{} \",\n                  \"sono considerate anche carte {C:attention}d'acciaio{}\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_ferrothorn = {\n              name = \"Ferrothorn\",\n              text = {\n                \"Le carte {C:attention}multiuso{} e le carte {C:attention}Azzardo{} \",\n                \"sono considerate anche carte {C:attention}d'acciaio{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Se la mano include un\",\n                \"{C:attention}colore{}, riattiva tutte le\",\n                \"carte {C:attention}d'Acciaio{} {C:attention}tenute{} in mano\",\n              }\n            },\n            j_poke_elgyem = {\n                name = \"Elgyem\",\n                text = {\n                    \"Quando un {C:attention}Buio{} viene selezionato, crea\",\n                    \"una carta {C:planet}Pianeta{} {C:dark_edition}Negativa{}\",\n                    \"di {C:attention}#1#{} delle mani di poker più altre giocate\",\n                    \"{C:inactive,s:0.8}(Evolve se hai #2#/{C:planet,s:0.8}#3#{C:inactive,s:0.8} carte pianeta diverse nei consumabili){}\"\n                }\n            },\n            j_poke_beheeyem = {\n                name = \"Beheeyem\",\n                text = {\n                    \"Quando un {C:attention}Buio{} viene selezionato, crea\",\n                    \"una carta {C:planet}Pianeta{} {C:dark_edition}Negativa{}\",\n                    \"{C:attention}#1#{} delle mani di poker più alte giocate\",\n                    \"{br:3.5}text needs to be here to work\",\n                    \"Dopo aver aperto {C:attention}#2# Buste d'espansione{}, crea un buono\",\n                    \"{C:attention}Telescopio{} o {C:attention}Osservatorio{} se possibile\"\n                }\n            },\n            j_poke_litwick = {\n                name = \"Litwick\",\n                text = {\n                    \"{C:attention}Assorbi {C:money}$#1#{} dai Jolly\",\n                    \"adiacenti alla fine del round\",\n                    \"{br:3.5}text needs to be here to work\",\n                    \"Aggiungi il valore di vendita di questo Jolly al Mult\",\n                    \"{C:inactive}(Attualmente {C:mult}+#3#{C:inactive} Mult){}\",\n                    \"{C:inactive,s:0.8}(Evolve a {C:money,s:0.8}$#2#{C:inactive,s:0.8} di valore di vendita)\"\n                }\n            },\n            j_poke_lampent = {\n              name = \"Lampent\",\n              text = {\n                \"{C:attention}Assorbe {C:money}$#1#{} da tutti\",\n                \"i Jolly alla fine del round\",\n                \"{br:3.5}text needs to be here to work\",\n                \"Aggiungi il {C:attention}doppio{} del valore di vendita di questo Jolly al Mult\",\n                \"{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult){}\",\n                \"{C:inactive,s:0.8}(Evolve con una carta {C:attention,s:0.8}Neropietra{C:inactive,s:0.8})\"\n              }\n            },\n            j_poke_chandelure = {\n                name = \"Chandelure\",\n                text = {\n                    \"Ogni Jolly con {C:money}1${} di valore di vendita\",\n                    \"da {X:mult,C:white} X#1# {} Mult e guadagni {C:money}$#2#{}\",\n                    \"{br:3.5}text needs to be here to work\",\n                    \"Aggiugni il {C:attention}triplo{} del valore di vendita di questo Jolly al Mult\",\n                    \"{C:inactive}(Attualmente {C:mult}+#3#{C:inactive} Mult){}\",\n                }\n            },\n            j_poke_golett = {\n                name = \"Golett\",\n                text = {\n                  \"{C:purple}+#1# Carte Azzardo\",\n                  \"{C:green}#4# possibilità su #5#{} per ogni carta {C:attention}tenuta{}\",\n                  \"in mano di dare {X:mult,C:white}X#2#{} Mult\",\n                  \"Garantito per ogni carta {C:attention}Azzardo{}\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} round)\"\n                }\n            },\n            j_poke_golurk = {\n                name = \"Golurk\",\n                text = {\n                  \"{C:purple}+#1# Carte Azzardo\",\n                  \"{C:green}#3# possibilità su #4#{} per ogni carta {C:attention}tenuta{}\",\n                  \"in mano di dare {X:mult,C:white}X#2#{} Mult\", \n                  \"Garantito per ogni carta {C:attention}Azzardo{}\",\n                }\n            },\n            j_poke_pawniard = {\n                name = \"Pawniard\",\n                text = {\n                  \"Ottieni {X:red,C:white}X#2#{} Mult quando una\",\n                  \"{C:attention}Figura{} vine distrutta\",\n                  \"{C:inactive}(Si evolve a {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_bisharp = {\n              name = \"Bisharp\",\n              text = {\n                \"Ottieni {X:red,C:white}X#2#{} Mult quando una\",\n                \"{C:attention}figura{} viene distrutta\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"Se la mano giocata\",\n                \"è una sola {C:attention}figura{}, distruggila\",\n                \"{C:inactive}(Attualmente {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                \"{C:inactive,s:0.8}(Si evolve dopo aver distrutto {C:attention,s:0.8}#3#{C:inactive,s:0.8} Re)\",\n              }\n            },\n            j_poke_zweilous = {\n                name = \"Zweilous\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} Mult se la mano giocata\",\n                  \"è un {C:attention}Tris{}\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo essersi attivato {C:attention,s:0.8}#2#{C:inactive,s:0.8} volte){}\"\n                }\n            },\n            j_poke_hydreigon = {\n                name = \"Hydreigon\",\n                text = {\n                  \"Se la mano giocata è un {C:attention}Tris{}\",\n                  \"ogni carta che non assegna punti viene distrutta\",\n                  \"{br:3}text needs to be here to work\",\n                  \"Ottieni {X:mult,C:white} X#2# {} Mult quando una carta viene distrutta\",\n                  \"{C:inactive}(Attualmente {X:mult,C:white} X#1# {C:inactive} Mult){}\"\n                }\n            },\n            j_poke_deino = {\n                name = \"Deino\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} Mult se la mano giocata\",\n                  \"è un {C:attention}Tris{}\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo essersi attivato {C:attention,s:0.8}#2#{C:inactive,s:0.8} volte){}\"\n                }\n            },\n            j_poke_litleo = {\n                name = \"Litleo\",\n                text = {\n                    \"{C:chips}+#1#{} Fiche se la mano\",\n                    \"giocata include un {C:attention}Colore{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                } \n            },\n            j_poke_pyroar = {\n                name = \"Pyroar\",\n                text = {\n                    \"{C:chips}+#1#{} Fiche se la mano giocata include un {C:attention}Colore{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"Crea una carta {C:pink}Energia{} se la giocata\",\n                    \"include un {C:attention}Re{} o una {C:attention}Regina{}\"\n                } \n            },\n            j_poke_sylveon = {\n                name = 'Sylveon',\n                text = {\n                    \"Se la {C:attention}prima mano giocata{} contiene\",\n                    \"esattamente {C:attention}1{} carta non potenziata,\",\n                    \"aggiunge un effetto {C:dark_edition}Foil{}, {C:dark_edition}Olografico{},\",\n                    \"o {C:dark_edition}Policromo{} alla carta\",\n                } \n            },\n            j_poke_pumpkaboo_small = {\n                name = 'Pumpkaboo (Piccolo)',\n                text = {\n                  \"Dopo aver scartato {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jack,\",\n                  \"create una  carta{C:spectral}Spettrale{}\",\n                  \"{C:inactive}(Devi avere spazio)\",\n                  \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_pumpkaboo_average = {\n                name = 'Pumpkaboo (Medio)',\n                text = {\n                  \"Dopo aver scartato {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jack,\",\n                  \"crea una carta {C:spectral}Spettrale{}\",\n                  \"{C:inactive}(Must have room)\",\n                  \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_pumpkaboo_large = {\n                name = 'Pumpkaboo (Grande)',\n                text = {\n                  \"Dopo aver scartato {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jack,\",\n                  \"crea una carta {C:spectral}Spettrale{}\",\n                  \"{C:inactive}(Must have room)\",\n                  \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_pumpkaboo_super = {\n                name = 'Pumpkaboo (Super)',\n                text = {\n                  \"Dopo aver scartato {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jack,\",\n                  \"crea una carta {C:spectral}Spettrale{}\",\n                  \"{C:inactive}(Devi avere spazio)\",\n                  \"{C:inactive,s:0.8}(Si evolve tramite {C:attention,s:0.8}Cavo di Collegamento{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_gourgeist_small = {\n                name = \"Gourgeist (Piccolo)\",\n                text = {\n                  \"Dopo aver scartato {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jack,\",\n                  \"crea una carta {C:spectral}Spettrale{}\",\n                  \"{C:inactive}(Devi avere spazio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Guadagni {C:money}$#3#{} quando una carta{C:spectral}Spettrale{}\",\n                  \"viene usata e applica un adesivo{X:psychic,C:white}Psico{}\",\n                  \"al Jolly {C:attention}più a sinistra{}\"\n                }\n            },\n            j_poke_gourgeist_average = {\n                name = \"Gourgeist (Medio)\",\n                text = {\n                  \"Dopo aver scartato {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jack,\",\n                  \"crea una carta {C:spectral}Spettrale{}\",\n                  \"{C:inactive}(Devi avere spazio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Guadagni {C:money}$#3#{} quando una carta{C:spectral}Spettrale{}\",\n                  \"viene usata e applica un adesivo{X:psychic,C:white}Psico{}\",\n                  \"al Jolly {C:attention}più a sinistra{}\"\n                }\n            },\n            j_poke_gourgeist_large = {\n                name = \"Gourgeist (Grande)\",\n                text = {\n                  \"Dopo aver scartato {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jack,\",\n                  \"crea una carta {C:spectral}Spettrale{}\",\n                  \"{C:inactive}(Devi avere spazio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Guadagni {C:money}$#3#{} quando una carta{C:spectral}Spettrale{}\",\n                  \"viene usata e applica un adesivo{X:psychic,C:white}Psico{}\",\n                  \"al Jolly {C:attention}più a sinistra{}\"\n                }\n            },\n            j_poke_gourgeist_super = {\n                name = \"Gourgeist (Super)\",\n                text = {\n                  \"Dopo aver scartato {C:attention}#1#{} {C:inactive}[#2#]{} {C:attention}Jack,\",\n                  \"crea una carta {C:spectral}Spettrale{}\",\n                  \"{C:inactive}(Devi avere spazio)\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Guadagni {C:money}$#3#{} quando una carta{C:spectral}Spettrale{}\",\n                  \"viene usata e applica un adesivo{X:psychic,C:white}Psico{}\",\n                  \"al Jolly {C:attention}più a sinistra{}\"\n                }\n            },\n            j_poke_grubbin = {\n                name = 'Grubbin',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:attention}Triplica{} se hai\",\n                    \"un Jolly di tipo {X:lightning, C:black}Elettro{} \",\n                    \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'Charjabug',\n                text = {\n                    \"{C:mult}+#1#{} Mult per ogni\",\n                    \"Jolly {X:lightning, C:black}Elettro{} in possesso\",\n                    \"{C:inactive}(Attualmente {C:mult}+#2#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolve tramite carta {C:attention,s:0.8}Pietratuono{C:inactive,s:0.8})\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'Vikavolt',\n                text = {\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{X:red,C:white} X#1# {} Mult per ogni\",\n                    \"Jolly {X:lightning, C:black}Elettro{} in possesso\",\n                    \"{C:inactive}(Attualmente {X:red,C:white} X#2# {C:inactive} Mult)\",\n                }\n            },\n            j_poke_rockruff = {\n              name = \"Rockruff\",\n              text = {\n                \"Ogni carta che {C:attention}non è una figura{}\",\n                \"da {C:mult}+#1#{} Mult quando assegna putni\",\n                \"{C:inactive,s:0.8}(Si evolve dopo che {C:attention,s:0.8}#2#{C:inactive,s:0.8} carte pari hanno assegnato punti)\",\n                \"{C:inactive,s:0.8}(Si evolve dopo che{C:attention,s:0.8}#3#{C:inactive,s:0.8} carte dispari hanno assegnato punti)\"\n              }\n            },\n            j_poke_lycanroc_day = {\n              name = \"Lycanroc (Giorno)\",\n              text = {\n                \"Ogni carta {C:attention}pari{} giocata\",\n                \"data {C:mult}+#1#{} Mult quando assegna punti\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Se la prima mano giocata ha\",\n                \"esattamente {C:attention}1{} carta ottieni\", \n                \"{C:chips}+#2#{} Fiche e {C:blue}+1{} mani\",\n                \"per questo round\"\n              }\n            },\n            j_poke_lycanroc_night= {\n              name = \"Lycanroc (Mezzanotte)\",\n              text = {\n                \"Ogni carta {C:attention}dispari{} giocata\",\n                \"da {C:mult}+#1#{} Mult quando assegna punti\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Quando un Buio viene selezionato\",\n                \"ottieni {C:chips}+#2#{} mani, {C:mult}+#3#{} scarti\", \n                \"e {C:attention}+#2#{} dimensione della mano per questo round\",\n              }\n            },\n            j_poke_lycanroc_dusk = {\n              name = \"Lycanroc (Crepuscolo)\",\n              text = {\n                \"Ogni carta che non è una {C:attention}figura{}\",\n                \"da {C:mult}+#1#{} Mult quando assegna punti\",\n                \"{br:3}ERROR - CONTACT STEAK\",\n                \"Riattiva la {C:attention}prima{} carta che\",\n                \"assegna punti con un valore {C:attention}pari{} e\",\n                \"la {C:attention}prima{} carta con valore\",\n                \"{C:attention}Dispari{} una volta per round\"\n              }\n            },\n            j_poke_mimikyu = {\n                name = \"Mimikyu\",\n                text = {\n                  \"{C:chips}+#1#{} Fiche se la mano\",\n                  \"giocata non include carte {C:hearts}#2#{} che assegnano punti\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Previene la morte se le fiche assegnate sono\",\n                  \"almeno {C:attention}50%{} delle fiche richieste\",\n                  \"{C:inactive}(#3#){}\"\n                }\n            },\n            j_poke_nickit = {\n                name = \"Nickit\",\n                text = {\n                    \"Guadagni {C:money}$#1#{}\",\n                    \"alla fine del round\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_thievul = {\n                name = \"Thievul\",\n                text = {\n                    \"Guadagni {C:money}${} alla fine del round\",\n                    \"equivalente al {C:attention}doppio{} del valore di vendita\", \n                    \"del {C:attention}Jolly{} più a sinistra\",\n                    \"{C:inactive,s:0.8}(Tranne questo Jolly)\",\n                    \"{C:inactive}(Attualmente {C:money}$#1#{C:inactive}, Massimo di {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_yamper = {\n                name = 'Yamper',\n                text = {\n                    \"{C:mult}+#1#{} Mult e guadagni {C:money}$#2#{}\",\n                    \"se la mano giocata include\",\n                    \"una {C:attention}Scala{}\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#3#{C:inactive,s:0.8} rounds)\",\n                } \n            },\n            j_poke_boltund = {\n                name = 'Boltund',\n                text = {\n                    \"{X:red,C:white}X#1#{} mult e guadagna {C:money}$#2#{}\",\n                    \"se la mano giocata include\",\n                    \"una {C:attention}Scala{}\",\n                } \n            },\n            j_poke_dreepy = {\n                name = \"Dreepy\",\n                text = {\n                  \"Quando viene venduto, aggiunge {C:money}$#1#{} al valore di vendita\",\n                  \"di ogni Jolly in tuo possesso e converte tutte le carte \",\n                  \" {C:attention}{C:spades}#2#{} tenute in mano\",\n                  \"{C:inactive}(Si evolve quando una scala reale viene giocata){}\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"Drakloak\",\n                text = {\n                  \"{X:red,C:white} X#4# {} mult per ogni {C:money}${} del\",\n                  \"valore di vendita di tutti i Jolly posseduti\",\n                  \"{br:4}ERROR - CONTACT STEAK\",\n                  \"Se la mano giocata è una {C:attention}Scala Reale{}\",\n                  \"aggiunge {C:money}$#1#{} al valore di vendita di ogni Jolly\",\n                  \"{C:inactive}(Attualmente {X:red,C:white} X#5# {C:inactive} mult){}\",\n                  \"{C:inactive}(Si evolve a {C:money}$#2#{}{C:inactive}/#3# valore di vendita totale dei Jolly)\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"Dragapult\",\n                text = {\n                  \"{X:red,C:white} X#2# {} mult per ogni {C:money}${} del\",\n                  \"valore di vendita di tutti i Jolly posseduti\",\n                  \"{br:4}ERROR - CONTACT STEAK\",\n                  \"Se la mano giocata è una {C:attention}Scala Reale{}\",\n                  \"e non hai {C:attention}Frecce Dreepy{}\",\n                  \"crea {C:attention}2 Frecce Dreepy {}{C:dark_edition}Negative{}\",\n                  \"{C:inactive}(Attualmente {X:red,C:white} X#3# {C:inactive} mult){}\"\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"Freccia Dreepy\",\n                text = {\n                  \"Quando viene venduta, aggiunge {C:money}$#1#{} di valore di vendita\",\n                  \"a ogni Jolly e converte tutte le carte {C:attention}tenute{}\",\n                  \"in mano in {C:spades}#2#{}\",\n                }\n            },\n            j_poke_hisuian_qwilfish = {\n                name = \"Qwilfish (Forma di Hisui)\",\n                text = {\n                    \"{C:purple}+#1# Carte Azzardo {C:inactive}(1 ogni #2# carte)\",\n                    \"Ottieni {C:chips}+#3#{} Fiche quando peschi\",\n                    \"una {C:attention}Carta Azzardo{}\",\n                    \"{C:inactive}(Si evolve a {C:chips}+#4#{C:inactive} / +#5# Fiche)\",\n                }\n            },\n            j_poke_overqwil = {\n                name = \"Overqwil\",\n                text = {\n                    \"{C:purple}+#1# Carte Azzardo {C:inactive}(1 ogni #2# carte)\",\n                    \"Ottieni {C:chips}+#3#{} Fiche quando peschi\",\n                    \"una {C:attention}Carta Azzardo{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:attention}Dimezza{} le fiche dopo aver giocato la mano\",\n                    \"{C:inactive}(Attualmente {C:chips}+#4#{C:inactive} Fiche)\",\n                }\n            },\n            j_poke_wyrdeer = {\n                name = \"Wyrdeer\",\n                text = {\n                    \"{C:purple}+#1# Chiaroveggenza\",\n                    \"Aggiunge il {C:attention}doppio{} del valore della carta più {C:attention}alta{}\",\n                    \"{C:attention}vista nel mazzo{} al Mult\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Ottieni {C:purple}+#2# Chiaroveggenza{} quando una mano viene giocata\",\n                    \"{C:inactive,s:0.8}(Si resetta alla fine del round)\",\n                    \n                }\n            },\n            j_poke_kleavor = {\n                name = 'Kleavor',      \n                text = {\n                    \"Quando viene selezionato un Buio, distruggi\",\n                    \"il Jolly a destra e ottieni {C:mult}+#2#{} Mult\",\n                    \"e aggiunge una carta di {C:attention}Pietra{} al mazzo con un'edizione\",\n                    \"{C:dark_edition}Foil{}, {C:dark_edition}Olografiaca{}, o {C:dark_edition}Policroma{} se\",\n                    \"il Jolly distrutto era non {C:green}Non comune{} o più raro\",\n                    \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_ursaluna = {\n              name = \"Ursaluna\",\n              text = {\n                \"Ottiene {C:mult}+#2#{} Mult e crea\",\n                \"un {C:item}Oggetto{} con edizione {C:dark_edition}Policroma{} quando un\",\n                \"{C:attention}Pacchetto{} viene saltato {C:inactive,s:0.8}(Devi avere spazio)\",\n                \"{C:inactive}(Attualmente {C:mult}+#1#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_tarountula = {\n                name = \"Tarountula\",\n                text = {\n                    \"{C:purple}+#1# Carte Azzardo{}, {C:attention}+#3#{} dimensione della mano\",\n                    \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_spidops = {\n                name = \"Spidops\",\n                text = {\n                    \"{C:purple}+#1# Carte Azzardo, {C:attention}+#2#{} dimensione della mano\",\n                    \"Se la prima mano giocata\",\n                    \"include solo carte {C:attention}Azzardo{}, ottieni\",\n                    \"{C:attention}+#2#{} dimensione della mano per\",\n                    \"ogni carta nella mano giocata per tutto il round\"\n                }\n            },\n            j_poke_fidough = {\n                name = \"Fidough\",\n                text = {\n                  \"Se la mano giocata include un {C:attention}#3#{} guadagni {C:chips}+#2#{} fiche \",\n                  \"Il {C:attention}valore{} richiesto aumenta ad ogni attivazione\",\n                  \"{C:inactive,s:0.8}(Se il valore raggiunge il massimo, torna il minimo)\",\n                  \"{C:inactive}(Attualmente {C:chips}+#1#{C:inactive} fiche)\",\n                  \"{C:inactive,s:0.8}(Si evolve quando hai un Jolly {X:fire,C:white,s:0.8}di tipo Fuoco{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"Dachsbun\",\n                text = {\n                  \"Se la mano giocata include un {C:attention}#3#{} guadagni {C:chips}+#2#{} Fiche \",\n                  \"Il {C:attention}valore{} aumenta ad ogni attivazione\",\n                  \"{br:4}ERROR - CONTACT STEAK\",\n                  \"Le fiche aumentano di {C:chips}+2{} per ogni\",\n                  \"Jolly di tipo {X:fire,C:white}Fuoco{} in possesso\",\n                  \"{C:inactive,s:0.8}(Se il valore raggiunge il massimo, ritorna al minimo)\",\n                  \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} chips)\",\n                }\n            },\n            j_poke_charcadet = {\n              name = \"Charcadet\",\n              text = {\n                \"Ottieni {C:mult}+#2#{} Mult dopo che la mano\",\n                \"giocata assegna punti\",\n                \"{C:inactive,s:0.8}(Si resetta alla fine round)\",\n                \"{C:inactive,s:0.8}(Si evolve tra {C:attention,s:0.8}Pietralbore{C:inactive,s:0.8} or {C:attention,s:0.8}Neropietra{C:inactive,s:0.8})\",\n                \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_armarouge = {\n              name = \"Armarouge\",\n              text = {\n                \"{X:mult,C:white} X#1# {} Mult\",\n                \"Perdi {X:mult,C:white} X#2# {} Mult dopo che la mano\",\n                \"giocata assegna punti\",\n                \"{C:inactive,s:0.8}(Si resetta alla fine round)\",\n              }\n            },\n            j_poke_ceruledge = {\n              name = \"Ceruledge\",\n              text = {\n                \"Ottieni {X:mult,C:white} X#2# {} Mult dopo che la mano giocata\",\n                \"assegna punti e assorbi {C:money}$#3#{}\",\n                \"da un altro Jolly casuale\",\n                \"{C:inactive,s:0.8}(Si resetta alla fine del round)\",\n                \"{C:inactive}(Attualmente {X:mult,C:white} X#1# {C:inactive} Mult)\",\n              }\n            },\n            j_poke_tinkatink = {\n                name = \"Tinkatink\",\n                text = {\n                  \"Le carte giocate danno {C:mult}+#1#{} mult.\",\n                  \"Quando un Buio viene selezionato\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"penalizza {C:attention}#3#{} carte nel tuo mazzo\",\n                  \"che non sono carte {C:attention}d'acciaio{}\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"Tinkatuff\",\n                text = {\n                  \"Le carte giocate danno {C:mult}+#1#{} mult.\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Quando un Buio viene selezionato\",\n                  \"penalizza {C:attention}#3#{} carte nel tuo mazzo\",\n                  \"che non sono carte {C:attention}d'acciaio{}\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo {C:attention,s:0.8}#2#{C:inactive,s:0.8} round)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"Tinkaton\",\n                text = {\n                  \"Le carte giocate danno {C:mult}+#1#{} mult.\",\n                  \"Quando un Buio viene selezionato\",\n                  \"penalizza {C:attention}#3#{} carte nel tuo mazzo\",\n                  \"che non sono {c:attention}d'acciaio{} carte.\",\n                  \"Le carte {C:attention}d'acciaio{} giocate\",\n                  \"{br:4}ERROR - CONTACT STEAK\",\n                  \"si comportano come carte di {C:attention}Vetro{}\"\n                }\n            },\n            j_poke_wiglett = {\n                name = \"Wiglett\",\n                text = {\n                    \"{C:mult}+#3#{} Mult se la mano giocata\",\n                    \"include un {C:attention}Tris{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:chips}+#2#{} Fiche se la mano giocata\",\n                    \"include un {C:attention}5{}, un {C:attention}6{}, o un {C:attention}7{}\",\n                    \"{C:inactive,s:0.8}(Evolve dopo {C:attention,s:0.8}#1#{C:inactive,s:0.8} round)\"\n                } \n            },\n            j_poke_wugtrio = {\n                name = \"Wugtrio\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult se la mano giocata\",\n                    \"include un {C:attention}Tris{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:chips}+#2#{} Fiche se la mano giocata\",\n                    \"contiene un {C:attention}5{}, un {C:attention}6{}, o un{C:attention}7{}\",\n                } \n            },\n            j_poke_annihilape = {\n                name = 'Annihilape',\n                text = {\n                    \"Ogni {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, o {C:attention}7{} da\",\n                    \"{C:mult}+#1#{} Mult e {C:chips}+#2#{} per ogni mano giocata questo round\",\n                    \"quando assegna punti\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{} {C:inactive}Mult {C:chips}+#4#{C:inactive} Fiche)\",\n                } \n            },\n            j_poke_dudunsparce = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}+#1#{} slot carte nel negozio\",\n                  \"{C:attention}+#1#{} Slot Booster Pack nel negozio\",\n                  \"{C:attention}+#1#{} Slot Buoni nel negozio\",\n                }\n            },\n            j_poke_dudunsparce2 = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}Ottieni Patto doppio{}\",\n                  \"{C:attention}+#1#{} slot carte nel negozio\",\n                  \"{C:attention}+#1#{} Slot Booster Pack nel negozio\",\n                  \"{C:attention}+#1#{} Slot Buoni nel negozio\",\n                }\n            },\n            j_poke_kingambit = {\n                name = \"Kingambit\",\n                text = {\n                  \"{X:red,C:white}X#1#{} Mult\",\n                  \"Se la mano include l'unico\",\n                  \"{C:attention}Re{} del tuo mazzo completo, ogni\",\n                  \"carta giocata che {C:attention}non è una figura{} ottiene\",\n                  \"metà del {X:mult,C:white}X{} Mult di questo Jolly quando assegna punti\",\n                }\n            },\n            j_poke_farigiraf = {\n              name = \"Farigiraf\",\n              text = {\n                \"{C:attention}Ottieni{} {C:spectral}Criptide{}\",\n                \"da alla prima e all'ultima {C:attention}figura{}\",\n                \"{X:mult,C:white}X#1#{} Mult quando assegnano punti\",\n                \"se la mano giocata include una {C:attention}Doppia Coppia{}\",\n              }\n            },\n            j_poke_gimmighoul = {\n                name = \"Gimmighoul (Scrigno)\",\n                text = {\n                  \"Le carte {C:attention}dorate{} giocate\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"danno {C:money}$#1#{} quando assegnano punti\",\n                  \"Salta un {C:attention}Booster Pack{} per...?\",\n                  \"{C:inactive,s:0.8}(Si evolve dopo guadagnato o speso {C:money,s:0.8}$#2#{C:inactive,s:0.8}/$#3#)\"\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"Gimmighoul (Errante)\",\n                text = {\n                    \"Guadagna {C:money}${}\",\n                    \"{S:1.1,C:red,E:2}autodistruzione{}\",\n                }\n            },\n            j_poke_gholdengo = {\n                name = \"Gholdengo\",\n                text = {\n                  \"Le carte {C:attention}dorata{} giocate {C:red}spendono{} {C:money}$#2#{}\",\n                  \"quando assegnano punti e aumentano il moltiplicatore\",\n                  \"di questo Jolly di {X:red,C:white}X#3#\",\n                  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"Questo jolly non può essere disattivato\",\n                  \"{C:inactive}(Currently {X:red,C:white}X#1#{C:inactive} Mult)\",\n                  \"{C:inactive,s:0.8}(Si resetta alla fine del round)\",\n                }\n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"Crea consumabili\",\n                    \"quando ne ottieni?\",\n                    \"Crea {C:attention}#1#{}? {C:attention}Patti casuali{}?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'Pokedex',\n                text = {\n                    \"{C:mult}+#2#{} Mult per ogni jolly\",\n                    \"di {C:pink}Tipo{} diverso\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"Possono apparire {C:attention}Pokemon{}\", \n                    \"della stessa linea evolutiva\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_everstone = {\n                name = 'Pietrastante',\n                text = {\n                    \"I Pokemon {C:attention}non possono {}evolversi\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"I Pokemon {C:attention}Base{} e {C:attention}Baby{} danno {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_tall_grass = {\n                name = 'Erba alta',\n                text = {\n                    \"{C:green}#1# possibilità su #2#{} di creare\",\n                    \"{C:attention}Jolly{} Pokemon {C:chips}Comuni{} \",\n                    \"quando giochi una mano\",\n                    \"Assegna {C:attention}sempre{} punti se \",\n                    \"la mano include una carta {C:attention}Multiuso{}\",\n                    \"{C:inactive}(Devi avere spazio){}\",\n                } \n            },\n            j_poke_jelly_donut = {\n                name = \"Onigiri\",\n                text = {\n                  \"Quando selezioni un Buio\",\n                  \"crea una carta {C:pink}Energia{} {C:colorless}Incolore \",\n                  \"{C:inactive}({C:attention}#1#{C:inactive} round rimanenti){}\"\n                }\n            },\n            j_poke_ruins_of_alph = {\n                name = \"Rovine d'Alfa\",\n                text = {\n                  \"Quando viene selezionato un {C:attention}Buio{},\",\n                  \"crea {C:attention}3{} {C:attention}Unown {C:dark_edition}Negativi{} \",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Dopo che un {C:attention}Unown{} si attiva\",\n                  \"si fonde con questo Jolly e ottiene{C:mult}+#1#{} Mult\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n                  \"Vendi questo Jolly per un {C:attention}premio{}\", \n                  \"basato sugli Unown {C:attention}fusi\",\n                  \"{C:inactive}(Attualmente {C:mult}+#3#{C:inactive} Mult e {C:attention}#2#{C:inactive} Unown fusi)\",\n                }\n            },\n            j_poke_unown_swarm = {\n                name = \"Sciame Unown\",\n                text = {\n                  \"{C:attention}Ottieni{} una carta {C:spectral}Soul{}\",\n                  \"Ogni Jolly {C:purple}Leggendario{} Joker da\",\n                  \"{C:mult}+#1#{} Mult e {X:mult,C:white}X#2#{} Mult\"\n                }\n            },\n            j_poke_treasure_eatery = {\n                name = \"Oro in Bocca\",\n                text = {\n                  \"Quando un Buio viene selezionato\",\n                  \"cambia il {C:pink}tipo{} del jolly più a sinistra\",\n                  \"nel {C:pink}tipo{} del Jolly più a destra\",\n                  \"{C:attention}Cambiatore di Tipo{}\",\n                  \"{C:inactive}({C:attention}#1#{C:inactive} round rimasti){}\"\n                }\n            },\n            j_poke_rival = {\n                name = \"Il Rivale\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"Se il punteggio {C:attention}>#3#X{} delle fiche richieste dal Buio\",\n                    \"{S:1.1,C:red,E:2}Si autodistrugge e ottieni {C:money}$#2#\",\n                }\n            },\n            j_poke_bitter_rival = {\n                name = \"Acerrimo rivale\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"Se il punteggio{C:attention}>#3#X{} delle fiche richieste dal Buio\",\n                    \"{S:1.1,C:red,E:2}Si autodistrugge{} e ottieni{C:money}$#2#\",\n                }\n            },\n            j_poke_champion = {\n                name = \"Il Campione\",\n                text = {\n                    \"{X:mult,C:white}X#1#{} Mult\",\n                    \"Se il punteggio {C:attention}>#3#X{} delle fiche richieste dal Buio\",\n                    \"{S:1.1,C:red,E:2}Si autodistrugge{} e ottieni{C:money}$#2#\",\n                }\n            },\n            j_poke_professor = {\n                name = \"Professore\",\n                text = {\n                    \"Dopo {C:attention}#1#{} round, vendi questo Jolly\",\n                    \"per creare un patto {C:attention}Starter{}\",\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/#1#){}\"\n                }\n            },\n            j_poke_mystery_egg = {\n                name = \"Uovo misterioso\",\n                text = {\n                  \"Quando si schiude diventa un Jolly {C:attention}Base{} o\",\n                  \"{C:attention}Baby{} dopo {C:attention}#1#{} round\",\n                  \"con {C:pink}+1{} Energy se apllicabile\"\n                }\n            },\n            j_poke_billion_lions = {\n                name = 'Un miliardo di leoni',\n                text = {\n                    \"Quando un buio viene selezionato\",\n                    \"distruggi i Jolly di ogni {C:pink}tipo{} in tuo possesso\",\n                    \"e guadagna {X:mult,C:white}X#2#{} Mult per ognuno\",\n                    \"Questo Jolly si {S:1.1,C:red,E:2}autodistrugge{} quando non ha più leoni\",\n                    \"{C:inactive}(Attualmente {X:mult,C:white}X#1#{C:inactive} Mult, {C:attention}#3#{C:inactive} Leoni)\"\n                } \n            },\n            --[[ Egg dynatext, not used right now\n            j_poke_mystery_egg = {\n                name = \"Mystery Egg\",\n                text = {\n                    \"This Egg needs more time to hatch.\",\n                    \"Keep it secret. Keep it safe.\",\n                    \"It looks cold and lonely.\",\n                    \"Follow that egg!\",\n                    \"Is it supposed to glow?\",\n                    \"I wonder what's inside?\",\n                    \"It moves around inside sometimes.\",\n                    \"It's a secret to everybody.\",\n                    \"Not to be put on a sandwich.\",\n                }\n            },--]]\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Mazzo Allenatore\",\n                text = {\n                    \"Inizia la partita con il\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} buono\",\n                    \"e una carta {C:tarot,T:c_poke_pokeball}#2#{}\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Mazzo Necrologio\",\n                text = {\n                    \"Tutte le carte hanno un'edizione {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Mazzo Luminoso\",\n                text = {\n                    \"Tutti i Jolly sono creati\",\n                    \"con adesivi {C:pink}Tipo{} casuali\",\n                },\n            },\n            sleeve_poke_telekineticsleeve = {\n                name = \"Mazzo Telecinetico\",\n                text = {\n                    \"Inizia la partita con il buono\",\n                    \"{C:tarot,T:v_crystal_ball}#1#{}\",\n                    \"e {C:attention}2{} copie\",\n                    \"di {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n            sleeve_poke_ampedsleeve = {\n                name = \"Mazzo Amplificato\",\n                text = {\n                    \"Inizia la partita con il buono\",\n                    \"{C:tarot,T:v_poke_energysearch}#1#{}\",\n                    \"e una copia di\",\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                } \n            },\n            sleeve_poke_futuresleeve = {\n                name = \"Mazzo Futuro\",\n                text = {\n                    \"{C:purple}+#1# Preveggenza{}\",\n                } \n            },\n            sleeve_poke_stadiumsleeve = {\n                name = \"Mazzo Stadio\",\n                text = {\n                    \"Inizia la partita con\",\n                    \"delle carte extra {C:attention}Bonus, Mult,\",\n                    \"{C:attention}Multiuso, di Vetro, d'Acciaio, di Pietra,\",\n                    \"{C:attention}Dorate{}, e {C:attention}Fortunate{}\"\n                } \n            },\n            sleeve_poke_megasleeve = {\n                name = \"Mega Sleeve\",\n                text = {\n                    \"Inizia la partita con un buono\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{} e {C:tarot,T:v_reroll_glut}#3#{}\",\n                    \"e una carta {C:spectral,T:c_poke_megastone}#1#{}\",\n                    \"{C:red}-#4#{} slot nel negozio\"\n                } \n            },\n            sleeve_poke_vendingsleeve = {\n                name = \"Vending Sleeve\",\n                text = {\n                    \"Dopo aver sconfitto un\",\n                    \"{C:attention}Buio Boss pari{},ottieni dei\",\n                    \"{C:attention,T:tag_vremade_double}#1#\",\n                } \n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Ultraball\",\n                text = {\n                    \"Crea un Jolly {C:attention}Stage 2{} casuale\",\n                    \"{C:inactive}(Devi avere spazio)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Masterball\",\n                text = {\n                    \"Crea un Jolly {C:attention}Leggendario{} casuale\",\n                    \"{C:inactive}(Devi avere spazio)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Trasformazione\",\n                text = {\n                    \"Evolve il Pokémon più a sinistra o selezionato al\",\n                    \"massimo {C:attention}stage{}\",\n                    \"e dà {}+1{} {C:pink}Energia{}\", \n                },\n            },\n            c_poke_megastone = {\n                name = \"Mega Pietra\",\n                text = {\n                    \"{C:attention}Riutilizzabile{}\",\n                    \"{C:attention}Mega Evolve{} un Pokémon\", \n                    \"o {C:attention}Devolve{} un Mega Pokémon\",\n                    \"se {C:attention}venduto{} \",\n                    \"{C:inactive}(Usabile una volta per round)\",\n                },\n            },\n            \n            c_poke_obituary = {\n                name = \"Necrologio\",\n                text = {\n                    \"Aggiunge un sigillo {C:pink}Rosa{}\",\n                    \"a {C:attention}1{} carta selezionata\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Incubo\",\n                text = {\n                    \"Distrugge il Jolly selezionato con\",\n                    \"un {C:pink}tipo{} e crea {C:attention}2{}\",\n                    \"{C:pink}Energia{} di quel Jolly\", \n                    \"{C:pink}tipo{} con {C:dark_edition}Negativo{}\"\n                },\n            },\n            c_poke_revenant = {\n                name = \"Revenant\",\n                text = {\n                    \"Aggiunge un sigillo {C:item}Argento{}\",\n                    \"a {C:attention}1{} carta selezionata\",\n                }\n            },\n            c_poke_double_rainbow_energy = {\n                name = \"Doppia energia arcobaleno\",\n                text = {\n                    \"{C:pink}Energia{} al Jolly più a sinistra\",\n                    \"o selezionato {C:red}t{C:attention}w{C:green}i{C:blue}c{C:purple}e{}\",\n                    \"non ottieni interessi round\",\n                    \"{C:inactive}(Massimo {C:attention}#1#{C:inactive} utilizzi per Jolly)\",\n                },\n            },\n            c_poke_fake_banker = {\n                name = 'Desiderio dei soldi',\n                text = {\n                    \"{C:dark_edition}Desidero soldi!\",\n                }\n            },\n            c_poke_fake_booster = {\n                name = 'Booster Wish',\n                text = {\n                    \"{C:dark_edition}Desidero delle opzioni!\",\n                }\n            },\n            c_poke_fake_power = {\n                name = 'Desiderio di Potere',\n                text = {\n                    \"{C:dark_edition}Desidero Potere!\",\n                }\n            },\n            c_poke_fake_negging = {\n                name = 'Desiderio negativo',\n                text = {\n                    \"{C:dark_edition}Desidero degli amici!\",\n                }\n            },\n            c_poke_fake_copy = {\n                name = 'Desiderio di copia',\n                text = {\n                    \"{C:dark_edition}Desidero dell'altruismo!\",\n                }\n            },\n            c_poke_fake_fixer = {\n                name = 'Desiderio Purificativo',\n                text = {\n                    \"{C:dark_edition}Desidera un mazzo migliore!\",\n                }\n            },\n            c_poke_fake_masterball = {\n                name = 'Desiderio di evocazione',\n                text = {\n                    \"{C:dark_edition}Desidera di evocare un Pokermon Leggendario!\",\n                }\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Patto Pocket\",\n                text = {\n                    \"Ottieni un {C:pink}Mega Pocket Pack\",\n                    \"{C:green}25%{} possibilità che contenga\",\n                    \"una {C:attention}Mega Pietra{} o {C:attention}Ante 5+{}\"\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"Patto Shiny\",\n                text = {\n                    \"Il prossimo jolly base\",\n                    \"nek negozio è gratuito\",\n                    \"e diventa {C:colorless}Shiny{}\",\n                }, \n            },\n            tag_poke_stage_one_tag = {\n                name = \"Patto Stage 1\",\n                text = {\n                    \"Il negozio ha un Jolly\",\n                    \"{C:attention}Stage 1{} gratuito\",\n                }, \n            },\n            tag_poke_safari_tag = {\n                name = \"Patto Safari\",\n                text = {\n                    \"Il negozio ha un Jolly\",\n                    \"{C:safari}Safari{} gratuito\",\n                }, \n            },\n            tag_poke_starter_tag = {\n                name = \"Patto Starter\",\n                text = {\n                    \"Ottieni un {C:attention}Pacchetto Starter gratuito\",\n                }, \n            },\n        },\n        Tarot = {\n            c_poke_pokeball = {\n                name = \"Pokéball\",\n                text = {\n                    \"Crea un Jolly {C:attention}Base{} casuale\",\n                    \"{C:inactive}(Devi avere spazio)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Megaball\",\n                text = {\n                    \"Crea un Jolly {C:attention}Stage 1{} casuale\",\n                    \"{C:inactive}(Devi avere spazio)\"\n                },\n            },\n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Ricerca di Energia\",\n                text = {\n                    \"{C:pink}+2{} Limite di Energia\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Ricerca di Energia Avanzata\",\n                text = {\n                    \"{C:pink}+3{} Limite di Energia\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Amo Buono\",\n                text = {\n                    \"I {C:attention}Booster{} pack hanno\",\n                    \"{C:attention}1{} carta in più\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Super Amo\",\n                text = {\n                    \"Puoi {C:pink}Salvare{} carte\",\n                    \"da tutti i pacchetti {C:attention}consumabili{}\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:grass,C:white}Erba{}\",\n                }\n            },\n            Fire = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:fire,C:white}Fuoco{}\",\n                }\n            },\n            Water = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:water,C:white}Acqua{}\",\n                }\n            },\n            Lightning = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:lightning,C:black}Elettro{}\",\n                }\n            },\n            Psychic = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:psychic,C:white}Psico{}\",\n                }\n            },\n            Fighting = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:fighting,C:white}Lotta{}\",\n                }\n            },\n            Colorless = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:colorless,C:white}Incolore{}\",\n                }\n            },\n            Dark = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:dark,C:white}Oscurità{}\",\n                }\n            },\n            Metal = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:metal,C:white}Acciaio{}\",\n                }\n            },\n            Fairy = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:fairy,C:white}Folletto{}\",\n                }\n            },\n            Dragon = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:dragon,C:white}Drago{}\",\n                }\n            },\n            Earth = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:earth,C:white}Terra{}\",\n                }\n            },\n            --Have you Heard? Bird is the wordddd\n            Bird = {\n                name = \"Tipo\",\n                text = {\n                  \"{X:bird,C:white}Uccello{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"Antico\",\n                text = {\n                    \"Effetto basato sul\",\n                    \"numero {C:attention}#1#{}\",\n                    \"di Mani di Poker\",\n                    \"{C:inactive}(Gli effetti sono {C:attention}cumulativi{C:inactive})\"\n                }\n            },\n            energize = {\n                name = \"Energia\",\n                text = {\n                  \"Aumenta permanentemente\",\n                  \"{C:mult}Mult{}, {C:chips}Fiche{}, {C:money}${} e {X:mult,C:white}X{} Mult\",\n                  \"di questo Jolly\"\n                }\n            },\n            eitem = {\n                name = \"Carta Evoluzione\",\n                text = {\n                    \"Quando viene usata, evolve il Jolly\",\n                    \"più a sinistra o selezionato {C:attention}se possibile{}\",\n                    \"alla fine del round\",\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"Carta Tenuta\",\n                text = {\n                    \"Usata da {C:attention}#1#{}\"\n                }\n            },\n            typechanger = {\n                name = \"Cambiatore di Tipo\",\n                text = {\n                    \"Applica un adesivo {V:1}#1#{}\",\n                    \"al Jolly più a sinistra o selezionato\"\n                }\n            },\n            typechangerother = {\n                name = \"Cambiatore di Tipo\",\n                text = {\n                    \"Applica un adesivo {V:1}#1#{} \",\n                }\n            },\n            typechangerpoke = {\n                name = \"Cambiatore di Tipo Pokemon\",\n                text = {\n                    \"Si applica un adesivo\",\n                    \"{V:1}#1#{}\"\n                }\n            },\n            basic = {\n                name = \"Base\",\n                text = {\n                    \"Un Jolly Pokémon\",\n                    \"che si è {C:attention}Evoluto{}\"\n                }\n            },\n            stage1 = {\n                name = \"Stage 1\",\n                text = {\n                    \"Un Jolly Pokémon\",\n                    \"che ha {C:attention}Evoluto{} una volta\"\n                }\n            },\n            stage2 = {\n                name = \"Stage 2\",\n                text = {\n                    \"Un Jolly Pokémon\",\n                    \"che si è {C:attention}Evoluto{} due volte\"\n                }\n            },\n            energy = {\n                name = \"Energia Usata\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            money_chance = {\n                name = \"Possibilità di Denaro\",\n                text = {\n                    \"{C:attention}#1#%{} possibilità di\",\n                    \"guadagnare un ulteriore {C:money}$1{}\"\n                }\n            },\n            mult_progress = {\n                name = \"Progresso mult\",\n                text = {\n                    \"{C:attention}#1#%{} progresso\",\n                    \"verso il guadagno di {C:mult}mult{}\",\n                    \"aumentando di {C:mult}+1{}\"\n                }\n            },\n            chip_progress = {\n                name = \"Progresso fiche\",\n                text = {\n                    \"{C:attention}#1#%{} progresso\",\n                    \"verso il guadagno di {C:chips}fiche{}\",\n                    \"aumentando di {C:chips}+1{}\"\n                }\n            },\n            money_progress = {\n                name = \"Progresso Denaro\",\n                text = {\n                    \"{C:attention}#1#%{} progresso\",\n                    \"verso il guadagno di {C:money}${}\",\n                    \"aumentando di {C:money}1${}\"\n                }\n            },\n            availability = {\n                name = \"Disponibilità\",\n                text = {\n                    \"Non disponibile se\",\n                    \"{C:attention}#1#{}\",\n                }\n            },\n            baby = {\n                name = \"Baby\",\n                text = {\n                    \"Quando una mano è giocata\",\n                    \"se ci sono Jolly {C:attention}non-Baby{}\",\n                    \"a destra di questo Jolly, {C:attention}debuffa{} questo Jolly\"\n                }\n            },\n            nature = {\n                name = \"Natura\",\n                text = {\n                    \"I {C:attention}#1#{} desiderati\",\n                    \"sono impostati casualmente alla\",\n                    \"creazione del Jolly\"\n                }\n            },\n            merge = {\n                name = \"Fondi\",\n                text = {\n                  \"Rimuovi carte e aggiungile\",\n                  \"a questo jolly\",\n                  \"Tasto destro per vedere \",\n                  \"vedere le carte fuse\",\n                  \"{C:inactive}(I jolly fusi non possono essere copiati){}\"\n                }\n            },\n            rewards_ruins_of_alph = {\n                name = \"Premi\",\n                text = {\n                  \"{C:attention}#1#{} - Jolly {C:attention}Safari{}\",\n                  \"{C:attention}#2#{} - {C:attention}Duplica{} un Jolly casuale\",\n                  \"{C:attention}#3#{} - {C:attention}Cianografia{}\",\n                  \"{C:attention}#4#{} - {C:attention}Sciame di Unown\",\n                  \"{C:inactive}(I premi non sono cumulativi){}\"\n                }\n            },\n            scry_cards = {\n                name = \"Chiaroveggenza\",\n                text = {\n                    \"Vedi le carte\",\n                    \"in cima al mazzo\"\n                }\n            },\n            mega_rule = {\n                name = \"Limitazione\",\n                text = {\n                    \"Una {C:attention}Mega Pietra{} può\",\n                    \"{C:attention}Mega Evolvere{}\",\n                    \"un solo{C:attention}Jolly{} in tuo possesso\"\n                }\n            },\n            mega_poke = {\n                name = \"Mega Evoluzione\",\n                text = {\n                    \"Può {C:attention}Mega Evolvere{}\",\n                    \"con una {C:attention}Mega Pietra{}\"\n                }\n            },\n            mega_used_on = {\n                name = \"Usato su\",\n                text = {\n                    \"{C:attention}#1#{}\",\n                }\n            }, \n            split_mega = {\n                name = \"XY Mega\",\n                text = {\n                  \"{C:attention}Mega Evolve{} in base alla posizione\",\n                  \"Più a sinistra - {C:attention}#1#{}\",\n                  \"Più a destra - {C:attention}#2#{}\"\n                }\n            },\n            playing_card_to_evolve = {\n                name = \"Requisito\",\n                text = {\n                    \"Deve essere usato su\",\n                    \"una {C:attention}carta da gioco{} per\",\n                    \"poter evolvere\"\n                }\n            },\n            deli_gift = {\n                name = \"Regali\",\n                text = {\n                    \"{C:green}35%{} - {C:money}$8{}\",\n                    \"{C:green}30%{} - {C:item}Oggetto{} {C:attention}Carta\",\n                    \"{C:green}20%{} - {C:attention}Tag Coupon\",\n                    \"{C:green}15%{} - {C:dark_edition}Policromo{} {C:attention}Carta Regalo\",\n                }\n            },\n            dril_treasure = {\n                name = \"Tesoro\",\n                text = {\n                    \"{C:green}30%{} - {C:item}Pietra {C:attention}Evoluzione  \",\n                    \"{C:green}30%{} - {C:money}$5{}               \",\n                    \"{C:green}20%{} - {C:attention}2 Evolution {C:item}Stones\",\n                    \"{C:green}15%{} - {C:money}$10{}              \",\n                    \"{C:green}5%{} - {C:money}$20{}             \",\n                }\n            },\n            exdril_treasure = {\n                name = \"Tesoro\",\n                text = {\n                    \"{C:green}30%{} - {C:item}Pietra {C:attention}Evoluzione  \",\n                    \"{C:green}30%{} - {C:money}$5{}               \",\n                    \"{C:green}20%{} - {C:item}2 Pietre {C:attention}Evoluzione\",\n                    \"{C:green}15%{} - {C:money}$10{}              \",\n                    \"{C:green}4%{} - {C:money}$20{}             \",\n                    \"{C:green}1%{} - {C:attention}Mega Pietra    \",\n                }\n            },\n            pickup = {\n              name = \"Raccogli\",\n              text = {\n                \"{C:green}34%{} - {C:attention}Carta {C:item}Oggetto{}\",\n                \"{C:green}25%{} - {C:attention}Avanzi\",\n                \"{C:green}25%{} - {C:attention}Poke Ball\",\n                \"{C:green}15%{} - {C:attention}Mega Ball\",\n                \"{C:green}1%{} - {C:attention}Ultra Ball\",\n              }\n            },\n            poke_artist = {\n              name = \"Artista\",\n              text = {\n                \"{V:1}#1#\"\n              }\n            },\n            pokeballs_group = {\n              name = \"Sfere Poke\",\n              text = {\n                \"Crea un Jolly di\",\n                \"una certa qualità\",\n              }\n            },\n            holding = {\n                name = \"Raccolta\",\n                text = {\n                  \"Ottieni questo jolly\",\n                  \"e {C:attention}#1#{} carta\",\n                  \"{C:inactive}(Devi avere spazio){}\"\n                }\n            },\n            holding_an = {\n                name = \"Raccolta\",\n                text = {\n                  \"Ottieni questo Jolly\",\n                  \"e {C:attention}#1#{} carta\",\n                  \"{C:inactive}(Devi avere spazio){}\"\n                }\n            },\n            percent_chance = {\n                name = \"Possibilità in percentuale\",\n                text = {\n                  \"{C:green}#1#%{} possibilità\",\n                  \"per un {C:attention}effetto{} di attivarsi\",\n                  \"{C:inactive}(Le probabilità non possono aumentare){}\"\n                }\n            },\n            holding = {\n                name = \"Possesso\",\n                text = {\n                  \"Ottieni un Jolly e\",\n                  \"una carta {C:attention}#1#{}\",\n                  \"{C:inactive}(Devi avere spazio){}\"\n                }\n            },\n            eeveelution = {\n                name = \"Eevoluzioni\",\n                text = {\n                    \"{C:attention}Pietraidrica{} - {X:water,C:white}Vaporeon{}\",\n                    \"{C:attention}Pietratuono{} - {X:lightning,C:black}Jolteon{}\",\n                    \"{C:attention}Pietrafocaia{} - {X:fire,C:white}Flareon{}\",\n                    \"{C:attention}Pietrasolare{} - {X:psychic,C:white}Espeon{}\",\n                    \"{C:attention}Pietralunare{} - {X:dark,C:white}Umbreon{}\",\n                    \"{C:attention}Pietrafoglia{} - {X:grass,C:white}Leafeon{}\",\n                    \"{C:attention}Pietragelo{} - {X:water,C:white}Glaceon{}\",\n                    \"{C:attention}Pietralbore{} - {X:fairy,C:white}Sylveon{}\"\n                }\n            },\n            poke_egg_tip = {\n              name = \"Uovo misterioso\",\n              text = {\n                \"Sembra freddo e solo.\"\n              }\n            },\n            poke_top_cards = {\n              name = \"Carte in cima\",\n              text = {\n                \"{C:attention}#1#{}\",\n                \"{C:attention}#2#{}\",\n              }\n            },\n            poke_drain = {\n                name = \"Assorbimento\",\n                text = {\n                    \"Rimuovi il valore di vendita da\",\n                    \"un Jolly e aggiungilo a sé stesso\",\n                    \"se il Jolly ha un valore di vendita maggiore di\",\n                    \"{C:money}$1{}\"\n                }\n            },\n            poke_drain_item = {\n                name = \"Assorbimento\",\n                text = {\n                    \"Rimuovi il valore di vendita da\",\n                    \"un Jolly se il Jolly ha\",\n                    \"un valore di vendita maggiore di {C:money}$1{}\",\n                }\n            },\n            poke_volatile_left = {\n              name = \"Sinistra Instabile\",\n              text = {\n                \"Questo jolly si attiva quando è\",\n                \"nella positizione {C:attention}più a sinistra{}\",\n                \"{C:inactive}(Ignora Pokemon{C:attention}Instabile{C:inactive})\"\n              }\n            },\n            poke_volatile_right = {\n              name = \"Destra Instabile\",\n              text = {\n                \"Questo jolly si attiva quando è\",\n                \"nella positizione {C:attention}più a destra{}\",\n                \"{C:inactive}(Ignora Pokemon{C:attention}Instabile{C:inactive})\"\n              }\n            },\n            sketch = {\n              name = \"Schizzo\",\n              text = {\n                \"Copia l'abilità del Jolly finchè non viene venduto,\",\n                \"distrutto o finchè non copi un'altra abilità\",\n                \"Copia appare come consiglio\",\n                \"e nel menu del Pokedex\",\n                \"Sketch si resetta quando un Jolly viene copiato\"\n              }\n            },\n            precise_energy_tooltip = {\n                name = \"Scala Energia Precisa\",\n                text = {\n                    \"{s:0.8}Usa {C:attention,s:0.8}decimali{} per tutti i valori quando applichi il bonus {C:pink,s:0.8}Energia{}{s:0.8}\",\n                    \"{s:0.8}Con questa opzione {C:attention,s:0.8}disattivata{}{s:0.8} si verificherà quanto segue per il bonus:{}\",\n                    \"{C:attenion}1. {X:mult,C:white,s:0.8}X{} {s:0.8}Mult - Usa Decimali\",\n                    \"{C:attenion}2. {s:0.8}Flat {C:mult,s:0.8}Mult{}{s:0.8} e {C:chips,s:0.8}Chip{}{s:0.8} - Arrotonda al numero intero più vicino\",\n                    \"{C:attenion}3. {s:0.8}{C:mult,s:0.8}Guadagno Mult{}{s:0.8} e {C:chips,s:0.8}Guadagno Chip{}{s:0.8} - La componente decimale viene visualizzata\", \n                    \"{s:0.8}come percentuale, usata per applicare il bonus al {C:mult,s:0.8}Mult{}{s:0.8} e {C:chips,s:0.8}Chip{} di base\",\n                    \"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - La componente decimale viene visualizzata come percentuale,\",\n                    \"{s:0.8}usata come possibilità di guadagnare un extra {C:money,s:0.8}${}{s:0.8}\",\n                    \"{C:inactive,s:0.8}(I Jolly non Pokémon useranno sempre la scala precisa){}\"\n                }\n            },\n            discovery_tooltip = {\n                name = \"Scoperta\",\n                text = {\n                    \"Gli oggetti della mod Pokermon non sono scoperti\",\n                    \"di default. Disattivando questa opzione\",\n                    \"scoprirai tutti gli oggetti del mod\",\n                    \"{C:red}Scoprire tutti gli oggetti non può essere annullato{}\"\n                }\n            },\n            pokemononly_tooltip = {\n              name = \"Solo Pokemon\",\n              text = {\n                \"Appariranno soltanto Jolly {C:attention}Pokemon{}\",\n              }\n            },\n            gen1_tooltip = {\n              name = \"Gen 1 Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers from the first\",\n                \"generation will appear\"\n              }\n            },\n            gen2_tooltip = {\n              name = \"Gen 2 Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers from the second\",\n                \"generation will appear\"\n              }\n            },\n            gen3_tooltip = {\n              name = \"Gen 3 Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers from the third\",\n                \"generation will appear\"\n              }\n            },\n            gen4_tooltip = {\n              name = \"Gen 4 Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers from the fourth\",\n                \"generation will appear\"\n              }\n            },\n            gen5_tooltip = {\n              name = \"Gen 5 Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers from the fifth\",\n                \"generation will appear\"\n              }\n            },\n            gen6_tooltip = {\n              name = \"Gen 6 Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers from the sixth\",\n                \"generation will appear\"\n              }\n            },\n            gen7_tooltip = {\n              name = \"Gen 7 Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers from the seventh\",\n                \"generation will appear\"\n              }\n            },\n            gen8_tooltip = {\n              name = \"Gen 8 Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers from the eighth\",\n                \"generation will appear\"\n              }\n            },\n            gen9_tooltip = {\n              name = \"Gen 9 Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers from the ninth\",\n                \"generation will appear\"\n              }\n            },\n            hazards_on_tooltip = {\n              name = \"Hazards Allowed\",\n              text = {\n                \"{C:attention}Pokemon{} Jokers with\",\n                \"{C:purple}Hazards{} will appear\"\n              }\n            },\n            shinyplayingcard_tooltip = {\n              name = \"Shiny on Playing Cards\",\n              text = {\n                \"Allows {C:attention}playing cards{} to\",\n                \"have the {C:dark_edition}Shiny{} edition\"\n              }\n            },\n            detailed_tooltips_tooltip = {\n              name = \"Detailed Tooltips\",\n              text = {\n                \"All tooltips will be displayed\",\n                \"Turning this off will remove most\",\n                \"tooltips from Pokemon Jokers\",\n              }\n            },\n            previous_evo_stickers_tooltip = {\n              name = \"Previous Evo Stickers\",\n              text = {\n                \"Previous evolutions of\",\n                \"winning Jokers also\",\n                \"win the current run\",\n              }\n            },\n            legacycontent_tooltip = {\n              name = \"Legacy Content\",\n              text = {\n                \"Enable content that\",\n                \"has been removed\"\n              }\n            },\n            jokecontent_tooltip = {\n              name = \"Joke Content\",\n              text = {\n                \"Enable content that is\",\n                \"meant to be humorous\"\n              }\n            },\n            splashcard_tooltip = {\n              name = \"Pokemon Splash Card\",\n              text = {\n                \"Replaces the usual splash card\",\n                \"with a random Pokemon Joker\",\n              }\n            },\n            title_tooltip = {\n              name = \"Pokemon Title Screen\",\n              text = {\n                \"Replaces the usual title screen\",\n                \"with the Pokermon version\",\n              }\n            },\n            altart_tooltip = {\n              name = \"Alt Art\",\n              text = {\n                \"Uses alternate sprites for\",\n                \"certain Pokemon Jokers\",\n              }\n            },\n            animation_tooltip = {\n              name = \"Enable Animations\",\n              text = {\n                \"Enables animated sprites for\",\n                \"certain Pokemon Jokers\",\n              }\n            },\n            allowpokeballs_tooltip = {\n              name = \"Allow Pokeballs\",\n              text = {\n                \"Allow Pokeball {C:item}items{} to appear\",\n              }\n            },\n            pokemaster_tooltip = {\n              name = \"Pokemon Master Mode\",\n              text = {\n                \"Pokemon Only setting applied\",\n                \"Additional Stakes are available\"\n              }\n            },\n            designed_by = {\n              name = \"Designed By\",\n              text = {\n                \"{C:dark_edition}#1#{}\"\n              }\n            },\n            endless = {\n              name = \"Reusable\",\n              text = {\n                \"Not consumed when used\",\n                \"{C:inactive,s:0.8}(Excluded by {C:attention,s:0.8}Twisted Spoon{C:inactive,s:0.8})\"\n              }\n            },\n            sylveon_tag_pool = {\n              name = \"Tag Pool\",\n              text = {\n                \"{C:attention}#1#\",\n                \"{C:tarot}#2#\",\n                \"{C:attention}#3#\",\n              }\n            },\n            omastar_tag_pool = {\n              name = \"Tag Pool\",\n              text = {\n                \"{C:money}#1#\",\n                \"{C:money}#2#\",\n                \"{C:money}#3#\",\n                \"{C:money}#4#\",\n                \"{C:money}#5#\",\n              }\n            },\n            safaridesc = {\n                name = \"Safari\",\n                text = {\n                    \"Can only be obtained\",\n                    \"through {C:attention}Evolution{}\",\n                    \"or certain {C:attention}Pokeball Items{}\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"Pink Seal\",\n                text = {\n                    \"Crea una carta {C:pink}Energia{}\",\n                    \"dello stesso {C:attention}tipo di un Jolly in tuo\",\n                    \"possesso se assegna punti\",\n                    \"{C:attention}durante la prima mano{} del round\",\n                    \"{C:inactive}(Devi avere spazio){}\"\n                },\n            },\n            \n            --less cursed\n            poke_silver_seal = {\n                name = \"Sigillo argento\",\n                text = {\n                  \"Crea una carta {C:item}Oggetto{}\",\n                  \"e viene {C:attention}scartata{} se {C:attention}tenuta in mano{}\",\n                  \"mentre i punti vengono assegnati\"\n                }\n            },\n            --[[\n            grass_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:grass,C:white}Erba{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:fire,C:white}Fuoco{}\"\n                } \n            },\n            water_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:water,C:white}Acqua{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:lightning,C:white}Elettro{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:psychic,C:white}Psico{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:fighting,C:white}Lotta{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:colorless,C:white}Incolore{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:dark,C:white}Oscurità{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:metal,C:white}Acciaio{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:fairy,C:white}Folletto{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:dragon,C:white}Drago{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"Tipo\",\n                text = {\n                    \"{X:earth,C:white}Terra{}\"\n                } \n            },\n            --]]\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"Non Scoperto\",\n                text = {\n                    \"Acquista o usa\",\n                    \"questa carta in una\",\n                    \"partita senza seed per\",\n                    \"scoprire cosa fa\"\n                }\n            },\n            undiscovered_item = {\n                name = \"Non Scoperto\",\n                text = {\n                    \"Acquista o usa\",\n                    \"questa carta in una\",\n                    \"partita senza seed per\",\n                    \"scoprire cosa fa\"\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"Poké Pacchetto\",\n                text = {\n                    \"Scegli {C:attention}#1#{} tra\",\n                    \"{C:attention}#2#{} Carte {C:item}Oggetto{} e\",\n                    \"{C:attention}#3#{} Carta {C:pink}Energia{}\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"Poké Pacchetto\",\n                text = {\n                    \"Scegli {C:attention}#1#{} tra\",\n                    \"{C:attention}#2#{} Carte {C:item}Oggetto{} e\",\n                    \"{C:attention}#3#{} Carta {C:pink}Energia{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"Poké Pacchetto Jumbo\",\n                text = {\n                    \"Scegli {C:attention}#1#{} tra\",\n                    \"{C:attention}#2#{} Carte {C:item}Oggetto{} e\",\n                    \"{C:attention}#3#{} Carta {C:pink}Energia{}\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"Poké Pacchetto Mega\",\n                text = {\n                    \"Scegli {C:attention}#1#{} tra\",\n                    \"{C:attention}#2#{} Carte {C:item}Oggetto{} e\",\n                    \"{C:attention}#3#{} Carta {C:pink}Energia{}\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"Poké Pacchetto\",\n                text = {\n                    \"Scegli {C:attention}#1#{} tra\",\n                    \"{C:attention}#2#{} Carte {C:item}Oggetto{} e\",\n                    \"{C:attention}#3#{} Carta {C:pink}Energia{}\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"Poké Pacchetto\",\n                text = {\n                    \"Scegli {C:attention}#1#{} tra\",\n                    \"{C:attention}#2#{} Carte {C:item}Oggetto{} e\",\n                    \"{C:attention}#3#{} Carta {C:pink}Energia{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"Poké Pacchetto Jumbo\",\n                text = {\n                    \"Scegli {C:attention}#1#{} tra\",\n                    \"{C:attention}#2#{} Carte {C:item}Oggetto{} e\",\n                    \"{C:attention}#3#{} Carta {C:pink}Energia{}\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"Poké Pacchetto Mega\",\n                text = {\n                    \"Scegli {C:attention}#1#{} tra\",\n                    \"{C:attention}#2#{} Carte {C:item}Oggetto{} e\",\n                    \"{C:attention}#3#{} Carta {C:pink}Energia{}\",\n                },\n\t\t\t},\n            p_poke_pokepack_wish_pack = {\n                name = \"Pacchetto Desiderio\",\n                text = {\n                    \"{C:dark_edition}Esprimi un desiderio!{}\",\n                },\n            },\n            p_poke_pokepack_starter_pack = {\n                name = \"Pacchetto Starter\",\n                text = {\n                    \"Scegli un {C:attention}#1# Pokemon Starter{}\",\n                    \"tra {C:attention}#2#{} Jolly\"\n                },\n            },\n            poke_hazards = {\n                name = \"Carte Azzardo\",\n                text = {\n                    \"Quando un {C:attention}Buio{} viene selezionato,\",\n                    \"{C:attention}#1#{} carte non potenziate del tuo mazzo\",\n                    \"diventano {C:attention}Carte Azzardo{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Maestro Pokémon\",\n            c_poke_nuzlocke = \"Nuzlocke\",\n            c_poke_goodasgold = \"Buono come il pane\",\n            c_poke_parenthood = \"Genitorialità\",\n            c_poke_littlecup = \"Coppa Piccoli\",\n            c_poke_hammertime = \"Hammertime\"\n        },\n        dictionary = {\n            k_energy = \"Energia\",\n            k_item = \"Oggetto\",\n            k_poke_pocket_pack = \"Poké Pacchetto\",\n            k_poke_wish_pack = \"Pacchetto Desiderio\",\n\n            k_poke_safari = \"Safari\",\n            k_poke_mega = \"Mega\",\n\n            b_save = \"SAVE\",\n            b_energy_cards = \"Carte Energia\",\n            b_item_cards = \"Carte Oggetto\",\n            \n            --Mod Menu stuff\n            poke_settings_header_required = \"Riavvio Richiesto:\",\n            poke_settings_header_norequired = \"Nessun Riavvio Richiesto:\",\n            poke_settings_pokemon_only = \"Solo Pokémon?\",\n            poke_settings_unlimited_energy = \"Energia Illimitata?\",\n            poke_settings_shiny_playing_cards = \"Carte da gioco Shiny?\",\n            poke_settings_jokers_only = \"Solo Jolly?\",\n            poke_settings_no_evolutions = \"Nessuna Evoluzione?\",\n            poke_settings_pokeballs = \"Pokéball?\",\n            poke_settings_pokedex_number = \"Numeri Pokédex?\",\n            poke_settings_pokemon_splash = \"Carta Splash Pokémon?\",\n            poke_settings_pokemon_gen_one = \"Solo Prima Generazione?\",\n            poke_settings_pokemon_precise_energy = \"Usa Scala Energia Precisa?\",\n            poke_settings_pokemon_discovery = \"! Scoperta?\",\n            poke_settings_pokemon_altart = \"Alt Art?\",\n            poke_settings_pokemon_aprilfools = \"Contenuto da Pesce d'Aprile?\",\n            poke_credits_actualcredits = \"Crediti\",\n            poke_credits_thanks = \"Grazie a\",\n            poke_credits_lead = \"Lead Developer: \",\n            poke_credits_graphics = \"Graphic Design: \",\n            poke_credits_quality_assurance_main = \"QA: \",\n            poke_credits_developer = \"Developers: \",\n            poke_credits_designer = \"Design Assistants: \",\n            poke_credits_community_manager = \"Community Managers: \",\n            poke_credits_promotion_producer = \"Promotion Producer: \",\n            poke_credits_localization = \"Localizzazione: \",\n            poke_credits_sound = \"Audio Engineer: \",\n\n            poke_plus_pokeitem = \"+1 Oggetto\",\n            poke_plus_energy = \"+1 Energia\",\n            poke_plus_shop = \"+1 Carta Negozio\",\n            poke_destroyed_ex = \"Distrutto!\",\n            poke_evolve_success = \"Evoluto!\",\n            poke_evolve_level = \"Livello aumentato!\",\n            poke_tera_ex = \"Tera!\",\n            poke_metal_ex = \"Metallo!\",\n            poke_dragon_ex = \"Drago!\",\n            poke_energized_ex = \"Energizzato!\",\n            poke_unlimited_energy = \"Infinito\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Farfetch'd\",\n            cubone_marowak_infoqueue = \"Cubone e Marowak\",\n            snorlax_infoqueue = \"Snorlax\",\n            pokeball_variable = \"Pokéball\",\n            goodrod_variable = \"Amo Buono\",\n            pinkseal_variable = \"Sigillo Rosa\",\n            twisted_spoon_variable = \"Cucchiaio Torto\",\n\n            --From Gastly Line\n            poke_lick_ex = \"Lick!\",\n            poke_lick = \"Lick\",\n            --From Kingler\n            poke_surf_ex = \"Surf!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"BOOM!\",\n            --From Exeggutor\n            poke_solar_ex = \"Solar!\",\n            poke_solar = \"Solar\",\n            --From Pinsir\n            poke_pinsir_pin = \"Pinned!\",\n            poke_pinsir_remove_pin = \"Unpinned!\",\n            --From Tangela line\n            poke_tangela_bonus = \"All!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"Skree!\",\n            --Hoppip Line\n            poke_hop_ex = \"Hop!\",\n            poke_skip_ex = \"Skip!\",\n            poke_jump_ex = \"Jump!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"Petal!\",\n            poke_petal_dance = \"Petal\",\n            --From Scizor\n            poke_x_scissor_ex = \"X Scissor!\",\n            poke_x_scissor = \"X Scissor\",\n            --From Kingdra\n            poke_twister_ex = \"Twister!\",\n            --From Mime Jr.\n            poke_mime_ex = \"Mime!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"Fire Blast!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"Thunder!\",\n            poke_gift_ex = \"Present!\",\n            poke_faint_ex = \"Fainted!\",\n            poke_reveal_ex = \"Revealed!\",\n            poke_nido_ex = \"Nido!\",\n            poke_disguise_intact = \"Disguise Intact! Death Prevented!\",\n            poke_disguise_broken = \"Disguise Broken! Death Not Prevented!\",\n            poke_dig_ex = \"Dig!\",\n            poke_blazekick_ex = \"Blaze Kick!\",\n            poke_darts_ex = \"Darts!\",\n            poke_none = \"None\",\n            poke_dawn_info1 = \"(Next hand played sets hand type)\",\n            poke_dawn_info2 = \"(Hand type set!)\",\n            poke_make_it_rain = \"Make it Rain!\",\n            poke_val_down = \"Value Down!\",\n            poke_powder_ex = \"Powder Snow!\",\n            poke_future_sight = \"Future Sight!\",\n            poke_smell_ya = \"Smell Ya Later!\",\n            poke_wowthree = \"Wow! Three!\",\n            poke_illusion = \"...?\",\n            poke_crack_ex = \"CRACK!\",\n            poke_shake_ex = \"Shake!\",\n            poke_closed_ex = \"Closed!\",\n            poke_reload_ex = \"Reload!\",\n            poke_shadow_tag_ex = \"Shadow Tag!\"\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"Pink Seal\",\n            poke_silver_seal = \"Silver Seal\",\n\n            poke_shiny = \"Shiny\",\n\n            grass_sticker = \"Tera\",\n            fire_sticker = \"Tera\",\n            water_sticker = \"Tera\",\n            lightning_sticker = \"Tera\",\n            psychic_sticker = \"Tera\",\n            fighting_sticker = \"Tera\",\n            colorless_sticker = \"Tera\",\n            dark_sticker = \"Tera\",\n            metal_sticker = \"Tera\",\n            fairy_sticker = \"Tera\",\n            dragon_sticker = \"Tera\",\n            earth_sticker = \"Tera\",\n\n            k_poke_safari = \"Safari\",\n            k_poke_mega = \"Mega\",\n        },\n        tutorial = {\n          poke_intro_1 = {\n          \"Ciao, sono il {C:attention}Prof Jimbo{}!\",\n          \"Benvenuto nel mondo dei {C:attention}Pokermon{}!\",\n          },\n        },\n        v_dictionary = {\n            \n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"{C:attention}+1{} Slot Jolly quando il Buio Boss viene sconfitto {C:inactive}(fino a 5)\"},\n           ch_c_poke_nuzlocke = {\"Il primo negozio di ogni Anta contiene sempre un {C:attention}Pacchetto Buffone\"}\n        },\n    }\n}\n\n"
  },
  {
    "path": "localization/ja.lua",
    "content": "-- Welcome to ja.lua!\n-- Ja stands for Japan, the country pokémon originates from\n\n--Progress report:\n--Update this as you go! Or don't, I know Cryptid doesn't (lmfao)\n\n--[[\nDecks: Yes\nJokers: Yes\nSettings/Mod: Yes\nItems: Yes\nEnergy: Yes\nDeck Sleeves (requires Decksleeves Mod): Yes\nBoss Blinds: Yes\nChallenges: Yes\nSpectrals: Yes\nTarots: Yes (there aren't any lmao)\nStickers: Yes\nPlanets: Yes (there aren't any lmao)\nDictonary: Yes\nEditions: Yes\nVouchers: Yes\nTags: Yes\nMisc Infoqueues (ancient, baby, eitem, Type, etc): Yes\nOther (packs, stickers, etc): Yes\nMisc: Yes\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"トレーナーデッキ\",\n                text = {\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} のバウチャーと\",\n                    \"{C:tarot,T:c_poke_pokeball}#2#{} カードが\",\n\t\t\t\t\t\"ランをスタートする\",\n                } \n            },\n\t\t\tb_poke_telekineticdeck = {\n                name = \"テレキネシスデッキ\",\n                text = {\n\t\t\t\t\t\"{C:tarot,T:v_crystal_ball}#1#{} のバウチャーと\",\n                    \"{C:item,T:c_poke_twisted_spoon}#2#{} の\",\n                    \"{C:attention}2{} つのコピーで\",\n                    \"ランをスタートする\",\n                } \n            },\n            b_poke_obituarydeck = {\n                name = \"訃報デッキ\",\n                text = {\n                    \"すべてのカードは {C:dark_edition}#1#{} 有する\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"ステラデッキ\",\n                text = {\n                    \"すべてのジョーカーは\",\n                    \"ランダムな {C:pink}タイプ{} のステッカーや\",\n                    \"{C:pink}エナジャイズ{} {C:attention}された{} 作成される\"\n                }\n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \" シャルトルーズ石室\",\n                text = {\n                    \"すべてのハンドで\",\n                    \"1枚のランダムなタイプが無効にされる\",\n                }, \n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"モンスターボール\",\n                text = {\n                    \"ランダムな {C:attention}たねジョーカー{} カード\",\n                    \"作る\",\n                    \"{C:inactive}(空きが必要)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"スーパーボール\",\n                text = {\n                    \"ランダムな {C:attention}1進化ジョーカー{} カード\",\n                    \"作る\",\n                    \"{C:inactive}(空きが必要)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"月の石\",\n                text = {\n                    \"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:green}#3#分の#2#{} の確率で\",\n                    \"選択した {C:attention}ポーカーハンド{} の\",\n                    \"レベルがアップグレードする\",\n                    \"{C:inactive}(ハンド：{C:attention}#1#{C:inactive}){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"太陽の石\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"選択した {C:attention}#1#{} 枚のカードを\",\n                    \"ワイルドカードに強化して\",\n\t\t\t\t\t\"ランクがランダムになる\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"水の石\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"選択した {C:attention}#1#{} 枚のカードを\",\n                    \"{C:attention}ボーナスカード{} に強化する\",\n\t\t\t\t\t\"すでに {C:attention}ボーナスカード{} である場合は\",\n\t\t\t\t\t\"チップの合計を {C:attention}2倍になります{}\",\n                    \"{C:inactive}(最高 {C:chips}+#2#{C:inactive} チップ)\",\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"雷の石\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"選択した {C:attention}1{} 枚のカードの破壊し\",\n                    \"同じランク {C:attention}ゴールドカード{} を\",\n\t\t\t\t\t\"{C:attention}2枚{} デッキに加えて手札に {C:attention}1枚{} ドローする\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"炎の石\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"選択した {C:attention}#1#{} 枚のカードを\",\n\t\t\t\t\t\"{C:attention}倍率カード{} に強化すると\",\n\t\t\t\t\t\"{C:attention}1枚{} をランダムに破壊する\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"リーフの石\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#2#分の#1#{} の確率で\",\n                    \"手札にある各カードを\",\n\t\t\t\t\t\"{C:attention}ラッキーカード{} に強化する\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"つながりのヒモ\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}#1#{} 枚のカードを選択し\",\n                    \"{C:attention}左{} のカードを {C:attention}1つ{} 大きい数字にして\",\n                    \"{C:attention}右{} のカードを {C:attention}1つ{} 小さい数字にする\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"食べ残し\",\n                text = {\n\t\t\t\t\t\"{C:attention}再使用可能{}\",\n                    \"選択したか一番左ジョーカーの\",\n                    \"セルバリューに{C:money}$#2#{}を加える\",\n                    \"{C:inactive}(ラウンドごとに1回使える){}\"\n                }\n            },\n            c_poke_leek = {\n                name = \"長ネギ\",\n                text = {\n\t\t\t\t\t\"{C:attention}再使用可能{}\",\n                    \"{C:green}#2#分の#1#{} の確率で自身に\",\n                    \"{C:dark_edition}フォイル{}、{C:dark_edition}ホログラム{}、{C:dark_edition}ポリクローム{} の\",\n                    \"いずれかの効果を加える\",\n\t\t\t\t\t\"ラウンド終了時に{C:attention}エディション{}を解除する\",\n                    \"{C:inactive}(ラウンドごとに1回使える){}\"\n                }\n            },\n            c_poke_thickclub = {\n                name = \"太いホネ\",\n                text = {\n\t\t\t\t\t\"{C:attention}再使用可能{}\",\n\t\t\t\t\t\"選択した {C:attention}#1#{} 枚のカードを\",\n                    \"永久的にチップ {C:chips}+#2#{} を与える\",\n                    \"{C:inactive}(ラウンドごとに1回使える){}\"\n                }\n            },\n            c_poke_teraorb = {\n                name = \"テラスタルオーブ\",\n                text = {\n\t\t\t\t\t\"{C:attention}タイプチェンジャー{} {X:pink,C:white}ランダム{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"選択したか一番左ジョーカーを\",\n                    \"{C:pink}エナジャイズ{} する\",\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"メタルコート\",\n                text = {\n\t\t\t\t\t\"{C:attention}タイプチェンジャー{} {X:metal,C:white}鋼{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"選択したカードの{C:attention}スチール{}コピーを\",\n\t\t\t\t\t\"1枚作る\",\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"竜のウロコ\",\n                text = {\n\t\t\t\t\t\"{C:attention}タイプチェンジャー{} {X:dragon,C:white}ドラゴン{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"ランダムな {C:item}アイテム{}か {C:pink}エネルギー{} カードを\",\n\t\t\t\t\t\"最大 {C:attention}3{}枚まで作る\",\n\t\t\t\t\t\"{C:attention}タイプチェンジャー{}\",\n                    \"{C:inactive}（空きが必要）{}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"王者の印\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"選択した {C:attention}#1#{} 枚のカードを\",\n                    \"{C:attention}キング{} に変える\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"アップグレード\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"選択した {C:attention}#1#{} 枚のカードに\",\n                    \"{C:attention}ストーン以外{}のランダムな {C:attention}強化{} を与える\",\n                }\n            },\n\t\t\tc_poke_dubious_disc = {\n                name = \"怪しいパッチ\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"手札にあるすべてのカードの {C:attention}強化{} を\",\n                    \"解除かランダム強化する\",\n                    \"{C:inactive}(強化なしのカードを同梱){}\"\n                }\n            },\n            c_poke_icestone = {\n                name = \"氷の石\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"選択した {C:attention}#1#{} 枚のカードを\",\n\t\t\t\t\t\"{C:attention}グラスカード{} に強化する\",\n\t\t\t\t\t\"各カードは{C:green}#3#分の#2#{}の確率で{C:attention}破壊される{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"光の石\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"選択した {C:attention}#1#{} 枚のカードに\",\n\t\t\t\t\t\"{C:dark_edition}フォイル{}、{C:dark_edition}ホログラム{}、{C:dark_edition}ポリクローム{} の\",\n                    \"いずれかの効果を加えて\",\n\t\t\t\t\t\"{C:attention}強化{}を解除する\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"曲がったスプーン\",\n                text = {\n                    \"このランで使用された\",\n                    \"最後の {C:item}アイテム{} または {C:energy}エネルギー{} カードを\",\n                    \"作る\",\n                    \"{s:0.8}ただし {s:0.8,C:item}曲がったスプーンと再使用可能なもの{s:0.8} は除く\"\n                }\n            },\n\t\t\tc_poke_prismscale = {\n                name = \"綺麗なウロコ\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"手札にあるランダムなカード{C:attention}#2#{}枚を\",\n\t\t\t\t\t\"選択した{C:attention}#1#{}枚のカードと同じスーツに変換する\",\n                }\n            },\n\t\t\tc_poke_duskstone = {\n                name = \"闇の石\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}ドレインできる{} ジョーカー1枚につき{C:money}$#1#{}を与える\",\n\t\t\t\t\t\"ジョーカーのセルバリューから{C:money}$1{} を {C:attention}ドレイン{}する\",\n\t\t\t\t\t\"{C:attention}#2#{}ラウンド後に{C:attention}ドレイン{}しません {C:inactive}(ラウンド #3#)\",\n                    \"{C:inactive}(現在 {C:money}$#4#{C:inactive}/$#5# 最高)\"\n                }\n            },\n\t\t\tc_poke_dawnstone = {\n                name = \"目覚め石\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化カード{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}#1#{}の{C:mult}倍率{}の2倍に\",\n\t\t\t\t\t\"相当する{C:money}${}を得る\",\n                    \"{C:inactive}#4#{}\",\n                    \"{C:inactive}(現在 {C:money}$#2#{C:inactive}/$40 最高)\",\n                }\n            },\n\t\t\tc_poke_hardstone = {\n                name = \"固い石\",\n                text = {\n\t\t\t\t\t\"選択した {C:attention}#1#{} 枚のカードを\",\n                    \"{C:attention}ストーンカード{} に\",\n                    \"強化する\",\n\t\t\t\t\t\"{X:earth,C:white}地面{} ジョーカーにつき\",\n\t\t\t\t\t\"そのストーンカードはチップ {C:chips}+#2#{} を得る\",\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"草エネルギー\",\n                text = {\n\t\t\t\t\t\"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}草{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"炎エネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}炎{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"水エネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}水{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"雷エネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}雷{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"超エネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}超{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"闘エネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}闘{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"無色エネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"ジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:attention}無色{} ジョーカー以外では増加半減\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"悪エネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}悪{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"鋼エネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}鋼{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"フェアリーエネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}フェアリー{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            --Dragon deez キンタマ\n            c_poke_dragon_energy = {\n                name = \"ドラゴンエネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}ドラゴン{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"地面エネルギー\",\n                text = {\n                    \"可能であれば選択したか一番左\",\n\t\t\t\t\t\"{C:attention}地面{} タイプのジョーカーを {C:pink}エナジャイズ{} する\",\n                    \"{C:inactive}(ジョーカー1枚につき最大 {C:attention}#1#{}{C:inactive} 回まで増加)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"エムルギー\",\n                text = {\n                    \"Create {C:attention}1{} random {C:green}Energy\",\n                    \"card with {C:dark_edition}Negative{} for each\",\n                    \"{C:attention}Jolly Joker{} or {C:legendary}M Joker{}\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"色違い\",\n                label = \"色違い\",\n                text = {\n\t\t\t\t\t\"ショップに\",\n                    \"{C:attention}+1{} ブースターパックを1つ加える\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n            -- HA HA! Not anymore!\n\n            m_poke_hazard = {\n                name = \"ハザードカード\",\n                text = {\n                    \"{C:attention}+1{} ハンドサイズ\",\n                    \"ランクおよびスーツはない\",\n\t\t\t\t\t\"ラウンド終了時に取り除く\",\n                },\n            }\n        },\n\t\tStake = {\n            stake_poke_diamond = {\n                name = \"ダイヤモンドステーク\",\n                colour = \"Diamond\",\n                text = {\n\t\t\t\t\t\"{C:attention}ベイビィ以外{} ポケモンジョーカーは進化が１ラウンド遅れます\",\n                    \"{s:0.8}以前のすべてのステークに適用\"\n                }\n            },\n            stake_poke_pearl = {\n                name = \"パールステーク\",\n                colour = \"Pearl\",\n                text = {\n                    \"{C:attention}-1{} エネルギーMAXレベル\",\n                    \"{s:0.8}以前のすべてのステークに適用\"\n                }\n            },\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"フシギダネ\",\n                text = {\n                    \"ハンドサイズ {C:attention}+#4#{}\",\n\t\t\t\t\t\"手札にある\",\n                    \"{C:attention}#3#{} ランク1枚につき\",\n\t\t\t\t\t\"{C:money}$#1#{}を与える\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(ランクはラウンドごとに変わる){}\",\n                    \"{C:inactive,s:0.8}({C:money,s:0.8}$#2#{C:inactive,s:0.8} 与えた後に進化)\",\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"フシギソウ\",\n                text = {\n                    \"ハンドサイズ {C:attention}+#3#{}\",\n                    \"手札にある\",\n                    \"{C:attention}#4#{} ランクカード1枚につき\",\n\t\t\t\t\t\"{C:money}$#1#{} か {C:money}$#5#{} を与える\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(ランクはラウンドごとに変わる){}\",\n                    \"{C:inactive,s:0.8}({C:money,s:0.8}$#2#{C:inactive,s:0.8} 与えた後に進化)\",\n                } \n            },\n            j_poke_venusaur = {\n                name = \"フシギバナ\",\n                text = {\n                    \"ハンドサイズ {C:attention}+#3#{}\",\n                    \"{C:attention}#4#{} ランク1枚につき\",\n\t\t\t\t\t\"{C:money}$#1#{}を与える\",\n\t\t\t\t\t\"{C:inactive,s:0.8}ランクはラウンドごとに変わる\",\n                }\n            },\n\t\t\tj_poke_mega_venusaur = {\n                name = \"メガフシギバナ\",\n                text = {\n                    \"{C:attention}+#1#{} ハンドサイズ\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"ヒトカゲ\",\n                text = {\n                    \"ディスカード {C:red}+#4#{}\",\n\t\t\t\t\t\"{C:attention}#3#{} ディスカードが残っていない時に\",\n\t\t\t\t\t\"プレイしたハンドが\",\n                    \"倍率 {C:mult}+1{} を得る\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}+#1#{C:inactive,s:0.8} / +16で進化)\"\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"リザード\",\n                text = {\n                    \"ディスカード {C:red}+#4#{}\",\n\t\t\t\t\t\"{C:attention}#3#{} ディスカードが残っていない時に\",\n\t\t\t\t\t\"プレイしたハンドが\",\n                    \"倍率 {C:mult}+#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}+#1#{C:inactive,s:0.8} / +36で進化)\",\n                } \n            },\n            j_poke_charizard = {\n                name = \"リザードン\",\n                text = {\n\t\t\t\t\t\"ディスカード {C:red}+#4#{}, 倍率 {C:mult}+#1#{}\",\n                    \"{C:attention}#3#{} ディスカードが\",\n\t\t\t\t\t\"残っていない時に\",\n                    \"倍率 {X:mult,C:white} X#2# {}\",\n                } \n            },\n\t\t\tj_poke_mega_charizard_x = {\n                name = \"メガリザードンX\",\n                text = {\n\t\t\t\t\t\"{C:attention}#2#{} ディスカードが残っていない時に\",\n                    \"倍率 {X:mult,C:white} X#1#{}\",\n                } \n            },\n            j_poke_mega_charizard_y = {\n                name = \"メガリザードンY\",\n                text = {\n                    \"ディスカード {C:red}+#1#{}\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"ゼニガメ\",\n                text = {\n                    \"ハンド {C:chips}+#3#{}\",\n                    \"ラウンド終了時に\",\n\t\t\t\t\t\"残りのハンドごとにチップ {C:chips}+#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(チップ {C:chips,s:0.8}+#1#{C:inactive,s:0.8} / +32で進化)\"\n                } \n            },\n            j_poke_wartortle = {\n                name = \"カメール\",\n                text = {\n                    \"ハンド {C:chips}+#3#{}\",\n                    \"ラウンド終了時に\",\n\t\t\t\t\t\"残りのハンドごとにチップ {C:chips}+#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(チップ {C:chips,s:0.8}+#1#{C:inactive,s:0.8} / +72で進化)\"\n                } \n            },\n            j_poke_blastoise = {\n                name = \"カメックス\",\n                text = {\n                    \"ハンド {C:chips}+#3#{}, チップ {C:chips}+#1#{}\",\n                    \"残りのハンドごとにチップ {C:chips}+#2#{}\",\n                } \n            },\n\t\t\tj_poke_mega_blastoise = {\n                name = \"メガカメックス\",\n                text = {\n                    \"ハンド {C:chips}+#2#{}\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"キャタピー\",\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"トランセル\",\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"バタフリー\",\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"ビードル\",\n                text = {\n                    \"チップ {C:chips}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"コクーン\",\n                text = {\n                    \"チップ {C:chips}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"スピアー\",\n                text = {\n                    \"チップ {C:chips}+#1#{}\",\n                } \n            },\n\t\t\tj_poke_mega_beedrill = {\n                name = \"メガスピアー\",\n                text = {\n                    \"チップ {C:chips}+#1#{}\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"ポッポ\",\n                text = {\n\t\t\t\t\t\"スコアされたハンドに\",\n\t\t\t\t\t\"複数のランクおよび複数のスーツが含む場合\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n\t\t\t\t}\n\t\t\t},\n            j_poke_pidgeotto = {\n                name = \"ピジョン\",\n                text = {\n                    \"スコアされたハンドに\",\n\t\t\t\t\t\"複数のランクおよび複数のスーツが含む場合\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"ピジョット\",\n                text = {\n\t\t\t\t\t\"{C:attention}ブラインド{} が選択された時{C:planet}惑星{} カードを1枚作る\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"スコアされたハンドに\",\n\t\t\t\t\t\"複数のランクおよび複数のスーツが含む場合\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\",\n                } \n            },\n\t\t\tj_poke_mega_pidgeot = {\n                name = \"メガピジョット\",\n                text = {\n\t\t\t\t\t\"{C:attention}ブラインド{} が選択された時すべてのディスカードを失う\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"スコアされたハンドに\",\n\t\t\t\t\t\"複数のランクおよび複数のスーツが含む場合\",\n\t\t\t\t\t\"プレイされた各カードは失ったディスカードの数に相当する\",\n\t\t\t\t\t\"倍率 {X:mult,C:white}X{} \",\n                    \"{C:inactive,s:0.8}(現在 倍率{X:mult,C:white,s:0.8}X#1#{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_rattata = {\n                name = \"コラッタ\",\n                text = {\n                    \"プレイしたカードで、\",\n                    \"スコアされた{C:attention}最初の2枚{}を\",\n                    \"{C:attention}#1#{}回追加で再発動する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"ラッタ\",\n                text = {\n                    \"プレイしたカードで、\",\n                    \"スコアされた{C:attention}最初の3枚{}を\",\n                    \"{C:attention}#1#{}回追加で再発動する\",\n                } \n            },\n            j_poke_spearow = {\n                name = \"オニスズメ\",\n                text = {\n\t\t\t\t\t\"{C:attention}#2#{} {C:inactive}[#3#]{} スコアされるカードをプレイした後\",\n\t\t\t\t\t\"次のプレイされる{C:attention}ポーカーハンド{}\",\n\t\t\t\t\t\"のレベルがアップグレードする\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"オニドリル\",\n                text = {\n                    \"{C:attention}#1#{} {C:inactive}[#2#]{} スコアされるカードをプレイした後\",\n\t\t\t\t\t\"次のプレイされる{C:attention}ポーカーハンド{}\",\n\t\t\t\t\t\"のレベルがアップグレードする\",\n                } \n            },\n            j_poke_ekans = {\n                name = \"アーボ\",\n                text = {\n                    \"プレイしたハンドが\",\n                    \"{C:attention}ストレート{} を含む場合\",\n                    \"チップ {C:chips}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"アーボック\",\n                text = {\n                    \"プレイしたハンドが {C:attention}ストレート{} を\",\n                    \"含む場合はチップ {C:chips}+#1#{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:attention}エース{} も含む場合\",\n                    \"{C:tarot}タロット{} カードを1枚作る\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"ピカチュウ\",\n                text = {\n\t\t\t\t\t\"ラウンド終了時に\",\n                    \"{C:attention}ジョーカー{} カード1枚につき\",\n                    \"{C:money}$#1#{} を与える\",\n                    \"{C:inactive,s:0.8}(最高 {C:money,s:0.8}$10{C:inactive,s:0.8})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}雷の石{} {C:inactive,s:0.8}カードで進化)\"\n                } \n            },\n            j_poke_raichu = {\n                name = \"ライチュウ\",\n                text = {\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"{C:money}$#2#{} 以上資金いるは\",\n                    \"このジョーカーに {C:dark_edition}ネガティブ{} を加える\",\n                    \"{C:inactive,s:0.8}($が ライチュウ ごとに増加){}\",\n                    \"ラウンド終了時に\",\n                    \"{C:attention}ジョーカー{} カード1枚につき\",\n                    \"{C:money}$#1#{} を与える\",\n                    \"{C:inactive,s:0.8}(最高 {C:money,s:0.8}$10{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"サンド\",\n                text = {\n\t\t\t\t\t\"フルデッキにある{C:attention} グラスカード{} 1枚につき\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"ラウンドごとに {C:attention}グラスカード{} が初めて破壊される時\",\n                    \"そのカードのコピーを手札に加える\",\n\t\t\t\t\t\"{C:inactive}(現在 チップ {C:chips}+#3#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"サンドパン\",\n                text = {\n\t\t\t\t\t\"フルデッキにある{C:attention} グラスカード{} 1枚につき\",\n\t\t\t\t\t\"チップ {C:chips}+#1#{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"ラウンドごとに最初に破壊される {C:attention}#3#{C:inactive}[#4#]{}枚の\",\n                    \"{C:attention}グラスカード{} のコピーを手札に加える\",\n\t\t\t\t\t\"{C:inactive}(現在 チップ {C:chips}+#2#{C:inactive,})\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"ニドラン（メス）\",\n                text = {\n                    \"手札にある {C:attention}クイーン{}\",\n                    \"1枚につき\",\n                    \"チップ {C:chips}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"ニドリーナ\",\n                text = {\n                    \"手札にある {C:attention}クイーン{}\",\n                    \"1枚につき\",\n                    \"チップ {C:chips}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}月の石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"ニドクイン\",\n                text = {\n                    \"ハンドサイズ {C:attention}+#2#{}\",\n                    \"手札にある {C:attention}クイーン{}\",\n                    \"1枚につき\",\n                    \"チップ {C:chips}+#1#{}\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"ニドラン（オス）\",\n                text = {\n                    \"手札にある {C:attention}キング{}\",\n                    \"1枚につき\",\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"ニドリーノ\",\n                text = {\n                    \"手札にある {C:attention}キング{}\",\n                    \"1枚につき\",\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}月の石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"ニドキング\",\n                text = {\n\t\t\t\t\t\"ハンドサイズ {C:attention}+#2#{}\",\n                    \"手札にある {C:attention}キング{}\",\n                    \"1枚につき\",\n                    \"倍率 {C:mult}+#1#{}\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"ピッピ\",\n                text = {\n                    \"プレイされた {C:clubs}#2#{} スーツの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}月の石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"ピクシー\",\n                text = {\n                    \"プレイされた {C:clubs}#2#{} スーツの\",\n                    \"カードがスコアされた時\",\n\t\t\t\t\t\"このラウンドでプレイされた {C:clubs}#2#{} カードにつき\",\n                    \"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(クラブを5枚プレイされば、各カードが倍率{C:mult,s:0.8}+#4#{C:inactive,s:0.8})\",\n\t\t\t\t\t\"{C:inactive}(現在 倍率 {C:mult}+#3#{C:inactive})\",\n                } \n            },\n            j_poke_vulpix = {\n                name = \"ロコン\",\n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}9{} がスコアされたごと時\",\n                    \"{C:green}#2#分の#1#{} の確率で\",\n                    \"{C:tarot}タロット{} カードを作る\",\n                    \"{C:inactive,s:0.8}（空きが必要）\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}炎の石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"キュウコン\",\n                text = {\n\t\t\t\t\t\"{C:dark_edition}ネガティブ{} ミーディアムを{C:attention}持っている{}\",\n                    \"プレイされた {C:attention}9{} がスコアされたごと時\",\n                    \"{C:green}#2#分の#1#{} の確率で\",\n                    \"{C:tarot}タロット{} カードを作る\",\n                    \"{C:inactive,s:0.8}（空きが必要）\",\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"プリン\",\n                text = {\n                    \"プレイされた {C:spades}#2#{} スーツの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\", \n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}月の石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"プクリン\",\n                text = {\n                    \"プレイされた {C:spades}#2#{} スーツの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{} とチップ {C:chips}+#2#{}\",\n\t\t\t\t\t\"更にそのカードのチップ値を与える\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"ズバット\",\n                text = {\n\t\t\t\t\t\"スコアされたポーカーハンドにある\",\n\t\t\t\t\t\"強化されているカードにつき\",\n                    \"倍率 {C:mult}+#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}+#1#{C:inactive,s:0.8} / +#3#で進化)\"\n                } \n            },\n            j_poke_golbat = {\n                name = \"ゴルバット\",\n                text = {\n                    \"スコアされたカードの強化を解除する\",\n                    \"{C:attention}倍率{} と {C:attention}ワイルド{} カードに倍率 {C:mult}+#2#{} を得る\",\n                    \"{C:attention}ボーナス{} と {C:attention}ストーン{} カードにチップ {C:chips}+#4#{} を得る\",\n                    \"{C:attention}スチール{} と {C:attention}グラス{} カードに倍率 {X:red,C:white}X#6#{} を得る\",\n                    \"{C:attention}ゴールド{} と {C:attention}ラッキー{} カードに {C:money}$#8#{} を得る\",\n                    \"{C:inactive}(現在 {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} をラウンド終了時に得る)\",\n                    \"{C:inactive,s:0.8}(強化を {C:attention,s:0.8}#9#{}{C:inactive,s:0.8}つ解除した後で進化)\"\n                } \n            },\n            j_poke_oddish = {\n                name = \"ナゾノクサ\",\n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}奇数{} ランクの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{} か {C:mult}+#2#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_gloom = {\n                name = \"クサイハナ\",\n                text = {\n                    \"プレイされた {C:attention}奇数{} ランクの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{} か {C:mult}+#2#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}リーフ石{} か {C:attention,s:0.8}太陽石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_vileplume = {\n                name = \"ラフレシア\",\n                text = {\n                    \"プレイされた {C:attention}奇数{} ランクの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#2#{} か倍率 {X:mult,C:white} X#1# {}\"\n                } \n            },\n            j_poke_paras = {\n                name = \"パラス\",\n                text = {\n\t\t\t\t\t\"プレイしたハンドが\",\n                    \"{C:attention}ツーペア{}を含む場合\",\n                    \"倍率 {C:mult}+#2#\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}+#1#{}{C:inactive,s:0.8} / +8で進化)\"\n                }  \n            },\n            j_poke_parasect = {\n                name = \"パラセクト\",\n                text = {\n                    \"プレイしたハンドが\",\n                    \"{C:attention}ツーペア{}を含む場合\",\n                    \"倍率 {C:mult}+#2#\",\n                    \"含まない場合は\",\n                    \"倍率 {C:mult}-#3#\",\n                    \"{C:inactive}（現在 倍率 {C:red}+#1#{C:inactive}\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"コンパン\",\n                text = {\n\t\t\t\t\t\"すべての {C:green,E:1,S:1.1}確率{} を\",\n\t\t\t\t\t\"{C:attention}#1#{}を足す\",\n                    \"{C:inactive}（例：{C:green}3分の1{C:inactive} → C:green}3分の2{C:inactive}）\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"モルフォン\",\n                text = {\n                    \"すべての {C:green,E:1,S:1.1}確率{} を\",\n\t\t\t\t\t\"{C:attention}#1#{}を足す\",\n                    \"{C:inactive}（例：{C:green}6分の1{C:inactive} → {C:green}6分の3{C:inactive}）\",\n                } \n            },\n            j_poke_diglett = {\n                name = \"ディグダ\",\n                text = {\n\t\t\t\t\t\"プレイしたハンドが {C:attention}スリーカード{} を含む場合\",\n                    \"チップ {C:chips}+#2#{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイしたハンドがスコアされる{C:attention}2{} か {C:attention}3{} か {C:attention}4{} を含む場合\",\n\t\t\t\t\t\"倍率 {C:mult}+#3#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"ダグトリオ\",\n                text = {\n                    \"プレイしたハンドが {C:attention}スリーカード{} を含む場合\",\n                    \"チップ {C:chips}+#2#{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイしたハンドがスコアされる{C:attention}2{} か {C:attention}3{} か {C:attention}4{} を含む場合\",\n\t\t\t\t\t\"倍率 {X:red,C:white} X#1# {}\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"ニャース\",\n                text = {\n                    \"ラウンド終了時に\",\n                    \"{C:money}$#1#{} を得る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"ペルシアン\",\n                text = {\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"一番左の {C:attention}ジョーカー{} のセルバリューの\",\n\t\t\t\t\t\"{C:attention}2倍{} に {C:money}${} を得る\",\n                    \"{C:inactive,s:0.8}(自身除き){}\",\n                    \"{C:inactive}(現在 {C:money}$#1#{C:inactive}, 最高 {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"コダック\",\n                text = {\n\t\t\t\t\t\"ハンドのカード1枚しかない場合\",\n\t\t\t\t\t\"それがフェイスカードの場合\",\n                    \"{C:money}$#1#{} を与える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"ゴルダック\",\n                text = {\n                    \"ハンドのカード1枚しかない場合\",\n\t\t\t\t\t\"それがフェイスカードの場合\",\n                    \"{C:money}$#1#{} を与える\",\n\t\t\t\t\t\"{C:attention}ゴールドカード{}になる\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"マンキー\",\n                text = {\n                    \"プレイされる {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, {C:attention}7{} のカードが\",\n                    \"スコアされた時\",\n                    \"倍率 {C:mult}+#1#{} とチップ {C:chips}+#2#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            --anyways, how's your day been? i'm doing fine myself　いいだよ\n            j_poke_primeape = {\n                name = \"オコリザル\",\n                text = {\n                    \"プレイされる {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, {C:attention}7{} のカードが\",\n                    \"スコアされた時\",\n                    \"倍率 {C:mult}+#1#{} とチップ {C:chips}+#2#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8}つ発動した後で進化){}\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"ガーディ\",\n                text = {\n                    \"プレイしたハンドが\",\n                    \"{C:attention}フラッシュ{} を含む場合\",\n                    \"倍率 {C:red}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}炎の石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"ウインディ\",\n                text = {\n                    \"プレイしたハンドが\",\n                    \"{C:attention}フラッシュ{} を含む場合\",\n                    \"倍率 {X:mult,C:white}X#1#{}\",\n\t\t\t\t\t\"そのフラッシュの中で最初に\",\n\t\t\t\t\t\"強化されていないカードがスコアされた時\",\n\t\t\t\t\t\"そのカードが {C:attention}倍率{} カードになる\",\n                } \n            },\n            j_poke_poliwag = {\n                name = \"ニョロモ\",\n                text = {\n                    \"プレイされた {V:1}#3#{} スーツの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\", \n                    \"ハンドがプレイ後にスーツの\",\n                    \"変わってが順番に行われる\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"ニョロゾ\",\n                text = {\n\t\t\t\t\t\"プレイされた {V:1}#2#{} スーツの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\", \n                    \"ハンドがプレイ後にスーツの\",\n                    \"変わってが順番に行われる\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}水の石{}{C:inactive,s:0.8} か {C:attention,s:0.8}王者の印{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"ニョロボン\",\n                text = {\n                    \"プレイされた {V:1}#2#{} スーツの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#7#{} と 倍率 {X:mult,C:white} X#1# {}\", \n                    \"ハンドがプレイ後にスーツの\",\n                    \"変わってが順番に行われる\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\"\n                } \n            },\n            j_poke_abra = {\n                name = \"ケーシィ\",\n                text = {\n\t\t\t\t\t\"プレイした {C:attention}ポーカーハンド{} が\",\n                    \"すでにこのラウンドでプレイされていた場合\",\n                    \"{C:green}#2#分の#1#{} の確率で\",\n                    \"{C:tarot}タロット{} か {C:item}アイテム{} カードを1枚作る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_kadabra = {\n                name = \"ユンゲラー\",\n                text = {\n                    \"プレイした {C:attention}ポーカーハンド{} が\",\n                    \"すでにこのラウンドでプレイされていた場合\",\n                    \"{C:green}#2#分の#1#{} の確率で\",\n                    \"{C:tarot}タロット{} か {C:item}曲がったスプーン{} カードを1枚作る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}つながりのヒモ{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"フーディン\",\n                text = {\n                    \"消耗スロット {C:attention}+#3#{}\",\n                    \"プレイした {C:attention}ポーカーハンド{} が\",\n                    \"すでにこのラウンドでプレイされていた場合\",\n                    \"{C:green}#2#分の#1#{} の確率で\",\n                    \"{C:attention}愚者{} か {C:item}曲がったスプーン{} カードを1枚作る\",\n                } \n            },\n\t\t\tj_poke_mega_alakazam = {\n                name = \"メガフーディン\",\n                text = {\n                    \"消耗スロット {C:attention}+#3#{}\",\n                    \"持っている {C:attention}消耗カード{} が倍率 {X:mult,C:white}X#1#{}\",\n                    \"{C:item}曲がったスプーン{} は倍率 {X:mult,C:white}X#2#{}\",\n                } \n            },\n            j_poke_machop = {\n                name = \"ワンリキー\",\n                text = {\n                    \"ハンド {C:chips}+#1#{}\",\n                    \"ディスカード {C:mult}-#2#{}\",\n                    \"倍率 {C:mult}+#4#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_machoke = {\n                name = \"ゴーリキー\",\n                text = {\n                    \"ハンド {C:chips}+#1#{}\",\n                    \"ディスカード {C:mult}-#2#{}\",\n                    \"倍率 {C:mult}+#3#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}つながりのヒモ{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"カイリキー\",\n                text = {\n                    \"ハンド {C:chips}+#1#{}\",\n                    \"ディスカード {C:mult}-#2#{}\",\n                    \"倍率 {C:mult}+#3#{}\",\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"マダツボミ\",\n                text = {\n                    \"プレイされた {C:attention}偶数{} ランクの\",\n                    \"カードがスコアされた時\",\n                    \"チップ {C:chips}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"ウツドン\",\n                text = {\n                    \"プレイされた {C:attention}偶数{} ランクの\",\n                    \"カードがスコアされた時\",\n                    \"チップ {C:chips}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}リーフの石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"ウツボット\",\n                text = {\n                    \"プレイされた {C:attention}偶数{} ランクの\",\n                    \"カードがスコアされた時\",\n                    \"チップ {C:chips}+#1#{} と{C:attention}再発動{}する\",\n                } \n            },\n            j_poke_tentacool = {\n                name = \"メノクラゲ\",\n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}10{} がスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"ドククラゲ\",\n                text = {\n                    \"プレイされた {C:attention}10{} がスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:attention}10はデバフできない{}\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"イシツブテ\",\n                text = {\n                    \"チップ {C:chips}+#1#{},\",\n                    \"ハンドサイズ {C:attention}-#2#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_graveler = {\n                name = \"ゴローン\",\n                text = {\n                    \"チップ {C:chips}+#1#{},\",\n                    \"ハンドサイズ {C:attention}-#2#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}つながりのヒモ{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_golem = {\n                name = \"ゴローニャ\",\n                text = {\n                    \"チップ {C:chips}+#1#{},\",\n                    \"ハンドサイズ {C:attention}-#2#{}\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"ポニータ\",\n                text = {\n                    \"プレイしたハンドに\",\n                    \"{C:attention}ストレート{} が含まれる場合\",\n                    \"チップ {C:chips}+#2#{}\",\n                    \"{C:inactive,s:0.8}(チップ {C:chips,s:0.8}+#1#{C:inactive,s:0.8} / +60で進化)\"\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"ギャロップ\",\n                text = {\n                    \"プレイしたハンドに\",\n                    \"{C:attention}ストレート{} が含まれる場合\",\n                    \"チップ {C:chips}+#2#{}\",\n\t\t\t\t\t\"チップの増加は発動するごとに {C:chips}+1{} ずつ増える\",\n                    \"{C:inactive}(現在 {C:chips}+#1#{C:inactive} チップ)\",\n                } \n            },\n            --This was my first shiny :O　色違いおめでとう～\n            j_poke_slowpoke = {\n                name = \"ヤドン\",\n                text = {\n                    \"ラウンドの {C:attention}最終ハンド{} の\",\n                    \"倍率 {X:red,C:white}X#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} つ発動した後で進化)\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}王者の印{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_slowpoke2 = {\n                name = \"ヤドン\",\n                text = {\n                    \"ラウンドの {C:attention}最終ハンド{} の倍率 {X:red,C:white}X#1#{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n                    \"{C:green}#4#分の#3#{} の確率で\",\n                    \"{C:attention}王者の印{} カードを1枚作る\",\n                    \"{C:inactive}（空きが必要）\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化か {C:attention,s:0.8}王者の印{} {C:inactive,s:0.8} カードで進化)\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"ヤドラン\",\n                text = {\n\t\t\t\t\t\"プレイしたハンドたびに\",\n                    \"倍率 {X:red,C:white} X#1# {} を得る\",\n                    \"{C:inactive,s:0.8}(ラウンド終了時にリセットされる)\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white}X#2#{C:inactive})\"\n                } \n            },\n\t\t\tj_poke_mega_slowbro = {\n                name = \"メガヤドラン\",\n                text = {\n\t\t\t\t\t\"プレイしたハンドたびに\",\n                    \"倍率 {X:red,C:white} X#1# {} を得る\",\n                    \"{C:inactive,s:0.8}({C:attentions:0.8}ボスブラインド{C:inactive,s:0.8} を倒すとリセットされる)\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white}X#2#{C:inactive})\"\n                } \n            },\n            j_poke_magnemite = {\n                name = \"コイル\",\n                text = {\n                    \"プレイされた {C:attention}スチール{} カードが\",\n                    \"倍率 {X:red,C:white}X#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_magneton = {\n                name = \"レアコイル\",\n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}スチール{} カードは\",\n                    \"倍率 {X:red,C:white}X#1#{}\",\n\t\t\t\t\t\"隣接する {X:metal,C:white}鋼{} タイプジョーカーごとに\",\n                    \"この倍率は {X:red,C:white}X#2# {}ずつ増加する\",\n\t\t\t\t\t\"{C:inactive,s:0.8}({C:attention,s:0.8}雷の石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = \"カモネギ\",      \n                text = {\n\t\t\t\t\t\"{C:attention}長ネギを持っている{}\",\n\t\t\t\t\t\"{C:attention}消耗カード{}を使用する時\",\n                    \"{C:green}#3#分の#2#{} の確率で\",\n\t\t\t\t\t\"{C:money}$#1# を与える\",\n\t\t\t\t\t\"{C:attention}長ネギ{} なら確定\",\n                } \n            },\n            j_poke_doduo = {\n                name = \"ドードー\",      \n                text = {\n\t\t\t\t\t\"スコアされたハンドにフェイスカードが\",\n\t\t\t\t\t\"{C:attention}2{}枚以上含む場合\",\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"スコアされたハンドに{C:attention}フルハウス{}が含む場合\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_dodrio = {\n                name = \"ドードリオ\",      \n                text = {\n                    \"スコアされたハンドにフェイスカードが\",\n\t\t\t\t\t\"{C:attention}3{}枚以上含む場合\",\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"スコアされたハンドに{C:attention}フルハウス{}が含む場合\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\"\n                } \n            },\n            j_poke_seel = {\n                name = \"パウワウ\",      \n                text = {\n\t\t\t\t\t\"ラウンドの {C:attention}ファーストハンド{} で最初にスコアされたカードに\",\n\t\t\t\t\t\"{C:green}#2#分の#1#{} の確率で\",\n\t\t\t\t\t\"ランダムな {C:attention}シール{} を加える\",\n                    \"{C:inactive,s:0.8}(フルデッキに {C:attention,s:0.8}#4#{C:inactive,s:0.8} /#3# つシールがあったら進化)\"\n                } \n            },\n            j_poke_dewgong = {\n                name = \"ジュゴン\",      \n                text = {\n                    \"ラウンドの {C:attention}ファーストハンド{}\",\n\t\t\t\t\t\"で最初にスコアされたカードに\",\n                    \"ランダムな {C:attention}シール{} を加える\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'ベトベター',      \n                text = {\n                    \"デッキサイズ > {C:attention}#3#{} 場合\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\",\n                    \"ラウンド終了時にランダムなカードを\",\n\t\t\t\t\t\"1枚デッキに加える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_muk = {\n                name = 'ベトベトン',      \n                text = {\n\t\t\t\t\t\"フルデッキの {C:attention}#2#{} 枚を上回る\",\n\t\t\t\t\t\"カード1枚につき倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n                    \"ラウンド終了時にデッキのランダムなカードを\",\n\t\t\t\t\t\"1枚破壊し、2枚加える\",\n\t\t\t\t\t\"{C:inactive}(現在 倍率 {C:mult}+#3#{} {C:inactive}){}\",\n                } \n            },\n            j_poke_shellder = {\n                name = 'シェルダー',      \n                text = {\n                    \"プレイしたハンドが\",\n                    \"スコアされたカード {C:attention}5{}枚の場合\",\n                    \"各カードは {C:green}#2#分の#1#{} の確率で\",\n                    \"{C:attention}再発動する{}\",\n                    \"{C:inactive,s:0.8}({} {C:attention,s:0.8}水の石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'パルシェン',      \n                text = {\n                    \"プレイしたハンドが\",\n                    \"スコアされたカード {C:attention}5{}枚の場合\",\n                    \"各カードは {C:green}#2#分の#1#{} の確率で\",\n                    \"{C:attention}再発動する{}\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'ゴース',      \n                text = {\n                    \"{C:green}#2#分の#1#{} の確率で\",\n                    \"ラウンド終了時にランダムな {C:attention}ジョーカー{} に\",\n                    \"{C:dark_edition}ネガティブ{} を替える\",\n                    \"{S:1.1,C:red,E:2}自らを破壊する{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_haunter = {\n                name = 'ゴースト',      \n                text = {\n                    \"{C:green}#2#分の#1#{} の確率で\",\n                    \"ラウンド終了時にランダムな {C:attention}ジョーカー{} に\",\n                    \"{C:dark_edition}ネガティブ{} を替える\",\n                    \"{S:1.1,C:red,E:2}自らを破壊する{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}つながりのヒモ{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'ゲンガー',      \n                text = {\n                    \"ラウンド終了時に{C:green}#1#%{}の確率で\",\n\t\t\t\t\t\"ランダムな {C:attention}ジョーカー{} に\",\n                    \"{C:dark_edition}ネガティブ{} を替える\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(確率は変更できない)\",\n                    \"{C:inactive,s:0.8}(ゲンガー除き){}\"\n                } \n            },\n\t\t\tj_poke_mega_gengar = {\n                name = 'メガゲンガー',      \n                text = {\n\t\t\t\t\t\"{C:attention}ショップ{} と {C:attention}ブースターパック{} に\",\n\t\t\t\t\t\"出現する {C:dark_edition}ポリクローム{} ジョーカーは\",\n\t\t\t\t\t\"代わりに {C:dark_edition}ネガティブ{}\",\n                } \n            },\n            j_poke_onix = {\n                name = 'イワーク',      \n                text = {\n\t\t\t\t\t\"{C:attention}ファーストハンド{}の\",\n\t\t\t\t\t\"最初にスコアされたカードを\",\n\t\t\t\t\t\"{C:attention}ストーン{} に強化する\",\n                    \"{C:inactive,s:0.8}({C:metal,s:0.8}鋼{}{C:inactive,s:0.8}タイプ ステッカで進化){}\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'スリープ',      \n                text = {\n\t\t\t\t\t\"{C:attention}トランスを持っている{}\",\n\t\t\t\t\t\"このランで使われた {C:planet}惑星{} カード1種類ごとに\",\n                    \"倍率 {X:mult,C:white}X#2#{}\",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white}X#1#{C:inactive})\",\n                    \"{C:inactive,s:0.8}(惑星カード {C:planet,s:0.8}#3# {C:inactive,s:0.8}種類を使った後に進化)\"\n                } \n            },\n            j_poke_hypno = {\n                name = 'スリーパー',      \n                text = {\n                    \"このランで使われた {C:planet}惑星{} カード1種類ごとに\",\n                    \"{X:mult,C:white}X#2#{}\",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white}X#1#{C:inactive})\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'クラブ',      \n                text = {\n                    \"プレイされた {C:attention}フェイス{} カードが\",\n                    \"スコアされた時\",\n                    \"チップを {C:chips}+#1#{} 与える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'キングラー',      \n                text = {\n                    \"プレイした全ての{C:attention}フェイス{}カードが、\",\n                    \"スコアされた時\",\n\t\t\t\t\t\"チップを {C:chips}+#1#{} 与える\",\n                    \"強化されていなければ {C:attention}ボーナス{} カードになる\"\n                } \n            },\n            j_poke_voltorb = {\n                name = 'ビリリダマ',      \n                text = {\n\t\t\t\t\t\"{C:attention}ボラタイル右{}\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"このラウンド終了時までデバフ\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_electrode = {\n                name = 'マルマイン',      \n                text = {\n\t\t\t\t\t\"{C:attention}ボラタイル右{}\",\n                    \"倍率 {X:mult,C:white}+#1#{} と\",\n\t\t\t\t\t\"{C:money}$#2#{} を得る\",\n\t\t\t\t\t\"このラウンド終了時までデバフ\",\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'タマタマ',      \n                text = {\n                    \"プレイされた {C:hearts}#2#{} スーツの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\", \n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}リーフの石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'ナッシー',      \n                text = {\n\t\t\t\t\t\"プレイされた {C:hearts}#3#{} スーツの\",\n                    \"カードがスコアされた時\",\n\t\t\t\t\t\"{C:green}#5#分の#4#{} の確率で\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{} と倍率 {X:mult,C:white}X#2#{} を得る\"\n                } \n            },\n            j_poke_cubone = {\n                name = 'カラカラ',      \n                text = {\n                    \"{C:attention}太いホネを持っている{}\",\n\t\t\t\t\t\"{C:attention}消耗{} エリアにある\",\n                    \"カード1枚につき\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{} を与える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}太いホネ{}{C:inactive,s:0.8} は2倍){}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#2#{C:inactive})\",\n                    \"{C:inactive,s:0.8}(消耗カードを{C:attention,s:0.8}#3#枚{C:inactive,s:0.8}使った後に進化)\"\n                } \n            },\n            j_poke_marowak = {\n                name = 'ガラガラ',      \n                text = {\n\t\t\t\t\t\"消耗スロット {C:attention}+#2#{}\",\n\t\t\t\t\t\"{C:attention}消耗{} エリアにある\",\n                    \"カード1枚につき\",\n\t\t\t\t\t\"倍率 {X:mult,C:white} X#1# {} を与える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}太いホネ{}{C:inactive,s:0.8} は2倍){}\",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white} X#3# {}{C:inactive})\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'サワムラー',      \n                text = {\n\t\t\t\t\t\"フルデッキの {C:attention}#2#{} 枚を下回る\",\n                    \"カード1枚につき\",\n                    \"倍率 {X:red,C:white}X#1#{} を得る\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white}X#3#{})\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'エビワラー',      \n                text = {\n\t\t\t\t\t\"フルデッキの {C:attention}#2#{} 枚を上回る\",\n                    \"カード1枚につき\",\n                    \"倍率 {X:red,C:white}X#1#{} を得る\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white}X#3#{})\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'ベロリンガ',      \n                text = {\n\t\t\t\t\t\"1枚目と2枚目にプレイされた{C:attention}ジャック{} が\",\n                    \"スコアされた時\",\n                    \"倍率 {X:mult,C:white} X#1#{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} つ発動した後で進化\",\n                } \n            },\n            j_poke_koffing = {\n                name = 'ドガース',      \n                text = {\n\t\t\t\t\t\"このカードを売ると {C:attention}ボスブラインド{} の\",\n                    \"必要なスコアを {C:attention}半分{} にする\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_weezing = {\n                name = 'マタドガス',      \n                text = {\n                    \"このカードを売ると {C:attention}ボスブラインド{} を\",\n                    \"無効にすると\",\n                    \"必要なスコアを{C:attention} 半分{} にする\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'サイホーン',      \n                text = {\n                    \"プレイされた {C:attention}ストーン{} カードが\",\n                    \"スコアされた時、永久的に\",\n                    \"チップ {C:chips}+#1#{} を得る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_rhydon = {\n                name = 'サイドン',      \n                text = {\n                    \"プレイされた {C:attention}ストーン{} カードが\",\n                    \"スコアされた時、永久的に\",\n                    \"チップ {C:chips}+#1#{} を得る\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"スコアされた {C:attention}ストーン{} カードの\",\n\t\t\t\t\t\"{C:attention}1枚目{} を再発動する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}つながりのヒモ{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'ラッキー',      \n                text = {\n\t\t\t\t\t\"各ラウンドの最初 {C:attention}#1#{C:inactive} [#2#]{} 回に\",\n\t\t\t\t\t\"{C:attention}ラッキー{} カードが発動に成功する時\",\n\t\t\t\t\t\"永久的なコピーを1枚デッキに加えて\",\n                    \"ドローしてから {C:attention}手札{} に加える\",\n                    \"{C:inactive,s:0.8}(デッキの25%以上が {C:attention,s:0.8}ラッキー{C:inactive,s:0.8} カードの場合に進化)\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'モンジャラ',      \n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}ワイルド{} のカードが\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{} ,チップ {C:chips}+#2#{} か {C:money}$#3#{} を与える\",\n                    \"{C:green}#5#分の#4#{} 確率で {C:attention}３つすべて{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}ワイルド{C:inactive,s:0.8} カードをスコアした後に進化)\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'ガルーラ',      \n                text = {\n                    \"消耗スロット {C:attention}+#1#{}\",\n                    \"ハンド {C:chips}-#2#{}\",\n                } \n            },\n\t\t\tj_poke_mega_kangaskhan = {\n                name = 'メガガルーラ',      \n                text = {\n                    \"すべてのプレイされたカードを {C:attention}再発動する{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"ラウンド終了時に {C:attention}消耗カード{} を少なくとも {C:attention}#1#{} 枚を使った場合\",\n                    \"{C:attention}ダブルタグ{} を作る\",\n                    \"{C:inactive}(現在 {C:attention}#2#{C:inactive} 枚の消耗カードが使われた)\"\n                } \n            },\n            j_poke_horsea = {\n                name = 'タッツー',      \n                text = {\n\t\t\t\t\t\"スコアした {C:attention}6{} につき\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}+#1{C:inactive,s:0.8} / +12で進化)\"\n                } \n            },\n            j_poke_seadra = {\n                name = 'シードラ',      \n                text = {\n                    \"スコアした {C:attention}6{} につき\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{} を得る\",\n\t\t\t\t\t\"手札にある {C:attention}キング{} 場合, 倍率の増加は2倍される\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#1#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:dragon,s:0.8}ドラゴン{C:inactive,s:0.8} タイプ ステッカで進化){}\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'トサキント',      \n                text = {\n\t\t\t\t\t\"手札にある\",\n\t\t\t\t\t\"すべての {C:attention}ゴールド{} カードを\",\n\t\t\t\t\t\"{C:attention}#1#{} 回再発動する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_seaking = {\n                name = 'トサキント',      \n                text = {\n                    \"手札にある\",\n\t\t\t\t\t\"すべての {C:attention}ゴールド{} カードを\",\n\t\t\t\t\t\"{C:attention}#1#{} 回再発動する\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'ヒトデマン',      \n                text = {\n                    \"プレイされた {C:diamonds}#2#{} スーツの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}({} {C:attention,s:0.8}水の石{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'スターミー',      \n                text = {\n                    \"プレイされた {C:diamonds}#3#{} スーツの\",\n                    \"カードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{} と\",\n\t\t\t\t\t\"{C:money}$#2#{} を与える\"\n                } \n            },\n            j_poke_mrmime = {\n                name = 'バリヤード',      \n                text = {\n\t\t\t\t\t\"手札にある\",\n\t\t\t\t\t\"一番左カードを\",\n\t\t\t\t\t\"{C:attention}#1#{} 回再発動する\",\n                } \n            },\n            j_poke_scyther = {\n                name = 'ストライク',      \n                text = {\n\t\t\t\t\t\"ブラインドが選択された時\",\n\t\t\t\t\t\"右のジョーカーを破壊しと\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{} を得る\",\n\t\t\t\t\t\"ジョーカーが {C:red}レア{} またはそれ以上の場合\",\n\t\t\t\t\t\"{C:dark_edition}フォイル{}、 {C:dark_edition}ホログラム{}\",\n                    \"{C:dark_edition}ポリクローム{} エディションのいずれかを得る\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#1#{C:inactive}\",\n                    \"{C:inactive,s:0.8}({C:metal,s:0.8}鋼 {C:inactive,s:0.8}タイプ ステッカか {C:attention,s:0.8}固い石{C:inactive,s:0.8}で進化)\",\n                } \n            },\n            j_poke_jynx = {\n                name = 'ルージュラ',      \n                text = {\n\t\t\t\t\t\"{C:attention}ブラインド{}が選択された時\",\n\t\t\t\t\t\"デッキのサイズが {C:attention}#2#{} 枚またはそれ以上場合\",\n\t\t\t\t\t\"ハンドサイズ {C:attention}+#1#{}\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n                    \"{C:attention}カード{}がデッキに {C:attention}ショップ{}, {C:attention}スタンダードパック{}, \",\n\t\t\t\t\t\"{C:spectral}クリプティッド{}, {C:item}アイテム{}, 特定ジョーカーから\",\n\t\t\t\t\t\"追加されるたびには {C:attention}複製{}する\",\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'エレブー',      \n                text = {\n\t\t\t\t\t\"ラウンド終了時と\",\n\t\t\t\t\t\"カードが1枚 {C:attention}売れる{} たびに\",\n\t\t\t\t\t\"{C:attention}セルバリュー{} を\",\n                    \"{C:money}$#1#{} を得る\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"ラウンド終了時にこのジョーカーの\",\n\t\t\t\t\t\"セルバリューの {C:attention}#2#%{} を与える {C:inactive}(切り上げられた){}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}つながりのヒモ{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n\t\t\t--ｗｗｗ\n            j_poke_magmar = {\n                name = 'ブーバー',      \n                text = {\n                    \"ラウンドの {C:attention}最初のディスカード{} が\",\n                    \"{C:attention}1{} 枚だった場合\",\n                    \"それを破壊して倍率 {C:mult}+#2#{} を得る\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#1#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}つながりのヒモ{}{C:inactive,s:0.8} で進化)\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'カイロス',\n                text = {\n\t\t\t\t\t\"スコアされたカードが {C:attention}手札{} のカードと\",\n\t\t\t\t\t\"{C:attention}同じランク{} の場合\",\n                    \"倍率 {X:mult,C:white} X#1# {}\",\n                } \n            },\n\t\t\tj_poke_mega_pinsir = {\n                name = 'メガカイロス',\n                text = {\n\t\t\t\t\t\"プレイされた強化されていないカードが\",\n\t\t\t\t\t\"スコアされた時\",\n\t\t\t\t\t\"{X:mult,C:white} X#1# {}\",\n                } \n            },\n            j_poke_tauros = {\n                name = 'ケンタロス（先達）',\n                text = {\n\t\t\t\t\t\"それぞれの {C:attention}ケンタロス{} や  {C:attention}ミルタンク{} ジョーカーが\",\n                    \"倍率 {X:mult,C:white}X#1#{} を与える\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"各リロールに\",\n\t\t\t\t\t\"{C:green}#3#分の#2#{}確率で\",\n                    \"ショップに {C:attention}ケンタロス（群れ）{}を加える\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'ケンタロス（群れ）',\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'コイキング',\n                text = {\n                    \"チップ {C:chips}+#2#{}\",\n                    \"{C:attention}スプラッシュ{} を適用する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_gyarados = {\n                name = 'ギャラドス',\n                text = {\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                } \n            },\n\t\t\tj_poke_mega_gyarados = {\n                name = 'メガギャラドス',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{br:1.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"すべての {C:attention}ボスブラインド{} の\",\n                    \"効果を無効にする\",\n                } \n            },\n            j_poke_lapras = {\n                name = 'ラプラス',\n                text = {\n\t\t\t\t\t\"このランで {C:attention}ブラインド{} をスキップするごとに\",\n                    \"チップ {C:chips}+#2#{} を得る\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#1# {C:inactive})\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'メタモン',\n                text = {\n                    \"このカードを売ると\",\n\t\t\t\t\t\"一番左のジョーカーを\",\n\t\t\t\t\t\"{C:colorless}無色{} ステッカー と {C:attention}摩耗{} で\",\n                    \"複製する\",\n                    \"{C:inactive,s:0.8}(エターナル解除, メタモン除き){}\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'イーブイ',\n                text = {\n                    \"最初に{C:attention}5回{} {C:green}リロールが{}\",\n\t\t\t\t\t\"{C:money}$#1#{} を得る\",\n                    \"{C:inactive}(現在 {C:attention}#2#{C:inactive}/#3#)\",\n                    \"{C:inactive,s:0.8}(進化する…たくさん){}\",\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'シャワーズ',\n                text = {\n                    \"ショップで{C:attention}3回{} [#3#] {C:green}リロール{}\",\n\t\t\t\t\t\"するたびに、チップ{C:chips}+#2#{}\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#1#{C:inactive})\",\n                } \n            },\n            j_poke_jolteon = {\n                name = 'サンダース',\n                text = {\n\t\t\t\t\t\"ショップで{C:attention}3回{} [#2#] {C:green}リロール{} すると\",\n                    \"{C:money}$#1#{} を得る\",\n                } \n            },\n            j_poke_flareon = {\n                name = 'ブースター',\n                text = {\n\t\t\t\t\t\"ショップで{C:attention}3回{} [#3#] {C:green}リロール{}\",\n                    \"するたびに、倍率{X:red,C:white} X#2# {} を得る\",\n                    \"{C:inactive}(現在 倍率{X:red,C:white} X#1# {}{C:inactive})\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'ポリゴン',\n                text = {\n\t\t\t\t\t\"{C:pink}+1{} エネルギーMAXレベル\",\n\t\t\t\t\t\"{C:attention}ブースターパック{} を開封するたびに\",\n\t\t\t\t\t\"{C:pink}エネルギー{} カードを作る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}アップグレード{}{C:inactive,s:0.8} で進化する)\"\n                } \n            },\n            j_poke_omanyte = {\n                name = 'オムナイト',\n                text = {\n                    \"{C:attention}原始 #1#{}\",\n                    \"{X:attention,C:white}1+{} : {C:tarot}タロット{} カードを作る\",\n                    \"{X:attention,C:white}2+{} : {C:money}$#2#{} を得る\",\n                    \"{X:attention,C:white}3+{} : {C:item}アイテム{} カードを作る\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(空きが必要)\",\n                    \"{C:inactive,s:0.8}(3+のレベルを {C:attention,s:0.8}#3#{}{C:inactive,s:0.8} 回発動した後に進化)\"\n                } \n            },\n            j_poke_omastar = {\n                name = 'オムスター',\n                text = {\n                    \"{C:attention}原始 #1#{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : {C:tarot}タロット{} カードを作る\",\n                    \"{X:attention,C:white}2+{} : {C:money}$#2#{} を得る\",\n                    \"{X:attention,C:white}3+{} : {C:item}アイテム{} カードを作る\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(空きバサギリが必要)\",\n                    \"{X:attention,C:white}4+{} : ラウンドごとに1回 {C:attention}タグ{} を作る {C:inactive}#3#{}\",\n                } \n            },\n            j_poke_kabuto = {\n                name = 'カブト',\n                text = {\n                    \"{C:attention}原始 #1#{}\",\n                    \"{X:attention,C:white}1+{} : チップ {C:chips}+#2#{}\",\n                    \"{X:attention,C:white}2+{} : {C:attention}#1#{} のカードがスコアされた時永久的にチップ {C:chips}+#3#{}\",\n                    \"{X:attention,C:white}3+{} : チップ {C:chips}+#4#{}\",\n                    \"{C:inactive,s:0.8}(3+のレベルを {C:attention,s:0.8}#3#{}{C:inactive,s:0.8} 回発動した後に進化)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'カブトプス',\n                text = {\n                    \"{C:attention}原始 #1#{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : チップ {C:chips}+#2#{}\",\n                    \"{X:attention,C:white}2+{} : {C:attention}#1#{} のカードがスコアされた時永久的にチップ {C:chips}+#3#{}\",\n                    \"{X:attention,C:white}3+{} : チップ {C:chips}+#4#{}\",\n                    \"{X:attention,C:white}4+{} : {C:attention}1枚目{} と {C:attention}2枚目{} にプレイされたカードを {C:attention}#5#{}回発動する\",\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'プテラ',\n                text = {\n                    \"{C:attention}原始 #1#{}\",\n\t\t\t\t\t\"{X:attention,C:white}1+{} : 倍率 {X:red,C:white}X#2#{}\",\n                    \"{X:attention,C:white}2+{} : 倍率 {X:red,C:white}X#3#{} を得る\",\n                    \"{X:attention,C:white}3+{} : 最初のスコアされた強化されていない {C:attention}#1#{} {C:attention}グラス{} カードになる\",\n                    \"{X:attention,C:white}4+{} : このジョーカーの 倍率 {X:red,C:white}X{} の値が {C:attention}2倍される{}\",\n\t\t\t\t\t\"{C:inactive}(ラウンド終了時にリセットされる)\",\n                } \n            },\n\t\t\tj_poke_mega_aerodactyl = {\n                name = 'メガプテラ',\n                text = {\n\t\t\t\t\t\"プレイされたハンドにある {C:attention}#1#{} 1枚につき,\",\n\t\t\t\t\t\"スコアされた時プレイされた {C:attention}#1#{} が\",\n\t\t\t\t\t\"{X:mult,C:white}X#2#{} を与える\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:green}#4#分の#3#{} の確率で\",\n                    \"プレイされた各 {C:attention}#1#{} が破壊される\",\n                } \n            },\n            j_poke_snorlax = {\n                name = 'カビゴン',\n                text = {\n\t\t\t\t\t\"{C:attention}食べ残しを持っている{}\",\n\t\t\t\t\t\"ラウンド終了時に{ C:attention}食べ残し{} 1枚につき\",\n\t\t\t\t\t\"倍率 {X:red,C:white}X#1#{} を得る\",\n\t\t\t\t\t\"{C:inactive}(現在 {X:red,C:white}X#2#{}{C:inactive})\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'フリーザー',\n                text = {\n\t\t\t\t\t\"プレイされたハンドに最初のスコアされたカードに\",\n\t\t\t\t\t\"{C:attention}フォイル{} エディション と\",\n\t\t\t\t\t\"ランダムな {C:attention}シール{} を加える\",\n                } \n            },\n            j_poke_zapdos = {\n                name = 'サンダー',\n                text = {\n                    \"自分が持っている\",\n                    \"{C:money}$#2#{}につき、倍率{X:mult,C:white} X#1#{}\",\n                    \"{C:inactive}(現在 {X:red,C:white}X#3#{}{C:inactive})\"\n                } \n            },\n            j_poke_moltres = {\n                name = 'ファイヤー',\n                text = {\n                    \"各ラウンドで最初に {C:attention}ディスカード{} された\",\n                    \"ポーカーハンド {C:attention}3段{} のレベルをアップグレードする\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'ミニリュウ',\n                text = {\n\t\t\t\t\t\"プレイされたハンドが\",\n                    \"{C:attention}#3#{} 以下枚の場合、\",\n                    \"倍率 {C:mult}+#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}+#1#{C:inactive,s:0.8} / +10{}{C:inactive,s:0.8}で進化)\"\n                } \n            },\n            j_poke_dragonair = {\n                name = 'ハクリュー',\n                text = {\n                    \"プレイされたハンドが\",\n                    \"{C:attention}#3#{} 以下枚の場合、\",\n                    \"倍率 {C:mult}+#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}+#1#{C:inactive,s:0.8} / +30{}{C:inactive,s:0.8}で進化)\",\n                } \n            },\n            j_poke_dragonite = {\n                name = 'カイリュー',\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{br:1.6}ERROR - CONTACT STEAK\",\n                    \"ハンドのカードが {C:attention}1{} 枚しかない場合\",\n                    \"{C:attention}#2#{}回追加で再発動する\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'ミュウツー',\n                text = {\n\t\t\t\t\t\"ショップ終了時に\",\n\t\t\t\t\t\"一番左ジョーカーの{C:dark_edition}ポリクローム{}と {C:pink}エナジャイズ{} {C:attention}された{}\",\n\t\t\t\t\t\"{C:attention}コピー{} を作成する\",\n\t\t\t\t\t\"次に一番左ジョーカーを{C:attention}破壊{}する\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"それぞれの {C:dark_edition}ポリクローム{} ジョーカーが\",\n\t\t\t\t\t\"倍率 {X:mult,C:white} X#1# {} を与える\",\n                    \"{C:inactive}(自己破壊できない)\"\n                } \n            },\n\t\t\tj_poke_mega_mewtwo_x = {\n                name = \"メガミュウツーX\",\n                text = {\n                    \"すべてのジョーカーが 倍率 {X:mult,C:white} X#1# {}を与える\",\n                } \n            },\n\t\t\tj_poke_mega_mewtwo_y = {\n                name = \"メガミュウツーY\",\n                text = {\n\t\t\t\t\t\"ショップ終了時に一番左ジョーカーを {C:attention}2回{} {C:pink}エナジャイズ{} する\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}ボスブラインド{} を倒した時\",\n\t\t\t\t\t\"{C:pink}+1{} エネルギーMAXレベル\",\n                } \n            },\n            j_poke_mew = {\n                name = 'ミュウ',\n                text = {\n\t\t\t\t\t\"ショップ終了時に\",\n\t\t\t\t\t\"ランダムな {C:dark_edition}ネガティブ{} {C:tarot}タロット{},\",\n\t\t\t\t\t\"{C:spectral}スペクトル{} か {C:item}アイテム{} カードを作る\",\n\t\t\t\t\t\"{C:green}#1#%{}の確率で {C:attention}代わり{} に\",\n\t\t\t\t\t\"ラ{C:dark_edition}ネガティブ{} ジョーカーを作る\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(確率は変更できない)\",\n                } \n            },\n\t\t\tj_poke_chikorita = {\n                name = 'チコリータ',\n                text = {\n\t\t\t\t\t\"ハンドサイズ {C:attention}+#1#{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"手札のカード {C:attention}3枚目{} ごとに {C:money}$#2#{} を得る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n\t\t\tj_poke_bayleef = {\n                name = 'ベイリーフ',\n                text = {\n                    \"ハンドサイズ {C:attention}+#1#{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"手札のカード {C:attention}2枚目{} ごとに {C:money}$#2#{} を得る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n\t\t\tj_poke_meganium = {\n                name = 'メガニウム',\n                text = {\n                    \"ハンドサイズ {C:attention}+#1#{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"手札のカード {C:attention}1枚{} ごとに {C:money}$#2#{} を得る\",\n                }\n            },\n\t\t\tj_poke_cyndaquil = {\n                name = 'ヒノアラシ',\n                text = {\n                    \"ディスカード {C:red}+#1#{}\",\n\t\t\t\t\t\"残っている {C:attention}ディスカード{} ごとに\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#4#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n\t\t\tj_poke_quilava = {\n                name = 'マグマラシ',\n                text = {\n                    \"ディスカード {C:red}+#1#{}\",\n                    \"残っている {C:attention}ディスカード{} ごとに\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#4#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n\t\t\tj_poke_typhlosion = {\n                name = 'バクフーン',\n                text = {\n                    \"ディスカード {C:red}+#1#{}\",\n                    \"残っている {C:attention}ディスカード{} ごとに\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{}, {X:red,C:white}X#3#{}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#4#{C:inactive}, {X:red,C:white}X#5# {C:inactive})\",\n                }\n            },\n\t\t\tj_poke_totodile = {\n                name = 'ワニノコ',\n                text = {\n                    \"ハンド {C:blue}+#1#{}\",\n\t\t\t\t\t\"このラウンドでプレイされたカードにつき\",\n                    \"チップ {C:chips}+#2#{}\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#3#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#4#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_croconaw = {\n                name = 'Croconaw',\n                text = {\n                    \"ハンド {C:blue}+#1#{}\",\n\t\t\t\t\t\"このラウンドでプレイされたカードにつき\",\n                    \"チップ {C:chips}+#2#{}\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#3#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#4#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_feraligatr = {\n                name = 'Feraligatr',\n                text = {\n                    \"ハンド {C:blue}+#1#{}\",\n\t\t\t\t\t\"このラウンドでプレイされたカードにつき\",\n                    \"チップ {C:chips}+#2#{}\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#3#{C:inactive})\",\n                }\n            },\n            j_poke_sentret = {\n                name = 'オタチ',\n                text = {\n\t\t\t\t\t\"プレイしたハンドが\",\n\t\t\t\t\t\"直前ハンドと {C:attention}同じでない{} 場合\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{} を得る\",\n\t\t\t\t\t\"同じで倍率を {C:attention}リセット{}\",\n                    \"{C:inactive}(直前ハンド: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}+#1#{C:inactive,s:0.8} / +15{C:inactive,s:0.8}で進化)\"\n                }  \n            },\n            j_poke_furret = {\n                name = 'オオタチ',\n                text = {\n                    \"プレイしたハンドが\",\n\t\t\t\t\t\"直前ハンドと {C:attention}同じでない{} 場合\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{} を得る\",\n                    \"{C:inactive}(直前ハンド: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#1#{} {C:inactive})\",\n                }  \n            },\n\t\t\tj_poke_hoothoot = {\n                name = 'ホーホー',\n                text = {\n                    \"{C:purple}見破る +#1#\",\n\t\t\t\t\t\"{C:attention}見破った{} 各カードは\",\n\t\t\t\t\t\"チップを与える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_noctowl = {\n                name = 'ヨルノズク',\n                text = {\n                    \"{C:purple}見破る +#1#\",\n\t\t\t\t\t\"{C:attention}見破った{} 各カードは\",\n\t\t\t\t\t\"チップを与える\",\n                }\n            },\n\t\t\tj_poke_ledyba = {\n                name = \"レディバ\",\n                text = {\n\t\t\t\t\t\"{C:attention}デッキ{} の残りのカード {C:attention}5枚{} につき\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#3#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_ledian = {\n                name = \"レディアン\",\n                text = {\n                    \"{C:attention}デッキ{} の残りのカード {C:attention}3枚{} につき\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#2#{C:inactive})\",\n                }\n            },\n\t\t\tj_poke_spinarak = {\n                name = \"イトマル\",\n                text = {\n                  \"チップ {C:chips}+#1#{}\",\n\t\t\t\t  \"{C:green}#3#分の#2#{} の確率で代わりに チップ {C:chips}+#5#{}\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#4#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_ariados = {\n              name = \"アリアドス\",\n              text = {\n                  \"チップ {C:chips}+#1#{}\",\n\t\t\t\t  \"{C:green}#3#分の#2#{} の確率で代わりに チップ {C:chips}+#4#{}\",\n              }\n            },\n            j_poke_crobat = {\n                name = 'クロバット',\n                text = {\n\t\t\t\t\t\"カードの強化を {C:attention}ランダム{} にする\",\n                    \"{C:attention}倍率{} と {C:attention}ワイルド{} カードに倍率 {C:mult}+#2#{} を得る\",\n                    \"{C:attention}ボーナス{} と {C:attention}ストーン{} カードにチップ {C:chips}+#4#{} を得る\",\n                    \"{C:attention}スチール{} と {C:attention}グラス{} カードに倍率 {X:red,C:white}X#6#{} を得る\",\n                    \"{C:attention}ゴールド{} と {C:attention}ラッキー{} カードに {C:money}$#8#{} を得る\",\n                    \"{C:inactive}(現在 {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} をラウンド終了時に得る)\"\n                } \n            },\n            j_poke_pichu = {\n                name = 'ピチュー',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n                    \"ラウンド終了時に\",\n                    \"{C:money}$#1#{} を得る\",\n                    \"倍率 {X:red,C:white} X#2# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_cleffa = {\n                name = 'ピィ',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n\t\t\t\t\t\"ショップ終了時に\",\n                    \"{C:dark_edition}ネガティブ{} {C:attention}月{} カードを作る\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'ププリン',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n                    \"{C:dark_edition}ネガティブ{} {C:attention}世界{} カードを作る\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }\n            },\n\t\t\tj_poke_togepi = {\n                name = 'トゲピー',\n                text = {\n\t\t\t\t\t\"\",\n\t\t\t\t\t\"\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_togetic = {\n                name = 'トゲチック',\n                text = {\n                    \"{C:attention}ラッキーカード{} は\",\n                    \"{C:green}#2#分の#1#{} の確率でチップ {C:chips}+#4#{}\",\n                    \"そして {C:green}#3#分の#1#{} の確率で倍率 {X:mult,C:white}X#5#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}光の石{C:inactive,s:0.8} で進化)\"\n                }\n            },\n\t\t\tj_poke_natu = {\n                name = 'ネイティ',\n                text = {\n                    \"{C:planet}惑星{} カードは追加のレベルを1段与える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_xatu = {\n                name = 'ネイティオ',\n                text = {\n                    \"{C:planet}惑星{} カードは追加のレベルを1段与える\",\n                    \"{C:planet}天体パック{} にすべての{C:planet}惑星{} カードが含まれる\",\n                }\n            },\n\t\t\tj_poke_azurill = {\n                name = 'Azurill',\n                text = {\n                    \"{C:attention}べいビィー{}\",\n                    \"ショップ終了時に\",\n                    \"{C:dark_edition}ネガティブ{} {C:attention}教皇{} カードを作る\",\n\t\t\t\t\t\"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_marill = {\n                name = 'マリル',\n                text = {\n\t\t\t\t\t\"プレイされたハンドにスコアされた {C:attention}強化されていない{} カード\",\n\t\t\t\t\t\"およびスコアされた {C:attention}強化されている{} が含まれる場合\",\n                    \"倍率 {X:mult,C:white}X#2#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}ボーナスカード{} を {C:attention,s:0.8}#1#枚{C:inactive,s:0.8} スコアした後に進化)\",\n                }\n            },\n            j_poke_azumarill = {\n                name = 'マリルリ',\n                text = {\n                    \"倍率 {X:mult,C:white}X#1#{}\",\n                    \"プレイされたハンドにスコアされた {C:attention}強化されていない{} カード\",\n\t\t\t\t\t\"およびスコアされた {C:attention}強化されている{} が含まれる場合\",\n\t\t\t\t\t\"このジョーカーの {X:mult,C:white}X倍率{} の値は2倍される\",\n                }\n            },\n\t\t\tj_poke_sudowoodo = {\n                name = \"ウソッキー\",\n                text = {\n                    \"{C:attention}タイプチェンジャーのポケモン{}\",\n\t\t\t\t    \"プレイされた {C:attention}フェイス{} カードがスコアされた時\",\n\t\t\t\t    \"倍率 {C:mult}+#1#{} を与える\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t    \"このジョーカーは {X:grass,C:white}草{} タイプじゃない場合か\",\n\t\t\t\t    \"{X:water,C:white}水{} タイプのジョーカーがある場合\",\n\t\t\t\t    \"すべてのプレイされた {C:attention}フェイス{} カードが再発動する\",\n                }\n            },\n            j_poke_bellossom = {\n                name = 'キレイハナ',\n                text = {\n                    \"プレイされた {C:attention}奇数{} ランクの\",\n\t\t\t\t\t\"カードがスコアされた時\",\n\t\t\t\t\t\"{C:attention}ワイルド{} カードになる\",\n\t\t\t\t\t\"すでに {C:attention}ワイルド{} は\",\n\t\t\t\t\t\"{C:dark_edition}フォイル{}、{C:dark_edition}ホログラム{}、{C:dark_edition}ポリクローム{} の\",\n                    \"いずれかの効果を加える\",\n                } \n            },\n            j_poke_politoed = {\n                name = 'ニョロトノ',\n                text = {\n                    \"プレイされた {V:1}#2#{} スーツの\",\n                    \"カードがスコアされた時, 倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"{br:5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{V:1}#2#{} スーツのカードを\",\n\t\t\t\t\t\"{X:water,C:white}水タイプ{} ジョーカー1枚につき再発動\",\n\t\t\t\t\t\"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{}{C:inactive,s:0.8} 再発動はスコアしたカードに均等に分散する){}\",\n\t\t\t\t\t\"ハンドがプレイ後にスーツの変わってが順番に行われる\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                } \n            },\n\t\t\t j_poke_hoppip = {\n                name = 'ハネッコ',\n                text = {\n                    \"ハンドサイズ {C:attention}+#1#{}\",\n\t\t\t\t\t\"ディスカードされた{C:attention}最初の2枚{} カードは\",\n\t\t\t\t\t\"{C:dark_edition}ワイルド{} になる\",\n\t\t\t\t\t\"ディスカード時に {S:1.1,C:red,E:2}自らを破壊する{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_skiploom = {\n                name = 'ポポッコ',\n                text = {\n                    \"ハンドサイズ {C:attention}+#1#{}\",\n\t\t\t\t\t\"ディスカードされた{C:attention}最初の3枚{} カードは\",\n\t\t\t\t\t\"{C:dark_edition}ワイルド{} になる\",\n\t\t\t\t\t\"ディスカード時に {S:1.1,C:red,E:2}自らを破壊する{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_jumpluff = {\n                name = 'ワタッコ',\n                text = {\n                    \"ハンドサイズ {C:attention}+#1#{}\",\n\t\t\t\t\t\"ディスカードされたカードは\",\n\t\t\t\t\t\"{C:dark_edition}ワイルド{} になる\",\n\t\t\t\t\t\"ディスカード時に {S:1.1,C:red,E:2}自らを破壊する{}\",\n                }\n            },\n\t\t\tj_poke_aipom = {\n              name = \"エイパム\",\n              text = {\n\t\t\t\t\t\"ハンド {C:chips}-#3#{}\",\n\t\t\t\t\t\"すべての {C:attention}フラッシュ{} と\",\n                    \"{C:attention}ストレート{} を\",\n                    \"{C:attention}3枚{} のカードで作ることができる\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(ストレートを{C:attention,s:0.8}#1#つ{C:inactive,s:0.8} と フラッシュを {C:attention,s:0.8}#2#つ{C:inactive,s:0.8} プレイした後に進化){}\"\n              }\n            },\n\t\t\tj_poke_sunkern = {\n                name = 'ヒマナッツ',\n                text = {\n\t\t\t\t\t\"{C:attention}ブラインド{} が選択された時と\",\n\t\t\t\t\t\"ハンドが {C:attention}プレイされた{} 時\",\n                    \"{C:money}$#1#{} を得る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}太陽の石{C:inactive,s:0.8} で進化)\"\n                }\n            },\n            j_poke_sunflora = {\n                name = 'キマワリ',\n                text = {\n\t\t\t\t    \"{C:attention}ブラインド{} が選択された時, ハンドが {C:attention}プレイされた{} 時\",\n\t\t\t\t\t\"ハンドが {C:attention}ディスカードされた{} 時, 消耗カードが {C:attention}使われた{} 時\",\n\t\t\t\t\t\"カードが {C:attention}売られた{} 時 そしてラウンド終了時に\",\n                    \"{C:money}$#1#{} を得る\",\n                }\n            },\n\t\t\tj_poke_yanma = {\n              name = \"ヤンヤンマ\",\n              text = {\n\t\t\t\t\t\"プレイされた {C:attention}3{} か {C:attention}6{} がスコアされた時\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{} と 倍率 {C:mult}+#1#{} を与える\",\n\t\t\t\t\t\"{C:green}#6#分の#5#{} 確率で\",\n\t\t\t\t\t\"代わりに チップ {C:chips}+#4#{} と 倍率 {C:mult}+#3#{}\",\n                    \"{C:inactive,s:0.8}(3か6を{C:attention,s:0.8}#7#枚{C:inactive,s:0.8}スコアした後に進化)\"\n              }\n            },\n            j_poke_espeon = {\n                name = 'エーフィ',\n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}#3#{} を {C:attention}再発動{}\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"スコアされた {V:1}#4#{} カードが\",\n\t\t\t\t\t\"倍率 {X:red,C:white}X#2#{} を与える\",\n\t\t\t\t\t\"{C:inactive,s:0.8}({C:green,s:0.8}リロール{C:inactive,s:0.8}した後に {C:attention,s:0.8}ランク{C:inactive,s:0.8}/{C:attention,s:0.8}スーツ{C:inactive,s:0.8} が {C:attention,s:0.8}ランダム{C:inactive,s:0.8} になる)\",\n                } \n            },\n            j_poke_umbreon = {\n                name = 'ブラッキー',\n                text = {\n                    \"プレイされた {C:attention}#1#{} のレベルを下げる\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"下げるの {C:attention}#2# {C:inactive}[#3#]{}回につき\",\n\t\t\t\t\t\"{C:attention}オービタルタグ{} か {C:attention}ネガティブタグ{} を作る\",\n                    \"{C:inactive,s:0.8}({C:green,s:0.8}リロール{C:inactive,s:0.8}した後にポーカーハンドが{C:attention,s:0.8}変化する{C:inactive,s:0.8})\",\n                } \n            },\n\t\t\tj_poke_murkrow = {\n              name = \"ヤミカラス\",\n              text = {\n\t\t\t\t\"{X:dark,C:white}悪{} タイプのジョーカーにつき\",\n                \"倍率 {X:red,C:white} X#1# {}\",\n                \"{C:inactive}(現在 倍率 {X:red,C:white} X#2#{C:inactive} )\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}闇の石{C:inactive,s:0.8} で進化)\"\n              }\n            },\n            j_poke_slowking = {\n                name = 'ヤドキング',\n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}キング{} が\",\n                    \"それぞれスコアされた時\",\n                    \"倍率 {X:mult,C:white}X#1#{}\",\n                    \"プレイしたハンドされるたびに\",\n                    \"倍率 {X:red,C:white} X#2# {} を得る\",\n                    \"{C:inactive,s:0.8}(ラウンド終了時にリセットされる)\",\n                }\n            },\n\t\t\tj_poke_misdreavus = {\n                name = 'ムウマ',\n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}フェイス{} カードがスコアされた時\",\n\t\t\t\t\t\"チップを最大 {C:chips}#1#{} まで失う\",\n\t\t\t\t\t\"このジョーカーはその失ったチップを得る\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#2#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}闇の石{C:inactive,s:0.8} で進化)\",\n                }\n            },\n\t\t\tj_poke_wobbuffet = {\n              name = \"ソーナンス\",\n              text = {\n                \"プレイされた {C:attention}6{}, {C:attention}7{}, {C:attention}8{}, {C:attention}9{} と {C:attention}10{} を\",\n                \"再発動する\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:attention}ボラタイル左{}\",\n                \"ブラインドが選択された時\",\n                \"一番右ジョーカーに {C:attention}エターナル{} を加える\",\n              }\n            },\n\t\t\tj_poke_girafarig = {\n              name = \"キリンリキ\",\n              text = {\n\t\t\t\t\"プレイしたハンドが {C:attention}ツーペア{} を含まれる場合\",\n\t\t\t\t\"最初と最終の {C:attention}フェイス{} カードがスコアされた時\",\n                \"倍率 {X:mult,C:white}X#1#{} を与える\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}2枚{C:inactive,s:0.8} のフェイスカードに {C:attention,s:0.8}死神{C:inactive,s:0.8} を使った後に進化){}\"\n              }\n            },\n\t\t\tj_poke_pineco = {\n              name = \"クヌギダマ\",\n              text = {\n                \"{C:attention}ボラタイル左{}\",\n                \"チップ {C:chips}+#1#{}\",\n\t\t\t\t\"このラウンド終了時までデバフ\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n              }\n            },\n            j_poke_forretress = {\n              name = \"フォレトス\",\n              text = {\n\t\t\t\t\"手札にある {C:attention}スチールカード{} が発動される時\",\n\t\t\t\t\"チップ {C:chips}+#2#{} を得る\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"{C:attention}ボラタイル左{}\",\n                \"チップ {C:chips}+#1#{}\",\n\t\t\t\t\"このラウンド終了時までデバフ\",\n              }\n            },\n\t\t\tj_poke_dunsparce = {\n                name = 'ノコッチ',\n                text = {\n                  \"{C:inactive}何もしない？\",\n                  \"{C:green}リロール{}した場合\",\n\t\t\t\t  \"ショップ終了時に {S:1.1,C:red,E:2}自らを破壊する{}\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n\t\t\tj_poke_gligar = {\n                name = 'グライガー',\n                text = {\n\t\t\t\t\t\"{C:attention}手札にある{} {V:1}#2#{} につき\",\n\t\t\t\t\t\"プレイされたカードが倍率 {X:mult,C:white}X#1#{} を与える\",\n                    \"{C:inactive, s:0.8}(スーツはラウンド終了時に変わる)\",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white}X#3#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}闇の石{C:inactive,s:0.8} で進化)\",\n                }\n            },\n            j_poke_steelix = {\n                name = 'ハガネール',\n                text = {\n\t\t\t\t\t\"{C:attention}ファーストハンド{}の\",\n\t\t\t\t\t\"最初にスコアされたものを\",\n\t\t\t\t\t\"{C:attention}スチール{} に強化する\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}手札にある{}\",\n\t\t\t\t\t\"{C:attention}すべてのストーン{} カードを\",\n\t\t\t\t\t\"{C:attention}スチール{} カードになる\"\n                } \n            },\n\t\t\tj_poke_snubbull = {\n                name = 'ブルー',\n                text = {\n\t\t\t\t\t\"最初にプレイされた{C:attention}フェイス{} カードが\",\n                    \"スコアされた時\",\n                    \"倍率 {X:mult,C:white}X#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_granbull = {\n                name = 'グランブル',\n                text = {\n                    \"最初のプレイされた\",\n\t\t\t\t\t\"{C:attention}フェイス{} カードは {C:attention}クイーン{} 場合\",\n                    \"倍率 {X:mult,C:white}X#2#{} を与える\",\n\t\t\t\t\t\"それ以外場合\",\n                    \"倍率 {X:mult,C:white}X#1#{} を与える\",\n                }\n            },\n\t\t\tj_poke_qwilfish = {\n                name = 'ハリーセン',\n                text = {\n                    \"{C:purple}ハザード +#1# {C:inactive}(デッキで #2# 枚につき1枚)\",\n\t\t\t\t\t\"ハンドがプレイされた時\",\n\t\t\t\t\t\"手札にある {C:attention}ハザードカード{} につき\",\n                    \"チップ {C:chips}+#3#{} を得る\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#4#{C:inactive})\",\n                }\n            },\n            j_poke_scizor = {\n                name = 'ハッサム',\n                text = {\n                    \"ブラインドが選択された時\",\n\t\t\t\t\t\"右のジョーカーを破壊しと\",\n\t\t\t\t\t\"倍率 {C:mult}+#4#{} を得る\",\n\t\t\t\t\t\"ジョーカーが {C:red}レア{} またはそれ以上の場合\",\n\t\t\t\t\t\"{C:dark_edition}フォイル{}、 {C:dark_edition}ホログラム{}\",\n                    \"{C:dark_edition}ポリクローム{} エディションのいずれかを加える\",\n\t\t\t\t\t\"このジョーカーにエディションの効果は {C:attention}蓄積{} された\",\n                    \"{C:inactive,s:0.8}(可能であれば破壊されたジョーカーのエディションと一致する){}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#1#{} {C:inactive}, チップ {C:chips}+#2#{} {C:inactive}, 倍率 {X:red,C:white}X#3#{} {C:inactive})\"\n                } \n            },\n\t\t\tj_poke_sneasel = {\n                name = 'ニューラ',\n                text = {\n\t\t\t\t\t\"プレイされたハンドのカード1枚しかない場合\",\n\t\t\t\t\t\"それが {C:attention}#1#{} のカード場合\",\n\t\t\t\t\t\"それを破壊し、 {C:money}$#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(ランクはラウンド終了時に変わる){}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}闇の石{C:inactive,s:0.8} で進化)\",\n                }\n            },\n\t\t\tj_poke_teddiursa = {\n              name = \"ヒメグマ\",\n              text = {\n\t\t\t\t\t\"{C:attention}ブースターパック{}が\",\n                    \"スキップされた時、\",\n                    \"倍率{C:red}+#2#{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}+#1#{C:inactive,s:0.8} / #3#で進化)\"\n              }\n            },\n            j_poke_ursaring = {\n              name = \"リングマ\",\n              text = {\n\t\t\t\t\t\"{C:attention}ブースターパック{}が\",\n                    \"スキップされた時、\",\n                    \"倍率{C:red}+#2#{}\",\n\t\t\t\t\t\"{C:item}アイテム{} を作る\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(空きが必要)\",\n\t\t\t\t\t\"{C:inactive}(現在 倍率 {C:mult}+#1#{C:inactive})\",\n\t\t\t\t\t\"{C:inactive,s:0.8}({C:attention,s:0.8}月の石{C:inactive,s:0.8} で進化)\",\n              }\n            },\n\t\t\tj_poke_swinub = {\n                name = \"ウリムー\",\n                text = {\n\t\t\t\t\t\"最初のプレイされたカードは\",\n\t\t\t\t\t\"スコアされたハンドある {C:attention}ストーン{} と {C:attention}グラス{} カードにつき\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"{br:2}text needs to be here to work\",\n\t\t\t\t\t\"ラウンド終了時に {C:green}#4#分の#3#{} 確率で\",\n\t\t\t\t\t\"{C:money}$#2#{} を得る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#5#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_piloswine = {\n              name = \"イノムー\",\n              text = {\n                    \"最初のプレイされたカードは\",\n\t\t\t\t\t\"スコアされたハンドある {C:attention}ストーン{} と {C:attention}グラス{} カードにつき\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\",\n                    \"{br:2}text needs to be here to work\",\n                    \"ラウンド終了時に {C:green}#4#分の#3#{} 確率で\",\n\t\t\t\t\t\"{C:money}$#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(ストーン か グラスカードを {C:attention,s:0.8}#5#{C:inactive,s:0.8}枚スコアした後に進化)\",\n              }\n            },\n\t\t\tj_poke_heracross = {\n                name = 'ヘラクロス',\n                text = {\n\t\t\t\t\t\"スコアされたカードが {C:attention}手札{} のカードと\",\n\t\t\t\t\t\"{C:attention}同じランク{} でない場合\",\n                    \"倍率 {X:mult,C:white} X#1# {}\",\n                }\n            },\n\t\t\tj_poke_corsola = {\n              name = 'サニーゴ',\n              text = {\n\t\t\t    \"フルデッキに {C:attention}強化されている{} カードにつき\",\n                \"倍率 {C:mult}+#1#{}\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"スコアされたハンドが\",\n\t\t\t\t\"{C:attention}5枚の強化されているカード{} 場合\",\n\t\t\t\t\"{C:attention}たね{} の {X:water,C:white}水{} タイプのジョーカーを作る\",\n                \"{C:inactive,s:0.8}(空きが必要)\",\n                \"{C:inactive}(現在 倍率 {C:mult}+#2#{C:inactive})\",\n              }\n            },\n\t\t\tj_poke_remoraid = {\n              name = \"テッポウオ\",\n              text = {\n\t\t\t\t\"ラウンドごとに 最初にスコアされる {C:attention}#3#{} {C:inactive}[#4#]{} 枚のカードを\",\n                \"再発動する\",\n                \"{C:inactive}({C:attention}#2#{C:inactive} ラウンド後に進化)\",\n              }\n            },\n            j_poke_octillery = {\n              name = \"オクタン\",\n              text = {\n                \"ラウンドごとに 最初にスコアされる {C:attention}#2#{} {C:inactive}[#3#]{} 枚のカードを\",\n                \"再発動する\"\n              }\n            },\n            j_poke_delibird = {\n                name = \"デリバード\",\n                text = {\n                  \"ショップ終了時に\",\n                  \"{S:1.1,C:green,E:2}プレゼント{} を作る\",\n                  \"{C:inactive,s:0.8}(空きが必要)\"\n                }\n            },\n\t\t\tj_poke_mantine = {\n                name = \"マンタイン\",\n                text = {\n\t\t\t\t\t\"スコアされた {C:attention}ゴールド{} カードにつき\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{} を得る\",\n\t\t\t\t\t\"ハンドがプレイされた時、手札に {C:attention}ゴールド{} カードにつき\",\n                    \"チップ {C:chips}+#2#{} を得る\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#1#{C:inactive})\",\n                }\n            },\n\t\t\tj_poke_skarmory = {\n                name = 'エアームド',\n                text = {\n                    \"{C:purple}ハザード +#1# {C:inactive}(デッキで #2# 枚につき1枚)\",\n\t\t\t\t\t\"手札にある {C:attention}ハザードカード{} につき\",\n                    \"倍率 {X:mult,C:white}X#3#{} \",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white}X#4#{C:inactive} )\",\n                }\n            },\n            j_poke_kingdra = {\n                name = 'キングドラ',\n                text = {\n                    \"スコアした {C:attention}6{} につき\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{} を得る\",\n\t\t\t\t\t\"手札にある\",\n                    \"{C:attention}キング{} 1枚が場合\",\n\t\t\t\t\t\"{C:attention}代わりに{} 倍率 {X:red,C:white}X#4#{} を得る\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#1#{C:inactive}, 倍率 {X:red,C:white}X#3#{}{C:inactive})\",\n                } \n            },\n\t\t\tj_poke_phanpy = {\n                name = \"ゴマゾウ\",\n                text = {\n\t\t\t\t    \"{C:attention}5枚 {}のスコアされたカードのハンドが\",\n\t\t\t\t\t\"{C:attention}連続{} でプレイされるたびに\",\n                    \"倍率 {X:red,C:white}X#2#{} を得る\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white}X#1#{C:inactive} )\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_donphan = {\n                name = \"ドンファン\",\n                text = {\n                    \"{C:attention}5枚 {}のスコアされたカードのハンドが\",\n\t\t\t\t\t\"{C:attention}連続{} でプレイされるたびに\",\n                    \"倍率 {X:red,C:white}X#2#{} を得る\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white}X#1#{C:inactive} )\",\n                }\n            },\n            j_poke_porygon2 = {\n                name = 'ポリゴン2',\n                text = {\n                    \"{C:pink}+2{} エネルギーMAXレベル\",\n\t\t\t\t\t\"{C:attention}ブースターパック{} を開封するたびに\",\n\t\t\t\t\t\"一番左ジョーカーと同じ {C:pink}タイプ{} の\",\n\t\t\t\t\t\"{C:pink}エネルギーカード{} を作る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}怪しいパッチ{}{C:inactive,s:0.8} で進化する)\"\n                } \n            },\n            j_poke_stantler = {\n                name = \"オドシシ\",\n                text = {\n\t\t\t\t\t\"プレイしたハンドが\",\n                    \"{C:attention}ペア{} を含む場合\",\n\t\t\t\t\t\"{C:attention}最高ランク{} のプレイしたカードの\",\n\t\t\t\t\t\"チップの {C:chips}+#1#{} 倍を与える\",\n\t\t\t\t\t\"{C:inactive}(追加チップとフォイル除き){}\",\n\t\t\t\t\t\"{C:attention}最終ハンド{}でチップは {C:attention}2倍{} になる\",\n                }\n            },\n\t\t\tj_poke_smeargle = {\n                name = \"ドーブル\",\n                text = {\n\t\t\t\t\t\"ブラインドが選択された時\",\n\t\t\t\t\t\"右の {C:attention}ジョーカー{} の能力を\",\n                    \"{C:attention}スケッチする{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:attention}スメアードジョーカー{} を適用する\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = 'バルキー',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n\t\t\t\t\t\"各ラウンドで\",\n                    \"最初に{C:attention}ディスカードかハンド{} された\",\n\t\t\t\t\t\"{C:attention}ディスカード{} がカード {C:attention}5枚{} 場合が, ランダムなカードを {C:attention}破壊{}する\",\n\t\t\t\t\t\"{C:attention}ハンド{} がカード {C:attention}5枚{} 場合が, ランダムなカードの {C:attention}コピー{} を1枚手札に加える\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'カポエラー',\n                text = {\n\t\t\t\t\t\"倍率 {X:red,C:white} X#1# {}\",\n\t\t\t\t\t\"ブラインドが選択された時, フルデッキが\",\n\t\t\t\t\t\"{C:attention}ちょうど{} {C:attention}#2#{} 枚場合\",\n                    \"倍率 {X:red,C:white} X#3# {}を得る\",\n                } \n            },\n            j_poke_smoochum = {\n                name = 'ムチュール',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n\t\t\t\t\t\"このジョーカーが進化すると\",\n\t\t\t\t\t\"{C:attention}スタンダードタグ{} を作る\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive}(この倍率を {C:attention}減ら{} します)\",\n                    \"{C:inactive,s:0.8}( {C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }\n            },\n            j_poke_elekid = {\n                name = 'エレキッド',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n                    \"このジョーカーが進化すると\",\n\t\t\t\t\t\"{C:attention}クーポンタグ{} を作る\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive}(この倍率を {C:attention}減ら{} します)\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }\n            },\n            j_poke_magby = {\n                name = 'ブビィ',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n                    \"ディスカード {C:red}+#2#{}\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive}(この倍率を {C:attention}減ら{} します)\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }\n            },\n\t\t\tj_poke_houndour = {\n              name = \"デルビル\",\n              text = {\n\t\t\t\t\"ディスカードされたカードが 永久的に倍率 {C:mult}+#1#{} を得る\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"カードを {C:attention}3枚{}以上ディスカードする時\",\n\t\t\t\t\"{C:attention}#3#枚{} のランダムな {C:attention}手札にある{} カードもディスカードする\",\n                \"{C:inactive}({C:attention}#2#{C:inactive} ラウンド後に進化)\",\n              }\n            },\n            j_poke_houndoom = {\n              name = \"ヘルガー\",\n              text = {\n\t\t\t    \"ディスカードされたカードが 永久的に倍率 {C:mult}+#1#{} を得る\",\n\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\"カードを {C:attention}3枚{}以上ディスカードする時\",\n\t\t\t\t\"{C:attention}すべて{} の {C:attention}手札にある {}カードもディスカードする\",\n              }\n            },\n\t\t\tj_poke_miltank = {\n                name = \"Miltank\",\n                text = {\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"{C:colorless}無色{} タイプのジョーカー1枚につき\",\n                    \"{C:money}$#1#{} を得る\", \n                    \"{C:inactive}(現在 {C:money}$#2#{C:inactive}){}\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'ハピナス',\n                text = {\n                    \"各ラウンドの最初 {C:attention}#1#{C:inactive} [#2#]{} 回に\",\n\t\t\t\t\t\"{C:attention}ラッキー{} カードが発動に成功するに\",\n\t\t\t\t\t\"永久的な {C:dark_edition}ポリクローム{} コピーを1枚デッキに加えて\",\n                    \"ドローしてから {C:attention}手札{} に加える\",\n                } \n            },\n\t\t\tj_poke_celebi = {\n                name = \"セレビィ\",\n                text = {\n\t\t\t\t\t\"{C:attention}#1#{} {C:inactive}[#3#]{} のブラインドをスキップした後に\",\n\t\t\t\t\t\"アンティ {C:attention}-#2#{}\",\n\t\t\t\t\t\"{C:inactive}(発動するごとにスキップの要件が増加する)\",\n                } \n            },\n            j_poke_treecko = {\n                name = \"キモリ\",\n                text = {\n                    \"ハンドサイズ {C:attention}+#3#{}, {C:attention}性格{}\",\n                    \"プレイされた {C:attention}#6#, #7#, #8#{} カードがスコアされた時\",\n                    \"{C:green}#5#分の#4#{} の確率で {C:money}$#1#{} を与える\",\n\t\t\t\t\t\"他の {X:grass,C:white}草{} カードを有する場合\",\n\t\t\t\t\t\"確率保証\",\n                    \"{C:inactive,s:0.8}(ジョーカかエネルギー){}\",\n                    \"{C:inactive,s:0.8}({C:money}$#2# {C:inactive,s:0.8}を与えた後に進化)\"\n                } \n            },\n            j_poke_grovyle = {\n                name = \"ジュプトル\",\n                text = {\n                    \"ハンドサイズ {C:attention}+#3#{}, {C:attention}性格{}\",\n                    \"プレイされた {C:attention}#6#, #7#, #8#{} カードがスコアされた時\",\n                    \"{C:green}#5#分の#4#{} の確率で {C:money}$#1#{} を与える\",\n\t\t\t\t\t\"他の {X:grass,C:white}草{} カードを有する場合\",\n\t\t\t\t\t\"確率保証\",\n                    \"{C:inactive,s:0.8}(ジョーカかエネルギー){}\",\n                    \"{C:inactive,s:0.8}({C:money}$#2# {C:inactive,s:0.8}を与えた後に進化)\"\n                } \n            },\n            j_poke_sceptile = {\n                name = \"ジュカイン\",\n                text = {\n                    \"ハンドサイズ {C:attention}+#3#{}, {C:attention}性格{}\",\n                    \"プレイされた {C:attention}#6#, #7#, #8#{} カードがスコアされた時\",\n                    \"{C:money}$#1#{} を与える\",\n                    \"{br:5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"{X:grass,C:white}草{} カード1枚につき {C:money}$#1#{} を得る\",\n                    \"{C:inactive,s:0.8}(ジョーカかエネルギー){}\",\n                    \"{C:inactive}(現在 {C:money}$#4#{}, 最高 {C:money}$14{}{C:inactive}){}\"\n                } \n            },\n            j_poke_torchic = {\n                name = \"アチャモ\",\n                text = {\n                    \"ディスカード {C:mult}+#3#{}, {C:attention}性格{}\",\n\t\t\t\t\t\"このラウンドで {C:attention}#5#, #6#, #7#{} カードが\",\n\t\t\t\t\t\"ディスカードされるたびに倍率 {C:mult}+#1#{} を得る\",\n\t\t\t\t\t\"他の {X:fire,C:white}炎{} か {X:earth,C:white}闘{} カードを有する場合\",\n\t\t\t\t\t\"倍率は2倍になる\",\n                    \"{C:inactive,s:0.8}(ジョーカかエネルギー){}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}#4#{}{C:inactive}){}\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}#2#{C:inactive,s:0.8} スコアした後に進化)\"\n                } \n            },\n            j_poke_combusken = {\n                name = \"ワカシャモ\",\n                text = {\n                    \"ディスカード {C:mult}+#3#{}, {C:attention}性格{}\",\n\t\t\t\t\t\"このラウンドで {C:attention}#5#, #6#, #7#{} カードが\",\n\t\t\t\t\t\"ディスカードされるたびに倍率 {C:mult}+#1#{} を得る\",\n\t\t\t\t\t\"他の {X:fire,C:white}炎{} か {X:earth,C:white}闘{} カードを有する場合\",\n\t\t\t\t\t\"倍率は2倍になる\",\n                    \"{C:inactive,s:0.8}(ジョーカかエネルギー){}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}#4#{}{C:inactive}){}\",\n                    \"{C:inactive,s:0.8}(倍率 {C:mult,s:0.8}#2#{C:inactive,s:0.8} スコアした後に進化)\"\n                } \n            },\n            j_poke_blaziken = {\n                name = \"バシャーモ\",\n                text = {\n                    \"ディスカード {C:mult}+#3#{}, {C:attention}性格{}\",\n\t\t\t\t\t\"このラウンドで {C:attention}#6#, #7#, #8#{} カードが\",\n\t\t\t\t\t\"ディスカードされるたびに, 他の {X:fire,C:white}炎{} か {X:earth,C:white}闘{} カード1枚につき\",\n\t\t\t\t\t\"倍率 {C:mult}+#4#{}, {X:red,C:white} X#1# {} を得る\",\n                    \"{C:inactive,s:0.8}(ジョーカかエネルギー){}\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#5#{C:inactive}, {X:red,C:white} X#3# {}{C:inactive}){}\",\n                } \n            },\n            j_poke_mudkip = {\n                name = \"ミズゴロウ\",\n                text = {\n                    \"ハンド {C:chips}+#3#{}, {C:attention}性格{}\",\n                    \"プレイされた {C:attention}#4#, #5#, #6#{} カードがスコアされた時\",\n                    \"チップ {C:chips}+#1#{} を与える\",\n\t\t\t\t\t\"他の {X:water,C:white}水{} か {X:earth,C:white}地面{} カードを有する場合\",\n\t\t\t\t\t\"チップは2倍になる\",\n                    \"{C:inactive,s:0.8}(ジョーカかエネルギー){}\",\n                    \"{C:inactive,s:0.8}(チップ {C:chips,s:0.8}#2#{C:inactive,s:0.8} スコアした後に進化)\"\n                } \n            },\n            j_poke_marshtomp = {\n                name = \"ヌマクロー\",\n                text = {\n                    \"ハンド {C:chips}+#3#{}, {C:attention}性格{}\",\n                    \"プレイされた {C:attention}#4#, #5#, #6#{} カードがスコアされた時\",\n                    \"チップ {C:chips}+#1#{} を与える\",\n\t\t\t\t\t\"他の {X:water,C:white}水{} か {X:earth,C:white}地面{} カードを有する場合\",\n\t\t\t\t\t\"チップは2倍になる\",\n                    \"{C:inactive,s:0.8}(ジョーカかエネルギー){}\",\n                    \"{C:inactive,s:0.8}(チップ {C:chips,s:0.8}#2#{C:inactive,s:0.8} スコアした後に進化)\"\n                } \n            },\n            j_poke_swampert = {\n                name = \"ラグラージ\",\n                text = {\n                    \"ハンド {C:chips}+#3#{}, {C:attention}性格{}\",\n                    \"プレイされた {C:attention}#6#, #7#, #8#{} カードがスコアされた時\",\n                    \"チップ {C:chips}+#1#{} を与える\",\n\t\t\t\t\t\"{X:water,C:white}水{} か {X:earth,C:white}地面{} カード1枚につき\",\n\t\t\t\t\t\"チップさらに {C:chips}+#5#{} を与える\",\n                    \"{C:inactive,s:0.8}(ジョーカかエネルギー){}\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#4#{}{C:inactive})\"\n                } \n            },\n\t\t\tj_poke_zigzagoon = {\n                name = \"ジグザグマ\",\n                text = {\n\t\t\t\t\t\"{C:attention}物拾い{} {C:item}アイテム{C:attention} を持っている\",\n\t\t\t\t\t\"ハンドがプレイされた時\",\n\t\t\t\t\t\"{C:green}#2#分の#1#{} の確率で\",\n\t\t\t\t\t\"{C:item}アイテム{} を作る\",\n\t\t\t\t\t\"{C:inactive}(空きが必要)\",\n\t\t\t\t\t\"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            }, \n            j_poke_linoone = {\n                name = \"マッスグマ\",\n                text = {\n\t\t\t\t\t\"ハンドがプレイされた時\",\n\t\t\t\t\t\"{C:green}#2#分の#1#{} の確率で\",\n\t\t\t\t\t\"{C:item}アイテム{} を作る\",\n\t\t\t\t\t\"ハンドが {C:attention}ストレート{} を含む場合\",\n\t\t\t\t\t\"確率保証\",\n\t\t\t\t\t\"{C:inactive}(空きが必要)\",\n                }\n            },\n\t\t\tj_poke_shroomish = {\n                name = \"キノココ\",\n                text = {\n\t\t\t\t\t\"{C:attention}ブラインド{} が選択された時\",\n\t\t\t\t\t\"ハンド {C:chips}+#1#{}、 ディスカード {C:mult}+#2#{}、 ハンドサイズ {C:attention}+#3#{} の\",\n                    \"いずれかの効果を得る\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}アンティ #4#{C:inactive,s:0.8} のボスブラインドを倒した後に進化){}\"\n                }\n            }, \n            j_poke_breloom = {\n                name = \"キノガッサ\",\n                text = {\n                    \"{C:attention}ブラインド{} が選択された時\",\n\t\t\t\t\t\"ハンド {C:chips}+#1#{}、 ディスカード {C:mult}+#2#{}、 ハンドサイズ {C:attention}+#3#{} の\",\n                    \"いずれかの効果を得る\",\n                }\n            }, \n\t\t\tj_poke_nosepass = {\n                name = 'ノズパス',      \n                text = {\n\t\t\t\t\t\"最初のプレイされた {C:attention}フェイス{} カードが\",\n\t\t\t\t\t\"{C:attention}ストーン{} カードになる\",\n\t\t\t\t\t\"そのカードがスコアされた時\",\n                    \"倍率 {X:mult,C:white} X#1# \",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}雷の石{C:inactive,s:0.8} で進化)\"\n                } \n            },\n\t\t\tj_poke_aron = {\n                name = 'ココドラ',\n                text = {\n\t\t\t\t\t\"{C:attention}スチール{} カードがスコアされた時\",\n\t\t\t\t\t\"倍率 {X:mult,C:white}X#2#{} を得る\",\n\t\t\t\t\t\"そのカードを破壊する\",\n                    \"{C:inactive}(倍率 {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{C:inactive} で進化)\",\n                }\n            },\n            j_poke_lairon = {\n                name = 'コドラ',\n                text = {\n                    \"{C:attention}スチール{} か {C:attention}ストーン{} カードがスコアされた時\",\n\t\t\t\t\t\"倍率 {X:mult,C:white}X#2#{} を得る\",\n\t\t\t\t\t\"そのカードを破壊する\",\n                    \"{C:inactive}(倍率 {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{C:inactive} で進化)\",\n                }\n            },\n            j_poke_aggron = {\n                name = 'ボスゴドラ',\n                text = {\n                    \"{C:attention}スチール{}, {C:attention}ストーン{} か {C:attention}ゴールド{} カードがスコアされた時\",\n\t\t\t\t\t\"倍率 {X:mult,C:white}X#2#{} を得る\",\n\t\t\t\t\t\"そのカードを破壊する\",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white}X#1#{C:inactive} )\"\n                }\n            },\n\t\t\tj_poke_feebas = {\n                name = 'ヒンバス',\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{C:attention}スプラッシュ{} を適用する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}綺麗なウロコ{C:inactive,s:0.8} で進化)\",\n                } \n            },\n            j_poke_milotic = {\n                name = \"ミロカロス\",\n                text = {\n\t\t\t\t\t\"すべてのスコアされたカードが\",\n\t\t\t\t\t\"{C:attention}同じスーツ{} 場合\",\n\t\t\t\t\t\"そのカードを再発動する\",\n                }\n            },\n\t\t\tj_poke_wynaut = {\n                name = 'ソーナノ',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n                    \"{C:dark_edition}ネガティブ{} {C:attention}愚者{} カードを作る\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"ユキワラシ\",\n                text = {\n\t\t\t\t\t\"負債額が\",\n                    \"{C:red}-$#1#{} まで増える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}光の石{C:inactive,s:0.8} で進化)\"\n                }\n            },\n            j_poke_glalie = {\n                name = \"オニゴーリ\",\n                text = {\n\t\t\t\t\t\"負債額が\",\n                    \"{C:red}-$#1#{} まで増える\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"ラウンド終了時に\",\n\t\t\t\t    \"資金を {C:money}$0{} にする\",\n                }\n            },\n            j_poke_beldum = {\n                name = 'ダンバル',\n                text = {\n\t\t\t\t\t\"プレイしたハンドが\",\n\t\t\t\t\t\"{C:attention}フォーカード{} の場合\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{} を得る\",\n\t\t\t\t\t\"スコアした {C:attention}エース{} を含む場合\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(チップ {C:chips,s:0.8}+#1#{C:inactive,s:0.8} / +64{C:inactive,s:0.8}で進化)\"\n                } \n            },\n            j_poke_metang = {\n                name = 'メタング',\n                text = {\n                    \"プレイしたハンドが\",\n\t\t\t\t\t\"{C:attention}フォーカード{} の場合\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{} を得る\",\n\t\t\t\t\t\"スコアした {C:attention}エース{} を {C:attention}2+枚{}含む場合\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{} を得る\",\n                    \"{C:inactive,s:0.8}(チップ C:chips,s:0.8}+#1#{C:inactive,s:0.8} / +256{}{C:inactive,s:0.8}で進化)\"\n                } \n            },\n            j_poke_metagross = {\n                name = 'メタグロス',\n                text = {\n\t\t\t\t\t\"チップ {C:chips}+#1#{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイしたハンドが {C:attention}フォーカード{} の場合\",\n\t\t\t\t\t\"各プレイのカードがそのカードの\",\n\t\t\t\t\t\"チップの {C:attention}立方根{} に等しい\",\n\t\t\t\t\t\"{X:mult,C:white}X 倍率{} を与える\",\n                } \n            },\n\t\t\tj_poke_jirachi = {\n                name = 'ジラーチ',\n                text = {\n                    \"ショップ終了時に\",\n                    \"{C:dark_edition}願い事をする！\",\n                }\n            },\n            j_poke_jirachi_banker = {\n                name = 'ジラーチ',\n                text = {\n\t\t\t\t\t\"ラウンド終了の$を {C:attention}2倍する{}\",\n                }\n            },\n\t\t\tj_poke_jirachi_booster = {\n                name = 'ジラーチ',\n                text = {\n                    \"ショップに {C:attention}+1{} ブースターパックを1つ加える\",\n                    \"{C:attention}ブースターパック{} が さらに{C:attention}1枚{} カードを含む\",\n                }\n            },\n            j_poke_jirachi_power = {\n                name = 'ジラーチ',\n                text = {\n                    \"{C:attention}#2#{} ハンドがプレイされるたびに\",\n\t\t\t\t\t\"スコアされたカードが 倍率 {X:mult,C:white}X#1#{} を与える\",\n                    \"{C:inactive}(#3#){}\",\n                }\n            },\n\t\t\tj_poke_jirachi_negging = {\n                name = 'ジラーチ',\n                text = {\n                    \"ジョーカースロット {C:blue}+2{}\",\n                    \"{C:dark_edition}ネガティブ{} カードの出現確率 {C:attention}2X{}\",\n                }\n            },\n            j_poke_jirachi_copy = {\n                name = 'ジラーチ',\n                text = {\n\t\t\t\t\t\"右のジョーカーが {C:pink}エナジャイズ{} されたかのように\",\n\t\t\t\t\t\"その能力をコピーする\",\n                }\n            },\n            j_poke_jirachi_fixer = {\n                name = 'ジラーチ',\n                text = {\n\t\t\t\t\t\"ラウンドの {C:attention}ファーストハンド{} のカードが\",\n                    \"{C:attention}1{} 枚しかない場合\",\n\t\t\t\t\t\"そのカードに {C:dark_edition}フォイル{}、{C:dark_edition}ホログラム{}、{C:dark_edition}ポリクローム{} の\",\n                    \"いずれかの効果を加える\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"ラウンドの {C:attention}最初のディスカード{} が\",\n                    \"{C:attention}1{} 枚だった場合\",\n\t\t\t\t\t\"それを {C:attention}破壊{}する\",\n                }\n            },\n            j_poke_buizel = {\n                name = 'ブイゼル',\n                text = {\n\t\t\t\t\t\"プレイしたハンドに\",\n\t\t\t\t\t\"各 {C:attention}スコアされない{} カードが\",\n                    \"チップ {C:chips}+#1#{} を与える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'フローゼル',\n                text = {\n                    \"プレイしたハンドに\",\n\t\t\t\t\t\"各 {C:attention}スコアされない{} カードが\",\n                    \"チップ {C:chips}+#1#{} を与える\",\n                }  \n            },\n\t\t\tj_poke_ambipom = {\n              name = \"エテボース\",\n              text = {\n\t\t\t\t\t\"すべての {C:attention}フラッシュ{} と\",\n                    \"{C:attention}ストレート{} を\",\n                    \"{C:attention}3枚{} のカードで作ることができる\",\n              }\n            },\n\t\t\tj_poke_mismagius = {\n                name = 'ムウマージ',\n                text = {\n                    \"プレイされた {C:attention}フェイス{} カードがスコアされた時\",\n\t\t\t\t\t\"チップを最大 {C:chips}#1#{} まで失う\",\n\t\t\t\t\t\"このジョーカーはその失ったチップを得る\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:green}#4#分の#3#{} 確率で\",\n\t\t\t\t\t\"代わりにそのカードが永久的にチップ {C:chips}#5#{} を得る\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#2#{C:inactive})\",\n                }\n            },\n            j_poke_honchkrow = {\n                name = \"ドンカラス\",\n                text = {\n\t\t\t\t\t\"各 {X:dark,C:white}悪{} タイプのジョーカーが 倍率 {X:red,C:white}X#1#{}\",\n                }\n            },\n\t\t\tj_poke_bonsly = {\n                name = \"ウソハチ\",\n                text = {\n                    \"{C:attention}べいビィー{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"デッキにランダムな {C:attention}強化されているフェイス{} カードを加える\",\n\t\t\t\t    \"倍率 {X:red,C:white}X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} rounds)\",\n                }\n            },\n            j_poke_mimejr = {\n                name = 'マネネ',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"にランダムなカードに\",\n\t\t\t\t\t\"{C:attention}レッド{} か {C:attention}ブルー{} シールを加える\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }\n            },\n            j_poke_happiny = {\n                name = 'ピンプク',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n                    \"{C:dark_edition}ネガティブ{} {C:attention}魔術師{} カードを作る\",\n\t\t\t\t\t\"{C:green}#4#分の#3#{} 確率で {C:attention}2枚{} を作る\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }\n            },\n            j_poke_munchlax = {\n                name = 'ゴンベ',\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"ランダムな {C:dark_edition}ネガティブ{} {C:item}アイテム{}カードを1枚作る\",\n\t\t\t\t\t\"{C:item}アイテム{} カードを1枚作る\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }\n            },\n\t\t\tj_poke_mantyke = {\n                name = \"タマンタ\",\n                text = {\n                    \"{C:attention}ベイビィ{}\",\n\t\t\t\t\t\"ラウンド終了時に {C:attention}デッキ{} にランダムなカードが\",\n\t\t\t\t\t\"{C:attention}ゴールド{} になる\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}手札{} にある {C:attention}ゴールド{} カードが\",\n\t\t\t\t\t\"チップ {C:chips}+#1#{} を与える\",\n                    \"倍率 {X:red,C:white} X#1# \",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n\t\t\tj_poke_weavile = {\n                name = 'マニューラ',\n                text = {\n\t\t\t\t\t\"プレイされたハンドのカード1枚しかない場合\",\n\t\t\t\t\t\"それが {C:attention}#1#{} のカード場合\",\n\t\t\t\t\t\"それを破壊し、 {C:money}$#2#{} を得る\",\n\t\t\t\t\t\"このジョーカーが倍率 {X:mult,C:white}X#1#{} を得る\",\n\t\t\t\t\t\"{C:attention}ボスブラインド{} を倒すとリセットされる\",\n                    \"{C:inactive,s:0.8}(ランクはラウンド終了時に変わる){}\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white}X#2#{C:inactive} )\",\n                }\n            },\n            j_poke_magnezone = {\n                name = 'ジバコイル',\n                text = {\n                    \"プレイされた {C:attention}スチール{} カードが\",\n                    \"倍率 {X:red,C:white}X#1#{} を与える\",\n\t\t\t\t\t\"{X:metal,C:white}鋼{} タイプジョーカーにつき\",\n                    \"倍率の値が {X:red,C:white}X#2#{} で増える\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white}X#3#{C:inactive} )\"\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'ベロベルト',\n                text = {\n\t\t\t\t\t\"1枚目と2枚目にプレイされた{C:attention}ジャック{} が\",\n                    \"スコアされた時\",\n                    \"倍率 {X:mult,C:white} X#1# {}\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"各追加のジャックが\",\n\t\t\t\t\t\"倍率 {X:mult,C:white} X#2# {}\",\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'ドサイドン',\n                text = {\n                    \"プレイされた {C:attention}ストーン{} カードが\",\n                    \"スコアされた時、永久的に\",\n                    \"チップ {C:chips}+#1#{} を得る\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}ストーン{} カードを {X:earth,C:white}地面{} タイプジョーカー\",\n\t\t\t\t\t\"1枚につき再発動する\",\n                    \"{C:inactive}(現在 #2# 再発動)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'モジャンボ',\n                text = {\n                    \"{C:attention}ワイルドカードはデバフできない{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"プレイされた {C:attention}ワイルド{} のカードが\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{} ,チップ {C:chips}+#2#{} か {C:money}$#3#{} を与える\",\n                    \"{C:green}#5#分の#4#{} 確率で {C:attention}3つすべて{}\",\n                } \n            },\n            j_poke_electivire = {\n                name = 'エレキブル',\n                text = {\n                    \"ラウンド終了時と\",\n\t\t\t\t\t\"カードが1枚 {C:attention}売れる{} たびに\",\n\t\t\t\t\t\"{C:attention}セルバリュー{} を\",\n                    \"{C:money}$#1#{} を得る\",\n\t\t\t\t\t\"このジョーカー {C:attention}セルバリュー{} につき\",\n\t\t\t\t\t\"倍率 {X:mult,C:white}X#2#{} を与える\",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white}X#3#{}{C:inactive})\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'ブーバーン',\n                text = {\n\t\t\t\t\t\"ラウンドの {C:attention}最初のディスカード{} が\",\n                    \"{C:attention}1{} 枚だった場合\",\n                    \"それを破壊して倍率 {C:mult}+#2#{} を得る\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"ディスカードされた {C:attention}カード{} 1枚につき\",\n                    \"倍率 {X:mult,C:white}X#4#{} を得る\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#1#{C:inactive}, 倍率 {X:mult,C:white}X#3#{}{C:inactive})\",\n                } \n            },\n\t\t\tj_poke_togekiss = {\n                name = 'トゲキッス',\n                text = {\n                    \"{C:attention}ラッキーカード{} は\",\n                    \"{C:green}#2#分の#1#{} の確率でチップ {C:chips}+#4#{}\",\n                    \"そして {C:green}#3#分の#1#{} の確率で倍率 {X:mult,C:white}X#5#{}\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n                    \"{C:attention}ラッキーカード{} の確率は {C:attention}3倍される{}\",\n                    \"{C:inactive}(例: {C:green}5分の2{C:inactive} -> {C:green}5分の6{C:inactive})\",\n                }\n            },\n\t\t\tj_poke_yanmega = {\n              name = \"Yanmega\",\n              text = {\n\t\t\t\t\t\"プレイされた {C:attention}3{} か {C:attention}6{} がスコアされた時\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{} と 倍率 {C:mult}+#1#{} を与える\",\n\t\t\t\t\t\"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイされた {C:attention}3{} か {C:attention}6{} を\",\n\t\t\t\t\t\"{C:green}#4#分の#3#{} 確率で\",\n\t\t\t\t\t\"再発動する\",\n              }\n            },\n            j_poke_leafeon = {\n                name = 'リーフィア',\n                text = {\n\t\t\t\t\t\"{C:attention}ラッキーカード{}が\",\n                    \"発動に{C:green}成功{}する時\",\n                    \"最後のショップで{C:green}リロール{} につき\",\n                    \"そのカードが永久的に チップ {C:chips}+#2#{} を得る\",\n                    \"{C:inactive}(現在 {C:attention}#1#{}{C:inactive}回{C:green}リロール{C:inactive})\"\n                } \n            },\n            j_poke_glaceon = {\n                name = 'グレイシア',\n                text = {\n\t\t\t\t\t\"各 {C:green}リロール{}が\",\n\t\t\t\t\t\"{C:green}#2#分の#1#{} 確率で\",\n\t\t\t\t\t\"デッキにランダムなカードの\",\n\t\t\t\t\t\"{C:attention}グラスカード{} のコピーをショップに加える\",\n                } \n            },\n\t\t\tj_poke_gliscor = {\n                name = 'グライオン',\n                text = {\n\t\t\t\t\t\"{C:attention}手札にある{} {V:1}#2#{} か デバフさせているカード につき\",\n\t\t\t\t\t\"プレイされたカードが倍率 {X:mult,C:white}X#1#{} を与える\",\n                    \"{C:inactive, s:0.8}(スーツはラウンド終了時に変わる)\",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white}X#3#{C:inactive})\",\n\t\t\t\t}\n            },\n\t\t\tj_poke_mamoswine = {\n              name = \"マンムー\",\n              text = {\n\t\t\t\t\t\"最初のプレイされたカードは\",\n\t\t\t\t\t\"スコアされたハンドある {C:attention}ストーン{} と {C:attention}グラス{} カードにつき\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"{br:2}text needs to be here to work\",\n\t\t\t\t\t\"プレイされた {C:attention}ストーン{} と {C:attention}グラス{} カードが\",\n\t\t\t\t\t\"{C:green}#4#分の#3#{} 確率で {C:money}$#2#{} を得る\",\n              }\n            },\n            j_poke_porygonz = {\n                name = 'ポリゴンZ',\n                text = {\n                    \"{C:pink}+3{} エネルギーMAXレベル\",\n\t\t\t\t\t\"使用された {C:pink}エネルギー{} カード1枚につき\",\n                    \"倍率 {X:red,C:white} X#2# {} を得る\",\n                    \"{C:inactive}(倍率 {X:red,C:white} X#1# {}{C:inactive})\"\n                } \n            },\n\t\t\tj_poke_probopass = {\n                name = 'ダイノーズ',      \n                text = {\n\t\t\t\t\t\"{C:attention}ストーン{} カードがフェイスカードとみなされる\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイされた{C:attention}ストーン{} カードがスコアされた時\",\n                    \"倍率 {X:mult,C:white} X#1# {} を与える\"\n                } \n            },\n\t\t\tj_poke_froslass = {\n                name = \"ユキメノコ\",\n                text = {\n                  \"負債額が\",\n                  \"{C:red}-$#1#{} まで増える\",\n                  \"{br:2.5}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"負債を抱えている中でハンドがプレイされた場合\",\n\t\t\t\t  \"{C:item}アイテム{} カードを作る\",\n                  \"{C:inactive,s:0.8}(空きが必要)\",\n                }\n            },\n\t\t\tj_poke_pansage = {\n                name = \"ヤナップ\",\n                text = {\n                    \"{C:attention}ショートカット{} を適用する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}リーフの石{C:inactive,s:0.8} で進化)\"\n                }\n            },\n            j_poke_simisage = {\n                name = \"ヤナッキー\",\n                text = {\n                    \"{C:attention}ショートカット{} を適用する\",\n\t\t\t\t\t\"プレイされた強化されていないカードが\",\n\t\t\t\t\t\"{C:green}#2#分の#1#{} 確率で\",\n\t\t\t\t\t\"{C:attention}ラッキー{} になる\",\n                }\n            },\n\t\t\tj_poke_pansear = {\n                name = \"バオップ\",\n                text = {\n                    \"{C:attention}フォーフィンガー{} を適用する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}炎の石{C:inactive,s:0.8} で進化)\"\n                }\n            },\n            j_poke_simisear = {\n                name = \"バオッキー\",\n                text = {\n                    \"{C:attention}フォーフィンガー{} を適用する\",\n\t\t\t\t\t\"最初のプレイされたハンドが\",\n\t\t\t\t\t\"{C:attention}ストレート{} か {C:attention}フラッシュ{} を含む場合\",\n\t\t\t\t\t\"{C:attention}女帝{} カードを作る\",\n\t\t\t\t\t\"スコアされないカードを破壊する\",\n\t\t\t\t\t\"{C:inactive}#1#{}\",\n                }\n            },\n\t\t\tj_poke_panpour = {\n                name = \"ヒヤップ\",\n                text = {\n                    \"{C:attention}パレイドリア{} を適用する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}水の石{C:inactive,s:0.8} で進化)\"\n                }\n            },\n            j_poke_simipour = {\n                name = \"ヒヤッキー\",\n                text = {\n                    \"{C:attention}パレイドリア{} を適用する\",\n\t\t\t\t\t\"左から最も低いチップ値の\",\n\t\t\t\t\t\"強化されていないカードが\",\n\t\t\t\t\t\"{C:attention}ボーナス{} カードになる\",\n                }\n            },\n\t\t\tj_poke_roggenrola = {\n                name = \"ダンゴロ\",\n                text = {\n                    \"{C:purple}ハザード +#1# {C:inactive}(デッキで #2# 枚につき1枚)\",\n\t\t\t\t\t\"{C:attention}手札{} にある {C:attention}ハザードカード{} が\",\n                    \"倍率 {C:mult}+#3#{} を与える\",\n                    \"{C:inactive,s:0.8}(ハザードカードを {C:attention,s:0.8}#4#{C:inactive,s:0.8} 回発動した後に進化)\",\n                }\n            },\n            j_poke_boldore = {\n                name = \"ガントル\",\n                text = {\n                    \"{C:purple}ハザード +#1# {C:inactive}(デッキで #2# 枚につき1枚)\",\n                    \"{C:attention}手札{} にある {C:attention}ハザードカード{} が\",\n                    \"倍率 {C:mult}+#3#{} を与える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}つながりのヒモ{C:inactive,s:0.8} で進化)\"\n                }\n            },\n            j_poke_gigalith = {\n                name = \"ギガイアス\",\n                text = {\n                    \"{C:purple}ハザード +#1# {C:inactive}(デッキで #2# 枚につき1枚)\",\n                    \"{C:attention}手札{} にある {C:attention}ハザードカード{} が\",\n                    \"倍率 {C:mult}+#3#{} を与えて\",\n\t\t\t\t\t\"再発動させる\",\n                }\n            },\n\t\t\tj_poke_zorua = {\n                name = \"ゾロア\",\n                text = {\n                    \"{V:1}最右の {C:attention}ジョーカー{} の能力をコピーする\",\n                    \"{br:2.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"コピーする中, ハンドがプレイされた時\",\n\t\t\t\t\t\"ラウンド終了までコピー効果をス解除する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_zoroark = {\n                name = \"ゾロアーク\",\n                text = {\n                    \"最右の {C:attention}ジョーカー{} の能力をコピーする\",\n                }\n            },\n\t\t\tj_poke_gothita = {\n                name = \"ゴチム\",\n                text = {\n                    \"ショップの {C:planet}惑星{} カードと\",\n                    \"{C:planet}天体パック{} のコスト\",\n                    \"がすべて {C:money}$2{} 減少する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_gothorita = {\n                name = \"ゴチミル\",\n                text = {\n                    \"ショップの {C:planet}惑星{} カードと\",\n                    \"{C:planet}天体パック{} のコスト\",\n                    \"がすべて {C:money}$3{} 減少する\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_gothitelle = {\n                name = \"ゴチルゼル\",\n                text = {\n                    \"ショップの {C:planet}惑星{} カードと\",\n                    \"{C:planet}天体パック{} \",\n                    \"がすべて {C:attention}無料{} になる\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n                    \"{C:planet}惑星{} カードを使用と {C:money}$#1#{} 与える\"\n                } \n            },\n\t\t\tj_poke_vanillite = {\n                name = \"バニプッチ\",\n                text = {\n                  \"{C:attention}ボラタイル左\",\n                  \"チップ {C:chips}+#1#{}\",\n\t\t\t\t  \"ハンドがプレイされるたびに\",\n                  \"チップ {C:chips}-#3#{}\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_vanillish = {\n                name = \"バニリッチ\",\n                text = {\n                  \"{C:attention}ボラタイル左\",\n                  \"チップ {C:chips}+#1#{}\",\n\t\t\t\t  \"ハンドがプレイされるたびに\",\n                  \"チップ {C:chips}-#3#{}\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_vanilluxe = {\n                name = \"バイバニラ\",\n                text = {\n                  \"チップ {C:chips}+#1#{}\",\n\t\t\t\t  \"ハンドがプレイされるたびに\",\n                  \"チップ {C:chips}-#2#{}\",\n                  \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t  \"解けた後に\",\n\t\t\t\t  \"{C:attention}ダブルタグ{} を {C:attention}#3#{}つ作る\",\n                }\n            },\n\t\t\tj_poke_elgyem = {\n                name = \"リグレー\",\n                text = {\n\t\t\t\t\t\"{C:attention}ブラインド{} が選択された時\",\n\t\t\t\t\t\"最高レベル{C:attention}#1#{}つのポーカーハンドの\",\n\t\t\t\t\t\"いずれかの {C:dark_edition}ネガティブ{} {C:planet}惑星{} カードを\",\n\t\t\t\t\t\"1枚作る\",\n                    \"{C:inactive,s:0.8}(個性的な惑星カードを #2#/{C:planet,s:0.8}#3#{C:inactive,s:0.8} 枚持っている時進化){}\"\n                }\n            },\n            j_poke_beheeyem = {\n                name = \"オーベム\",\n                text = {\n                    \"{C:attention}ブラインド{} が選択された時\",\n\t\t\t\t\t\"最高レベル{C:attention}#1#{}つのポーカーハンドの\",\n\t\t\t\t\t\"いずれかの {C:dark_edition}ネガティブ{} {C:planet}惑星{} カードを\",\n\t\t\t\t\t\"1枚作る\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"可能であれば {C:attention}ブースターパック{} を {C:attention}#2#つ{} 開封する後に\",\n                    \"{C:attention}望遠鏡{} か {C:attention}天文台{} を作る\"\n                }\n            },\n\t\t\tj_poke_litwick = {\n                name = \"ヒトモシ\",\n                text = {\n\t\t\t\t\t\"ラウンド終了時に隣接しているジョーカーから\",\n\t\t\t\t\t\"{C:money}$#1#{} を {C:attention}ドレイン{}する\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"このジョーカーのセルバリューを倍率に加える\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#3#{C:inactive}){}\",\n                    \"{C:inactive,s:0.8}({C:money,s:0.8}$#2#{C:inactive,s:0.8} セルバリューで進化)\"\n                }\n            },\n            j_poke_lampent = {\n              name = \"ランプラー\",\n              text = {\n\t\t\t\t\t\"ラウンド終了時に他のジョーカーから\",\n\t\t\t\t\t\"{C:money}$#1#{} を {C:attention}ドレイン{}する\",\n\t\t\t\t\t\"{br:3.5}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"このジョーカーのセルバリューを {C:attention}2倍し{}、倍率に加える\",\n\t\t\t\t\t\"{C:inactive}(現在 倍率 {C:mult}+#2#{C:inactive}){}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}({C:attention,s:0.8}闇の石{C:inactive,s:0.8} で進化)\"\n              }\n            },\n            j_poke_chandelure = {\n                name = \"シャンデラ\",\n                text = {\n\t\t\t\t\t\"セルバリューが {C:money}$1{} のジョーカーが\",\n\t\t\t\t\t\"倍率 {X:mult,C:white} X#1# {} と {C:money}$#2#{} を与える\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"このジョーカーのセルバリューを {C:attention}3倍し{}、倍率に加える\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#3#{C:inactive}){}\",\n                }\n            },\n\t\t\tj_poke_golett = {\n                name = \"ゴビット\",\n                text = {\n                  \"{C:purple}ハザード +#1# {C:inactive}(デッキで #2# 枚につき1枚)\",\n\t\t\t\t  \"手札のカード {C:attention}4枚目{} ごとに\",\n\t\t\t\t  \"倍率 {X:mult,C:white}X#3#{} を与える\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#4#{C:inactive,s:0.8} ラウンド後に進化)\"\n                }\n            },\n            j_poke_golurk = {\n                name = \"ゴルーグ\",\n                text = {\n                  \"{C:purple}ハザード +#1# {C:inactive}(デッキで #2# 枚につき1枚)\",\n\t\t\t\t  \"手札のカード {C:attention}3枚目{} ごとに\",\n\t\t\t\t  \"倍率 {X:mult,C:white}X#3#{} を与える\",\n                }\n            },\n\t\t\tj_poke_zweilous = {\n                name = \"ジヘッド\",\n                text = {\n                    \"プレイしたハンドが\",\n\t\t\t\t\t\"{C:attention}スリーカード{} の場合\",\n                    \"倍率 {X:mult,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 回発動した後に進化){}\"\n                }\n            },\n            j_poke_hydreigon = {\n                name = \"サザンドラ\",\n                text = {\n                    \"プレイしたハンドが\",\n\t\t\t\t\t\"{C:attention}スリーカード{} の場合\",\n                    \"{C:attention}スコアされない{} カードが破壊される\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"カードが破壊された時\",\n                    \"倍率 {X:mult,C:white} X#2# {} を得る\",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white} X#1# {C:inactive}){}\"\n                }\n            },\n            j_poke_deino = {\n                name = \"モノズ\",\n                text = {\n\t\t\t\t\t\"プレイしたハンドが\",\n\t\t\t\t\t\"{C:attention}スリーカード{} の場合\",\n                    \"倍率 {X:mult,C:white} X#1# {}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 回発動した後に進化){}\"\n                }\n            },\n\t\t\tj_poke_litleo = {\n                name = \"シシコ\",\n                text = {\n\t\t\t\t    \"プレイしたハンドが\",\n                    \"{C:attention}フラッシュ{} を含む場合\",\n                    \"チップ {C:chips}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                } \n            },\n            j_poke_pyroar = {\n                name = \"Pyroar\",\n                text = {\n                    \"プレイしたハンドが\",\n                    \"{C:attention}フラッシュ{} を含む場合\",\n                    \"チップ {C:chips}+#1#{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}キング{} か {C:attention}クイーン{} も含む場合\",\n                    \"{C:pink}エネルギー{} カードを作る\",\n                } \n            },\n            j_poke_sylveon = {\n                name = 'ニンフィア',\n                text = {\n                    \"ショップで{C:attention}3回{} {C:green}リロール{}\",\n                    \"するたびに {C:attention}星{} カードを作る\",\n                    \"手札にある {C:diamonds}#2#{} スーツ1枚につき\",\n                    \"倍率 {X:mult,C:white} X#3# {} を与える\",\n                    \"{C:inactive}（空きが必要）\",\n                    \"{C:inactive}(現在 {C:attention}#1#{}{C:inactive}/3リロール)\"\n                } \n            },\n            j_poke_grubbin = {\n                name = 'アゴジムシ',\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"{X:lightning, C:black}雷{} タイプジョーカーを有する場合\",\n\t\t\t\t\t\"倍率が3倍\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'デンヂムシ',\n                text = {\n\t\t\t\t\t\"それぞれの {X:lightning, C:black}雷{} タイプジョーカーが\",\n                    \"倍率 {C:mult}#1#{} を与える\",\n                    \"{C:inactive}(現在 {C:mult}#2#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}雷の石{}{C:inactive,s:0.8} で進化)\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'クワガノン',\n                text = {\n                    \"{C:mult}+#3#{} Mult\",\n\t\t\t\t\t\"他のすべての\",\n\t\t\t\t\t\"{X:lightning, C:black}雷{} タイプジョーカーが\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                     \"{C:inactive}(現在 倍率 {X:red,C:white} X#2# {}{C:inactive})\",\n                }  \n            },\n            j_poke_mimikyu = {\n                name = \"ミミッキュ\",\n                text = {\n\t\t\t\t  \"{C:hearts}#2#{} カードがスコアされない場合、チップ {C:chips}+#1#{}\",\n\t\t\t\t  \"プレイされたスコアされたチップが\",\n\t\t\t\t  \"{br:3}ERROR - CONTACT STEAK\",\n                  \"必要なチップの{C:attention}50%{} 以上だった場合\",\n                  \"死を一度防ぎ\",\n                  \"{C:inactive}(#3#){}\"\n                }\n            },\n            j_poke_yamper = {\n                name = 'ワンパチ',\n                text = {\n                    \"プレイしたハンドが\",\n                    \"{C:attention}ストレート{} を含む場合\",\n                    \"倍率 {C:red}+#1#{} と {C:money}$#2#{} を与える\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_boltund = {\n                name = 'パルスワン',\n                text = {\n\t\t\t\t\t\"プレイしたハンドが\",\n                    \"{C:attention}ストレート{} を含む場合\",\n                    \"倍率 {X:red,C:white}X#1#{} と {C:money}$#2#{} を与える\"\n                } \n            },\n\t\t\tj_poke_dreepy = {\n                name = \"ドラメシヤ\",\n                text = {\n\t\t\t\t\t\"このジョーカーを売ると\",\n\t\t\t\t\t\"他のジョーカーのセルバリューに {C:money}$#1#{} を加えて\",\n\t\t\t\t\t\"すべての手札にあるカードを {C:spades}#2#{} に変換する\",\n                    \"{C:inactive,s:0.8}(ストレートフラッシュがプレイされた時に進化)\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"ドロンチ\",\n                text = {\n\t\t\t\t\t\"現在のすべてのジョーカー {C:attention}セルバリュー{} につき\",\n\t\t\t\t\t\"倍率 {X:mult,C:white}X#4#{} を与える\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイしたハンドが\",\n\t\t\t\t\t\"{C:attention}ストレートフラッシュ{} の場合\",\n\t\t\t\t\t\"すべてのジョーカーのセルバリューに {C:money}$#1#{} を加える\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white} X#5# {C:inactive}){}\",\n                    \"{C:inactive,s:0.8}(現在のすべてのジョーカーのセルバリューの合計は $#2#/{C:money,s:0.8}$#3#{C:inactive,s:0.8} で進化)\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"ドラパルト\",\n                text = {\n                    \"現在のすべてのジョーカー {C:attention}セルバリュー{} につき\",\n\t\t\t\t\t\"倍率 {X:mult,C:white}X#2#{} を与える\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイしたハンドが\",\n\t\t\t\t\t\"{C:attention}ストレートフラッシュ{} の場合\",\n\t\t\t\t\t\"{C:attention}ドラメシヤアロー{} がない場合\",\n\t\t\t\t\t\"{C:dark_edition}ネガティブ{} {C:attention}ドラメシヤアロー{} を2枚作る\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white} X#3# {C:inactive}){}\"\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"ドラメシヤアロー\",\n                text = {\n                    \"このジョーカーを売ると\",\n\t\t\t\t\t\"他のジョーカーのセルバリューに {C:money}$#1#{} を加えて\",\n\t\t\t\t\t\"すべての手札にあるカードを {C:spades}#2#{} に変換する\",\n                }\n            },\n\t\t\tj_poke_kleavor = {\n                name = 'バサギリ',      \n                text = {\n\t\t\t\t\t\"ブラインドが選択された時\",\n\t\t\t\t\t\"右のジョーカーを破壊しと\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{} を得る\",\n\t\t\t\t\t\"ジョーカーが {C:green}アンコモン{} またはそれ以上の場合\",\n\t\t\t\t\t\"デッキに {C:dark_edition}フォイル{}、 {C:dark_edition}ホログラム{}\",\n                    \"{C:dark_edition}ポリクローム{} エディションのいずれかの {C:attention}ストーンカード{} を加える\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#1#{C:inactive})\",\n                } \n            },\n\t\t\t\n\t\t\tj_poke_ursaluna = {\n              name = \"ガチグマ\",\n              text = {\n\t\t\t\t\t\"{C:attention}ブースターパック{}が\",\n                    \"スキップされた時、\",\n                    \"倍率{C:red}+#2#{}\",\n\t\t\t\t\t\"{C:dark_edition}ポリクローム {C:item}アイテム{} を作る\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(空きが必要)\",\n\t\t\t\t\t\"{C:inactive}(現在 倍率 {C:mult}+#1#{C:inactive})\",\n              }\n            },\n\t\t\tj_poke_tarountula = {\n                name = \"タマンチュラ\",\n                text = {\n                    \"{C:purple}ハザード +#1# {C:inactive}(デッキで #2# 枚につき1枚)\",\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"手札にある {C:attention}ハザードカード{} {C:attention}#4#{}枚につき\",\n\t\t\t\t\t\"{C:planet}惑星{} カードを作る\",\n                    \"{C:inactive}(空きが必要)\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_spidops = {\n                name = \"ワナイダー\",\n                text = {\n                    \"{C:purple}ハザード +#1# {C:inactive}(デッキで #2# 枚につき1枚)\",\n\t\t\t\t\t\"ラウンド終了時に\",\n\t\t\t\t\t\"{C:attention}3枚目{} の {C:attention}手札のハザードカード{} ごとに\",\n\t\t\t\t\t\"{C:chips}ブルー{} シールを加える\",\n                }\n            },\n\t\t\tj_poke_fidough = {\n                name = \"パピモッチ\",\n                text = {\n\t\t\t\t\t\"スコアされたハンドが {C:attention}#3#{} を含む場合\",\n\t\t\t\t\t\"チップ +#2#{} を得る\",\n\t\t\t\t\t\"発動した後に {C:attention}ランク{} が増やす\",\n                    \"{C:inactive,s:0.8}(最高ランク場合, 最低になる)\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#1#{C:inactive})\",\n                    \"{C:inactive,s:0.8}({X:fire,C:white,s:0.8}炎{C:inactive,s:0.8} タイプのジョーカーがある進化)\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"バウッツェル\",\n                text = {\n\t\t\t\t\t\"スコアされたハンドが {C:attention}#3#{} を含む場合\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{} を得る\",\n\t\t\t\t\t\"発動した後に {C:attention}ランク{} が増やす\",\n                    \"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{X:fire,C:white}炎{} タイプのジョーカーにつき\",\n\t\t\t\t\t\"チップの増加を {C:chips}+2{} に増える\",\n                    \"{C:inactive,s:0.8}(最高ランク場合, 最低になる)\",\n                    \"{C:inactive}(現在 チップ {C:chips}+#1#{C:inactive})\",\n                }\n            },\n\t\t\tj_poke_tinkatink = {\n                name = \"カヌチャン\",\n                text = {\n\t\t\t\t\t\"プレイされたカードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"{C:attention}ブラインド{} が選択された時\",\n\t\t\t\t\t\"デッキに {C:attention}#3#{} 枚のカードに\",\n\t\t\t\t\t\"デバフをかかる\",\n\t\t\t\t\t\"その {C:attention}スチール{} カードでない\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"ナカヌチャン\",\n                text = {\n                    \"プレイされたカードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"{C:attention}ブラインド{} が選択された時\",\n\t\t\t\t\t\"デッキに {C:attention}#3#{} 枚のカードに\",\n\t\t\t\t\t\"デバフをかかる\",\n\t\t\t\t\t\"その {C:attention}スチール{} カードでない\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} ラウンド後に進化)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"デカヌチャン\",\n                text = {\n                    \"プレイされたカードがスコアされた時\",\n                    \"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"{C:attention}ブラインド{} が選択された時\",\n\t\t\t\t\t\"デッキに {C:attention}#3#{} 枚のカードにデバフをかかる\",\n\t\t\t\t\t\"その {C:attention}スチール{} カードでない\",\n\t\t\t\t\t\"{br:4}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイされた {C:attention}スチール{} カードを\",\n\t\t\t\t\t\"{C:attention}グラス{} カードと同様に機能する\",\n                }\n            },\n\t\t\tj_poke_wiglett = {\n                name = \"ウミディグダ\",\n                text = {\n\t\t\t\t\t\"プレイしたハンドが {C:attention}スリーカード{} を含む場合\",\n                    \"倍率 {C:mult}+#3#{}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイしたハンドがスコアされる{C:attention}5{} か {C:attention}6{} か {C:attention}7{} を含む場合\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{}{C:inactive,s:0.8} ラウンド後に進化)\"\n                } \n            },\n            j_poke_wugtrio = {\n                name = \"ウミトリオ\",\n                text = {\n                    \"プレイしたハンドが {C:attention}スリーカード{} を含む場合\",\n                    \"倍率 {X:red,C:white} X#1# {}\",\n                    \"{br:2}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"プレイしたハンドがスコアされる{C:attention}5{} か {C:attention}6{} か {C:attention}7{} を含む場合\",\n\t\t\t\t\t\"チップ {C:chips}+#2#{}\",\n                } \n            },\n            j_poke_annihilape = {\n                name = 'コノヨザル',\n                text = {\n\t\t\t\t\t\"ラウンドでプレイしたハンド1枚につき\",\n\t\t\t\t\t\"プレイされた {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, {C:attention}7{} ごとに\",\n\t\t\t\t\t\"倍率 {C:mult}+#1#{} と チップ {C:chips}+#2#{} を与える\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#3#{} {C:inactive}チップ {C:chips}+#4#{C:inactive})\",\n                } \n            },\n\t\t\tj_poke_dudunsparce = {\n                name = 'ノココッチ',\n                text = {\n\t\t\t\t\t\"ショップでカードスロット {C:attention}+#1#{}\",\n\t\t\t\t\t\"ショップでブースターパック {C:attention}+#1#{}\",\n\t\t\t\t\t\"ショップでバウチャースロット {C:attention}+#1#{}\",\n                }\n            },\n            j_poke_dudunsparce2 = {\n                name = 'ノココッチ',\n                text = {\n                    \"{C:attention}クーポンタグを持っている{}\",\n                    \"ショップでカードスロット {C:attention}+#1#{}\",\n\t\t\t\t\t\"ショップでブースターパック {C:attention}+#1#{}\",\n\t\t\t\t\t\"ショップでバウチャースロット {C:attention}+#1#{}\",\n                }\n            },\n\t\t\tj_poke_farigiraf = {\n              name = \"リキキリン\",\n              text = {\n                \"{C:spectral}クリプティッド{} を {C:attention}持っている{}\",\n                \"プレイしたハンドが {C:attention}ツーペア{} を含まれる場合\",\n\t\t\t\t\"最初と最終の {C:attention}フェイス{} カードがスコアされた時\",\n                \"倍率 {X:mult,C:white}X#1#{} を与える\",\n              }\n            },\n\t\t\tj_poke_gimmighoul = {\n                name = \"コレクレー (はこ)\",\n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}ゴールド{} カードがスコアされた時\",\n\t\t\t\t\t\"{C:money}$#1#{} を得る\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"{C:attention}ブースターパック{} をスキップすると...?\",\n                    \"{C:inactive,s:0.8}(合計 {C:money,s:0.8}$#2#{C:inactive,s:0.8}/$#3# を得ったか費やした後に進化)\"\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"コレクレー (とほ)\",\n                text = {\n                  \"いくらかの {C:money}${} を得る\",\n                  \"{S:1.1,C:red,E:2}自らを破壊する{}\",\n                }\n            },\n            j_poke_gholdengo = {\n                name = \"サーフゴー\",\n                text = {\n\t\t\t\t\t\"プレイされた {C:attention}ゴールド{} カードが {C:money}$#2#{} を費やして\",\n\t\t\t\t\t\"このジョーカーの {X:red,C:white}X{}倍率を {X:red,C:white}X#3#{} に倍する\",\n                    \"{br:3}ERROR - CONTACT STEAK\",\n                    \"このジョーカーはデバフできない\",\n                    \"{C:inactive}(現在 倍率 {X:red,C:white}X#1#{C:inactive})\",\n                    \"{C:inactive,s:0.8}(ラウンド終了時にリセットされる)\",\n                }\n            },\n            j_poke_missingno = {\n                name = 'けつばん',\n                text = {\n\t\t\t\t\t\"しゅとくしたらぁぁぁ\",\n\t\t\t\t\t\"しょ う も う つ く る ？\",\n                    \"{C:attention}#1#{}? {C:attention}タグ{} 作ル？\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'ポケモン図鑑',\n                text = {\n\t\t\t\t\t\"{C:pink}タイプステッカー{} 付きジョーカー1枚につき\",\n\t\t\t\t\t\"倍率 {C:mult}+#2#{}\",\n\t\t\t\t\t\"{br:3}ERROR - CONTACT STEAK\",\n\t\t\t\t\t\"同じ進化の系譜の {C:attention}ポケモンジョーカー{} が\",\n\t\t\t\t\t\"複数回出現する\",\n                    \"{C:inactive}(現在 倍率 {C:mult}+#1#{C:inactive})\"\n                } \n            },\n            j_poke_everstone = {\n                name = '変わるずの石',\n                text = {\n\t\t\t\t\t\"ポケモンが {C:attention}進化できない{}\",\n                    \"{br:3.5}ERROR - CONTACT STEAK\",\n                    \"それぞれの {C:attention}たね{} と {C:attention}べいビィー{} ポケモンが\",\n\t\t\t\t\t\"倍率 {X:mult,C:white} X#1# {}\",\n                } \n            },\n            j_poke_tall_grass = {\n                name = '草むら',\n                text = {\n\t\t\t\t\t\"プレイしたハンドに\",\n                    \"{C:green}#2#分の#1#{}の確率で\",\n                    \"{C:chips}コモン{} ポケモン {C:attention}ジョーカー{}\",\n                    \"ハンドに {C:attention}ワイルド{} カード含む場合\",\n\t\t\t\t\t\"確率保証\",\n\t\t\t\t\t\"{C:inactive}(空きが必要)\",\n                } \n            },\n            j_poke_jelly_donut = {\n                name = \"おにぎり\",\n                text = {\n                    \"ブラインドが選択された時\",\n                    \"{C:colorless}無色{C:pink}エネルギー{} 作る\",\n                    \"{C:inactive}(残り{C:attention}#1#{}{C:inactive}ラウンド){}\"\n                },\n            },\n\t\t\tj_poke_treasure_eatery = {\n                name = \"宝食堂\",\n                text = {\n\t\t\t\t\t\"ブラインドが選択された時\",\n\t\t\t\t\t\"最左のジョーカーの {C:pink}タイプ{} を\",\n\t\t\t\t\t\"最右のジョーカーの {C:pink}タイプ{} に\",\n\t\t\t\t\t\"変換する\",\n                    \"{C:attention}タイプチェンジャー{}\",\n                    \"{C:inactive}(残り{C:attention}#1#{C:inactive}ラウンド){}\"\n                }\n            },\n\t\t\tj_poke_rival = {\n                name = \"ライバル\",\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"スコアされたチップが必要なチップに {C:attention}#3#倍{}以上だった場合\",\n                    \"{S:1.1,C:red,E:2}自らを破壊する{} と {C:money}$#2#{} を得る\",\n                }\n            },\n            j_poke_bitter_rival = {\n                name = \"恨めしいライバル\",\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"スコアされたチップが必要なチップに {C:attention}#3#倍{}以上だった場合\",\n                    \"{S:1.1,C:red,E:2}自らを破壊する{} と {C:money}$#2#{} を得る\",\n                }\n            },\n            j_poke_champion = {\n                name = \"チャンピオン\",\n                text = {\n                    \"倍率 {C:mult}+#1#{}\",\n\t\t\t\t\t\"スコアされたチップが必要なチップに {C:attention}#3#倍{}以上だった場合\",\n                    \"{S:1.1,C:red,E:2}自らを破壊する{} と {C:money}$#2#{} を得る\",\n                }\n            },\n\t\t\tj_poke_mystery_egg = {\n                name = \"不思議なタマゴ\",\n                text = {\n\t\t\t\t\t\"{C:attention}#1#{} ラウンド後に\",\n\t\t\t\t\t\"{C:attention}たね{} か {C:attention}べいビィー{} ポケモンが\",\n\t\t\t\t\t\"孵ります\",\n\t\t\t\t\t\"可能であれば {C:pink}エナジャイズ{} する\",\n                }\n            },\n\t\t\tj_poke_billion_lions = {\n                name = '10億頭のライオン',\n                text = {\n\t\t\t\t\t\"ブラインドが選択された時\",\n\t\t\t\t\t\"{C:pink}タイプステッカー{} 付きジョーカーを破壊する\",\n\t\t\t\t\t\"破壊したジョーカーにつき\",\n\t\t\t\t\t\"倍率 {X:mult,C:white}X#2#{} を得る\",\n                    \"ライオンがない場合 {S:1.1,C:red,E:2}自らを破壊する{}\",\n                    \"{C:inactive}(現在 倍率 {X:mult,C:white}X#1#{C:inactive}, {C:attention}#3#{C:inactive}頭のライオン)\"\n                } \n            },\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"トレーナースリーブ\",\n                text = {\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} のバウチャーと\",\n                    \"{C:tarot,T:c_poke_pokeball}#2#{} カードが\",\n\t\t\t\t\t\"ランをスタートする\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"訃報スリーブ\",\n                text = {\n                    \"すべてのカードは {C:dark_edition}#1#{} 有する\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"ステラスリーブ\",\n                text = {\n                    \"すべてのジョーカーは\",\n                    \"ランダムな {C:pink}タイプ{} のステッカー作成され\",\n                },\n            },\n\t\t\tsleeve_poke_telekineticsleeve = {\n                name = \"テレキネシススリーブ\",\n                text = {\n                    \"{C:tarot,T:v_crystal_ball}#1#{} のバウチャーと\",\n                    \"{C:item,T:c_poke_twisted_spoon}#2#{} の\",\n                    \"{C:attention}2{} つのコピーで\",\n                    \"ランをスタートする\",\n                } \n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"ハイパーボール\",\n                text = {\n                    \"ランダムな {C:attention}2進化ジョーカー{} カード\",\n                    \"作る\",\n                    \"{C:inactive}（空きが必要）\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"マスターボール\",\n                text = {\n                    \"ランダムな {C:attention}レジェンドジョーカー{} カード\",\n                    \"作る\",\n                    \"{C:inactive}（空きが必要）\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"超進化\",\n                text = {\n\t\t\t\t\t\"選択したか一番左のポケモンを\",\n\t\t\t\t\t\"{C:attention}最終進化{}させ、可能であれば\",\n                    \"{C:pink}エナジャイズ{} する\",\n                },\n            },\n\t\t\tc_poke_megastone = {\n                name = \"メガストーン\",\n                text = {\n                    \"{C:attention}再使用可能{}\",\n\t\t\t\t\t\"ポケモンを {C:attention}メガシンカ{}する か\",\n\t\t\t\t\t\"メガポケモンを {C:attention}退化{}する\",\n\t\t\t\t\t\"売ったら {C:attention}退化{}する\",\n                    \"{C:inactive}(ラウンドごとに1回使える)\",\n                },\n            },\n            c_poke_obituary = {\n                name = \"訃報\",\n                text = {\n                    \"手札から選んだ\",\n                    \"カード {C:attention}1{} 枚に\",\n                    \"{C:pink}ピンク{} シールを加える\",\n                },\n            },\n            c_poke_nightmare = {\n                name = \"悪夢\",\n                text = {\n\t\t\t\t\t\"選んだ {C:pink}タイプステッカー{} 付きジョーカーを破壊して\",\n\t\t\t\t\t\"そのジョーカーのタイプの {C:dark_edition}ネガティブ{} {C:pink}エネルギー{} カードを\",\n\t\t\t\t\t\"{C:attention}2{} 枚作る\",\n                },\n            },\n\t\t\tc_poke_revenant = {\n                name = \"幽鬼\",\n                text = {\n                    \"手札から選んだ\",\n                    \"カード {C:attention}1{} 枚に\",\n                    \"{C:silver}シルバー{} シールを加える\",\n                }\n            },\n\t\t\tc_poke_fake_banker = {\n                name = 'お金願い事',\n                text = {\n                    \"{C:dark_edition}お金を願う!\",\n                }\n            },\n            c_poke_fake_booster = {\n                name = 'ブースター願い事',\n                text = {\n                    \"{C:dark_edition}選択肢を願う!\",\n                }\n            },\n            c_poke_fake_power = {\n                name = '力願い事',\n                text = {\n                    \"{C:dark_edition}力を願う!\",\n                }\n            },\n\t\t\tc_poke_fake_negging = {\n                name = 'ネガティブ願い事',\n                text = {\n                    \"{C:dark_edition}友達を願う!\",\n                }\n            },\n            c_poke_fake_copy = {\n                name = 'コピー願い事',\n                text = {\n                    \"{C:dark_edition}手助けを願う!\",\n                }\n            },\n\t\t\tc_poke_fake_fixer = {\n                name = '垢離願い事',\n                text = {\n                    \"{C:dark_edition}もっといいデッキを願う!\",\n                }\n            },\n            c_poke_fake_masterball = {\n                name = '召喚願い事',\n                text = {\n                    \"{C:dark_edition}伝説のポケモンを願う!\",\n                }\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"ポケットタグ\",\n                text = {\n                    \"無料の\",\n                    \"{C:pink}メガポケットパック{}を与える\",\n\t\t\t\t\t\"{C:attention}アンティ 5+{}場合\",\n\t\t\t\t\t\"{C:green}25%{} 確率で {C:attention}メガストーン{} を含む\",\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"色違いタグ\",\n                text = {\n                    \"次のベースショップジョーカーが\",\n                    \"無料になり、以下の\",\n                    \"エディションになる：{C:colorless}色違い{}\",\n                }, \n            },\n\t\t\ttag_poke_stage_one_tag = {\n                name = \"1進化タグ\",\n                text = {\n                    \"ショップに出現：無料の\",\n                    \"{C:attention}1進化{} ジョーカー\",\n                }, \n            },\n            tag_poke_safari_tag = {\n                name = \"サファリタグ\",\n                text = {\n                    \"ショップに出現：無料の\",\n                    \"{C:safari}サファリ{} ジョーカー\",\n                }, \n            },\n        },\n        Tarot = {\n\t\t\tc_poke_pokeball = {\n                name = \"モンスターボール\",\n                text = {\n                    \"ランダムな {C:attention}たねジョーカー{} カード\",\n                    \"作る\",\n                    \"{C:inactive}(空きが必要)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"スーパーボール\",\n                text = {\n                    \"ランダムな {C:attention}1進化ジョーカー{} カード\",\n                    \"作る\",\n                    \"{C:inactive}(空きが必要)\"\n                },\n            },\n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"エネルギー転送\",\n                text = {\n                    \"{C:pink}+2{} エネルギーMAXレベル\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"エネルギー転送PRO\",\n                text = {\n                    \"{C:pink}+3{} エネルギーMAXレベル\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"いいつりざお\",\n                text = {\n                    \"{C:attention}ポケットパック{} に\",\n                    \"カードを {C:attention}1{} つ加える\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"すごいつりざお\",\n                text = {\n\t\t\t\t\t\"すべての {C:attention}消耗{} パックから\",\n\t\t\t\t\t\"カードを {C:pink}蓄えられる{}\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:grass,C:white}草{}\",\n                }\n            },\n            Fire = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:fire,C:white}炎{}\",\n                }\n            },\n            Water = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:water,C:white}水{}\",\n                }\n            },\n            Lightning = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:lightning,C:black}雷{}\",\n                }\n            },\n            Psychic = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:psychic,C:white}超{}\",\n                }\n            },\n            Fighting = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:fighting,C:white}闘{}\",\n                }\n            },\n            Colorless = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:colorless,C:white}無色{}\",\n                }\n            },\n            Dark = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:dark,C:white}悪{}\",\n                }\n            },\n            Metal = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:metal,C:white}鋼{}\",\n                }\n            },\n            Fairy = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:fairy,C:white}フェアリー{}\",\n                }\n            },\n            Dragon = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:dragon,C:white}ドラゴン{}\",\n                }\n            },\n            Earth = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:earth,C:white}地面{}\",\n                }\n            },\n            Bird = {\n                name = \"タイプ\",\n                text = {\n                  \"{X:bird,C:white}バード{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"原始\",\n                text = {\n\t\t\t\t\t\"ポーカーハンドの{C:attention}#1#{}数に\",\n                    \"基づく効果\",\n\t\t\t\t\t\"{C:inactive}(効果は{C:attention}累積{C:inactive})\",\n                }\n            },\n\t\t\tenergize = {\n                name = \"エナジャイズ\",\n                text = {\n\t\t\t\t\t\"ジョーカーの\",\n\t\t\t\t\t\"{X:red,C:white}X倍率{}、{C:mult}倍率{}、{C:chips}チップ{}、{C:money}${}\",\n\t\t\t\t\t\"永久的に増加させる\",\n                }\n            },\n            eitem = {\n                name = \"進化カード\",\n                text = {\n                    \"選択したか一番左 {C:attention}適格{} ジョーカー\",\n                    \"進化する\",\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"持ちカード\",\n                text = {\n                    \"{C:attention}#1#{} に使われる\"\n                }\n            },\n\t\t\ttypechanger = {\n                name = \"タイプチェンジャー\",\n                text = {\n\t\t\t\t\t\"選択したか一番左ジョーカーに\",\n                    \"{V:1}#1#{} ステッカーを加える\",\n                }\n            },\n            typechangerother = {\n                name = \"タイプチェンジャー\",\n                text = {\n                    \"{V:1}#1#{} ステッカーを加える\",\n                }\n            },\n            typechangerpoke = {\n                name = \"タイプチェンジャーのポケモン\",\n                text = {\n\t\t\t\t\t\"自らに {V:1}#1#{} ステッカーを加える\",\n                }\n            },\n            basic = {\n                name = \"たね\",\n                text = {\n                    \"ポケモンジョーカーが\",\n                    \"{C:attention}進化{}してない\"\n                }\n            },\n            stage1 = {\n                name = \"1進化\",\n                text = {\n                    \"ポケモンジョーカーが\",\n                    \"一{C:attention}進化{}した\"\n                }\n            },\n            stage2 = {\n                name = \"2進化\",\n                text = {\n                    \"ポケモンジョーカーが\",\n                    \"{C:attention}進化{}した\"\n                }\n            },\n            energy = {\n                name = \"エネルギーレベル\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            money_chance = {\n                name = \"ドルチャンス\",\n                text = {\n                    \"{C:attention}#1#%{} 確率で\",\n                    \"{C:money}$1{} を得る\"\n                }\n            },\n            mult_progress = {\n                name = \"倍率得る進捗\",\n                text = {\n                    \"{C:mult}+1倍率{} の得るまでの\",\n                    \"進捗は {C:attention}#1#%{}\",\n                }\n            },\n            chip_progress = {\n                name = \"チップ得る進捗\",\n                text = {\n\t\t\t\t\t\"{C:chips}+1チップ{} の得るまでの\",\n                    \"進捗は {C:attention}#1#%{}\",\n                }\n            },\n            money_progress = {\n                name = \"ドル得る進捗\",\n                text = {\n                    \"{C:money}+1${} の得るまでの\",\n                    \"進捗は {C:attention}#1#%{}\",\n                }\n            },\n            availability = {\n                name = \"可用性\",\n                text = {\n                    \"{C:attention}ジョーカーは摩耗ジョーカーをいる{} 場合\",\n\t\t\t\t\t\"姿を現さない\",\n                }\n            },\n            baby = {\n                name = \"ベイビィ\",\n                text = {\n\t\t\t\t\t\"ハンドがプレイされた際\",\n\t\t\t\t\t\"このジョーカーが {C:attention}ベイビー{} ジョーカー以外の\",\n\t\t\t\t\t\"ジョーカーの左側に位置する場合\",\n\t\t\t\t\t\"このジョーカーはデバフされる\"\n                }\n            },\n            nature = {\n                name = \"性格\",\n                text = {\n                    \"ランダムな {C:attention}カードランク{} が\",\n                    \"ジョーカー作成時に\",\n                    \"決定される所要する\"\n                }\n            },\n\t\t\tscry_cards = {\n                name = \"見破る\",\n                text = {\n\t\t\t\t\t\"デッキのトップカードを見る\",\n                }\n            },\n\t\t\tmega_rule = {\n                name = \"制約\",\n                text = {\n\t\t\t\t\t\"{C:attention}メガストーン{} につき\",\n\t\t\t\t\t\"1枚のジョーカーだけが\",\n\t\t\t\t\t\"{C:attention}メガシンカ{}できる\",\n                }\n            },\n\t\t\tmega_poke = {\n                name = \"メガシンカ\",\n                text = {\n\t\t\t\t\t\"{C:attention}メガストーン{} で\",\n                    \"{C:attention}メガシンカできる\",\n                }\n            },\n\t\t\tmega_used_on = {\n                name = \"現在使っている\",\n                text = {\n                    \"{C:attention}#1#{}\",\n                }\n            }, \n\t\t\tsplit_mega = {\n                name = \"XY メガ\",\n                text = {\n\t\t\t\t\t\"位置によって {C:attention}メガシンカ{}する\",\n                    \"最左 - {C:attention}#1#{}\",\n                    \"最右 - {C:attention}#2#{}\"\n                }\n            },\n            playing_card_to_evolve = {\n                name = \"進化条件\",\n                text = {\n                    \"進化させるには\",\n                    \"{C:attention}カード{} にで\",\n                    \"使用しなければならない\"\n                }\n            },\n            deli_gift = {\n                name = \"プレゼント\",\n                text = {\n                    \"{C:green}35%{} - {C:money}$8{}\",\n                    \"{C:green}30%{} - {C:item}アイテム{} {C:attention}カード\",\n                    \"{C:green}20%{} - {C:attention}クーポンタグ\",\n                    \"{C:green}15%{} - {C:dark_edition}ポリクローム{} {C:attention}ギフトカード\",\n                }\n            },\n\t\t\tpickup = {\n              name = \"物拾い\",\n              text = {\n                \"{C:green}34%{} - {C:item}アイテム{} {C:attention}カード\",\n                \"{C:green}25%{} - {C:attention}食べ残し\",\n                \"{C:green}25%{} - {C:attention}モンスターボール\",\n                \"{C:green}15%{} - {C:attention}スーパーボール\",\n                \"{C:green}1%{} - {C:attention}ハイパーボール\",\n              }\n            },\n\t\t\tpokeballs_group = {\n              name = \"Pokeballs\",\n              text = {\n\t\t\t\t\"ある品質のランダムなジョーカーを\",\n\t\t\t\t\"作る\",\n              }\n            },\n\t\t\tpercent_chance = {\n                name = \"パーセントチャンス\",\n                text = {\n                  \"{C:green}#1#%{} 確率で\",\n                  \"{C:attention}効果{} が起こる\",\n                  \"{C:inactive}(確率は変更できない){}\"\n                }\n            },\n\t\t\tholding = {\n                name = \"持っている\",\n                text = {\n\t\t\t\t\t\"選択される時,\",\n                    \"{C:attention}#1#{} カードも得る\",\n                    \"{C:inactive}(空きが必要){}\"\n                }\n            },\n            eeveelution = {\n                name = \"イーブイの進化\",\n                text = {\n                    \"{C:attention}水の石{} - {X:water,C:white}シャワーズ{}\",\n                    \"{C:attention}雷の石{} - {X:lightning,C:black}サンダース{}\",\n                    \"{C:attention}炎の石{} - {X:fire,C:white}ブースター{}\",\n                    \"{C:attention}太陽の石{} - {X:psychic,C:white}エーフィ{}\",\n                    \"{C:attention}月の石{} - {X:dark,C:white}ブラッキー{}\",\n                    \"{C:attention}リーフの石{} - {X:grass,C:white}リーフィア{}\",\n                    \"{C:attention}氷の石{} - {X:water,C:white}グレイシア{}\",\n                    \"{C:attention}光の石{} - {X:fairy,C:white}ニンフィア{}\"\n                }\n            },\n\t\t\tpoke_egg_tip = {\n              name = \"不思議なタマゴ\",\n              text = {\n                \"さみしくて寒いみたい\"\n              }\n            },\n\t\t\tpoke_top_cards = {\n              name = \"トップカード\",\n              text = {\n                \"{C:attention}#1#{}\",\n                \"{C:attention}#2#{}\",\n              }\n            },\n\t\t\tpoke_drain = {\n              name = \"ドレイン\",\n              text = {\n\t\t\t\t\"ジョーカーのセルバリューは {C:money}$1{} 以上場合\",\n\t\t\t\t\"そのジョーカーのセルバリューから取って\",\n\t\t\t\t\"自らのに足す\",\n              }\n            },\n\t\t\tpoke_drain_item = {\n              name = \"ドレイン\",\n              text = {\n                \"ジョーカーのセルバリューは {C:money}$1{} 以上場合\",\n\t\t\t\t\"そのジョーカーのセルバリューから取る\",\n              }\n            },\n\t\t\tpoke_volatile_left = {\n              name = \"ボラタイル左\",\n              text = {\n\t\t\t\t\"このジョーカーは最左の場合にのみ\",\n\t\t\t\t\"この能力を発動する\",\n\t\t\t\t\"{C:inactive}({C:attention}ボラタイル{C:inactive} ポケモン除き)\"\n              }\n            },\n\t\t\tpoke_volatile_right = {\n              name = \"ボラタイル右\",\n              text = {\n                \"このジョーカーは最右の場合にのみ\",\n\t\t\t\t\"この能力を発動する\",\n\t\t\t\t\"{C:inactive}({C:attention}ボラタイル{C:inactive} ポケモン除き)\"\n              }\n            },\n\t\t\tsketch = {\n              name = \"スケッチ\",\n              text = {\n\t\t\t\t\"このジョーカーが売られる, 破壊される か\",\n\t\t\t\t\"他の能力をコピーするまで コピーする\",\n                \"ツールチップとポケモン図鑑メニューに\",\n\t\t\t\t\"コピーした能力は見れる\",\n              }\n            },\n            precise_energy_tooltip = {\n                name = \"精密なエネルギーボーナス数値\",\n                text = {\n                    \"{s:0.8}{C:pink,s:0.8}エネルギー{}{s:0.8}ボーナス を適用する際にはすべての値に{C:attention,s:0.8}小数{}を使用します{}\",\n                    \"{C:attention,s:0.8}OFF{}{s:0.8}にするとボーナスに対して以下の処理する:{}\",\n                    \"{C:attenion}1. {X:mult,C:white,s:0.8}X 倍率{}{s:0.8} - 小数を使用\",\n                    \"{C:attenion}2. {s:0.8}{C:mult,s:0.8}倍率{}{s:0.8} や {C:chips,s:0.8}チップ{}{s:0.8} - 近い整数に切り上げ\",\n                    \"{C:attenion}3. {s:0.8}{C:mult,s:0.8}倍率{}{s:0.8} や {C:chips,s:0.8}チップ 得る{}{s:0.8} - 小数は {C:mult,s:0.8}倍率{}{s:0.8} や {C:chips,s:0.8}チップ{}の\", \n                    \"{s:0.8}得るに割合の進捗され\",\n                    \"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - 小数部分は割合として表示され\",\n                    \"{s:0.8}追加の{C:money,s:0.8}${}{s:0.8}を獲得する確率を{s:0.8} 得る{}\",\n                    \"{C:inactive,s:0.8}（ポケモン以外のジョーカーは常に値に小数を使用）{}\"\n                }\n            },\n\t\t\tdiscovery_tooltip = {\n              name = \"Discovery\",\n              text = {\n                \"Pokermon mod objects are undiscovered\",\n                \"by default. Turning off this config option\",\n                \"will discover all mod objects\",\n                \"{C:red}Discovering all objects can't be undone{}\"\n              }\n            }, \n            pokemaster_tooltip = {\n              name = \"Pokemon Master Mode\",\n              text = {\n                \"Pokemon Only setting applied\",\n                \"Additional Stakes are available\"\n              }\n            },\n            designed_by = {\n              name = \"デザイン\",\n              text = {\n                \"{C:dark_edition}#1#{}\"\n              }\n            },\n            endless = {\n              name = \"再使用可能\",\n              text = {\n\t\t\t\t\"使われた時消耗されない\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}曲がったスプーン{C:inactive,s:0.8} に除外される)\",\n\t\t\t\t}\n            },\n\t\t\tsylveon_tag_pool = {\n              name = \"タグプール\",\n              text = {\n                \"{C:attention}#1#\",\n                \"{C:tarot}#2#\",\n                \"{C:attention}#3#\",\n              }\n            },\n            omastar_tag_pool = {\n              name = \"タグプール\",\n              text = {\n                \"{C:money}#1#\",\n                \"{C:money}#2#\",\n                \"{C:money}#3#\",\n                \"{C:money}#4#\",\n                \"{C:money}#5#\",\n              }\n            },\n            safaridesc = {\n                name = \"サファリ\",\n                text = {\n\t\t\t\t\t\"{C:attention}進化{} または\",\n\t\t\t\t\t\"{C:attention}モンスターボールアイテム{} に\",\n                    \"よってのみ入手できる\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"ピンクシール\",\n                text = {\n\t\t\t\t\t\"ラウンドの{C:attention}ファーストハンド{}に\",\n\t\t\t\t\t\"スコアされた時{C:pink}エネルギー{}カードを作る\"\n                },\n            },\n\t\t\tpoke_silver_seal = {\n                name = \"シルバーシール\",\n                text = {\n\t\t\t\t\t\"カードがスコアされた時\",\n\t\t\t\t\t\"手札にある場合\",\n\t\t\t\t\t\"{C:item}アイテム{} カードを作って, ディスカードされる\",\n                }\n            },\n            --[[grass_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:grass,C:white}草{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:fire,C:white}炎{}\"\n                } \n            },\n            water_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:water,C:white}水{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:lightning,C:white}雷{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:psychic,C:white}超{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:fighting,C:white}闘{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:colorless,C:white}無色{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:dark,C:white}悪{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:metal,C:white}鋼{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:fairy,C:white}フェアリー{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:dragon,C:white}ドラゴン{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"タイプ\",\n                text = {\n                    \"{X:earth,C:white}地面{}\"\n                } \n            },\n\t\t\t--]]\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"未発見\",\n                text = {\n                    \"このカードを購入するか\",\n                    \"シードされていないランで使用すると\",\n                    \"効果を知ることができる\",\n                    \" \"\n                }\n            },\n            undiscovered_item = {\n                name = \"未発見\",\n                text = {\n                    \"このカードを購入するか\",\n                    \"シードされていないランで使用すると\",\n                    \"効果を知ることができる\",\n                    \" \"\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"ポケットパック\",\n                text = {\n                    \"{C:attention}#2#{} 枚までの\",\n\t\t\t\t\t\"{C:pink}エネルギー{} か {C:item}アイテム{} カードから{}\",\n                    \"{C:attention}#1#{} 枚を選んで\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"ポケットパック\",\n                text = {\n                    \"{C:attention}#2#{} 枚までの\",\n\t\t\t\t\t\"{C:pink}エネルギー{} か {C:item}アイテム{} カードから{}\",\n                    \"{C:attention}#1#{} 枚を選んで\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"ジャンボポケットパック\",\n                text = {\n                    \"{C:attention}#2#{} 枚までの\",\n\t\t\t\t\t\"{C:pink}エネルギー{} か {C:item}アイテム{} カードから{}\",\n                    \"{C:attention}#1#{} 枚を選んで\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"メガPocket Pack\",\n                text = {\n                    \"{C:attention}#2#{} 枚までの\",\n\t\t\t\t\t\"{C:pink}エネルギー{} か {C:item}アイテム{} カードから{}\",\n                    \"{C:attention}#1#{} 枚を選んで\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"ポケットパック\",\n                text = {\n                    \"{C:attention}#2#{} 枚までの\",\n\t\t\t\t\t\"{C:pink}エネルギー{} か {C:item}アイテム{} カードから{}\",\n                    \"{C:attention}#1#{} 枚を選んで\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"ポケットパック\",\n                text = {\n                    \"{C:attention}#2#{} 枚までの\",\n\t\t\t\t\t\"{C:pink}エネルギー{} か {C:item}アイテム{} カードから{}\",\n                    \"{C:attention}#1#{} 枚を選んで\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"ジャンボポケットパック\",\n                text = {\n                    \"{C:attention}#2#{} 枚までの\",\n\t\t\t\t\t\"{C:pink}エネルギー{} か {C:item}アイテム{} カードから{}\",\n                    \"{C:attention}#1#{} 枚を選んで\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"メガポケットパック\",\n                text = {\n                    \"{C:attention}#2#{} 枚までの\",\n\t\t\t\t\t\"{C:pink}エネルギー{} か {C:item}アイテム{} カードから{}\",\n                    \"{C:attention}#1#{} 枚を選んで\",\n                },\n            },\n\t\t\tp_poke_pokepack_wish_pack = {\n                name = \"願い事パック\",\n                text = {\n                    \"{C:dark_edition}願い事をする!{}\",\n                },\n            },\n            poke_hazards = {\n                name = \"ハザード\",\n                text = {\n\t\t\t\t\t\"{C:attention}ブラインド{} が選択された時\",\n\t\t\t\t\t\"デッキサイズによって, デッキに\",\n\t\t\t\t\t\"{C:attention}ハザードカード{}を加える\",\n                },\n            },\n        },\n    },\n\tmisc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"ポケモンマスター\",\n            c_poke_nuzlocke = \"ナズロック\",\n\t\t\tc_poke_goodasgold = \"Good As Gold\",\n            c_poke_parenthood = \"Parenthood\",\n            c_poke_littlecup = \"Little Cup\",\n            c_poke_hammertime = \"Hammertime\",\n        },\n        dictionary = {\n            k_energy = \"エネルギーカード\",\n            k_item = \"アイテム\",\n            k_poke_pocket_pack = \"ポケットパック\",\n            k_poke_wish_pack = \"願い事パック\",\n            \n            k_poke_baby = \"ベイビィ\",\n            k_poke_safari = \"サファリ\",\n\n            b_save = \"蓄える\",\n            b_energy_cards = \"エネルギーカード\",\n            b_item_cards = \"アイテムカード\",\n            \n            --Mod Menu stuff\n\t\t\tpoke_settings_header_required = \"再起動必要:\",\n            poke_settings_header_norequired = \"再起動ない:\",\n            poke_settings_pokemon_only = \"ポケモン専ら？\",\n            poke_settings_unlimited_energy = \"無限エネルギー？\",\n            poke_settings_shiny_playing_cards = \"色違いデッキのカード？\",\n            poke_settings_jokers_only = \"ジョーカー専ら？\",\n            poke_settings_no_evolutions = \"進化ない？\",\n            poke_settings_pokeballs = \"モンスターボール？\",\n            poke_settings_pokedex_number = \"全国ナンバー？\",\n            poke_settings_pokemon_splash = \" ポケモンスプラッシュスクリーン?\",\n\t\t\tpoke_settings_pokemon_gen_one = \"第一世代ポケモン専ら？\",\n\t\t\tpoke_settings_pokemon_precise_energy = \"精密なエネルギーボーナス数値を使用？\",\n\t\t\tpoke_settings_pokemon_discovery = \"! Discovery?\",\n            poke_settings_pokemon_altart = \"Alt Art?\",\n            poke_settings_pokemon_aprilfools = \"April Fools Content?\",\n            poke_settings_pokemon_master = \"Pokemon Master Mode?\",\n            poke_credits_actualcredits = \"クレジット\",\n            poke_credits_thanks = \"スペシャルサンクス\",\n            poke_credits_lead = \"チーフプログラマー： \",\n            poke_credits_graphics = \"グラフィック ディレクター： \",\n            poke_credits_quality_assurance_main = \"品質保証リーダー: \",\n            poke_credits_developer = \"開発元: \",\n\t\t\tpoke_credits_designer = \"デザイン補佐: \",\n            poke_credits_community_manager = \"コミュニティマネージャー: \",\n            poke_credits_promotion_producer = \"プロモプロデューサー: \",\n            poke_credits_localization = \"多言語化: \",\n\t\t\tpoke_credits_sound = \"オーディオエンジニア: \",\n\n            poke_plus_pokeitem = \"+1 アイテム\",\n            poke_plus_energy = \"+1 エネルギー\",\n\t\t\tpoke_plus_shop = \"+1 ショップカード\",\n            poke_destroyed_ex = \"破壊した！\",\n            poke_evolve_success = \"進化した！\",\n            poke_evolve_level = \"レベルアップ！\",\n\t\t\tpoke_tera = \"テラスタル\",\n            poke_tera_ex = \"テラスタル！\",\n            poke_metal_ex = \"鋼！\",\n            poke_dragon_ex = \"ドラゴン！\",\n\t\t\tpoke_energized_ex = \"エナジャイズ！\",\n            poke_unlimited_energy = \"無限\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"カモネギ\",\n            cubone_marowak_infoqueue = \"カラカラとガラガラ\",\n            snorlax_infoqueue = \"カビゴン\",\n            pokeball_variable = \"モンスターボール\",\n            goodrod_variable = \"いいつりざお\",\n            pinkseal_variable = \"ピンクシール\",\n\t\t\ttwisted_spoon_variable = \"曲がったスプーン\",\n\n            --From Gastly Line\n            poke_lick_ex = \"なめる！\",\n            poke_lick = \"なめる\",\n            --From Kingler\n            poke_surf_ex = \"なみのり！\",\n            --From Voltorb Line\n            poke_explosion_ex = \"ドカーン！\",\n            --From Exeggutor\n            poke_solar_ex = \"ソーラー！\",\n            poke_solar = \"ソーラー\",\n            --From Pinsir\n            poke_pinsir_pin = \"ピン留め！\",\n            poke_pinsir_remove_pin = \"ピン留めない！\",\n            --From Tangela line\n            poke_tangela_bonus = \"すべて！\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \" キーン！\",\n            --From Bellossom\n            poke_petal_dance_ex = \"はなびら！\",\n            poke_petal_dance = \"はなびら\",\n            --From Scizor\n            poke_x_scissor_ex = \"シザークロス！\",\n            poke_x_scissor = \"シザークロス\",\n            --From Kingdra\n            poke_twister_ex = \"たつまき！\",\n            --From Mime Jr.\n            poke_mime_ex = \"マイム！\",\n            --From Magmortar\n            poke_fire_blast_ex = \"だいもんじ！\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"かみなり！\",\n            poke_gift_ex = \"プレゼント!\",\n\t\t\tpoke_faint_ex = \"たおれた！\",\n\t\t\tpoke_nido_ex = \"ニド！\",\n\t\t\tpoke_disguise_intact = \"化けの皮身代わり！セーフ！\",\n            poke_disguise_broken = \"化けの皮剥がれた…\",\n\t\t\t\n            poke_none = \"なし\",\n            poke_dawn_info1 = \"(次のプレイされるポーカーハンドはセットされる)\",\n            poke_dawn_info2 = \"(ポーカーハンドはセットされた！)\",\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"ピンクシール\",\n\t\t\tpoke_silver_seal = \"シルバーシール\",\n\n            poke_shiny = \"色違い\",\n\n            grass_sticker = \"テラ草\",\n            fire_sticker = \"テラ炎\",\n            water_sticker = \"テラ水\",\n            lightning_sticker = \"テラ雷\",\n            psychic_sticker = \"テラ超\",\n            fighting_sticker = \"テラ闘\",\n            colorless_sticker = \"テラ無色\",\n            dark_sticker = \"テラ悪\",\n            metal_sticker = \"テラ鋼\",\n            fairy_sticker = \"テラフェアリー\",\n            dragon_sticker = \"テラドラゴン\",\n            earth_sticker = \"テラ地面\",\n\n            k_poke_safari = \"サファリ\",\n\t\t\tk_poke_mega = \"メガ\",\n        },\n        v_dictionary = {\n            \n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"ボスブラインドを倒すとジョーカースロット{C:attention}+1{} {C:inactive}(最高 5スロット)\"},\n           ch_c_poke_nuzlocke = {\"各アンティ最初のショップには {C:attention}道化師パック\"}\n        },\n    },\n}\n"
  },
  {
    "path": "localization/ko.lua",
    "content": "-- Welcome to ko.lua!\n-- friendly reminder that in the us we say things like \"color\" and not \"colour\"\n-- This is also the default file, if there are things here that are \"missing\" from other files it will use this one instead\n\n--Progress report: (this is the english file so it doesn't really matter but this is for consistency)\n\n--[[\nDecks: Yes\nJokers: Yes\nSettings/Mod: Yes\nItems: Yes\nEnergy: Yes\nDeck Sleeves (requires Decksleeves Mod): Yes\nBoss Blinds: Yes\nChallenges: Yes\nSpectrals: Yes\nTarots: Yes (there aren't any lmao)\nStickers: Yes\nPlanets: Yes (there aren't any lmao)\nDictonary: Yes\nEditions: Yes\nVouchers: Yes\nTags: Yes\nMisc Infoqueues (ancient, baby, eitem, Type, etc): Yes\nOther (packs, stickers, etc): Yes\nMisc: Yes\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"트레이너 덱\",\n                text = {\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} 바우처와\",\n                    \"{C:tarot,T:c_poke_pokeball}#2#{} 카드를\",\n                    \"보유하고 시작합니다\",\n                } \n            },\n            b_poke_telekineticdeck = {\n                name = \"염동력 덱\",\n                text = {\n                    \"{C:tarot,T:v_crystal_ball}#1#{} 바우처와\",\n                    \"{C:item,T:c_poke_twisted_spoon}#2#{} 카드를\",\n                    \"{C:attention}2{}장 보유하고 시작합니다\",\n                } \n            },\n            --Fun fact: this and luminious deck had their descriptions mixed up\n            b_poke_obituarydeck = {\n                name = \"부고 덱\",\n                text = {\n                    \"모든 카드에 {C:dark_edition}#1#{}가 부여됩니다\",\n                } \n            },\n            b_poke_revenantdeck = {\n                name = \"망령 덱\",\n                text = {\n                    \"모든 카드에 {C:dark_edition}#1#{}가 부여됩니다\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"루미너스 덱\",\n                text = {\n                    \"모든 조커가 {C:pink}에너지화{}된 상태로,\",\n                    \"무작위 {C:pink}타입{} 스티커가 붙어서\",\n                    \"생성됩니다\"\n                }\n            },\n            b_poke_ampeddeck = {\n                name = \"증폭 덱\",\n                text = {\n                    \"{C:tarot,T:v_poke_energysearch}#1#{} 바우처와\",\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#{} 카드를\",\n                    \"보유하고 시작합니다\",\n                } \n            },\n            b_poke_futuredeck = {\n                name = \"미래 덱\",\n                text = {\n                    \"{C:purple}+#1# 꿰뚫어보기{}\",\n                } \n            },\n            b_poke_stadiumdeck = {\n                name = \"스타디움 덱\",\n                text = {\n                    \"덱에 {C:attention}보너스, 배수,\",\n                    \"{C:attention}와일드, 글래스, 스틸, 석재,\",\n                    \"{C:attention}골드,{} {C:attention}럭키{} 카드를\",\n                    \"가지고 시작합니다\"\n                } \n            },\n            b_poke_megadeck = {\n                name = \"메가 덱\",\n                text = {\n                    \"{C:tarot,T:v_reroll_surplus}#2#{}, {C:tarot,T:v_reroll_glut}#3#{},\",\n                    \"{C:tarot,T:v_crystal_ball}#5#{} 바우처와\",\n                    \"{C:spectral,T:c_poke_megastone}#1#{} 카드를 보유하고 시작합니다\",\n                    \"상점 슬롯 {C:red}-#4#{}칸\"\n                } \n            },\n            b_poke_vendingdeck = {\n                name = \"자판기 덱\",\n                text = {\n                    \"각 {C:attention}홀수 앤티 보스 블라인드{}를\",\n                    \"격파할 때마다,\",\n                    \"{C:attention,T:tag_vremade_double}#1#{}를 획득합니다\",\n                } \n            },\n\t\t\tb_poke_diceydeck = {\n                name = \"잔해 덱\",\n                text = {\n                    \"{C:hazard}+#1#{} 위험 수치 및 한도, {C:attention}+#1#{} 손 크기\",\n                    \"매 라운드 종료 시:\",\n                    \"{C:attention}전체 덱{}에 있는 각 {C:attention}위험{}\",\n                    \"카드 한 장당 {C:money}$#4#{} 획득\",\n                    \"{C:attention}이자{} 획득 불가\"\n                } \n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"연두빛 방\",\n                text = {\n                    \"매 핸드마다 무작위 타입이\",\n                    \"능력 무효화됩니다\",\n                }, \n            },\n            bl_poke_mirror = {\n                name = \"거울\",\n                text = {\n                    \"{C:attention}블라인드{} 선택 시,\",\n                    \"가장 오른쪽의 조커가\",\n                    \"{c:attention}메타몽{}으로 변신합니다\",\n                }, \n            },\n            bl_poke_rocket = {\n                name = \"로켓단\",\n                text = {\n                    \"보유 금액이 $25 이상일 경우\",\n                    \"모든 카드가 뒷면으로 뽑힙니다\"\n                }, \n            },\n            bl_poke_star = {\n                name = \"별\",\n                text = {\n                    \"매 핸드마다 무작위 타입이\",\n                    \"능력 무효화됩니다\"\n                },\n            },\n            bl_poke_gray_godfather = {\n                name = \"회색 대부\",\n                text = {\n                    \"핸드를 플레이하거나 버릴 때 {C:money}-$#1#{},\",\n                    \"그 후 빚이 있는 상태라면\",\n                    \"무작위 조커 하나를 파괴합니다\"\n                }, \n            },\n            bl_poke_white_executive = {\n                name = \"하얀 간부\",\n                text = {\n                    \"{C:attention}블라인드{} 선택 시, 모든 조커와\",\n                    \"소모품의 판매 가치 합계만큼\",\n                    \"덱에 있는 카드 {C:attention}#1#{}장을\",\n                    \"능력 무효화합니다\"\n                }, \n            },\n            bl_poke_magma = {\n                name = \"마그마단\",\n                text = {\n                    \"기본 칩이 1/4로 감소합니다\",\n                }, \n            },\n            bl_poke_aqua = {\n                name = \"아쿠아단\",\n                text = {\n                    \"기본 배수가 1/4로 감소합니다\",\n                }, \n            },\n\t\t\tbl_poke_iridescent_hacker = {\n                name = \"무지개빛 해커\",\n                text = {\n                    \"매 핸드마다 무작위 타입이\",\n                    \"능력 무효화됩니다\",\n                },\n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"몬스터볼\",\n                text = {\n                    \"{C:attention}기본 조커{} 카드를\",\n                    \"생성합니다\",\n                    \"{C:inactive}(공간이 있어야 함)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"수퍼볼\",\n                text = {\n                    \"{C:attention}1진화 조커{} 카드를\",\n                    \"생성합니다\",\n                    \"{C:inactive}(공간이 있어야 함)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"달의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:green}#2# / #3#{} 확률로\",\n                    \"선택한 {C:attention}포커 핸드{}의\",\n                    \"레벨을 상승시킵니다\",\n                    \"{C:inactive}(핸드: {C:attention}#1#{C:inactive}){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"태양의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}#1#{}장을\",\n                    \"{C:attention}와일드{} 카드로 강화하고\",\n                    \"랭크를 {C:attention}무작위{}로 변경합니다\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"물의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}#1#{}장을\",\n                    \"{C:attention}보너스{} 카드로 강화합니다\",\n                    \"이미 {C:attention}보너스{} 카드라면\",\n                    \"총 칩을 {C:attention}2배{}로 만듭니다\",\n                    \"{C:inactive}(강화당 최대 {C:chips}+#2#{C:inactive} 칩)\",\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"천둥의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}1{}장을 파괴하고,\",\n                    \"같은 랭크의 {C:attention}골드{} 카드 2장을\",\n                    \"덱에 추가하고 {C:attention}1{}장을 손으로 가져옵니다\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"불꽃의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}#1#{}장을 {C:attention}배수{} 카드로 강화하고\",\n                    \"그 중 {C:attention}1{}장을 무작위로 파괴합니다\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"리프의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:green}#1# / #2#{} 확률로\",\n                    \"핸드에 있는 각 카드를\",\n                    \"{C:attention}럭키{} 카드로 강화합니다\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"연결의끈\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"카드 {C:attention}#1#{}장을 선택합니다,\",\n                    \"{C:attention}왼쪽{} 카드의 랭크를 {C:attention}상승{}시키고\",\n                    \"{C:attention}오른쪽{} 카드의 랭크를 {C:attention}하락{}시킵니다\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"먹다남은음식\",\n                text = {\n                    \"{C:attention}재사용 가능{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"가장 왼쪽 또는 선택한 조커의\",\n                    \"판매 가치를 {C:money}$#2#{} 증가시킵니다\",\n                    \"{C:inactive}(라운드당 1회 사용 가능)\",\n                }\n            },\n            c_poke_leek = {\n                name = \"대파\",\n                text = {\n                    \"{C:attention}재사용 가능{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:green}#1# / #2#{} 확률로 자신에게\",\n                    \"{C:dark_edition}포일{}, {C:dark_edition}홀로그램{}, 또는\",\n                    \"{C:dark_edition}폴리크롬{}을 추가하고,\",\n                    \"라운드 종료 시 {C:attention}에디션{}을 제거합니다\",\n                    \"{C:inactive}(라운드당 1회 사용 가능)\",\n                }\n            },\n            c_poke_thickclub = {\n                name = \"굵은뼈\",\n\t\t\t\t\n                text = {\n                    \"{C:attention}재사용 가능{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}#1#{}장에\",\n                    \"영구적으로 {C:chips}+#2#{} 칩을 추가합니다\",\n                    \"{C:inactive}(라운드당 1회 사용 가능)\",\n                }\n            },\n            c_poke_teraorb = {\n                name = \"테라오브\",\n                text = {\n                    \"{C:attention}타입 변경:{} {B:1,V:2}#1#{}\",\n                    \"{C:inactive,s:0.8}({C:pink,s:0.8}타입{C:inactive,s:0.8}은 핸드를 낼 때마다 변경됩니다){}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"가장 왼쪽 또는 선택한 조커가\",\n                    \"이미 {B:1,V:2}#1#{} {C:pink}타입{}이라면\",\n                    \"{C:pink}에너지화{}합니다\",\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"금속코트\",\n                text = {\n                    \"{C:attention}타입 변경:{} {X:metal,C:white}강철{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}1{}장의\",\n                    \"{C:attention}스틸{} 복제본을 생성합니다\",\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"용의비늘\",\n                text = {\n                    \"{C:attention}타입 변경:{} {X:dragon,C:white}드래곤{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"무작위 {C:item}아이템{} 또는 {C:pink}에너지{} 카드를\",\n                    \"최대 {C:attention}3{}장 생성합니다\",\n                    \"{C:inactive}(공간이 있어야 함){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"왕의징표석\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}#1#{}장을\",\n                    \"{C:attention}킹{}으로 변경합니다\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"업그레이드\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}#1#{}장에\",\n                    \"무작위 {C:attention}비-석재 강화{}를 부여합니다\",\n                }\n            },\n            c_poke_dubious_disc = {\n                name = \"괴상한패치\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"핸드에 {C:attention}보유한{} 모든 카드를\",\n                    \"무작위로 {C:attention}강화{}합니다\",\n                }\n            },\n            c_poke_icestone = {\n                name = \"얼음의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}#1#{}장을\",\n                    \"{C:attention}글래스 카드{}로 강화합니다\",\n                    \"{C:green}#2# / #3#{} 확률로\",\n                    \"선택한 카드가 {C:attention}깨집니다{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"빛의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}1{}장에 {C:dark_edition}포일{}, {C:dark_edition}홀로그램{},\",\n                    \"또는 {C:dark_edition}폴리크롬{} 효과를 추가하고\",\n                    \"카드의 {C:attention}강화{}를 제거합니다\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"휘어진스푼\",\n                text = {\n                    \"이번 런에서 마지막으로 사용한\",\n                    \"{C:item}아이템{} 카드 또는 {C:pink}에너지{} 카드를 생성합니다\",\n                    \"{s:0.8,C:item}휘어진스푼, 재사용 가능 아이템,\",\n                    \"{s:0.8,C:item}나무열매 주스는 제외됩니다{s:0.8}\"\n                }\n            },\n            c_poke_prismscale = {\n                name = \"고운비늘\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"무작위로 {C:attention}보유한{} 카드 {C:attention}#2#{}장을\",\n                    \"선택한 카드 {C:attention}#1#{}장의\",\n                    \"{C:attention}수트{}로 변환합니다\",\n                }\n            },\n            c_poke_duskstone = {\n                name = \"어둠의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:attention}흡수 가능한{} 각 조커마다 {C:money}$#1#{}를\",\n                    \"획득하고, 그들로부터 {C:attention}{C:money}$1{}를 흡수합니다\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:attention}#2#{} {C:inactive}[#3#]{} 라운드 후에는,\",\n                    \"대신 각 조커마다 {C:money}$#1#{}를 획득합니다\",\n                    \"{C:inactive}(현재 {C:money}$#4#{C:inactive}/최대 $#5#)\"\n                }\n            },\n            c_poke_dawnstone = {\n                name = \"각성의돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:attention}#1#{} {C:mult}배수{} 값의\",\n                    \"{c:attention}2배{}만큼 {C:money}${}를 획득합니다\",\n                    \"{C:inactive}#4#{}\",\n                    \"{C:inactive}(현재 {C:money}$#2#{C:inactive}/최대 $40)\",\n                }\n            },\n            c_poke_hardstone = {\n                name = \"딱딱한돌\",\n                text = {\n                    \"{C:attention}진화 카드{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"선택한 카드 {C:attention}1{}장을 {C:attention}석재{} 카드로 강화하며,\",\n                    \"보유한 {X:earth,C:white}땅{} 조커 하나당\",\n                    \"{C:chips}+#2#{} 칩을 추가합니다\"\n                }\n            },\n            c_poke_miracleseed = {\n                name = \"기적의 씨\",\n                text = {\n                    \"선택한 카드 {C:attention}1{}장을\",\n                    \"{C:attention}씨앗{} 카드로\",\n                    \"{C:attention}강화{}합니다\"\n                }\n            },\n            c_poke_heartscale = {\n                name = \"하트비늘\",\n                text = {\n                    \"카드 {C:attention}#1#{}장을 선택합니다,\",\n                    \"{C:attention}왼쪽{} 카드를 {C:attention}오른쪽{} 카드로 변환하고\",\n                    \"두 카드를 모두 {C:hearts}#2#{}로 만듭니다\",\n                    \"{C:inactive}(드래그해서 재배열)\",\n                }\n            },\n            c_poke_berry_juice = {\n                name = \"나무열매 주스\",\n                text = {\n                    \"효과는 파괴된\",\n                    \"{C:attention}소모품{}에 따라 달라집니다\"\n                }\n            },\n            c_poke_berry_juice_energy = {\n                name = \"에너지화된 나무열매 주스\",\n                text = {\n                    \"아무 {C:pink}타입{}의 가장 왼쪽 또는 선택한\",\n                    \"조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_berry_juice_spectral = {\n                name = \"유령 나무열매 주스\",\n                text = {\n                    \"선택한 카드 {C:attention}1{}장에 무작위 {C:attention}인장{}과\",\n                    \"{C:dark_edition}포일{}, {C:dark_edition}홀로그램{} 또는 {C:dark_edition}폴리크롬{}을\",\n                    \"추가합니다\"\n                },\n            },\n            c_poke_berry_juice_planet = {\n                name = \"별의 나무열매 주스\",\n                text = {\n                    \"가장 레벨이 높은\",\n                    \"{C:attention}포커 핸드{}를 1레벨 업그레이드합니다\",\n                },\n            },\n            c_poke_berry_juice_item = {\n                name = \"아이템 나무열매 주스\",\n                text = {\n                    \"{C:item}휘어진스푼{} 카드를 생성합니다\",\n                    \"{C:green}#1# / #2#{} 확률로\",\n                    \"대신 {C:attention}2{}장을 생성합니다\",\n                    \"{C:inactive}(공간이 있어야 함){}\"\n                },\n            },\n            c_poke_berry_juice_tarot = {\n                name = \"오컬트 나무열매 주스\",\n                text = {\n                    \"{C:tarot}광대{} 카드를 생성하고\",\n                    \"{C:money}$#1#{}를 획득합니다\",\n                },\n            },\n            c_poke_berry_juice_mystery = {\n                name = \"의문의 나무열매 주스\",\n                text = {\n                    \"무작위 {C:item}나무열매 주스{} 카드를\",\n                    \"생성합니다\"\n                }\n            },\n            c_poke_oven = {\n                name = \"히트\",\n                text = {\n                  \"{C:attention}블라인드{} 중에 사용 시\",\n                  \"이번 라운드에 {C:attention}+#1#{} 버리기 횟수를 얻습니다\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"가장 왼쪽 또는 선택한\",\n                  \"{C:attention}로토무{}를 변신시킵니다\"\n                }\n            },\n            c_poke_washing_machine = {\n                name = \"워시\",\n                text = {\n                  \"{C:attention}블라인드{} 중에 사용 시\",\n                  \"이번 라운드에 {C:attention}+#1#{} 핸드 횟수를 얻습니다\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"가장 왼쪽 또는 선택한\",\n                  \"{C:attention}로토무{}를 변신시킵니다\"\n                }\n            },\n            c_poke_fridge = {\n                name = \"프로스트\",\n                text = {\n                  \"무작위 {C:attention}소모품{} {C:attention}2{}개를 생성합니다\",\n                  \"{C:inactive}(공간이 있어야 함)\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"가장 왼쪽 또는 선택한\",\n                  \"{C:attention}로토무{}를 변신시킵니다\"\n                }\n            },\n            c_poke_fan = {\n                name = \"스핀\",\n                text = {\n                  \"{C:blue}커먼{} 조커를 최대\",\n                  \"{C:attention}2{}장 생성합니다\",\n                  \"{C:inactive}(공간이 있어야 함)\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"가장 왼쪽 또는 선택한\",\n                  \"{C:attention}로토무{}를 변신시킵니다\"\n                }\n            },\n            c_poke_lawn_mower = {\n                name = \"커트\",\n                text = {\n                  \"{C:attention}블라인드{} 중에 사용 시\",\n                  \"이번 라운드에 핸드 크기 {C:attention}+#1#{}를 얻습니다\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"가장 왼쪽 또는 선택한\",\n                  \"{C:attention}로토무{}를 변신시킵니다\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"풀 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:grass,C:white}풀{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"불꽃 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:fire,C:white}불꽃{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"물 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:water,C:white}물{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"전기 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:lightning,C:black}전기{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"에스퍼 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:psychic,C:white}에스퍼{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"격투 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:fighting,C:white}격투{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"노말 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:colorless,C:white}노말{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{X:colorless,C:white}노말{}이 아닌 조커에게는\",\n                    \"효과가 절반입니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"악 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:dark,C:white}악{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"강철 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:Metal,C:white}강철{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"페어리 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:fairy,C:white}페어리{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"드래곤 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:dragon,C:white}드래곤{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"땅 에너지\",\n                text = {\n                    \"가능하다면 가장 왼쪽 또는 선택한\",\n                    \"{X:earth,C:white}땅{} 조커를 {C:pink}에너지화{}합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n                },\n            },\n            c_poke_bird_energy = {\n                name = \"비행 에너지\",\n                text = {\n                  \"\"\n                },\n            },\n            c_poke_emergy = {\n                name = \"이머지\",\n                text = {\n                    \"{C:attention}졸리 조커{} 또는 {C:legendary}M 조커{}당\",\n                    \"{C:dark_edition}네거티브{}를 가진 무작위\",\n                    \"{C:green}에너지{} 카드 {C:attention}1{}장을 생성합니다\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"이로치\",\n                label = \"이로치\",\n                text = {\n                    \"상점에서 {C:attention}+1{}개의\",\n                    \"부스터 팩 슬롯 이용 가능\",\n                },\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n            -- HA HA! Not anymore!\n\n            m_poke_hazard = {\n                name = \"해저드 카드\",\n                text = {\n                    \"랭크나 수트 없음\",\n                    \"라운드 종료 시 {C:attention}강화{} 제거\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"라운드 종료 시 핸드에 {C:attention}보유 중{}이라면\",\n                    \"{C:green}#1# / #2#{} 확률로 파괴됨\"\n                },\n            },\n            m_poke_flower = {\n                name = \"플라워 카드\",\n                text = {\n                    \"포커 핸드에 {C:attention}4개 이상의 수트{}가\",\n                    \"포함되면 {X:mult,C:white} X#1# {} 배수\"\n                },\n            },\n\t\t\tm_poke_seed = {\n                name = \"씨앗 카드\",\n                text = {\n                    \"득점 시 {C:attention}성장{}합니다\",\n                    \"{C:attention}#1#{}번 {C:inactive}[#2#]{} 성장하면\",\n                    \"{C:attention}꽃{} 카드로 변하고\",\n                    \"{C:money}$#3#{}를 획득합니다\"\n                },\n            },\n        },\n        Stake = {\n            stake_poke_diamond = {\n                name = \"다이아몬드 스테이크\",\n                colour = \"Diamond\",\n                text = {\n                    \"{C:attention}아기 포켓몬{}이 아닌 포켓몬 조커의 진화가 {C:attention}1{} 라운드 느려짐\",\n                    \"{s:0.8}이전 스테이크의 모든 규칙 적용\"\n                }\n            },\n            stake_poke_pearl = {\n                name = \"펄 스테이크\",\n                colour = \"Pearl\",\n                text = {\n                    \"{C:attention}-1{} 에너지 한도\",\n                    \"{s:0.8}이전 스테이크의 모든 규칙 적용\"\n                }\n            },\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"이상해씨\",\n                text = {\n                    \"핸드 크기 {C:attention}+#4#{}\",\n                    \"핸드에 {C:attention}#3#{} 카드를 보유할 때마다\",\n                    \"{C:money}$#1#{} 획득\",\n                    \"{C:inactive,s:0.8}(랭크는 매 라운드 변경됩니다){}\",\n                    \"{C:inactive,s:0.8}({C:money,s:0.8}$#2#{C:inactive,s:0.8}를 벌면 진화)\",\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"이상해풀\",\n                text = {\n                    \"핸드 크기 {C:attention}+#3#{}\",\n                    \"핸드에 {C:attention}#4#{} 카드를 보유할 때마다\",\n                    \"{C:money}$#1#{} 또는 {C:money}$#5#{} 획득\",\n                    \"{C:inactive,s:0.8}(랭크는 매 라운드 변경됩니다){}\",\n                    \"{C:inactive,s:0.8}({C:money,s:0.8}$#2#{C:inactive,s:0.8}를 벌면 진화)\",\n                } \n            },\n            j_poke_venusaur = {\n                name = \"이상해꽃\",\n                text = {\n                    \"핸드 크기 {C:attention}+#3#{}\",\n                    \"핸드에 {C:attention}#4#{} 카드를 보유할 때마다\",\n                    \"{C:money}$#1#{} 획득\",\n                    \"{C:inactive,s:0.8}(랭크는 매 라운드 변경됩니다){}\",\n                }\n            },\n            j_poke_mega_venusaur = {\n                name = \"메가이상해꽃\",\n                text = {\n                    \"핸드 크기 {C:attention}+#1#{}\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"파이리\",\n                text = {\n                    \"버리기 횟수 {C:red}+#4#{}\",\n                    \"남은 버리기 횟수가 {C:attention}#3#{}회일 때\",\n                    \"핸드 플레이 시 {C:mult}+#2#{} 배수 증가\",\n                    \"{C:inactive}({C:mult}+#1#{C:inactive} / +16 배수일 때 진화)\",\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"리자드\",\n                text = {\n                    \"버리기 횟수 {C:red}+#4#{}\",\n                    \"남은 버리기 횟수가 {C:attention}#3#{}회일 때\",\n                    \"핸드 플레이 시 {C:mult}+#2#{} 배수 증가\",\n                    \"{C:inactive}({C:mult}+#1#{C:inactive} / +36 배수일 때 진화)\",\n                }\n            },\n            j_poke_charizard = {\n                name = \"리자몽\",\n                text = {\n                    \"버리기 횟수 {C:red}+#4#{}, {C:mult}+#1#{} 배수\",\n                    \"남은 버리기 횟수가 {C:attention}#3#{}회일 때 {X:mult,C:white} X#2# {} 배수\",\n                } \n            },\n            j_poke_mega_charizard_x = {\n                name = \"메가리자몽X\",\n                text = {\n                    \"남은 버리기 횟수가 {C:attention}#2#{}회일 때 {X:mult,C:white} X#1# {} 배수\",\n                } \n            },\n            j_poke_mega_charizard_y = {\n                name = \"메가리자몽Y\",\n                text = {\n                    \"버리기 횟수 {C:red}+#1#{}\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"꼬부기\",\n                text = {\n                    \"핸드 횟수 {C:chips}+#2#{}\",\n                    \"핸드를 플레이할 때\",\n                    \"남은 {C:attention}핸드{} 횟수마다\",\n                    \"{C:chips}+#4#{} 칩 증가\",\n                    \"{C:inactive}({C:chips}+#1#{C:inactive} / +#3# 칩일 때 진화)\",\n                } \n            },\n            j_poke_wartortle = {\n                name = \"어니부기\",\n                text = {\n                    \"핸드 횟수 {C:chips}+#2#{}\",\n                    \"핸드를 플레이할 때\",\n                    \"남은 {C:attention}핸드{} 횟수마다\",\n                    \"{C:chips}+#4#{} 칩 증가\",\n                    \"{C:inactive}({C:chips}+#1#{C:inactive} / +#3# 칩일 때 진화)\",\n                } \n            },\n            j_poke_blastoise = {\n                name = \"거북왕\",\n                text = {\n                    \"핸드 횟수 {C:chips}+#3#{}, {C:chips}+#1#{} 칩\",\n                    \"남은 핸드 횟수마다 {C:chips}+#2#{} 칩\",\n                } \n            },\n            j_poke_mega_blastoise = {\n                name = \"메가거북왕\",\n                text = {\n                    \"핸드 횟수 {C:chips}+#2#{}\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"캐터피\",\n                text = {\n                    \"{C:mult}+#1#{} 배수\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"단데기\",\n                text = {\n                    \"{C:mult}+#1#{} 배수\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"버터플\",\n                text = {\n                    \"{C:mult}+#1#{} 배수\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"뿔충이\",\n                text = {\n                    \"{C:chips}+#1#{} 칩\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"딱충이\",\n                text = {\n                    \"{C:chips}+#1#{} 칩\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"독침붕\",\n                text = {\n                    \"{C:chips}+#1#{} 칩\"\n                } \n            },\n            j_poke_mega_beedrill = {\n                name = \"메가독침붕\",\n                text = {\n                    \"{C:chips}+#1#{} 칩\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"구구\",\n                text = {\n                    \"포커 핸드에 있는 서로 다른\",\n                    \"{C:attention}랭크{}와 {C:attention}수트{}마다\",\n                    \"{C:mult}+#2#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"피죤\",\n                text = {\n                    \"포커 핸드에 있는 서로 다른\",\n                    \"{C:attention}랭크{}와 {C:attention}수트{}마다\",\n                    \"{C:mult}+#2#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"피죤투\",\n                text = {\n                    \"포커 핸드에 있는 서로 다른\",\n                    \"{C:attention}랭크{}와 {C:attention}수트{}마다\",\n                    \"{C:mult}+#1#{} 배수를 제공합니다\",\n                } \n            },\n            j_poke_mega_pidgeot = {\n                name = \"메가피죤투\",\n                text = {\n                    \"포커 핸드에 있는 서로 다른\",\n                    \"{C:attention}랭크{}와 {C:attention}수트{}마다\",\n                    \"{X:mult,C:white} X#1# {} 배수를 제공합니다\",\n                } \n            },\n            j_poke_rattata = {\n                name = \"꼬렛\",\n                text = {\n                    \"득점한 {C:attention}처음 2장{}의 카드를\",\n                    \"{C:attention}#1#{}회 재트리거합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"레트라\",\n                text = {\n                    \"득점한 {C:attention}처음 3장{}의 카드를\",\n                    \"{C:attention}#1#{}회 재트리거합니다\",\n                }\n            },\n            j_poke_spearow = {\n                name = \"깨비참\",\n                text = {\n                    \"{C:attention}#2#{} {C:inactive}[#3#]{}장의 득점 카드를 낸 후\",\n                    \"다음 플레이한 {C:attention}포커 핸드{}의 레벨을 업그레이드합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"깨비드릴조\",\n                text = {\n                    \"{C:attention}#1#{} {C:inactive}[#2#]{}장의 득점 카드를 낸 후\",\n                    \"다음 플레이한 {C:attention}포커 핸드{}의 레벨을 업그레이드합니다{C:inactive}#3#{}\",\n                }\n            },\n            j_poke_ekans = {\n                name = \"아보\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}스트레이트{}가\",\n                    \"포함되면 {C:mult}+#1#{} 배수\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"아보크\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}스트레이트{}가\",\n                    \"포함되면 {C:mult}+#1#{} 배수\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"추가로 {C:attention}에이스{}가 포함되어 있으면\",\n                    \"{C:tarot}타로{} 카드를 생성합니다\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"피카츄\",\n                text = {\n                    \"{C:money}$#3#{} 이상 보유 시\",\n                    \"{C:mult}+#1#{} 배수\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"보유 금액이 {C:money}$#3#{} 미만일 때\",\n                    \"{C:attention}블라인드{}를 선택하면 {C:money}$#2#{} 획득\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}천둥의돌{C:inactive,s:0.8}로 진화)\"\n                }\n            },\n            j_poke_raichu = {\n                name = \"라이츄\",\n                text = {\n                    \"보유한 {C:money}$#2#{}마다\",\n                    \"{C:mult}+#1#{} 배수\",\n                    \"{C:inactive}(현재 {C:mult}+#3#{C:inactive} 배수)\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:attention}블라인드{} 선택 시\",\n                    \"이자를 획득합니다\",\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"모래두지\",\n                text = {\n                    \"{C:attention}전체 덱{}에 있는 {C:attention}글래스{} 카드마다\",\n                    \"{C:chips}+#2#{} 칩\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"{V:1}매 라운드 처음으로 깨진 {C:attention,V:1}글래스{V:1} 카드의\",\n                    \"{V:1}복제본을 핸드에 추가합니다\",\n                    \"{C:inactive}(현재 {C:chips}+#3#{C:inactive} 칩)\",\n                    \"{C:inactive,s:0.8}(#1# 라운드 후 진화){}\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"고지\",\n                text = {\n                    \"{C:attention}전체 덱{}에 있는 {C:attention}글래스{} 카드마다\",\n                    \"{C:chips}+#1#{} 칩\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"{V:1}매 라운드 처음으로 깨진 {C:attention,V:1}글래스{V:1} 카드\",\n                    \"{V:1}#3# {C:inactive}[#4#]{}장의 복제본을 핸드에 추가합니다\",\n                    \"{C:inactive}(현재 {C:chips}+#2#{C:inactive} 칩)\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"니드런♀\",\n                text = {\n                    \"핸드에 {C:attention}퀸{}을 보유할 때마다\",\n                    \"{C:chips}+#1#{} 칩\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"니드리나\",\n                text = {\n                    \"핸드에 {C:attention}퀸{}을 보유할 때마다\",\n                    \"{C:chips}+#1#{} 칩\",\n                    \"{C:inactive,s:0.8}(달의돌로 진화){}\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"니드퀸\",\n                text = {\n                    \"핸드 크기 {C:attention}+#2#{}\",\n                    \"핸드에 {C:attention}퀸{}을 보유할 때마다\",\n                    \"{C:chips}+#1#{} 칩\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"니드런♂\",\n                text = {\n                    \"핸드에 {C:attention}킹{}을 보유할 때마다\",\n                    \"{C:mult}+#1#{} 배수\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"니드리노\",\n                text = {\n                    \"핸드에 {C:attention}킹{}을 보유할 때마다\",\n                    \"{C:mult}+#1#{} 배수\",\n                    \"{C:inactive,s:0.8}(달의돌로 진화){}\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"니드킹\",\n                text = {\n                    \"핸드 크기 {C:attention}+#2#{}\",\n                    \"핸드에 {C:attention}킹{}을 보유할 때마다\",\n                    \"{C:mult}+#1#{} 배수\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"삐삐\",\n                text = {\n                    \"플레이한 {C:clubs}#2#{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(달의돌로 진화){}\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"픽시\",\n                text = {\n                    \"득점 시, 이번 라운드에 플레이한\",\n                    \"{C:clubs}#2#{} 카드 수만큼\",\n                    \"{C:clubs}#2#{} 카드가 {C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(클럽 5장을 내면, 각각 {C:mult,s:0.8}+#4#{C:inactive,s:0.8} 배수 제공)\",\n                    \"{C:inactive}(현재 {C:mult}+#3#{C:inactive} 배수)\"\n                } \n            },\n            j_poke_vulpix = {\n                name = \"식스테일\",\n                text = {\n                    \"플레이한 {C:attention}9{} 카드가 득점 시\",\n                    \"{C:green}#1# / #2#{} 확률로\",\n                    \"{C:tarot}타로{} 카드를 생성합니다\",\n                    \"{C:inactive,s:0.8}(공간이 있어야 함)\",\n                    \"{C:inactive,s:0.8}(불꽃의돌로 진화){}\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"나인테일\",\n                text = {\n                    \"{C:dark_edition}네거티브 {C:spectral}영매{} 카드를 보유 시\",\n                    \"플레이한 {C:attention}9{} 카드가 득점 시\",\n                    \"{C:green}#1# / #2#{} 확률로\",\n                    \"{C:tarot}타로{} 카드를 생성합니다\",\n                    \"{C:inactive,s:0.8}(공간이 있어야 함)\",\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"푸린\",\n                text = {\n                    \"플레이한 {C:spades}#2#{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수 및 {C:chips}+#3#{} 칩을 제공합니다\",\n                    \"{C:inactive,s:0.8}(달의돌로 진화){}\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"푸크린\",\n                text = {\n                    \"플레이한 {C:spades}#3#{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수, {C:chips}+#2#{} 칩, 그리고\",\n                    \"해당 카드의 총 칩을 제공합니다\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"주뱃\",\n                text = {\n                    \"포커 핸드에 있는 {C:attention}강화된{} 카드마다\",\n                    \"{C:mult}+#2#{} 배수 증가\",\n                    \"{C:inactive}(배수 {C:mult}+#1#{C:inactive} / +#3#일 때 진화)\",\n                }\n            },\n            j_poke_golbat = {\n                name = \"골뱃\",\n                text = {\n                    \"{C:attention}보너스{} / {C:attention}석재{} 카드로 득점 시 {C:chips}+#4#{} 칩\",\n                    \"{C:attention}배수{} / {C:attention}와일드{} 카드로 득점 시 {C:mult}+#2#{} 배수\",\n                    \"{C:attention}스틸{} / {C:attention}글래스{} 카드로 득점 시 {X:mult,C:white}X#6#{} 배수\",\n                    \"{C:attention}골드{} / {C:attention}럭키{} 카드로 득점 시 {C:money}$#8#{} 획득,\",\n                    \"카드의 {C:attention}강화{}를 제거합니다\",\n                    \"{C:inactive}(현재 {C:chips}+#3#{C:inactive}, {C:mult}+#1#{C:inactive}, {X:mult,C:white}X#5#{C:inactive}, 라운드 종료 시 {C:money}$#7#{C:inactive})\",\n                    \"{C:inactive,s:0.8}(강화 카드를 {C:attention,s:0.8}#9#{C:inactive,s:0.8}장 먹으면 진화)\",\n                } \n            },\n            j_poke_oddish = {\n                name = \"뚜벅쵸\",\n                text = {\n                    \"플레이한 카드의 랭크가 {C:attention}홀수{}라면\",\n                    \"득점 시 {C:mult}+#1#{} 또는 {C:mult}+#2#{} 배수\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_gloom = {\n                name = \"냄새꼬\",\n                text = {\n                    \"플레이한 카드의 랭크가 {C:attention}홀수{}라면\",\n                    \"득점 시 {C:mult}+#1#{} 또는 {C:mult}+#2#{} 배수\",\n                    \"{C:inactive,s:0.8}(리프의돌 또는 태양의돌로 진화){}\",\n                } \n            },\n            j_poke_vileplume = {\n                name = \"라플레시아\",\n                text = {\n                    \"플레이한 카드의 랭크가 {C:attention}홀수{}라면\",\n                    \"득점 시 {C:mult}+#2#{} 배수 또는 {X:mult,C:white}X#1#{} 배수\",\n                } \n            },\n            j_poke_paras = {\n                name = \"파라스\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}투 페어{}가\",\n                    \"포함되어 있으면 {C:mult}+#2#{} 배수\",\n                    \"{C:inactive}(배수 {C:mult}+#1#{C:inactive} / +8일 때 진화)\",\n                }  \n            },\n            j_poke_parasect = {\n                name = \"파라섹트\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}투 페어{}가\",\n                    \"포함되어 있으면 {C:mult}+#2#{} 배수\",\n                    \"포함되지 않으면 {C:mult}-#3#{} 배수\",\n                    \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"콘팡\",\n                text = {\n                    \"{C:attention}목록에 있는{} 모든 {C:green,E:1,S:1.1}확률{}의\",\n                    \"분자에 {C:attention}#1#{}을 더합니다\",\n                    \"{C:inactive}(예: {C:green}1 / 6{C:inactive} -> {C:green}2 / 6{C:inactive})\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"도나리\",\n                text = {\n                    \"{C:attention}목록에 있는{} 모든 {C:green,E:1,S:1.1}확률{}의\",\n                    \"분자에 {C:attention}#1#{}을 더합니다\",\n                    \"{C:inactive}(예: {C:green}1 / 6{C:inactive} -> {C:green}3 / 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"디그다\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}트리플{}이\",\n                    \"포함되어 있으면 {C:chips}+#2#{} 칩\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"플레이한 핸드에 득점하는 {C:attention}2{}, {C:attention}3{}, 또는 {C:attention}4{}가\",\n                    \"포함되어 있으면 {C:mult}+#3#{} 배수\",\n                    \"{C:inactive,s:0.8}(#1# 라운드 후 진화){}\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"닥트리오\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}트리플{}이\",\n                    \"포함되어 있으면 {C:chips}+#2#{} 칩\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"플레이한 핸드에 득점하는 {C:attention}2{}, {C:attention}3{}, 또는 {C:attention}4{}가\",\n                    \"포함되어 있으면 {X:mult,C:white} X#1# {} 배수\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"나옹\",\n                text = {\n                    \"라운드 종료 시 {C:money}$#1#{} 획득\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"매 라운드 처음으로 {C:attention}럭키{} 카드가\",\n                    \"{C:green}성공적{}으로 발동하면\",\n                    \"지급액이 {C:money}$#2#{} 증가합니다\",\n                    \"{C:inactive,s:0.8}(지급액 {C:money,s:0.8}$#1#{C:inactive,s:0.8} / $#3#일 때 진화)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"페르시온\",\n                text = {\n                    \"라운드 종료 시 {C:money}$#1#{} 획득\",\n                    \"{C:green}#3# / #4#{} 확률로 {C:attention}2배{} 획득\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"매 라운드 처음으로 {C:attention}럭키{} 카드가\",\n                    \"{C:green}성공적{}으로 발동하면\",\n                    \"지급액이 {C:money}$#2#{} 증가합니다\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"고라파덕\",\n                text = {\n                    \"플레이한 핸드가 단 한 장의\",\n                    \"{C:attention}그림{} 카드라면, {C:money}$#1#{} 획득\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"골덕\",\n                text = {\n                    \"플레이한 핸드가 단 한 장의\",\n                    \"{C:attention}그림{} 카드라면, {C:money}$#1#{}를 획득하고\",\n                    \"득점 시 {C:attention}골드{} 카드가 됩니다\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"망키\",\n                text = {\n                    \"플레이한 {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, 또는 {C:attention}7{} 카드가\",\n                    \"득점 시 {C:mult}+#1#{} 배수 및 {C:chips}+#2#{} 칩을 제공합니다\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_primeape = {\n                name = \"성원숭\",\n                text = {\n                    \"플레이한 {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, 또는 {C:attention}7{} 카드가\",\n                    \"득점 시 {C:mult}+#1#{} 배수 및 {C:chips}+#2#{} 칩을 제공합니다\",\n                    \"{C:inactive,s:0.8}(#3#회 발동 시 진화)\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"가디\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}플러시{}가\",\n                    \"포함되면 {C:mult}+#1#{} 배수\",\n                    \"{C:inactive,s:0.8}(불꽃의돌로 진화){}\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"윈디\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}플러시{}가 포함되면 {X:mult,C:white} X#1# {} 배수\",\n                    \"해당 {C:attention}플러시{}에서 첫 번째로 낸 강화되지 않은 카드는\",\n                    \"득점 시 {C:attention}배수{} 카드가 됩니다\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"발챙이\",\n                text = {\n                    \"플레이한 {V:1}#3#{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수\",\n                    \"득점 후 수트가 순서대로 변경됩니다\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"슈륙챙이\",\n                text = {\n                    \"플레이한 {V:1}#2#{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수\",\n                    \"득점 후 수트가 순서대로 변경됩니다\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}(물의돌 또는 왕의징표석으로 진화){}\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"강챙이\",\n                text = {\n                    \"플레이한 {V:1}#2#{} 카드가 득점 시\",\n                    \"{C:mult}+#7#{} 배수 및 {X:mult,C:white}X#1#{} 배수\",\n                    \"득점 후 수트가 순서대로 변경됩니다\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\"\n                } \n            },\n            j_poke_abra = {\n                name = \"캐이시\",\n                text = {\n                    \"{C:green}#1# / #2#{} 확률로 {C:tarot}타로{}\",\n                    \"또는 {C:item}아이템{} 카드를 생성합니다.\",\n                    \"단, 플레이한 {C:attention}포커 핸드{}가\",\n                    \"이번 라운드에 이미 플레이된 경우여야 합니다\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_kadabra = {\n                name = \"윤겔라\",\n                text = {\n                    \"{C:green}#1# / #2#{} 확률로 {C:tarot}타로{} 또는\",\n                    \"{C:item}휘어진스푼{} 카드를 생성합니다.\",\n                    \"단, 플레이한 {C:attention}포커 핸드{}가\",\n                    \"이번 라운드에 이미 플레이된 경우여야 합니다\",\n                    \"{C:inactive,s:0.8}(연결의끈으로 진화){}\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"후딘\",\n                text = {\n                    \"{C:attention}+#3#{} 소모품 슬롯\",\n                    \"{C:green}#1# / #2#{} 확률로 {C:attention}광대{} 또는\",\n                    \"{C:item}휘어진스푼{} 카드를 생성합니다.\",\n                    \"단, 플레이한 {C:attention}포커 핸드{}가\",\n                    \"이번 라운드에 이미 플레이된 경우여야 합니다\",\n                } \n            },\n            j_poke_mega_alakazam = {\n                name = \"메가후딘\",\n                text = {\n                    \"{C:attention}+#3#{} 소모품 슬롯\",\n                    \"보유한 {C:attention}소모품{}마다 {X:mult,C:white}X#1#{} 배수\",\n                    \"{C:item}휘어진스푼{}은 {X:mult,C:white}X#2#{} 배수\",\n                } \n            },\n            j_poke_machop = {\n                name = \"알통몬\",\n                text = {\n                    \"핸드 {C:chips}+#1#{}회\",\n                    \"버리기 {C:mult}-#2#회{}\",\n                    \"{C:mult}+#4#{} 배수\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_machoke = {\n                name = \"근육몬\",\n                text = {\n                    \"핸드 {C:chips}+#1#{}회\",\n                    \"버리기 {C:mult}-#2#회{}\",\n                    \"{C:mult}+#3#{} 배수\",\n                    \"{C:inactive,s:0.8}(연결의끈으로 진화){}\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"괴력몬\",\n                text = {\n                    \"핸드 {C:chips}+#1#{}회\",\n                    \"버리기 {C:mult}-#2#회{}\",\n                    \"{C:mult}+#3#{} 배수\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"모다피\",\n                text = {\n                    \"플레이한 {C:attention}짝수{} 랭크 카드가\",\n                    \"득점 시 {C:chips}+#1#{} 칩을 제공합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"우츠동\",\n                text = {\n                    \"플레이한 {C:attention}짝수{} 랭크 카드가\",\n                    \"득점 시 {C:chips}+#1#{} 칩을 제공합니다\",\n                    \"{C:inactive,s:0.8}(리프의돌로 진화){}\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"우츠보트\",\n                text = {\n                    \"플레이한 {C:attention}짝수{} 랭크 카드가\",\n                    \"득점 시 {C:chips}+#1#{} 칩을 제공하고\",\n                    \"{C:attention}재트리거{}합니다\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"왕눈해\",\n                text = {\n                    \"플레이한 각 {C:attention}10{} 카드가\",\n                    \"득점 시 {C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"독파리\",\n                text = {\n                    \"플레이한 각 {C:attention}10{} 카드가\",\n                    \"득점 시 {C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:attention}10은{} 능력 무효화되지 않습니다\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"꼬마돌\",\n                text = {\n                    \"{C:chips}+#1#{} 칩\",\n                    \"핸드 크기 {C:attention}-#2#{}\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_graveler = {\n                name = \"데구리\",\n                text = {\n                    \"{C:chips}+#1#{} 칩\",\n                    \"핸드 크기 {C:attention}-#2#{}\",\n                    \"{C:inactive,s:0.8}(연결의끈으로 진화){}\"\n                } \n            },\n            j_poke_golem = {\n                name = \"딱구리\",\n                text = {\n                    \"{C:chips}+#1#{} 칩\",\n                    \"핸드 크기 {C:attention}-#2#{}\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"포니타\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}스트레이트{}가\", \n                    \"포함되면 {C:chips}+#2#{} 칩 증가\",\n                    \"{C:inactive}({C:chips}+#1#{C:inactive} / +60 칩일 때 진화)\",\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"날쌩마\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}스트레이트{}가\", \n                    \"포함되면 {C:chips}+#2#{} 칩 증가\",\n                    \"칩 증가량은 매번 {C:chips}+1{}씩 상승합니다\",\n                    \"{C:inactive}(현재 {C:chips}+#1#{C:inactive} 칩)\",\n                } \n            },\n            --This was my first shiny :O\n            j_poke_slowpoke = {\n                name = \"야돈\",\n                text = {\n                    \"라운드의 {C:attention}마지막 핸드{}에서 {X:mult,C:white} X#1# {} 배수\",\n                    \"{C:inactive,s:0.8}(#2#회 발동 시 진화){}\",\n                    \"{C:inactive,s:0.8}(왕의징표석으로 진화){}\"\n                } \n            },\n            -- not used currently\n            j_poke_slowpoke2 = {\n                name = \"야돈\",\n                text = {\n                    \"라운드의 {C:attention}마지막 핸드{}에서 {X:mult,C:white} X#1# {} 배수\",\n                    \"라운드 종료 시 {C:green}#3# / #4#{} 확률로\",\n                    \"{C:attention}왕의징표석{} 카드를 생성합니다\",\n                    \"{C:inactive,s:0.8}(공간이 있어야 함){}\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 또는 {C:attention,s:0.8}왕의징표석{C:inactive,s:0.8} 카드로 진화)\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"야도란\",\n                text = {\n                    \"플레이한 핸드당 {X:mult,C:white} X#1# {} 배수\",\n                    \"{C:inactive,s:0.8}(라운드 종료 시 초기화)\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#2#{C:inactive} 배수)\"\n                } \n            },\n            j_poke_mega_slowbro = {\n                name = \"메가야도란\",\n                text = {\n                    \"플레이한 핸드당 {X:mult,C:white} X#1# {} 배수\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}보스 블라인드{C:inactive,s:0.8} 격파 시 초기화)\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#2#{C:inactive} 배수)\"\n                } \n            },\n            j_poke_shell = {\n                name = \"셀러...?\",\n                text = {\n                  \"가장 왼쪽의 {C:attention}야돈{}을 진화시키고\",\n                  \"{S:1.1,C:red,E:2}자폭합니다{}\",\n                }\n            },\n            j_poke_magnemite = {\n                name = \"코일\",\n                text = {\n                    \"플레이한 {C:attention}스틸{} 카드가\",\n                    \"{X:mult,C:white}X#1#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_magneton = {\n                name = \"레어코일\",\n                text = {\n                    \"플레이한 {C:attention}스틸{} 카드가 {X:mult,C:white}X#1#{} 배수 제공\",\n                    \"추가로 인접한 {X:metal,C:white}강철{} 조커마다\",\n                    \"{X:mult,C:white}X#2#{} 배수를 제공합니다\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#3#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}(천둥의돌로 진화){}\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = '파오리',      \n                text = {\n                    \"{C:item}대파{} 보유 시\",\n                    \"{C:attention}소모품{} 사용 시 {C:green}#2# / #3#{} 확률로\",\n                    \"{C:money}$#1#{}를 획득합니다,\",\n                    \"{C:item}대파{} 사용 시에는 {C:money}${} 획득 보장\",\n                } \n            },\n            j_poke_doduo = {\n                name = '두두',      \n                text = {\n                    \"플레이한 {C:attention}처음 2장{}의 {C:attention}그림{} 카드가\",\n                    \"득점 시 {C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_dodrio = {\n                name = '두트리오',\n                text = {\n                    \"플레이한 {C:attention}처음 3장{}의 {C:attention}그림{} 카드가\",\n                    \"득점 시 {C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"포커 핸드가 {C:attention}정확히 3장의 그림 카드{}라면\",\n                    \"이번 라운드 동안 핸드 크기 {C:attention}+#2#{} 증가\"\n                    \n                } \n            },\n            j_poke_seel = {\n                name = '쥬쥬',      \n                text = {\n                    \"라운드의 {C:attention}첫 핸드{}에서 첫 번째 득점 카드에\",\n                    \"{C:green}#1# / #2#{} 확률로 무작위 {C:attention}인장{}을\",\n                    \"추가합니다\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_dewgong = {\n                name = '쥬레곤',      \n                text = {\n                    \"라운드의 {C:attention}첫 핸드{}에서 가장 왼쪽 득점 카드에\",\n                    \"무작위 {C:attention}인장{}을 추가합니다\",\n                } \n            },\n            j_poke_grimer = {\n                name = '질퍽이',      \n                text = {\n                    \"덱 크기 > {C:attention}#3#{}일 때 {C:mult}+#1#{} 배수\",\n                    \"라운드 종료 시 무작위 플레잉 카드를\",\n                    \"덱에 추가합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_muk = {\n                name = '질뻐기',      \n                text = {\n                    \"덱에 있는 {C:attention}#2#{}장 초과 카드당 {C:mult}+#1#{} 배수\",\n                    \"{br:4}오류 - STEAK에게 문의바람\",\n                    \"라운드 종료 시 덱에서 무작위 카드 {C:attention}1{}장을 파괴하고\",\n                    \"무작위 카드 {C:attention}2{}장을 추가합니다\",\n                    \"{C:inactive}(현재 {C:mult}+#3#{} {C:inactive}배수){}\"\n                } \n            },\n            j_poke_shellder = {\n                name = '셀러',      \n                text = {\n                    \"핸드에 {C:attention}5{}장의 득점 카드가 있다면,\",\n                    \"각 카드는 {C:green}#1# / #2#{} 확률로\",\n                    \"{C:attention}재트리거{}됩니다\",\n                    \"{C:inactive,s:0.8}(물의돌로 진화){}\"\n                } \n            },\n            j_poke_cloyster = {\n                name = '파르셀',      \n                text = {\n                    \"핸드에 {C:attention}5{}장의 득점 카드가 있다면,\",\n                    \"각 카드는 {C:green}#1# / #2#{} 확률로\",\n                    \"{C:attention}재트리거{}됩니다\",\n                } \n            },\n            j_poke_gastly = {\n                name = '고오스',      \n                text = {\n                    \"라운드 종료 시 {C:green}#1# / #2#{} 확률로\",\n                    \"무작위 {C:attention}조커{}의 에디션을 {C:dark_edition}네거티브{}로\",\n                    \"{C:attention}교체{}하고\",\n                    \"{S:1.1,C:red,E:2}자폭합니다{}\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_haunter = {\n                name = '고우스트',      \n                text = {\n                    \"라운드 종료 시 {C:green}#1# / #2#{} 확률로\",\n                    \"무작위 {C:attention}조커{}의 에디션을 {C:dark_edition}네거티브{}로\",\n                    \"{C:attention}교체{}하고\",\n                    \"{S:1.1,C:red,E:2}자폭합니다{}\",\n                    \"{C:inactive,s:0.8}(연결의끈으로 진화){}\"\n                } \n            },\n            j_poke_gengar = {\n                name = '팬텀',      \n                text = {\n                    \"{C:dark_edition}#1#{} 라운드 안에\",\n                    \"무작위 {C:attention}조커{}의 에디션을\",\n                    \"{C:dark_edition}네거티브{}로 {C:attention}교체{}합니다\",\n                    \"{C:inactive,s:0.8}(팬텀이 새로운 숫자를 고릅니다!){}\",\n                    \"{C:inactive,s:0.8}(팬텀 제외){}\",\n                } \n            },\n            j_poke_mega_gengar = {\n                name = '메가팬텀',      \n                text = {\n                    \"{C:attention}스몰 블라인드{} 또는 {C:attention}빅 블라인드{} 선택 시\",\n                    \"{C:attention}네거티브 태그{}를 생성합니다\",\n                } \n            },\n            j_poke_onix = {\n                name = '롱스톤',      \n                text = {\n                    \"라운드의 {C:attention}첫 핸드{}에서\",\n                    \"가장 왼쪽 득점 카드가\",\n                    \"{C:attention}석재{} 카드가 됩니다\",\n                    \"{C:inactive,s:0.8}({C:metal,s:0.8}강철{C:inactive,s:0.8} 스티커로 진화)\"\n                } \n            },\n            j_poke_drowzee = {\n                name = '슬리프',      \n                text = {\n                    \"이번 런에서 사용한 고유한\",\n                    \"{C:planet}행성{} 카드마다 {X:mult,C:white}X#2#{} 배수\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#1#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}(고유한 행성 카드 {C:planet,s:0.8}#3#{C:inactive,s:0.8}장 사용 후 진화)\",\n                } \n            },\n            j_poke_hypno = {\n                name = '슬리퍼',      \n                text = {\n                    \"{C:spectral}트랜스{} 보유 시\",\n                    \"이번 런에서 사용한 고유한\",\n                    \"{C:planet}행성{} 카드마다 {X:mult,C:white}X#2#{} 배수\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#1#{C:inactive} 배수)\",\n                } \n            },\n            j_poke_krabby = {\n                name = '크랩',      \n                text = {\n                    \"플레이한 {C:attention}그림{} 카드가\",\n                    \"득점 시 {C:chips}+#1#{} 칩을 제공합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\"\n                } \n            },\n            j_poke_kingler = {\n                name = '킹크랩',      \n                text = {\n                    \"플레이한 모든 {C:attention}그림{} 카드가\",\n                    \"득점 시 {C:chips}+#1#{} 칩을 제공하고,\",\n                    \"강화되지 않은 경우 {C:attention}보너스{} 카드가 됩니다\",\n                } \n            },\n            j_poke_voltorb = {\n                name = '찌리리공',      \n                text = {\n                    \"{C:attention}오른쪽 불안정{}\",\n                    \"{X:mult,C:white} X#1# {} 배수를 제공한 후\",\n                    \"이번 라운드 동안 자신을 무효화합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 동안 무효화되지 않으면 진화){}\",\n                } \n            },\n            j_poke_electrode = {\n                name = '붐볼',      \n                text = {\n                    \"{C:attention}오른쪽 불안정{}\",\n                    \"{X:mult,C:white} X#1# {} 배수 및 {C:money}$#2#{} 획득 후\",\n                    \"이번 라운드 동안 자신을 무효화합니다\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = '아라리',      \n                text = {\n                    \"플레이한 {C:hearts}#2#{} 카드가\",\n                    \"득점 시 {C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{C:green}#4# / #5#{} 확률로\",\n                    \"대신 {C:mult}+#3#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(리프의돌로 진화){}\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = '나시',      \n                text = {\n                    \"플레이한 {C:hearts}#3#{} 카드가\",\n                    \"득점 시 {C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{C:green}#4# / #5#{} 확률로\",\n                    \"대신 {X:mult,C:white}X#2#{} 배수를 제공합니다\",\n                } \n            },\n            j_poke_cubone = {\n                name = '탕구리',\n                text = {\n                    \"{C:item}굵은뼈{} 보유 시\",\n                    \"{C:attention}보유한 소모품{}마다\",\n                    \"{C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}({C:item,s:0.8}굵은뼈{C:inactive,s:0.8}는 2배로 계산){}\",\n                    \"{C:inactive}(현재 {C:mult}+#2#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}(소모품 {C:attention,s:0.8}#3#{C:inactive,s:0.8}개 사용 후 진화)\",\n                } \n            },\n            j_poke_marowak = {\n                name = '텅구리',      \n                text = {\n                    \"{C:attention}+#2#{} 소모품 슬롯\",\n                    \"{C:attention}보유한 소모품{}마다\",\n                    \"{X:mult,C:white} X#1# {} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}굵은뼈{C:inactive,s:0.8}는 2배로 계산){}\",\n                    \"{C:inactive}(현재 {X:mult,C:white} X#3# {C:inactive} 배수)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = '시라소몬',      \n                text = {\n                    \"{C:attention}전체 덱{}에서 {C:attention}#2#{}보다 낮은\",\n                    \"카드마다 {X:mult,C:white}X#1#{} 배수\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#3#{C:inactive} 배수)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = '홍수몬',      \n                text = {\n                    \"{C:attention}전체 덱{}에서 {C:attention}#2#{}보다 높은\",\n                    \"카드마다 {X:mult,C:white}X#1#{} 배수\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#3#{C:inactive} 배수)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = '내루미',      \n                text = {\n                    \"처음과 두 번째로 낸 {C:attention}잭{} 카드가\",\n                    \"득점 시 {X:mult,C:white} X#1# {} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(#2#회 발동 시 진화){}\",\n                } \n            },\n            j_poke_koffing = {\n                name = '또가스',      \n                text = {\n                    \"이 카드를 판매하면 현재\",\n                    \"{C:attention}보스 블라인드{}의 점수 목표를\",\n                    \"{C:attention}절반{}으로 감소시킵니다\",\n                    \"{C:inactive,s:0.8}(#1# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_weezing = {\n                name = '또도가스',      \n                text = {\n                    \"이 카드를 판매하면 현재\",\n                    \"{C:attention}보스 블라인드{}를 {C:attention}무력화{}하고\",\n                    \"점수 목표를 {C:attention}절반{}으로 감소시킵니다\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = '뿔카노',      \n                text = {\n                    \"플레이한 모든 {C:attention}석재{} 카드는\",\n                    \"득점 시 영구적으로\",\n                    \"{C:chips}+#1#{} 칩을 획득합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_rhydon = {\n                name = '코뿌리',      \n                text = {\n                    \"플레이한 모든 {C:attention}석재{} 카드는 득점 시\",\n                    \"영구적으로 {C:chips}+#1#{} 칩을 획득합니다\",\n                    \"{br:4}오류 - STEAK에게 문의바람\",\n                    \"{C:attention}첫 번째{} 득점한 {C:attention}석재{} 카드를 재트리거합니다\",\n                    \"{C:inactive,s:0.8}(연결의끈으로 진화){}\"\n                } \n            },\n            j_poke_chansey = {\n                name = '럭키',      \n                text = {\n                    \"매 라운드 처음으로 {C:attention}럭키{} 카드가\",\n                    \"{C:attention}#1#{} {C:inactive}[#2#]{}회 발동하면,\",\n                    \"그 카드의 영구적인 복제본을 덱에 추가하고\",\n                    \"손으로 가져옵니다\",\n                    \"{C:inactive,s:0.8}(덱의 25% 이상이 {C:attention,s:0.8}럭키{C:inactive,s:0.8} 카드일 때 진화)\"\n                } \n            },\n            j_poke_tangela = {\n                name = '덩쿠리',      \n                text = {\n                    \"플레이한 {C:attention}와일드{} 카드가\",\n                    \"{C:mult}+#1#{} 배수, {C:chips}+#2#{} 칩, 또는 {C:money}$#3#{}를 제공합니다\",\n                    \"{C:green}#4# / #5#{} 확률로 {C:attention}모두{} 제공합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#6#{C:inactive,s:0.8}장의 와일드 카드 득점 시 진화)\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = '캥카',      \n                text = {\n                    \"{C:attention}+#1#{} 소모품 슬롯\",\n                    \"{C:mult}-$#2#{} 이자 한도\",\n                } \n            },\n            j_poke_mega_kangaskhan = {\n                name = '메가캥카',      \n                text = {\n                    \"플레이한 모든 카드를 {C:attention}재트리거{}합니다\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"이번 라운드에 {C:attention}#1#개 이상의 소모품{}을\",\n                    \"사용했다면 라운드 종료 시\",\n                    \"{C:attention}더블 태그{}를 생성합니다\",\n                    \"{C:inactive}(현재 {C:attention}#2#{C:inactive}개 사용함)\"\n                } \n            },\n            j_poke_horsea = {\n                name = '쏘드라',      \n                text = {\n                    \"포커 핸드에 있는\",\n                    \"{C:attention}6{}마다\",\n                    \"{C:mult}+#2#{} 배수 증가\",\n                    \"{C:inactive}(배수 {C:mult}+#1#{C:inactive} / +12일 때 진화)\",\n                } \n            },\n            j_poke_seadra = {\n                name = '시드라',      \n                text = {\n                    \"득점한 {C:attention}6{}마다 {C:mult}+#2#{} 배수 증가\",\n                    \"핸드에 {C:attention}킹{}을 보유하고 있다면 2배로 증가\",\n                    \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}({C:dragon,s:0.8}드래곤{C:inactive,s:0.8} 스티커로 진화)\"\n                } \n            },\n            j_poke_goldeen = {\n                name = '콘치',      \n                text = {\n                    \"핸드에 {C:attention}보유한{} 각 {C:attention}골드{} 카드를\",\n                    \"{C:attention}#1#{}회 재트리거합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_seaking = {\n                name = '왕콘치',      \n                text = {\n                    \"핸드에 {C:attention}보유한{} 각 {C:attention}골드{} 카드를\",\n                    \"{C:attention}#1#{}회 재트리거합니다\",\n                } \n            },\n            j_poke_staryu = {\n                name = '별가사리',      \n                text = {\n                    \"플레이한 {C:diamonds}#2#{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수 및 {C:money}$#3#{}를 제공합니다\",\n                    \"{C:inactive,s:0.8}(물의돌로 진화){}\"\n                } \n            },\n            j_poke_starmie = {\n                name = '아쿠스타',      \n                text = {\n                    \"플레이한 {C:diamonds}#3#{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수 및 {C:money}$#2#{}를 제공합니다\",\n                } \n            },\n            j_poke_mrmime = {\n                name = '마임맨',      \n                text = {\n                    \"핸드에 {C:attention}보유한{} 가장 왼쪽 카드를\",\n                    \"{C:attention}#1#{}회 재트리거합니다\"\n                } \n            },\n            j_poke_scyther = {\n                name = '스라크',      \n                text = {\n                    \"블라인드 선택 시, 오른쪽 조커를 파괴하고\",\n                    \"{C:mult}+#2#{} 배수를 얻습니다\",\n                    \"파괴된 조커가 {C:rare}레어{} 등급 이상이었다면\",\n                    \"{C:dark_edition}포일{}, {C:dark_edition}홀로그램{}, 또는 {C:dark_edition}폴리크롬{}을 얻습니다\",\n                    \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}({C:metal,s:0.8}강철{C:inactive,s:0.8} 스티커 또는 {C:attention,s:0.8}딱딱한돌{C:inactive,s:0.8}로 진화)\",\n                } \n            },\n            j_poke_jynx = {\n                name = '루주라',      \n                text = {\n                    \"{C:attention}블라인드{} 선택 시,\",\n                    \"덱 크기가 {C:attention}#2#{}장 이상이라면\",\n                    \"핸드 크기 {C:attention}+#1#{}를 얻습니다\",\n                    \"{br:4}오류 - STEAK에게 문의바람\",\n                    \"덱에 추가되는 {C:attention}플레잉 카드{}가\",\n                    \"{C:attention}복제됩니다{}\",\n                } \n            },\n            j_poke_electabuzz = {\n                name = '에레브',      \n                text = {\n                    \"카드가 {C:attention}판매{}될 때와 라운드 종료 시\",\n                    \"{C:money}$#1#{}의 {C:attention}판매 가치{}를 얻습니다\",\n                    \"{br:3.5}오류 - STEAK에게 문의바람\",\n                    \"라운드 종료 시 이 조커의 판매 가치의\",\n                    \"{C:attention}#2#%{}를 획득합니다 {C:inactive}(올림 처리){}\",\n                    \"{C:inactive}(현재 {C:money}$#3#{C:inactive} 획득/최대 $#4#)\",\n                    \"{C:inactive,s:0.8}(연결의끈으로 진화){}\"\n                } \n            },\n            j_poke_magmar = {\n                name = '마그마',      \n                text = {\n                    \"라운드의 {C:attention}첫 번째 버리기{}가 단 {C:attention}1{}장이라면,\",\n                    \"그 카드를 파괴하고 {C:mult}+#2#{} 배수를 얻습니다\",\n                    \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}(연결의끈으로 진화){}\"\n                } \n            },\n            j_poke_pinsir = {\n                name = '쁘사이저',\n                text = {\n                    \"득점한 카드의 랭크가\",\n                    \"핸드에 {C:attention}보유한{} 카드와 {C:attention}같다면{}\",\n                    \"{X:mult,C:white} X#1# {} 배수\",\n                } \n            },\n            j_poke_mega_pinsir = {\n                name = '메가쁘사이저',\n                text = {\n                    \"플레이한 {C:attention}강화되지 않은{} 카드가\",\n                    \"득점 시 {X:mult,C:white} X#1# {} 배수를 제공합니다\",\n                } \n            },\n            j_poke_tauros = {\n                name = '켄타로스 (리더)',\n                text = {\n                    \"{C:attention}켄타로스{}와 {C:attention}밀탱크{} 조커는\",\n                    \"각각 {X:mult,C:white} X#1# {} 배수를 제공합니다\",\n                    \"{br:4}오류 - STEAK에게 문의바람\",\n                    \"리롤 시 {C:green}#2# / #3#{} 확률로\",\n                    \"상점에 {C:attention}켄타로스 (무리){}를 추가합니다\",\n                } \n            },\n            j_poke_taurosh = {\n                name = '켄타로스 (무리)',\n                text = {\n                    \"{C:mult}+#1#{} 배수\",\n                } \n            },\n            j_poke_magikarp = {\n                name = '잉어킹',\n                text = {\n                    \"{C:chips}+#2#{} 칩\",\n                    \"{C:attention}첨벙{} 효과 적용\",\n                    \"{C:inactive,s:0.8}(진화 {C:attention,s:0.8}#1#{C:inactive,s:0.8} 라운드 후){}\",\n                } \n            },\n            j_poke_gyarados = {\n                name = '갸라도스',\n                text = {\n                    \"{X:mult,C:white} X#1# {} 배수\",\n                } \n            },\n            j_poke_mega_gyarados = {\n                name = '메가갸라도스',\n                text = {\n                    \"{X:mult,C:white} X#1# {} 배수\",\n                    \"{br:1.5}오류 - STEAK에게 문의바람\",\n                    \"모든 {C:attention}보스 블라인드{}의\",\n                    \"효과를 무효화합니다\"\n                } \n            },\n            j_poke_lapras = {\n                name = '라프라스',\n                text = {\n                    \"이번 런에서 {C:attention}스킵한 블라인드{}마다\",\n                    \"{C:chips}+#2#{} 칩\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"스킵 후 {C:attention}상점{}을\",\n                    \"방문합니다\",\n                    \"{C:inactive}(현재 {C:chips}+#1# {C:inactive}칩)\"\n                } \n            },\n            j_poke_ditto = {\n                name = '메타몽',\n                text = {\n                    \"{C:attention}오른쪽 불안정{}\",\n                    \"상점 이용 종료 시,\",\n                    \"가장 왼쪽의 조커로 {C:attention}변신{}하며\",\n                    \"{C:attention}부패{} 속성과 {X:colorless,C:white}노말{} 스티커를 가집니다\",\n                    \"{C:inactive,s:0.8}(메타몽 제외){}\",\n                } \n            },\n            j_poke_eevee = {\n                name = '이브이',\n                text = {\n                    \"{X:mult,C:white} X#1# {} 배수\",\n                    \"{C:inactive,s:0.8}(진화체가... 아주 많음){}\",\n                } \n            },\n            j_poke_vaporeon = {\n                name = '샤미드',\n                text = {\n                    \"플레이한 모든 {C:attention}카드{}는\",\n                    \"득점 시 영구적으로 {C:chips}+#1#{} 칩을 얻습니다\",\n                    \"{C:attention}보너스{} 카드는 {C:attention}2배{}로 얻습니다\"\n                } \n            },\n            j_poke_jolteon = {\n                name = '쥬피썬더',\n                text = {\n                    \"버려진 {C:attention}골드{} 카드마다\",\n                    \"{C:money}$#1#{}를 획득합니다\",\n                } \n            },\n            j_poke_flareon = {\n                name = '부스터',\n                text = {\n                    \"핸드에 {C:attention}보유한{}\", \n                    \"첫 번째 {C:attention}배수{} 카드가\", \n                    \"{X:mult,C:white} X#1# {} 배수를 제공합니다\"\n                } \n            },\n            j_poke_porygon = {\n                name = '폴리곤',\n                text = {\n                    \"{C:pink}+1{} 에너지 한도\",\n                    \"아무 {C:attention}부스터 팩{}을 개봉하면\",\n                    \"{C:pink}에너지{} 카드를 생성합니다\",\n                    \"{C:inactive,s:0.8}({C:item,s:0.8}업그레이드{C:inactive,s:0.8}로 진화){}\",\n                } \n            },\n            j_poke_omanyte = {\n                name = '암나이트',\n                text = {\n                    \"{C:attention}고대 #1#{}\",\n                    \"{X:attention,C:white}1+{} : {C:tarot}타로{} 카드 생성\",\n                    \"{X:attention,C:white}2+{} : {C:money}$#2#{} 획득\",\n                    \"{X:attention,C:white}3+{} : {C:item}아이템{} 카드 생성 {C:inactive,s:0.7}({C:attention,s:0.7}#3#{C:inactive,s:0.7}회 발동 시 진화)\",\n                    \"{C:inactive,s:0.8}(공간이 있어야 함)\",\n                } \n            },\n            j_poke_omastar = {\n                name = '암스타',\n                text = {\n                    \"{C:attention}고대 #1#{}\",\n                    \"{X:attention,C:white}1+{} : {C:tarot}타로{} 카드 생성\",\n                    \"{X:attention,C:white}2+{} : {C:money}$#2#{} 획득\",\n                    \"{X:attention,C:white}3+{} : {C:item}아이템{} 카드 생성\",\n                    \"{C:inactive,s:0.8}(공간이 있어야 함)\",\n                    \"{X:attention,C:white}4+{} : 라운드당 1회 {C:attention}태그{} 생성{C:inactive}#3#{}\",\n                } \n            },\n            j_poke_kabuto = {\n                name = '투구',\n                text = {\n                    \"{C:attention}고대 #1#{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} 칩\",\n                    \"{X:attention,C:white}2+{} : 득점하는 {C:attention}#1#{}들이 영구적으로 {C:chips}+#3#{} 칩 획득\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} 칩 {C:inactive,s:0.8}({C:attention,s:0.8}#5#{C:inactive,s:0.8}회 발동 시 진화)\",\n                } \n            },\n            j_poke_kabutops = {\n                name = '투구푸스',\n                text = {\n                    \"{C:attention}고대 #1#{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} 칩\",\n                    \"{X:attention,C:white}2+{} : 득점하는 {C:attention}#1#{}들이 영구적으로 {C:chips}+#3#{} 칩 획득\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} 칩\",\n                    \"{X:attention,C:white}4+{} : 플레이한 모든 {C:attention}#1#{}들을 재트리거\",\n                } \n            },\n            j_poke_aerodactyl = {\n                name = '프테라',\n                text = {\n                    \"{C:attention}고대 #1#{}\",\n                    \"{X:attention,C:white}1+{} : {X:mult,C:white}X#2#{} 배수\",\n                    \"{X:attention,C:white}2+{} : {X:mult,C:white}X#3#{} 배수 획득\",\n                    \"{X:attention,C:white}3+{} : 득점하는 첫 번째 강화되지 않은 {C:attention}#1#{}이\",\n                    \"{C:attention}글래스{} 카드가 됨\",\n                    \"{X:attention,C:white}4+{} : 이 조커의 {X:mult,C:white}X{} 배수를 {C:attention}2배{}로 만듦\",\n                    \"{C:inactive}(라운드 종료 시 초기화){}\",\n                } \n            },\n            j_poke_mega_aerodactyl = {\n                name = '메가프테라',\n                text = {\n                    \"플레이한 {C:attention}#1#{}들이 득점 시\",\n                    \"플레이한 핸드에 있는 {C:attention}#1#{}마다\",\n                    \"{X:mult,C:white} X#2# {} 배수를 제공합니다\",\n                    \"{br:3.5}오류 - STEAK에게 문의바람\",\n                    \"플레이한 {C:attention}#1#{}들은 각각\",\n                    \"{C:green}#3# / #4#{} 확률로 파괴됩니다\",\n                } \n            },\n            j_poke_snorlax = {\n                name = '잠만보',\n                text = {\n                    \"{C:item}먹다남은음식{} 보유 시\",\n                    \"라운드 종료 시 보유한 {C:item}먹다남은음식{}마다\",\n                    \"{X:mult,C:white}X#1#{} 배수를 얻습니다\",\n                    \"{C:inactive}(현재 {X:mult,C:white} X#2# {C:inactive} 배수)\"\n                } \n            },\n            j_poke_articuno = {\n                name = '프리져',\n                text = {\n                    \"플레이한 핸드에서 가장 왼쪽의 득점 카드에\",\n                    \"{C:attention}포일{}과 {C:attention}인장{}을\",\n                    \"추가합니다\"\n                } \n            },\n            j_poke_zapdos = {\n                name = '썬더',\n                text = {\n                    \"보유한 {C:money}$#2#{}마다\",\n                    \"{X:mult,C:white} X#1# {} 배수\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#3#{C:inactive} 배수)\",\n                } \n            },\n            j_poke_moltres = {\n                name = '파이어',\n                text = {\n                    \"매 라운드 {C:attention}처음 버린{}\",\n                    \"포커 핸드를 {C:attention}3{}레벨\",\n                    \"업그레이드합니다\"\n                } \n            },\n            j_poke_dratini = {\n                name = '미뇽',\n                text = {\n                    \"플레이한 핸드가 {C:attention}#3#{}장 이하라면\",\n                    \"{C:mult}+#2#{} 배수 증가\",\n                    \"{C:inactive}(배수 {C:mult}+#1#{C:inactive} / +#4#일 때 진화)\",\n                } \n            },\n            j_poke_dragonair = {\n                name = '신뇽',\n                text = {\n                    \"플레이한 핸드가 {C:attention}#3#{}장 이하라면\",\n                    \"{C:mult}+#2#{} 배수 증가\",\n                    \"{C:inactive}(배수 {C:mult}+#1#{C:inactive} / +#4#일 때 진화)\",\n                } \n            },\n            j_poke_dragonite = {\n                name = '망나뇽',\n                text = {\n                    \"{C:mult}+#1#{} 배수\",\n                    \"{br:1.6}오류 - STEAK에게 문의바람\",\n                    \"플레이한 핸드가 정확히 {C:attention}1{}장이라면\",\n                    \"플레이한 카드를 {C:attention}#2#{}회 재트리거합니다\",\n                } \n            },\n            j_poke_mewtwo = {\n                name = '뮤츠',\n                text = {\n                    \"{C:attention}보스 블라인드{} 격파 시,\",\n                    \"가장 왼쪽 {C:attention}조커{}의 {C:dark_edition}폴리크롬{} {C:attention}복제본{}을 생성하고\",\n                    \"그 {C:attention}복제본{}을 {C:pink}에너지화{}한 뒤,\",\n                    \"가장 왼쪽 {C:attention}조커{}를 파괴합니다\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"{C:dark_edition}폴리크롬{} 조커는 {X:mult,C:white} X#1# {} 배수를 제공합니다\",\n                    \"{C:inactive}(자신을 파괴할 수 없음)\",\n                } \n            },\n            j_poke_mega_mewtwo_x = {\n                name = \"메가뮤츠X\",\n                text = {\n                    \"모든 조커가 {X:mult,C:white} X#1# {} 배수를 제공합니다\",\n                } \n            },\n            j_poke_mega_mewtwo_y = {\n                name = \"메가뮤츠Y\",\n                text = {\n                    \"상점 이용 종료 시\",\n                    \"가장 왼쪽 {C:attention}조커{}를 {C:attention}2회{} {C:pink}에너지화{}합니다\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:attention}보스 블라인드{} 격파 시\",\n                    \"{C:pink}+1{} 에너지 한도\",\n                    \"{C:inactive}(자신을 {C:pink}에너지화{C:inactive}할 수 없음)\",\n                } \n            },\n            j_poke_mew = {\n                name = '뮤',\n                text = {\n                    \"{C:attention}상점{} 이용 종료 시,\",\n                    \"{C:dark_edition}네거티브{} {C:tarot}타로{},\",\n                    \"{C:spectral}유령{} 또는 {C:item}아이템{} 카드를 생성합니다\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"{C:green}#1#%{} 확률로 대신\",\n                    \"{C:dark_edition}네거티브{} 조커를 생성합니다\",\n                    \"{C:inactive,s:0.8}(확률은 증가하지 않음){}\",\n                } \n            },\n            j_poke_chikorita = {\n                name = '치코리타',\n                text = {\n                    \"핸드 크기 {C:attention}+#1#{}\",\n                    \"핸드에 {C:attention}4{}장 이상의\",\n                    \"카드를 보유하고 있으면 라운드 종료 시\",\n                    \"초과분 카드당 {C:money}$#2#{}를 획득합니다\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_bayleef = {\n                name = '베이리프',\n                text = {\n                    \"핸드 크기 {C:attention}+#1#{}\",\n                    \"핸드에 {C:attention}2{}장 이상의\",\n                    \"카드를 보유하고 있으면 라운드 종료 시\",\n                    \"초과분 카드당 {C:money}$#2#{}를 획득합니다\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_meganium = {\n                name = '메가니움',\n                text = {\n                    \"핸드 크기 {C:attention}+#1#{}\",\n                    \"핸드에 보유한 모든 카드가\",\n                    \"라운드 종료 시 각각 {C:money}$#2#{}를 획득하게 합니다\",\n                }\n            },\n            j_poke_cyndaquil = {\n                name = '브케인',\n                text = {\n                    \"버리기 횟수 {C:red}+#1#{}\",\n                    \"남은 {C:attention}버리기 횟수{}마다\",\n                    \"{C:mult}+#2#{} 배수\",\n                    \"{C:inactive}(현재 {C:mult}+#4#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_quilava = {\n                name = '마그케인',\n                text = {\n                    \"버리기 횟수 {C:red}+#1#{}\",\n                    \"남은 {C:attention}버리기 횟수{}마다\",\n                    \"{C:mult}+#2#{} 배수\",\n                    \"{C:inactive}(현재 {C:mult}+#4#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_typhlosion = {\n                name = '블레이범',\n                text = {\n                    \"버리기 횟수 {C:red}+#1#{}\",\n                    \"남은 {C:attention}버리기 횟수{}마다\",\n                    \"{C:mult}+#2#{} 배수 및 {X:mult,C:white} X#3# {} 배수\",\n                    \"{C:inactive}(현재 {C:mult}+#4#{C:inactive} 배수 및 {X:mult,C:white} X#5# {C:inactive} 배수)\",\n                }\n            },\n            j_poke_totodile = {\n                name = '리아코',\n                text = {\n                    \"핸드 횟수 {C:blue}+#1#{}\",\n                    \"이번 라운드에 플레이한 카드마다\",\n                    \"{C:chips}+#2#{} 칩\",\n                    \"{C:inactive}(현재 {C:chips}+#3#{C:inactive} 칩)\",\n                    \"{C:inactive,s:0.8}(#4# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_croconaw = {\n                name = '엘리게이',\n                text = {\n                    \"핸드 횟수 {C:blue}+#1#{}\",\n                    \"이번 라운드에 플레이한 카드마다\",\n                    \"{C:chips}+#2#{} 칩\",\n                    \"{C:inactive}(현재 {C:chips}+#3#{C:inactive} 칩)\",\n                    \"{C:inactive,s:0.8}(#4# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_feraligatr = {\n                name = '장크로다일',\n                text = {\n                    \"핸드 횟수 {C:blue}+#1#{}\",\n                    \"이번 라운드에 플레이한 카드마다\",\n                    \"{C:chips}+#2#{} 칩\",\n                    \"{C:inactive}(현재 {C:chips}+#3#{C:inactive} 칩)\",\n                }\n            },\n            j_poke_sentret = {\n                name = '꼬리선',\n                text = {\n                    \"직전에 플레이한 핸드와 같은 핸드를\",\n                    \"{C:attention}연속{}으로 플레이하면 {C:mult}+#2#{} 배수\",\n                    \"{C:inactive}(마지막 핸드: {C:attention}#3#{C:inactive})\",\n                    \"{C:inactive}(배수 {C:mult}+#1#{C:inactive} / +15일 때 진화)\",\n                }\n            },\n            j_poke_furret = {\n                name = '다꼬리',\n                text = {\n                    \"직전에 플레이한 핸드와\",\n                    \"같은 핸드를 플레이하면 {C:mult}+#2#{} 배수\",\n                    \"{C:inactive}(마지막 핸드: {C:attention}#3#{C:inactive})\",\n                    \"{C:inactive}(현재 {C:mult}+#1#{} {C:inactive}배수)\",\n                }  \n            },\n            j_poke_hoothoot = {\n                name = '부우부',\n                text = {\n                    \"{C:purple}+#1# 꿰뚫어보기\",\n                    \"{C:attention}꿰뚫어본{} 카드마다\",\n                    \"해당 카드의 총 칩을 제공합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_noctowl = {\n                name = '야부엉',\n                text = {\n                    \"{C:purple}+#1# 꿰뚫어보기\",\n                    \"{C:attention}꿰뚫어본{} 카드마다\",\n                    \"해당 카드의 총 칩을 제공합니다\",\n                }\n            },\n            j_poke_ledyba = {\n                name = \"레디바\",\n                text = {\n                  \"덱에 남은 카드 {C:attention}5{}장마다\",\n                  \"{C:mult}+#1#{} 배수\",\n                  \"{C:inactive}(현재 {C:mult}+#3#{C:inactive} 배수)\",\n                  \"{C:inactive}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_ledian = {\n                name = \"레디안\",\n                text = {\n                  \"덱에 남은 카드 {C:attention}3{}장마다\",\n                  \"{C:mult}+#1#{} 배수\",\n                  \"{C:inactive}(현재 {C:mult}+#2#{C:inactive} 배수)\",\n                }\n            },\n            j_poke_spinarak = {\n                name = \"페이검\",\n                text = {\n                  \"{C:chips}+#1#{} 칩\",\n                  \"{C:green}#2# / #3#{} 확률로 대신 {C:chips}+#5#{} 칩\",\n                  \"{C:inactive,s:0.8}(#4# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_ariados = {\n              name = \"아리아도스\",\n              text = {\n                \"{C:chips}+#1#{} 칩\",\n                \"{C:green}#2# / #3#{} 확률로 대신 {C:chips}+#4#{} 칩\",\n              }\n            },\n            j_poke_crobat = {\n                name = '크로뱃',\n                text = {\n                    \"{C:attention}보너스{} / {C:attention}석재{} 카드로 득점 시 {C:chips}+#4#{} 칩\",\n                    \"{C:attention}배수{} / {C:attention}와일드{} 카드로 득점 시 {C:mult}+#2#{} 배수\",\n                    \"{C:attention}스틸{} / {C:attention}글래스{} 카드로 득점 시 {X:mult,C:white}X#6#{} 배수\",\n                    \"{C:attention}골드{} / {C:attention}럭키{} 카드로 득점 시 {C:money}$#8#{} 획득\",\n                    \"그 후 득점 카드의 {C:dark_edition}강화{}를 {C:attention}무작위로 변경{}합니다\",\n                    \"{C:inactive}(현재 {C:chips}+#3#{}, {C:mult}+#1#{}, {X:mult,C:white}X#5#{}, 라운드 종료 시 {C:money}$#7#{C:inactive})\"\n                } \n            },\n            j_poke_chinchou = {\n                name = \"초라기\",\n                text = {\n                  \"플레이한 핸드에 {C:attention}페어{}가 포함되면\",\n                  \"{C:chips}+#1#{} 칩을 제공하고 {C:money}$#2#{}를 획득합니다\",\n                  \"{C:inactive}(#3# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_lanturn = {\n                name = \"랜턴\",\n                text = {\n                  \"플레이한 핸드에 {C:attention}페어{}가 포함되면\",\n                  \"{C:chips}+#1#{} 칩을 제공하고 {C:money}$#2#{}를 획득합니다\",\n                  \"{br:3}오류 - STEAK에게 문의바람\",\n                  \"{X:water,C:white}물{} 조커당 추가 {C:chips}+#3#{} 칩\",\n                  \"{X:lightning,C:black}전기{} 조커당 추가 {C:money}$#4#{}\",\n                  \"{C:inactive}(현재 {C:chips}+#6#{C:inactive} 칩 및 {C:money}$#5#{C:inactive})\"\n                }\n            },\n            j_poke_pichu = {\n                name = '피츄',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#2# {} 배수\",\n                    \"라운드 종료 시\",\n                    \"{C:money}$#1#{} 획득\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                } \n            },\n            j_poke_cleffa = {\n                name = '삐',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"라운드 종료 시 {C:dark_edition}네거티브{} {C:tarot}달{} 카드의\",\n                    \"복제본을 생성합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_igglybuff = {\n                name = '푸푸린',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"라운드 종료 시 {C:dark_edition}네거티브{} {C:tarot}세계{} 카드의\",\n                    \"복제본을 생성합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_togepi = {\n                name = '토게피',\n                text = {\n                    \"{C:inactive,s:0.8}(#1# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_togetic = {\n                name = '토게틱',\n                text = {\n                    \"{C:attention}럭키{} 카드는\",\n                    \"{C:green}#1# / #2#{} 확률로 {C:chips}+#4#{} 칩을 제공하고\",\n                    \"{C:green}#1# / #3#{} 확률로 {X:mult,C:white}X#5#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(빛의돌로 진화){}\"\n                }\n            },\n            j_poke_natu = {\n                name = '네이티',\n                text = {\n                    \"{C:planet}행성{} 카드가 레벨을 추가로 올려줍니다\",\n                    \"{C:inactive,s:0.8}(#1# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_xatu = {\n                name = '네이티오',\n                text = {\n                    \"{C:planet}행성{} 카드가 레벨을 추가로 올려줍니다\",\n                    \"{C:planet}천체 팩{}에 모든 {C:planet}행성{} 카드가 포함됩니다\",\n                }\n            },\n            j_poke_mareep = {\n                name = \"메리프\",\n                text = {\n                  \"덱에 {C:attention}플레잉 카드{}가 {C:attention}추가{}될 때마다 {X:mult,C:white}X#2#{} 배수 증가\",\n                  \"{br:3}오류 - STEAK에게 문의바람\",\n                  \"덱에서 {C:attention}플레잉 카드{}가 {C:attention}파괴{}되면 {X:mult,C:white}X#3#{} 배수 감소\",\n                  \"{C:inactive}(배수 {X:mult,C:white}X#1#{C:inactive} / X#4#일 때 진화)\",\n                }\n            },\n            j_poke_flaaffy = {\n                name = \"보송송\",\n                text = {\n                  \"덱에 {C:attention}플레잉 카드{}가 {C:attention}추가{}될 때마다 {X:mult,C:white}X#2#{} 배수 증가\",\n                  \"{br:3}오류 - STEAK에게 문의바람\",\n                  \"덱에서 {C:attention}플레잉 카드{}가 {C:attention}파괴{}되면 {X:mult,C:white}X#3#{} 배수 감소\",\n                  \"{C:inactive}(배수 {X:mult,C:white}X#1#{C:inactive} / X#4#일 때 진화)\",\n                }\n            },\n            j_poke_ampharos = {\n                name = \"전룡\",\n                text = {\n                  \"덱에 {C:attention}플레잉 카드{}가 {C:attention}추가{}될 때마다 {X:mult,C:white}X#2#{} 배수 증가\",\n                  \"{C:inactive}(현재 {X:mult,C:white}X#1#{C:inactive} 배수)\",\n                }\n            },\n            j_poke_mega_ampharos = {\n                name = \"메가전룡\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} 배수\",\n                  \"블라인드 선택 시, 핸드 크기를\",\n                  \"덱 크기의 {C:attention}절반{}으로 늘린 뒤\",\n                  \"모든 버리기 횟수를 잃고\",\n                  \"핸드 횟수를 {C:attention}1{}회로 만듭니다\",\n                  \"{C:inactive}(올림 처리, 현재 {C:attention}#2#{C:inactive})\"\n                }\n            },\n            j_poke_marill = {\n                name = '마릴',\n                text = {\n                    \"플레이한 핸드에 득점하는 {C:attention}강화되지 않은{} 카드와\",\n                    \"득점하는 {C:attention}강화된{} 카드가 포함되면 {X:mult,C:white}X#2#{} 배수\",\n                    \"{C:inactive,s:0.8}(보너스 카드를 {C:attention,s:0.8}#1#{C:inactive,s:0.8}장 득점 시 진화)\",\n                }\n            },\n            j_poke_azumarill = {\n                name = '마릴리',\n                text = {\n                    \"{X:mult,C:white}X#1#{} 배수\",\n                    \"플레이한 핸드에 득점하는 {C:attention}비-보너스{} 카드와\",\n                    \"득점하는 {C:attention}보너스{} 카드가 포함되면\",\n                    \"{X:mult,C:white}X{} 배수를 {C:attention}2배{}로 만듭니다\"\n                }\n            },\n            j_poke_sudowoodo = {\n                name = \"꼬지모\",\n                text = {\n                  \"{C:attention}플레이한{} 또는 {C:attention}보유한{}\",\n                  \"{C:attention}그림{} 카드를 모두 재트리거합니다\",\n                }\n            },\n            j_poke_weird_tree = {\n                name = \"이상한 나무\",\n                text = {\n                  \"{C:attention}타입 변경: {X:grass,C:white}풀{}\",\n                  \"이 조커가 {X:grass,C:white}풀{} 타입이 아니거나\",\n                  \"{X:water,C:white}물{} 타입을 보유하고 있다면\",\n                  \"라운드 종료 시 {C:}변신{}합니다\"\n                }\n            },\n            j_poke_bellossom = {\n                name = '아르코',\n                text = {\n                    \"플레이한 {C:attention}홀수{} 랭크 카드가\",\n                    \"득점 시 {C:mult}+#1#{} 배수를 주거나\",\n                    \"{C:attention}와일드{} 카드가 됩니다\",\n                    \"이미 {C:attention}와일드{}라면, {C:dark_edition}포일{},\",\n                    \"{C:dark_edition}홀로그램{} 또는 {C:dark_edition}폴리크롬{} 에디션을 추가합니다\"\n                } \n            },\n            j_poke_politoed = {\n                name = '왕구리',\n                text = {\n                    \"플레이한 {V:1}#2#{} 카드가 득점 시 {C:mult}+#1#{} 배수\",\n                    \"{br:5}오류 - STEAK에게 문의바람\",\n                    \"보유한 {X:water,C:white}물{} 조커 수에 따라\",\n                    \"{V:1}#2#{} 카드를 재트리거합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{C:inactive,s:0.8}회 재트리거를 득점 카드에 균등 분배){}\",\n                    \"{s:0.8}득점 후 수트가 순환됩니다 {C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\",\n                } \n            },\n            j_poke_hoppip = {\n                name = '통통코',\n                text = {\n                    \"{C:attention}+#1#{} 핸드 크기\",\n                    \"처음 {C:attention}버린 카드 2장{}이 {C:attention}와일드{}가 됩니다\",\n                    \"버릴 때 {S:1.1,C:red,E:2}자폭합니다{}\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_skiploom = {\n                name = '두코',\n                text = {\n                    \"{C:attention}+#1#{} 핸드 크기\",\n                    \"처음 {C:attention}버린 카드 3장{}이 {C:attention}와일드{}가 됩니다\",\n                    \"버릴 때 {S:1.1,C:red,E:2}자폭합니다{}\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_jumpluff = {\n                name = '솜솜코',\n                text = {\n                    \"{C:attention}+#1#{} 핸드 크기\",\n                    \"모든 {C:attention}버린 카드{}가 {C:attention}와일드{}가 됩니다\",\n                    \"버릴 때 {S:1.1,C:red,E:2}자폭합니다{}\",\n                }\n            },\n            j_poke_aipom = {\n              name = \"에이팜\",\n              text = {\n                \"{C:attention}-#3#{} 카드 선택 제한\",\n                \"{C:inactive}(내기/버리기 제한)\",\n                \"{br:2}오류 - STEAK에게 문의바람\",\n                \"모든 {C:attention}플러시{}와 {C:attention}스트레이트{}를\",\n                \"{C:attention}3{}장의 카드로 만들 수 있습니다\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8}번의 스트레이트와 {C:attention,s:0.8}#2#{C:inactive,s:0.8}번의 플러시 플레이 후 진화){}\"\n              }\n            },\n            j_poke_sunkern = {\n                name = '해너츠',\n                text = {\n                    \"{C:attention}블라인드{} 선택 시와\",\n                    \"핸드를 {C:attention}플레이{}할 때 {C:money}$#1#{} 획득\",\n                    \"{C:inactive,s:0.8}(태양의돌로 진화){}\"\n                }\n            },\n            j_poke_sunflora = {\n                name = '해루미',\n                text = {\n                    \"{C:attention}블라인드{} 선택 시, 핸드 {C:attention}플레이{} 시,\",\n                    \"핸드 {C:attention}버리기{} 시, 소모품 {C:attention}사용{} 시,\",\n                    \"그리고 라운드 종료 시 {C:money}$#1#{} 획득\",\n                }\n            },\n            j_poke_wooper = {\n                name = \"우파\",\n                text = {\n                  \"{C:mult}+#1#{} 배수\",\n                  \"덱에 남은 {C:attention}그림{} 카드마다\",\n                  \"{C:mult}-#3#{} 배수\",\n                  \"{C:inactive}(현재 {C:mult}+#4#{C:inactive} 배수)\",\n                  \"{C:inactive}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_quagsire = {\n                name = \"누오\",\n                text = {\n                  \"{C:mult}+#1#{} 배수\",\n                  \"덱에 남은 {C:attention}그림{} 카드마다\",\n                  \"{C:mult}-#2#{} 배수\",\n                  \"{C:inactive}(현재 {C:mult}+#3#{C:inactive} 배수)\",\n                }\n            },\n            j_poke_yanma = {\n              name = \"왕자리\",\n              text = {\n                \"플레이한 {C:attention}3{} 또는 {C:attention}6{}이\",\n                \"득점 시 {C:chips}+#2#{} 칩과 {C:mult}+#1#{} 배수를 제공합니다\",\n                \"{C:green}#5# / #6#{} 확률로 대신 {C:chips}+#4#{} 칩\",\n                \"및 {C:mult}+#3#{} 배수를 제공합니다\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{C:inactive,s:0.8}장의 3 또는 6 득점 시 진화)\"\n              }\n            },\n            j_poke_espeon = {\n                name = '에브이',\n                text = {\n                    \"플레이한 각 {C:attention}#3#{} 카드를 재트리거합니다\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"득점한 각 {V:1}#4#{} 카드는\",\n                    \"{X:mult,C:white}X#2#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.7}랭크와 수트는 매 라운드 변경됩니다{}\"\n                } \n            },\n            j_poke_umbreon = {\n                name = '블래키',\n                text = {\n                    \"버려진 {C:attention}#1#{}의 레벨을 낮추고\",\n                    \"가장 많이 플레이한 {C:attention}포커 핸드{}의\",\n                    \"레벨에 더합니다\",\n                    \"{C:inactive,s:0.7}핸드는 매 라운드 변경됩니다{}\"\n                } \n            },\n            j_poke_murkrow = {\n              name = \"니로우\",\n              text = {\n                \"보유한 {X:dark,C:white}악{} 조커마다 {X:mult,C:white} X#1# {} 배수\",\n                \"{C:inactive}(현재 {X:mult,C:white} X#2#{C:inactive} 배수)\",\n                \"{C:inactive,s:0.8}(어둠의돌로 진화){}\"\n              }\n            },\n            j_poke_slowking = {\n                name = '야도킹',\n                text = {\n                    \"플레이한 {C:attention}킹{}이 득점 시\",\n                    \"{X:mult,C:white}X#1#{} 배수 제공\",\n                    \"핸드를 플레이할 때마다 {X:mult,C:white}X#2#{} 배수 증가\",\n                    \"{C:inactive,s:0.8}(라운드 종료 시 초기화){}\",\n                }\n            },\n            j_poke_misdreavus = {\n                name = '무우마',\n                text = {\n                    \"플레이한 {C:attention}그림{} 카드는 득점 시\",\n                    \"영구적으로 최대 {C:chips}#1#{} 칩을 잃고\",\n                    \"잃은 만큼의 칩을 이 조커가 얻습니다\",\n                    \"{C:inactive}(현재 {C:chips}+#2#{C:inactive} 칩)\",\n                    \"{C:inactive,s:0.8}(어둠의돌로 진화){}\",\n                }\n            },\n            j_poke_unown = {\n                name = \"안농\",\n                text = {\n                  \"{C:attention}네이처:{} {C:inactive}({C:attention}#2#{C:inactive})\",\n                  \"플레이한 핸드에 {C:attention}네이처{} 카드가\",\n                  \"포함되면 {C:mult}+#1#{} 배수\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"라운드 종료 시 {S:1.1,C:red,E:2}자폭합니다{}\",\n                }\n            },\n            j_poke_wobbuffet = {\n              name = \"마자용\",\n              text = {\n                \"플레이한 {C:attention}6{}, {C:attention}7{}, {C:attention}8{}, {C:attention}9{}, {C:attention}10{}을 재트리거합니다\",\n                \"{br:2}오류 - STEAK에게 문의바람\",\n                \"{C:attention}왼쪽 불안정{}\",\n                \"{C:attention}블라인드{} 선택 시\",\n                \"오른쪽 조커에 {C:attention}이터널{}을 부여합니다\",\n              }\n            },\n            j_poke_girafarig = {\n              name = \"키링키\",\n              text = {\n                \"플레이한 핸드에 {C:attention}투 페어{}가 포함되면\",\n                \"처음과 마지막 {C:attention}그림{} 카드가\",\n                \"득점 시 {X:mult,C:white}X#1#{} 배수를 제공합니다\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}2{C:inactive,s:0.8}장의 그림 카드에 {C:attention,s:0.8}죽음{C:inactive,s:0.8} 카드를 사용하면 진화){}\"\n              }\n            },\n            j_poke_pineco = {\n              name = \"피콘\",\n              text = {\n                \"{C:attention}왼쪽 불안정{}\",\n                \"{C:chips}+#1#{} 칩을 제공한 뒤\",\n                \"이번 라운드 동안 자신을 무효화합니다\",\n                \"{C:inactive}(#2# 라운드 동안 무효화되지 않으면 진화){}\",\n              }\n            },\n            j_poke_forretress = {\n              name = \"쏘콘\",\n              text = {\n                \"{C:attention}왼쪽 불안정{}\",\n                \"{C:chips}+#1#{} 칩을 제공한 뒤\",\n                \"이번 라운드 동안 자신을 무효화합니다\",\n                \"핸드에 {C:attention}스틸{} 카드를 {C:attention}보유{} 중이라면\",\n                \"{C:attention}2배{}의 칩을 제공합니다\",\n              }\n            },\n            j_poke_dunsparce = {\n                name = '노고치',\n                text = {\n                  \"{C:inactive}아무것도 안 함...?\",\n                  \"{C:green}리롤{} 시 상점 이용 종료 때\",\n                  \"{S:1.1,C:red,E:2}자폭합니다{}\",\n                  \"{C:inactive,s:0.8}(#1# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_gligar = {\n                name = '글라이거',\n                text = {\n                    \"핸드에 {C:attention}보유한{} 각 {V:1}#2#{} 카드마다\",\n                    \"플레이한 카드가 {X:mult,C:white}X#1#{} 배수를 제공합니다\",\n                    \"{C:inactive, s:0.8}(수트는 매 라운드 변경됩니다)\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#3#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}(어둠의돌로 진화){}\",\n                }\n            },\n            j_poke_steelix = {\n                name = '강철톤',\n                text = {\n                    \"라운드의 {C:attention}첫 핸드{}에서\",\n                    \"가장 왼쪽 득점 카드가 {C:attention}스틸{} 카드가 됩니다\",\n                    \"{br:4}오류 - STEAK에게 문의바람\",\n                    \"핸드에 보유한 {C:attention}석재{} 카드가 {C:attention}스틸{} 카드가 됩니다\"\n                } \n            },\n            j_poke_mega_steelix = {\n                name = \"메가강철톤\",\n                text = {\n                  \"라운드 종료 시 {C:attention}전체 덱{}에 있는 {C:diamonds}#2#{}마다\",\n                  \"{C:money}$#1#{}를 획득합니다\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"핸드에 보유한 {C:diamonds}#2#{C:attention}가 아닌 스틸{} 카드는\",\n                  \"{C:diamonds}#3#{}이 되고\",\n                  \"{C:attention}강화{}를 잃습니다\",\n                }\n            },\n            j_poke_snubbull = {\n                name = '블루',\n                text = {\n                    \"첫 번째로 플레이한 {C:attention}그림{} 카드가\",\n                    \"득점 시 {X:mult,C:white}X#1#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_granbull = {\n                name = '그랑블루',\n                text = {\n                    \"첫 번째로 플레이한 {C:attention}그림{} 카드가\",\n                    \"{C:attention}퀸{}이면 득점 시 {X:mult,C:white}X#2#{} 배수,\",\n                    \"그렇지 않으면 {X:mult,C:white}X#1#{} 배수를 제공합니다\",\n                }\n            },\n            j_poke_qwilfish = {\n                name = '침바루',\n                text = {\n                    \"{C:purple}+#1# 해저드\",\n                    \"{C:attention}강화된{} 카드가 파괴될 때마다\",\n                    \"{C:chips}+#2#{} 칩을 얻습니다\",\n                    \"{C:inactive}(현재 {C:chips}+#3#{C:inactive} 칩)\",\n                }\n            },\n            j_poke_scizor = {\n                name = '핫삼',\n                text = {\n                    \"블라인드 선택 시, 오른쪽 조커를 파괴하고\",\n                    \"{C:mult}+#4#{} 배수를 얻습니다\",\n                    \"파괴된 조커가 {C:red}레어{} 등급 이상이었다면\",\n                    \"{C:dark_edition}포일{}, {C:dark_edition}홀로그램{}, 또는 {C:dark_edition}폴리크롬{}을 얻습니다\",\n                    \"이 에디션들은 이 조커에 {C:attention}중첩{}됩니다\",\n                    \"{C:inactive,s:0.8}(가능하면 파괴된 조커의 에디션을 따릅니다){}\",\n                    \"{C:inactive}(현재 {C:chips}+#2#{} {C:inactive}칩, {C:mult}+#1#{} {C:inactive}배수, {X:mult,C:white}X#3#{} {C:inactive}배수)\"\n                } \n            },\n            j_poke_mega_scizor = {\n                name = \"메가핫삼\",\n                text = {\n                  \"{C:blue}커먼{} 조커들이 {X:mult,C:white} X#1# {} 배수를 제공합니다\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"라운드 종료 시 모든 {C:blue}커먼{} 조커를\",\n                  \"파괴합니다\"\n                }\n            },\n            j_poke_shuckle = {\n                name = \"단단지\",\n                text = {\n                  \"블라인드 선택 시, 가장 왼쪽의\",\n                  \"{C:attention}소모품{}을 파괴하고\",\n                  \"{C:item}나무열매 주스{} 카드를 생성합니다\",\n                  \"{C:inactive}({C:item}나무열매 주스{C:inactive}는 파괴할 수 없음)\"\n                }\n            },\n            j_poke_sneasel = {\n                name = '포푸니',\n                text = {\n                    \"플레이한 핸드가 단 한 장의 {C:attention}#3#{}라면 파괴하고,\",\n                    \"{C:money}$#4#{}를 획득하며 이 조커는 {X:mult,C:white}X#1#{} 배수를 얻습니다,\",\n                    \"{C:attention}보스 블라인드{} 격파 시 초기화됩니다\",\n                    \"{C:inactive,s:0.8}(랭크는 매 라운드 변경됩니다){}\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#2#{C:inactive} 배수){}\",\n                    \"{C:inactive,s:0.8}(어둠의돌로 진화){}\",\n                }\n            },\n            j_poke_teddiursa = {\n              name = \"깜지곰\",\n              text = {\n                \"아무 {C:attention}부스터 팩{}을 스킵할 때마다\",\n                \"{C:mult}+#2#{} 배수를 얻습니다\",\n                \"{C:inactive}(배수 {C:mult}+#1#{C:inactive} / #3#일 때 진화)\",\n              }\n            },\n            j_poke_ursaring = {\n              name = \"링곰\",\n              text = {\n                \"아무 {C:attention}부스터 팩{}을 스킵할 때마다\",\n                \"{C:mult}+#2#{} 배수를 얻고 {C:item}아이템{}을 생성합니다\",\n                \"{C:inactive,s:0.8}(공간이 있어야 함)\",\n                \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수)\",\n                \"{C:inactive,s:0.8}(달의돌로 진화){}\",\n              }\n            },\n            j_poke_slugma = {\n              name = \"마그마그\",\n              text = {\n                \"매 {C:attention}4{} {C:inactive}[#4#]{}번의 핸드를 플레이할 때마다,\",\n                \"득점 후 핸드에 {C:attention}보유한{} 첫 번째 카드를 파괴하고\",\n                \"이 조커는 {C:chips}+#2#{} 칩을 얻습니다\",\n                \"{C:inactive}(칩 {C:chips}+#1#{C:inactive} / #3#일 때 진화)\",\n              }\n            },\n            j_poke_magcargo = {\n                name = \"마그카르고\",\n                text = {\n                  \"매 {C:attention}3{} {C:inactive}[#3#]{}번의 핸드를 플레이할 때마다,\",\n                  \"득점 후 핸드에 {C:attention}보유한{} 첫 번째 카드를 파괴하고\",\n                  \"이 조커는 {C:chips}+#2#{} 칩을 얻습니다\",\n                  \"{C:inactive}(현재 {C:chips}+#1#{C:inactive} 칩)\",\n                }\n            },\n            j_poke_swinub = {\n                name = \"꾸꾸리\",\n                text = {\n                  \"첫 번째로 플레이한 카드가 포커 핸드에 있는\",\n                  \"각 {C:attention}석재{} 및 {C:attention}글래스{} 카드마다 {C:mult}+#1#{} 배수를 제공합니다\",\n                  \"{br:2}텍스트가 작동하려면 여기 있어야 함\",\n                  \"{C:green}#3# / #4#{} 확률로 라운드 종료 시\",\n                  \"{C:money}$#2#{}를 획득합니다\",\n                  \"{C:inactive,s:0.8}(#5# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_piloswine = {\n              name = \"메꾸리\",\n              text = {\n                \"첫 번째로 플레이한 카드가 포커 핸드에 있는\",\n                \"각 {C:attention}석재{} 및 {C:attention}글래스{} 카드마다 {C:mult}+#1#{} 배수를 제공합니다\",\n                \"{br:2}텍스트가 작동하려면 여기 있어야 함\",\n                \"{C:green}#3# / #4#{} 확률로 라운드 종료 시\",\n                \"{C:money}$#2#{}를 획득합니다\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}#5#{C:inactive,s:0.8}장의 석재 또는 글래스 카드 득점 시 진화)\",\n              }\n            },\n            j_poke_heracross = {\n                name = '헤라크로스',\n                text = {\n                    \"득점한 어떤 카드도 핸드에 {C:attention}보유한{} 카드와\",\n                    \"{C:attention}같은 랭크{}가 아니라면\",\n                    \"{X:mult,C:white} X#1# {} 배수\"\n                }\n            },\n            j_poke_mega_heracross = {\n                name = \"메가헤라크로스\",\n                text = {\n                  \"플레이한 모든 카드를 {C:attention}2회{} 재트리거합니다\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"{C:attention}5{}장 미만의 카드를\",\n                  \"플레이하거나 버리면\",\n                  \"이번 라운드 동안 능력이 무효화됩니다\",\n                  \"{C:inactive}(득점 전 무효화됨)\"\n                }\n            },\n            j_poke_corsola = {\n              name = '코산호',\n              text = {\n                \"{C:attention}전체 덱{}에 있는 {C:attention}강화된{} 카드마다\",\n                \"{C:mult}+#1#{} 배수\",\n                \"{br:2}오류 - STEAK에게 문의바람\",\n                \"포커 핸드에 {C:attention}5장의 강화된{} 카드가 포함되면\",\n                \"{C:attention}기본{} {X:water,C:white}물{} 조커를 생성합니다\",\n                \"{C:inactive,s:0.8}(공간이 있어야 함)\",\n                \"{C:inactive}(현재 {C:mult}+#2#{C:inactive} 배수)\",\n              }\n            },\n            j_poke_remoraid = {\n              name = \"총어\",\n              text = {\n                \"첫 번째로 플레이한 핸드의\",\n                \"모든 카드를 재트리거합니다\",\n                \"{C:inactive}(#2# 라운드 후 진화){}\",\n              }\n            },\n            j_poke_octillery = {\n              name = \"대포무노\",\n              text = {\n                \"플레이한 모든 카드를 재트리거합니다\",\n                \"{br:2}오류 - STEAK에게 문의바람\",\n                \"포커 핸드에 {C:attention}8{}이 포함되지 않으면\",\n                \"득점 후 이번 라운드 동안 능력이 무효화됩니다\"\n              }\n            },\n            j_poke_delibird = {\n                name = \"딜리버드\",\n                text = {\n                  \"라운드 종료 시,\",\n                  \"{S:1.1,C:green,E:2}선물{}을 받습니다!\",\n                  \"{C:inactive,s:0.8}(공간이 있어야 함)\",\n                }\n            },\n            j_poke_mantine = {\n                name = \"만타인\",\n                text = {\n                  \"{C:attention}골드{} 카드가 득점하거나\",\n                  \"핸드에 보유 중일 때 {C:chips}+#2#{} 칩을 얻습니다\",\n                  \"{C:inactive}(현재 {C:chips}+#1#{C:inactive} 칩)\",\n                }\n            },\n            j_poke_skarmory = {\n                name = '무장조',\n                text = {\n                    \"{C:purple}+#1# 해저드\",\n                    \"핸드에 {C:attention}보유한{} 각 {C:attention}해저드{} 또는\",\n                    \"{C:attention}스틸{} 카드마다 {X:mult,C:white}X#2#{} 배수\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#3#{C:inactive} 배수)\",\n                }\n            },\n            j_poke_kingdra = {\n                name = '킹드라',\n                text = {\n                    \"득점한 {C:attention}6{}마다 {C:mult}+#2#{} 배수 증가\",\n                    \"핸드에 {C:attention}킹{}을 보유하고 있다면,\",\n                    \"득점한 {C:attention}6{}마다 {C:attention}대신{} {X:mult,C:white}X#4#{} 배수를 얻습니다\",\n                    \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수, {X:mult,C:white}X#3#{C:inactive} 배수)\",\n                } \n            },\n            j_poke_phanpy = {\n                name = \"코코리\",\n                text = {\n                  \"{C:attention}5{}장의 득점 카드가 있는\",\n                  \"{C:attention}연속적인{} 플레이된 핸드마다 {X:mult,C:white}X#2#{} 배수 증가\",\n                  \"{C:inactive}(현재 {X:mult,C:white}X#1#{C:inactive} 배수)\",\n                  \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_donphan = {\n                name = \"코리갑\",\n                text = {\n                  \"{C:attention}5{}장의 득점 카드가 있는\",\n                  \"{C:attention}연속적인{} 플레이된 핸드마다 {X:mult,C:white}X#2#{} 배수 증가\",\n                  \"{C:inactive}(현재 {X:mult,C:white}X#1#{C:inactive} 배수)\",\n                }\n            },\n            j_poke_porygon2 = {\n                name = '폴리곤2',\n                text = {\n                    \"{C:pink}+2{} 에너지 한도\",\n                    \"아무 {C:attention}부스터 팩{}을 개봉하면\",\n                    \"가장 왼쪽 조커와 같은 {C:pink}타입{}의\",\n                    \"{C:pink}에너지{} 카드를 생성합니다\",\n                    \"{C:inactive,s:0.8}(괴상한패치로 진화){}\",\n                } \n            },\n            j_poke_stantler = {\n                name = \"노라키\",\n                text = {\n                    \"{C:purple}+#1# 꿰뚫어보기\",\n                    \"가장 랭크가 {C:attention}높은{} {C:attention}꿰뚫어본{} 카드의\",\n                    \"랭크를 배수에 추가합니다\",\n                    \"{C:inactive,s:0.8}(#2#회 발동 시 진화){}\",\n                }\n            },\n            j_poke_smeargle = {\n                name = \"루브도\",\n                text = {\n                  \"{C:attention}블라인드{} 선택 시\",\n                  \"오른쪽 {C:attention}조커{}의 능력을 {C:attention}스케치{}합니다\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"{C:attention}번져버린 조커{}를 적용합니다\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = '배루키',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"라운드의 {C:attention}첫 핸드나 버리기{}가\",\n                    \"정확히 {C:attention}5{}장이라면, 무작위 카드가\",\n                    \"복제되거나 {C:inactive}(플레이 시){} 파괴됩니다 {C:inactive}(버리기 시){}\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }  \n            },\n            j_poke_hitmontop = {\n                name = '카포에라',\n                text = {\n                    \"{X:mult,C:white} X#1# {} 배수\",\n                    \"{C:attention}블라인드{} 선택 시\",\n                    \"덱 크기가 정확히 {C:attention}#2#{}장이라면\",\n                    \"{X:mult,C:white} X#3# {} 배수를 얻습니다\",\n                } \n            },\n            j_poke_smoochum = {\n                name = '뽀뽀라',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"이 조커가 진화할 때\",\n                    \"{C:attention}표준 태그{}를 생성합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_elekid = {\n                name = '에레키드',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"이 조커가 진화할 때\",\n                    \"{C:attention}쿠폰 태그{}를 생성합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_magby = {\n                name = '마그비',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"{C:red}+#2#{} 버리기 횟수\",\n                    \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_houndour = {\n              name = \"델빌\",\n              text = {\n                \"{C:attention}3{}장 넘게 버릴 경우\",\n                \"핸드에 {C:attention}보유한{} 무작위 카드 {C:attention}#3#{}장도 함께 버려집니다\",\n                \"{br:2}오류 - STEAK에게 문의바람\",\n                \"버려진 카드는 영구적으로 {C:mult}+#1#{} 배수를 얻습니다\",\n                \"{C:inactive}(#2# 라운드 후 진화){}\",\n              }\n            },\n            j_poke_houndoom = {\n              name = \"헬가\",\n              text = {\n                \"{C:attention}3{}장 넘게 버릴 경우\",\n                \"핸드에 {C:attention}보유한{} {C:attention}모든{} 카드도 함께 버려집니다\",\n                \"{br:2}오류 - STEAK에게 문의바람\",\n                \"버려진 카드는 영구적으로 {C:mult}+#1#{} 배수를 얻습니다\",\n              }\n            },\n            j_poke_mega_houndoom = {\n                name = \"메가헬가\",\n                text = {\n                  \"카드를 버리면 핸드에 {C:attention}보유한{}\",\n                  \"{C:attention}모든{} 카드도 함께 버려집니다\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"카드가 버려질 때마다 {X:mult,C:white} X#2# {} 배수 증가\",\n                  \"라운드 종료 시 초기화\",\n                  \"{C:inactive}(현재 {X:mult,C:white} X#1# {C:inactive} 배수)\"\n                }\n            },\n            j_poke_miltank = {\n                name = \"밀탱크\",\n                text = {\n                  \"라운드 종료 시 보유한\", \n                  \"{X:colorless,C:white}노말{} 조커마다 {C:money}$#1#{} 획득\",\n                  \"{C:inactive}(현재 {C:money}$#2#{C:inactive}){}\"\n                }\n            },\n            j_poke_blissey = {\n                name = '해피너스',\n                text = {\n                    \"매 라운드 처음으로 {C:attention}럭키{} 카드가\",\n                    \"{C:attention}#1#{} {C:inactive}[#2#]{}회 발동하면,\",\n                    \"그 카드의 영구적인 {C:dark_edition}폴리크롬{} 복제본을 덱에 추가하고\",\n                    \"손으로 가져옵니다\",\n                } \n            },\n            j_poke_raikou = {\n                name = \"라이코\",\n                text = {\n                  \"첫 번째로 플레이한 핸드가 {C:attention}1{}장이라면,\",\n                  \"핸드에 {C:attention}보유한{} 카드 {C:attention}3{}장을\",\n                  \"그 카드의 {C:attention}랭크{}로 바꾸고 {C:money}$#1#{}를 획득합니다\",\n                }\n            },\n            j_poke_entei = {\n                name = \"앤테이\",\n                text = {\n                  \"{C:attention}첫 버리기{}가 정확히 {C:attention}4{}장이라면,\",\n                  \"그 중 하나를 파괴하고 {X:red,C:white}X#2#{} 배수를 얻습니다\",\n                  \"{C:inactive}(현재 {X:red,C:white}X#1#{C:inactive} 배수)\",\n                }\n            },\n            j_poke_suicune = {\n                name = \"스이쿤\",\n                text = {\n                  \"플레이한 핸드에서 득점하는 각 카드의\",\n                  \"총 칩을 영구적으로 {C:attention}2배{}로 만듭니다\",\n                  \"{C:inactive}(증가 시 최대 {C:chips}+#1#{C:inactive} 칩)\",\n                }\n            },\n            j_poke_larvitar = {\n                name = \"에버라스\",\n                text = {\n                  \"플레이한 핸드가 {C:attention}풀 하우스{}라면\",\n                  \"모든 플레이한 카드가 득점 시 영구적으로\",\n                  \"{C:chips}+#1#{} 칩을 얻습니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}번의 풀 하우스 플레이 후 진화)\"\n                }\n            },\n            j_poke_pupitar = {\n                name = \"데기라스\",\n                text = {\n                  \"플레이한 핸드가 {C:attention}풀 하우스{}라면\",\n                  \"모든 플레이한 카드가 득점 시 영구적으로\",\n                  \"{C:chips}+#1#{} 칩을 얻습니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}번의 풀 하우스 플레이 후 진화)\"\n                }\n            },\n            j_poke_tyranitar = {\n                name = \"마기라스\",\n                text = {\n                  \"플레이한 핸드가 {C:attention}풀 하우스{}라면, 각 플레이한 카드는\",\n                  \"득점 시 영구적으로 최대 {C:chips}#1#{} 칩을 잃고\",\n                  \"칩을 잃었다면 영구적으로 {X:mult,C:white}X#2#{} 배수를 얻습니다\"\n                }\n            },\n            j_poke_mega_tyranitar = {\n                name = \"메가마기라스\",\n                text = {\n                  \"플레이한 핸드가 {C:attention}풀 하우스{}라면\",\n                  \"그 레벨을 상승시키고, 플레이한 카드는\",\n                  \"{C:attention}풀 하우스{}의 레벨만큼\",\n                  \"영구적으로 {C:chips}칩{}을 얻습니다\"\n                }\n            },\n            j_poke_lugia = {\n              name = \"루기아\",\n              text = {\n                \"{C:attention}블라인드{} 동안 뽑은 카드\",\n                \"매 {C:attention}#3#{} {C:inactive}[#4#]{}장마다 {X:mult,C:white} X#2# {} 배수 증가\",\n                \"{C:inactive}(현재 {X:mult,C:white} X#1# {C:inactive} 배수){}\"\n              }\n            },\n            j_poke_ho_oh = {\n                name = \"칠색조\",\n                text = {\n                  \"매 라운드 처음으로 {C:attention}소모품{}을\",\n                  \"사용할 때, 그것의\",\n                  \"{C:dark_edition}폴리크롬{} 복제본을 생성합니다\",\n                  \"{C:inactive}(공간이 있어야 함)\",\n                }\n            },\n            j_poke_celebi = {\n                name = \"세레비\",\n                text = {\n                    \"{C:attention}블라인드{}를 {C:attention}#1#{} {C:inactive}[#3#]{}번 스킵하면 {C:attention}-#2#{} 앤티\",\n                    \"{C:inactive}(필요한 스킵 횟수는 매번 증가함)\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"플레이한 라운드마다 {X:mult,C:white} X#4# {} 배수\",\n                    \"{C:inactive}(현재 {X:mult,C:white} X#5# {C:inactive} 배수){}\"\n                    \n                } \n            },\n            j_poke_treecko = {\n                name = \"나무지기\",\n                text = {\n                    \"{C:attention}+#3#{} 핸드 크기, {C:attention}네이처: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"플레이한 {C:attention}네이처{} 카드가 득점 시\",\n                    \"{C:money}$#1#{}를 획득합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}회 발동 시 진화){}\",\n                } \n            },\n            j_poke_grovyle = {\n                name = \"나무돌이\",\n                text = {\n                    \"{C:attention}+#3#{} 핸드 크기, {C:attention}네이처: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n                    \"플레이한 {C:attention}네이처{} 카드가 득점 시\",\n                    \"{C:money}$#1#{} 또는 {C:money}$#4#{}를 획득합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}회 발동 시 진화){}\",\n                } \n            },\n            j_poke_sceptile = {\n                name = \"나무킹\",\n                text = {\n                    \"{C:attention}+#3#{} 핸드 크기, {C:attention}네이처: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"플레이한 {C:attention}네이처{} 카드가 득점 시 {C:money}$#1#{}를 획득하며,\",\n                    \"다른 {X:grass,C:white}풀{} 조커 하나당\",\n                    \"{C:money}$#5#{}를 추가로 획득합니다\",\n                    \"{C:inactive}(현재 총 {C:money}$#4#{C:inactive} 획득){}\"\n                } \n            },\n            j_poke_torchic = {\n                name = \"아차모\",\n                text = {\n                    \"{C:mult}+#3#{} 버리기 횟수, {C:attention}네이처: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"플레이한 {C:attention}네이처{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}회 발동 시 진화){}\",\n                } \n            },\n            j_poke_combusken = {\n                name = \"영치코\",\n                text = {\n                    \"{C:mult}+#3#{} 버리기 횟수, {C:attention}네이처: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"플레이한 {C:attention}네이처{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}회 발동 시 진화){}\",\n                } \n            },\n            j_poke_blaziken = {\n                name = \"번치코\",\n                text = {\n                    \"{C:mult}+#3#{} 버리기 횟수, {C:attention}네이처: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"플레이한 {C:attention}네이처{} 카드가 득점 시\",\n                    \"{C:mult}+#1#{} 배수를 제공합니다\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"이번 라운드에 {C:attention}네이처{} 카드를 {C:attention}#4# {C:inactive}[#5#]장\",\n                    \"버렸다면, 각 {X:fire,C:white}불꽃{} 또는 {X:fighting,C:white}격투{} 조커가\",\n                    \"{X:mult,C:white} X#2# {} 배수를 제공합니다\"\n                } \n            },\n            j_poke_mudkip = {\n                name = \"물짱이\",\n                text = {\n                    \"{C:chips}+#3#{} 핸드 횟수, {C:attention}네이처: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"플레이한 {C:attention}네이처{} 카드가 득점 시\",\n                    \"{C:chips}+#1#{} 칩을 제공합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}회 발동 시 진화)\"\n                } \n            },\n            j_poke_marshtomp = {\n                name = \"늪짱이\",\n                text = {\n                    \"{C:chips}+#3#{} 핸드 횟수, {C:attention}네이처: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"플레이한 {C:attention}네이처{} 카드가 득점 시\",\n                    \"{C:chips}+#1#{} 칩을 제공합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}회 발동 시 진화)\"\n                } \n            },\n            j_poke_swampert = {\n                name = \"대짱이\",\n                text = {\n                    \"{C:chips}+#2#{} 핸드 횟수, {C:attention}네이처: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"플레이한 {C:attention}네이처{} 카드가 득점 시\",\n                    \"{C:chips}+#1#{} 칩을 제공합니다\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"포커 핸드에 {C:attention}#3#장의 네이처{} 카드가 포함되어 있다면\",\n                    \"보유한 {X:water,C:white}물{} 또는 {X:earth,C:white}땅{} 조커 {C:attention}2{}개당\",\n                    \"{C:tarot}타로{} 카드를 1장 생성합니다 {C:inactive}(공간이 있어야 함){}\"\n                } \n            },\n            j_poke_poochyena = {\n              name = \"포챠나\",\n              text = {\n                \"{C:attention}플레잉 카드{}가 파괴될 때마다\",\n                \"{C:mult}+#2#{} 배수를 얻습니다\",\n                \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수)\",\n                \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n              }\n            },\n            j_poke_mightyena = {\n              name = \"그라에나\",\n              text = {\n                \"{C:attention}플레잉 카드{}가 파괴될 때마다\",\n                \"{C:mult}+#2#{} 배수를 얻습니다\",\n                \"{br:2}오류 - STEAK에게 문의바람\",\n                \"보유한 {X:dark,C:white}악{} 조커마다\",\n                \"획득량이 {C:mult}+#3#{} 배수 증가합니다\",\n                \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수)\",\n              }\n            },\n            j_poke_zigzagoon = {\n              name = \"지그제구리\",\n              text = {\n                \"핸드를 플레이할 때 {C:green}#1# / #2#{} 확률로\",\n                \"{C:attention}줍기{} {C:item}아이템{}을 생성합니다\",\n                \"{C:inactive}(공간이 있어야 함)\",\n                \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n              }\n            },\n            j_poke_linoone = {\n              name = \"직구리\",\n              text = {\n                \"핸드를 플레이할 때 {C:green}#1# / #2#{} 확률로\",\n                \"{C:attention}줍기{} {C:item}아이템{}을 생성합니다\",\n                \"핸드에 {C:attention}스트레이트{}가 포함되어 있다면\",\n                \"확정적으로 생성합니다\",\n                \"{C:inactive}(공간이 있어야 함)\"\n              }\n            },\n                        j_poke_wurmple = {\n\t\t\t\tname = \"개무소\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:mult}+3{} 배수 또는 {C:chips}+20{} 칩\",\n\t\t\t\t\t\"{C:attention}성격{}: (무작위 수트)\",\n\t\t\t\t\t\"{C:inactive}(성격 카드 {C:attention}5{}장 득점 시 진화){}\"\n\t\t\t\t}\n\t\t\t},\n        \n            j_poke_silcoon = {\n                name = \"실쿤\",\n                text = {\n                    \"{C:mult}+#1#{} 배수, {C:attention}성격{}: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}성격{C:inactive,s:0.8} 카드 {C:attention,s:0.8}#3#{C:inactive,s:0.8}장 득점 시 진화){}\",\n                }\n            },\n            j_poke_beautifly = {\n                name = \"뷰티플라이\",\n                text = {\n                    \"{C:mult}+#1#{} 배수, {C:attention}성격{}: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:green}#3# / #4#{} 확률로\",\n                    \"{C:attention}플러시{} {C:attention}포커 핸드{}의\",\n                    \"레벨을 업그레이드합니다\",\n                    \"{C:attention}성격{} 카드가 득점에 포함된 경우\"\n                }\n            },\n            j_poke_cascoon = {\n                name = \"카스쿤\",\n                text = {\n                    \"{C:chips}+#1#{} 칩, {C:attention}성격{}: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}성격{C:inactive,s:0.8} 카드 {C:attention,s:0.8}#3#{C:inactive,s:0.8}장 득점 시 진화){}\",\n                }\n            },\n            j_poke_dustox = {\n                name = \"독케일\",\n                text = {\n                    \"{C:chips}+#1#{} 칩, {C:attention}성격{}: {C:inactive}({V:1}#2#{C:inactive}){}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"손패에 있는 모든 카드가\",\n                    \"{C:attention}성격{} 카드라면\",\n                    \"{X:mult,C:white} X#3# {} 배수\"\n                }\n            },\n            \n            \n            j_poke_shroomish = {\n                name = \"버섯꼬\",\n                text = {\n                  \"{C:attention}블라인드{} 선택 시, 이번 라운드 동안\",\n                  \"{C:chips}+#1#{} 핸드 횟수, {C:mult}+#2#{} 버리기 횟수, 또는\",\n                  \"{C:attention}+#3#{} 핸드 크기를 얻습니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#4#{C:inactive,s:0.8}번의 보스 블라인드 격파 후 진화){}\"\n                }\n            }, \n            j_poke_breloom = {\n                name = \"버섯모\",\n                text = {\n                  \"블라인드 선택 시, 이번 라운드 동안\",\n                  \"{C:chips}+#1#{} 핸드 횟수, {C:mult}+#2#{} 버리기 횟수, 또는\",\n                  \"{C:attention}+#3#{} 핸드 크기를 얻습니다\"\n                }\n            }, \n            j_poke_azurill = {\n                name = '루리리',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white}X#1#{} 배수\",\n                    \"라운드 종료 시 {C:dark_edition}네거티브{} {C:tarot}교황{} 카드의\",\n                    \"복제본을 생성합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_nosepass = {\n                name = '코코파스',      \n                text = {\n                    \"첫 번째로 플레이한 {C:attention}그림{} 카드가\",\n                    \"{C:attention}석재{} 카드가 되며\",\n                    \"득점 시 {X:mult,C:white} X#1# {} 배수를 제공합니다\",\n                    \"{C:inactive,s:0.8}(천둥의돌로 진화){}\"\n                } \n            },\n            j_poke_aron = {\n                name = '가보리',\n                text = {\n                    \"{C:attention}포커 핸드{}에 있는 {C:attention}스틸{} 카드마다\",\n                    \"{X:mult,C:white}X#2#{} 배수를 얻고, 그 카드들을 파괴합니다\",\n                    \"{C:inactive}(배수 {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{C:inactive}일 때 진화)\",\n                }\n            },\n            j_poke_lairon = {\n                name = '갱도라',\n                text = {\n                    \"{C:attention}포커 핸드{}에 있는 {C:attention}스틸{} 및 {C:attention}석재{} 카드마다\",\n                    \"{X:mult,C:white}X#2#{} 배수를 얻고, 그 카드들을 파괴합니다\",\n                    \"{C:inactive}(배수 {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{C:inactive}일 때 진화)\"\n                }\n            },\n            j_poke_aggron = {\n                name = '보스로라',\n                text = {\n                    \"{C:attention}포커 핸드{}에 있는 {C:attention}스틸{}, {C:attention}석재{},\",\n                    \"{C:attention}골드{} 카드마다 {X:mult,C:white}X#2#{} 배수를 얻고,\",\n                    \"그 카드들을 파괴합니다\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#1#{C:inactive} 배수)\"\n                }\n            },\n            j_poke_roselia = {\n                name = \"로젤리아\",\n                text = {\n                    \"이번 라운드의 {C:attention}첫 번째{} 점수 카드가\",\n                    \"{C:attention}홀수{}라면 {C:attention}#1#{}회 재발동,\",\n                    \"그렇지 않으면 {C:attention}씨앗{} 카드가 됨\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}빛의 돌{C:inactive,s:0.8}로 진화)\",\n                }\n                },\n\n            j_poke_numel = {\n                name = \"둔타\",\n                text = {\n                  \"{C:attention}#3#{}장의 카드가 득점할 때마다\",\n                  \"{X:red,C:white}X#1#{} 배수\",\n                  \"{C:inactive}#4#장 남음{}\",\n                  \"{C:inactive}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_camerupt = {\n              name = \"폭타\",\n              text = {\n                \"{C:attention}#2#{}장의 카드가 득점할 때마다 {X:red,C:white}X#1#{} 배수,\",\n                \"단 {C:attention}배수{} 카드는\",\n                \"2장으로 계산됩니다\",\n                \"{C:inactive}#3#장 남음{}\",\n              }\n            },\n            j_poke_mega_camerupt = {\n              name = \"메가폭타\",\n              text = {\n                \"{C:attention}배수{} 카드가 득점할 때마다\",\n                \"{X:mult,C:white} X#2# {} 배수 증가\",\n                \"라운드 종료 시 초기화\",\n                \"{C:inactive}(현재 {X:mult,C:white} X#1# {C:inactive} 배수)\"\n              }\n            },\n            j_poke_cacnea = {\n            name = \"선인왕\",\n            text = {\n                \"{C:hazard}+#1#{} 위험 레이어\",\n                \"카드가 파괴될 때마다\",\n                \"{C:money}$#2#{} 획득\",\n                \"{C:inactive}({C:attention}#3#{C:inactive} 라운드 후 진화)\",\n            }\n            },\n            j_poke_cacturne = {\n            name = \"밤선인\",\n            text = {\n                \"{C:hazard}+#1#{} 위험 레이어\",\n                \"카드가 파괴될 때마다\",\n                \"{C:money}$#2#{} 획득\",\n                \"{br:2}ERROR - CONTACT STEAK\",\n                \"점수 계산 후\",\n                \"{C:attention}첫 번째{} 핸드의 모든\",\n                \"{C:attention}위험{} 카드를 파괴\",\n            }\n            },\n\n            j_poke_lileep = {\n                name = \"릴링\",\n                text = {\n                  \"{C:attention}고대 #1#{}\",\n                  \"{X:attention,C:white}1+{} : 이번 라운드 핸드 크기 {C:attention}+#4#{}\",\n                  \"{X:attention,C:white}2+{} : 자신과 모든 {C:attention}소모품{}에\",\n                  \"판매 가치 {C:money}$#3#{} 추가\",\n                  \"{X:attention,C:white}3+{} : 핸드에 보유한 각 카드마다 {C:chips}+#2#{} 칩\",\n                  \"{C:inactive,s:0.8}({X:attention,C:white,s:0.8}3+{C:inactive,s:0.8} 능력을 {C:attention,s:0.8}#6#{C:inactive,s:0.8}회 발동 시 진화)\"\n                }\n            },\n            j_poke_cradily = {\n                name = \"릴리요\",\n                text = {\n                  \"{C:attention}고대 #1#{}\",\n                  \"{X:attention,C:white}1+{} : 이번 라운드 핸드 크기 {C:attention}+#4#{}\",\n                  \"{X:attention,C:white}2+{} : 자신과 모든 {C:attention}소모품{}에\",\n                  \"판매 가치 {C:money}$#3#{} 추가\",\n                  \"{X:attention,C:white}3+{} : 핸드에 보유한 각 카드마다 {C:chips}+#2#{} 칩\",\n                  \"{X:attention,C:white}4+{} : 보유한 {C:attention}소모품{} 중 가장 높은 판매 가치만큼\",\n                  \"{C:money}${} 획득\"\n                }\n            },\n            j_poke_anorith = {\n                name = \"아노딥스\",\n                text = {\n                  \"{C:attention}고대 #1#{}\",\n                  \"{X:attention,C:white}1+{} : {C:mult}+#2#{} 배수\",\n                  \"{X:attention,C:white}2+{} : {C:green}#3# / #4#{} 확률로\",\n                  \"{C:attention}#1#{}을 덱에 추가\",\n                  \"{X:attention,C:white}3+{} : 덱에서 {C:attention}#1#{}보다 랭크가\",\n                  \"높은 카드를 파괴\",\n                  \"{C:inactive,s:0.8}({X:attention,C:white,s:0.8}3+{C:inactive,s:0.8} 능력을 {C:attention,s:0.8}#5#{C:inactive,s:0.8}회 발동 시 진화)\"\n                }\n            },\n            j_poke_armaldo = {\n                name = \"아말도\",\n                text = {\n                  \"{C:attention}고대 #1#{}\",\n                  \"{X:attention,C:white}1+{} : {C:mult}+#2#{} 배수\",\n                  \"{X:attention,C:white}2+{} : {C:green}#3# / #4#{} 확률로\",\n                  \"{C:attention}강화된 #1#{}을 덱에 추가\",\n                  \"{X:attention,C:white}3+{} : 덱에서 {C:attention}#1#{}보다 랭크가\",\n                  \"높은 카드를 파괴\",\n                  \"{X:attention,C:white}4+{} : {C:attention}전체 덱{}에 있는 {C:attention}강화된 #1#{}마다\",\n                  \"{X:mult,C:white} X#5# {} 배수\",\n                  \"{C:inactive}(현재 {X:mult,C:white} X#6# {C:inactive} 배수){}\"\n                }\n            },\n            j_poke_feebas = {\n                name = '빈티나',\n                text = {\n                    \"{C:mult}+#1#{} 배수\",\n                    \"{C:attention}첨벙{} 효과 적용\",\n                    \"{C:inactive,s:0.8}(고운비늘로 진화){}\",\n                } \n            },\n            j_poke_milotic = {\n                name = \"밀로틱\",\n                text = {\n                  \"포커 핸드가 {C:attention}단일 수트{}라면\",\n                  \"플레이한 모든 카드를 재트리거합니다\"\n                }\n            },\n            j_poke_duskull = {\n              name = \"해골몽\",\n              text = {\n                \"라운드의 {C:attention}마지막 핸드{}에서\",\n                \"처음 득점한 {C:attention}4{}장의 카드를 재트리거합니다\",\n                \"{C:inactive}(#2# 라운드 후 진화){}\",\n              }\n            },\n            j_poke_dusclops = {\n              name = \"미라몽\",\n              text = {\n                \"라운드의 {C:attention}마지막 핸드{}에서\",\n                \"처음 득점한 {C:attention}4{}장의 카드를 재트리거합니다\",\n                \"{br:2}오류 - STEAK에게 문의바람\",\n                \"마지막 핸드에 {C:attention}득점하지 않은{} 카드가\",\n                \"{C:attention}1{}장 있다면 파괴하고\",\n                \"{C:spectral}유령{} 카드를 생성합니다\",\n                \"{C:inactive}(공간이 있어야 함){}\",\n                \"{C:inactive}(연결의끈으로 진화){}\",\n              }\n            },\n            j_poke_absol = {\n                name = \"앱솔\",\n                text = {\n                  \"{X:red,C:white}X#1#{} 배수\",\n                  \"모든 {C:attention}표시된{} {C:green,E:1,S:1.1}확률{}이\", \n                  \"항상 {C:attention}0{}이 됩니다\",\n                  \"{C:inactive}(예: {C:green}1 / 6{C:inactive} -> {C:green}0 / 6{C:inactive})\",\n                }\n            },\n            j_poke_wynaut = {\n                name = '마자',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"라운드 종료 시 {C:dark_edition}네거티브{} {C:tarot}광대{} 카드의\",\n                    \"복제본을 생성합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"눈꼬마\",\n                text = {\n                  \"최대 {C:mult}-$#1#{}까지 빚을 질 수 있습니다\",\n                  \"{C:inactive,s:0.8}(빚을 진 상태로 {C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 경과 시 진화)\",\n                  \"{C:inactive,s:0.8}(각성의돌로 진화){}\"\n                }\n            },\n            j_poke_glalie = {\n                name = \"얼음귀신\",\n                text = {\n                  \"최대 {C:mult}-$#1#{}까지 빚을 질 수 있습니다\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"라운드 종료 시,\",\n                  \"자금을 {C:money}$0{}으로 만듭니다\"\n                }\n            },\n            j_poke_clamperl = {\n                name = \"진주몽\",\n                text = {\n                    \"{C:spectral}영체 {C:attention}태그{}를 보유한 상태에서\",\n                    \"{C:attention}부스터 팩{}을 개봉하면\",\n                    \"핸드 크기 {C:attention}+#1#{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}연결의끈{C:inactive,s:0.8}으로 진화){}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}연결의끈{C:inactive,s:0.8}을 판매하면 진화){}\",\n                }\n            },\n\n            j_poke_huntail = {\n                name = \"헌테일\",\n                text = {\n                    \"{C:attention}부스터 팩{}을 개봉하면\",\n                    \"핸드 크기 {C:attention}+#1#{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:tarot}타로{} 또는 {C:item}아이템{} 카드가\",\n                    \"{C:attention}판매{}되면\",\n                    \"{X:mult,C:white} X#2# {} 배수를 획득하고\",\n                    \"손패에 있는 무작위 카드 {C:attention}1{}장을 파괴합니다\",\n                    \"{C:inactive}(현재 {X:mult,C:white} X#3# {C:inactive} 배수)\"\n                }\n            },\n            j_poke_gorebyss = {\n                name = \"분홍장이\",\n                text = {\n                    \"{C:attention}부스터 팩{}을 개봉하면\",\n                    \"핸드 크기 {C:attention}+#1#{}\",\n                    \"{br:2}오류 - STEAK에게 문의바람\",\n                    \"{C:tarot}타로{} 또는 {C:item}아이템{} 카드가\",\n                    \"{C:attention}사용{}되면\",\n                    \"{X:mult,C:white} X#2# {} 배수를 획득합니다\",\n                    \"{C:inactive}(현재 {X:mult,C:white} X#3# {C:inactive} 배수)\"\n                }\n            },\n            j_poke_relicanth = {\n                name = \"시라칸\",\n                text = {\n                    \"{C:attention}고대 카드 #1#{}장\",\n                    \"{X:attention,C:white}1+{} : 마지막으로 득점한 카드가\",\n                    \"{C:chips}+#2#{} 칩을 제공합니다\",\n                    \"{X:attention,C:white}2+{} : 덱 맨 아래 카드가\",\n                    \"{C:attention}석재{} 카드가 됩니다\",\n                    \"{X:attention,C:white}3+{} : 덱 맨 아래 카드를 뽑고\",\n                    \"{C:money}$#3#{}를 획득합니다\",\n                    \"{X:attention,C:white}4+{} : 마지막으로 득점한 카드가\",\n                    \"{X:mult,C:white} X#4# {} 배수를 제공하며\",\n                    \"{C:attention}석재{} 카드가 아니라면 파괴됩니다\",\n                } \n            },\n            j_poke_luvdisc = {\n              name = \"사랑동이\",\n              text = {\n                \"{C:hearts}하트비늘{} {C:attention}보유 시\",\n                \"{C:attention}첨벙{} 효과 적용\",\n              }\n            },\n            j_poke_beldum = {\n                name = '메탕',\n                text = {\n                    \"플레이한 핸드가 {C:attention}포 카드{}라면 {C:chips}+#2#{} 칩\",\n                    \"포커 핸드에 {C:attention}에이스{}가 포함되면 {C:chips}+#2#{} 칩\",\n                    \"{C:inactive}(칩 {C:chips}+#1#{C:inactive} / +#4#일 때 진화)\",\n                } \n            },\n            j_poke_metang = {\n                name = '메탕구',\n                text = {\n                    \"플레이한 핸드가 {C:attention}포 카드{}라면 {C:chips}+#2#{} 칩\",\n                    \"포커 핸드에 {C:attention}2장 이상의 에이스{}가 포함되면 {C:chips}+#2#{} 칩\",\n                    \"{C:inactive}(칩 {C:chips}+#1#{C:inactive} / +#4#일 때 진화)\",\n                } \n            },\n            j_poke_metagross = {\n                name = '메타그로스',\n                text = {\n                    \"{C:chips}+#1#{} 칩\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"플레이한 핸드가 {C:attention}포 카드{}라면\",\n                    \"각 플레이한 카드는 해당 카드 총 칩의\",\n                    \"{C:attention}네제곱근{}에 해당하는 {X:mult,C:white}X{} 배수를 제공합니다\",\n                } \n            },\n            j_poke_jirachi = {\n                name = '지라치',\n                text = {\n                    \"상점 이용 종료 시,\",\n                    \"{C:dark_edition}소원을 비세요!\",\n                }\n            },\n            j_poke_jirachi_banker = {\n                name = '지라치',\n                text = {\n                    \"라운드 종료 보상이 {C:attention}2배{}가 됩니다\",\n                }\n            },\n            j_poke_jirachi_booster = {\n                name = '지라치',\n                text = {\n                    \"{C:attention}+1{} 부스터 팩 슬롯\",\n                    \"{C:attention}부스터 팩{}에 카드가 {C:attention}1{}장 더 들어있습니다\",\n                }\n            },\n            j_poke_jirachi_power = {\n                name = '지라치',\n                text = {\n                    \"매 {C:attention}#2#{}번의 핸드마다, 플레이한 카드가\",\n                    \"득점 시 {X:mult,C:white}X#1#{} 배수를 제공합니다\",\n                    \"{C:inactive}(#3#){}\",\n                }\n            },\n            j_poke_jirachi_negging = {\n                name = '지라치',\n                text = {\n                    \"{C:blue}+2{} 조커 슬롯\",\n                    \"{C:dark_edition}네거티브{} 카드가 {C:attention}2배{} 더 자주 등장합니다\",\n                }\n            },\n            j_poke_jirachi_invis = {\n                name = '지라치',\n                text = {\n                    \"{C:attention}블라인드{} 선택 시\",\n                    \"오른쪽 {C:attention}조커{}의 {C:attention}복제본{}을 생성하고\",\n                    \"{S:1.1,C:red,E:2}자폭합니다{}\",\n                    \"{C:inactive}(네거티브 제거됨)\"\n                }\n            },\n            j_poke_jirachi_copy = {\n                name = '지라치',\n                text = {\n                    \"오른쪽 {C:attention}조커{}의 능력을 복사하되,\",\n                    \"추가로 한 번 더 {C:pink}에너지화{}된 것처럼 적용합니다\",\n                }\n            },\n            j_poke_jirachi_fixer = {\n                name = '지라치',\n                text = {\n                    \"{C:attention}첫 핸드{}가 정확히 {C:attention}1{}장이라면,\",\n                    \"{C:dark_edition}포일{}, {C:dark_edition}홀로그램{}, 또는 {C:dark_edition}폴리크롬{}을 추가합니다\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"{C:attention}첫 버리기{}가 정확히 {C:attention}1{}장이라면,\",\n                    \"그 카드를 {C:attention}파괴{}합니다\",\n                }\n            },\n            j_poke_kricketot = {\n              name = \"귀뚤뚜기\",\n              text = {\n                \"플레이한 핸드가 정확히 {C:attention}4{}장이고\",\n                \"서로 다른 {C:attention}수트{}가 {C:attention}4{}개 이상이라면\",\n                \"{C:money}$#1#{}를 획득합니다\",\n                \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n              }\n            },\n            j_poke_kricketune = {\n              name = \"귀뚤톡크\",\n              text = {\n                \"플레이한 핸드가 정확히 {C:attention}4{}장이고\",\n                \"서로 다른 {C:attention}수트{}가 {C:attention}4{}개 이상이라면\",\n                \"{C:money}$#1#{}를 획득합니다\",\n                \"{br:2}오류 - STEAK에게 문의바람\",\n                \"{C:green}#2# / #3#{} 확률로 {C:tarot}타로{} 카드를 생성합니다\"\n              }\n            },\n            j_poke_buizel = {\n                name = '브이젤',\n                text = {\n                    \"플레이한 핸드의\",\n                    \"{C:attention}득점하지 않은{} 카드마다\",\n                    \"{C:chips}+#1#{} 칩\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = '플로젤',\n                text = {\n                    \"플레이한 핸드의\",\n                    \"{C:attention}득점하지 않은{} 카드마다\",\n                    \"{C:chips}+#1#{} 칩\",\n                }\n            },\n            j_poke_ambipom = {\n              name = \"겟핸보숭\",\n              text = {\n                \"{C:attention}정확히 3{}장의 카드로\",\n                \"모든 {C:attention}플러시{}와 {C:attention}스트레이트{}를\",\n                \"만들 수 있습니다\",\n              }\n            },\n            j_poke_buneary = {\n              name = \"이어롤\",\n              text = {\n                \"플레이한 핸드의\",\n                \"{C:attention}득점하지 않은{} 카드마다\",\n                \"{C:mult}+#1#{} 배수\",\n                \"{C:inactive}(#2# 라운드 후 진화){}\",\n              }\n            },\n            j_poke_lopunny = {\n                name = \"이어롭\",\n                text = {\n                  \"{C:purple}+#3# 꿰뚫어보기\",\n                  \"플레이한 핸드의\",\n                  \"{C:attention}득점하지 않은{} 카드마다 {C:mult}+#1#{} 배수\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"득점하지 않은 카드가 {C:attention}꿰뚫어본{} 카드와\",\n                  \"{C:attention}같은 랭크{}라면 {X:mult,C:white} X#2# {} 배수\"\n                }\n            },\n            j_poke_mega_lopunny = {\n                name = \"메가이어롭\",\n                text = {\n                  \"{C:purple}+#1# 꿰뚫어보기\",\n                  \"{C:attention}꿰뚫어본 핸드{}의 {C:attention}레벨{}만큼\",\n                  \"{X:mult,C:white}X{} 배수를 제공합니다\",\n                  \"{C:inactive}(꿰뚫어본 핸드: {C:attention}#2#{C:inactive})\",\n                }\n            },\n            j_poke_mismagius = {\n                name = '무우마직',\n                text = {\n                    \"플레이한 {C:attention}그림{} 카드는 득점 시\",\n                    \"영구적으로 최대 {C:chips}#1#{} 칩을 잃고\",\n                    \"잃은 만큼의 칩을 이 조커가 얻습니다\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"{C:green}#3# / #4#{} 확률로 대신 그 카드가\",\n                    \"영구적으로 {C:chips}#5#{} 칩을 얻습니다\",\n                    \"{C:inactive}(현재 {C:chips}+#2#{C:inactive} 칩)\",\n                }\n            },\n            j_poke_honchkrow = {\n                name = \"돈크로우\",\n                text = {\n                  \"각 {X:dark,C:white}악{} 조커가 {X:mult,C:white}X#1#{} 배수를 제공합니다\",\n                }\n            },\n            j_poke_bonsly = {\n                name = \"꼬지지\",\n                text = {\n                  \"{C:attention}아기 포켓몬{}, {X:mult,C:white}X#1#{} 배수\",\n                  \"라운드 종료 시, 무작위 {C:attention}강화된 그림{} 카드를\",\n                  \"덱에 추가합니다\",\n                  \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_mimejr = {\n                name = '흉내내',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"라운드 종료 시 덱에 있는 무작위 카드에\",\n                    \"{C:red}레드 인장{} 또는 {C:blue}블루 인장{}을 추가합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_happiny = {\n                name = '핑복',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"라운드 종료 시 {C:dark_edition}네거티브{} {C:tarot}마술사{} 카드의\",\n                    \"복제본을 생성합니다\",\n                    \"{C:green}#3# / #4#{} 확률로 {C:attention}2{}장을 생성합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_munchlax = {\n                name = '먹고자',\n                text = {\n                    \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                    \"라운드 종료 시 {C:dark_edition}네거티브 {C:item}아이템{}을\",\n                    \"생성합니다\",\n                    \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_riolu = {\n              name = \"리오르\",\n              text = {\n                \"{C:attention}아기 포켓몬{}, {X:mult,C:white} X#1# {} 배수\",\n                \"라운드 종료 시 {C:dark_edition}오라{} 카드의\",\n                \"복제본을 생성합니다\",\n                \"{C:inactive}(공간이 있어야 함)\",\n                \"{C:inactive,s:0.8}(#2# 라운드 후 진화){}\",\n              }\n            },\n            j_poke_lucario = {\n              name = \"루카리오\",\n              text = {\n                 \"핸드에 {C:attention}보유한{} 각\",\n                 \"{C:attention}에디션{} 카드마다\",\n                 \"{X:mult,C:white} X#1# {} 배수\",\n              }\n            },\n            j_poke_mantyke = {\n                name = \"타만타\",\n                text = {\n                  \"{C:attention}아기 포켓몬{}, {X:mult,C:white}X#2#{} 배수\",\n                  \"라운드 종료 시 {C:dark_edition}네거티브{} {C:item}악마{} 카드의\",\n                  \"복제본을 생성합니다\",\n                  \"{C:inactive,s:0.8}(#3# 라운드 후 진화){}\",\n                }\n            },\n            j_poke_weavile = {\n                name = '포푸니라',\n                text = {\n                    \"플레이한 핸드가 단 한 장의 {C:attention}#3#{}라면 파괴하고,\",\n                    \"{C:money}$#4#{}를 획득하며 이 조커는 {X:mult,C:white}X#1#{} 배수를 얻습니다,\",\n                    \"{C:attention}보스 블라인드{} 격파 시 초기화됩니다\",\n                    \"{C:inactive,s:0.8}(랭크는 매 라운드 변경됩니다){}\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#2#{C:inactive} 배수){}\",\n                }\n            },\n            j_poke_magnezone = {\n                name = '자포코일',\n                text = {\n                    \"플레이한 {C:attention}스틸{} 카드가 {X:mult,C:white}X#1#{} 배수를 제공하며,\",\n                    \"보유한 {X:metal,C:white}강철{} 조커마다 {X:mult,C:white}X#2#{} 배수를\",\n                    \"추가로 제공합니다\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#3#{C:inactive} 배수){}\",\n                } \n            },\n            j_poke_lickilicky = {\n                name = '내룸벨트',\n                text = {\n                    \"첫 번째와 두 번째로 플레이된 {C:attention}J{} 카드가\",\n                    \"득점 시 {X:mult,C:white}X#1#{} 배수를 부여합니다\",\n                    \"{br:3}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"이후의 {C:attention}J{} 카드는\",\n                    \"득점 시 {X:mult,C:white} X#2# {} 배수를 부여합니다\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = '거대코뿌리',\n                text = {\n                    \"플레이된 각 {C:attention}스톤{} 카드는\",\n                    \"영구적으로 {C:chips}+#1#{} 칩을 얻고\",\n                    \"득점 시 재발동합니다\",\n                    \"{br:3}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"보유한 {C:attention}3{}개의 {X:earth,C:white}땅{} 속성 조커당\",\n                    \"{C:attention}스톤{} 카드가 추가로 한 번 더 재발동합니다\",\n                    \"{C:inactive}(현재 #2#번 재발동)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = '덩쿠림보',\n                text = {\n                    \"{C:attention}와일드{} 카드는 능력이 {C:attention}무효화되지 않습니다{}\",\n                    \"{br:3}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"플레이된 {C:attention}와일드{} 카드는 {C:mult}+#1#{} 배수,\",\n                    \"{C:chips}+#2#{} 칩, 또는 {C:money}$#3#{}를 부여합니다\",\n                    \"{C:green}#5#분의 #4#{} 확률로 {C:attention}세 가지 모두{} 부여합니다\"\n                } \n            },\n            j_poke_electivire = {\n                name = '에레키블',\n                text = {\n                    \"카드를 {C:attention}판매{}하거나 라운드 종료 시\",\n                    \"이 조커의 {C:attention}판매 가격{}이 {C:money}$#1#{} 증가합니다\",\n                    \"{br:3.5}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"이 조커가 가진 판매 가격 $1당\",\n                    \"{X:mult,C:white}X#2#{} 배수를 부여합니다\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#3#{C:inactive} 배수)\"\n                } \n            },\n            j_poke_magmortar = {\n                name = '마그마번',\n                text = {\n                    \"라운드의 {C:attention}첫 버리기{} 카드가\",\n                    \"{C:attention}1{}장뿐이라면, 이를 파괴하고 {C:mult}+#2#{} 배수를 얻습니다\",\n                    \"{br:4}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"버리기 횟수를 사용할 때마다\",\n                    \"{X:mult,C:white}X#4#{} 배수를 얻습니다\",\n                    \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수, {X:mult,C:white}X#3#{C:inactive} 배수)\"\n                } \n            },\n            j_poke_togekiss = {\n                name = '토게키스',\n                text = {\n                    \"모든 {C:attention}기재된{} {C:green,E:1,S:1.1}확률{}에 {C:attention}#6#{}을 더합니다\",\n                    \"{br:4}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"{C:attention}럭키{} 카드가 {C:green}#2#분의 #1#{} 확률로 {C:chips}+#4#{} 칩을,\",\n                    \"{C:green}#3#분의 #1#{} 확률로 {X:mult,C:white}X#5#{} 배수를 부여합니다\"\n                }\n            },\n            j_poke_yanmega = {\n              name = \"메가자리\",\n              text = {\n                \"플레이된 각 {C:attention}3{} 또는 {C:attention}6{} 카드는\",\n                \"득점 시 {C:chips}+#2#{} 칩과 {C:mult}+#1#{} 배수를 부여합니다\",\n                \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                \"{C:green}#4#분의 #3#{} 확률로 플레이된 각\",\n                \"{C:attention}3{} 또는 {C:attention}6{} 카드가 재발동합니다\"\n              }\n            },\n            j_poke_leafeon = {\n                name = '리피아',\n                text = {\n                    \"핸드 크기가 {C:attention}+#1#{} 증가하지만,\",\n                    \"핸드를 플레이할 때마다 {C:red}#2#{}씩 감소합니다\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"{C:attention}럭키{} 카드가 {C:green}성공적으로{} 발동할 때마다\",\n                    \"핸드 크기가 {C:attention}+#2#{} 증가합니다\",\n                    \"{C:inactive}(최대 {C:attention}+#3#{C:inactive} 핸드 크기)\"\n                } \n            },\n            j_poke_glaceon = {\n                name = '글레이시아',\n                text = {\n                    \"상점의 각 리롤은 {C:green}#2#분의 #1#{} 확률로\",\n                    \"내 덱에 있는 무작위 카드의 {C:attention}유리{} 복사본을\",\n                    \"상점에 추가합니다\"\n                } \n            },\n            j_poke_gliscor = {\n                name = '글라이온',\n                text = {\n                    \"핸드에 {C:attention}들고 있는{} 각 {V:1}#2#{} 또는\",\n                    \"무효화된 카드당 플레이된 카드가 {X:mult,C:white}X#1#{} 배수를 부여합니다\",\n                    \"{C:inactive, s:0.8}(문양은 라운드마다 바뀝니다)\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#3#{C:inactive} 배수)\"\n                }\n            },\n            j_poke_mamoswine = {\n              name = \"맘모꾸리\",\n              text = {\n                \"첫 번째 플레이된 카드는 족보에 포함된 각\",\n                \"{C:attention}스톤{} 및 {C:attention}유리{} 카드당 {C:mult}+#1#{} 배수를 부여합니다\",\n                \"{br:2}텍스트가 여기에 있어야 작동합니다\",\n                \"{C:green}#4#분의 #3#{} 확률로 플레이된 {C:attention}스톤{} 및\",\n                \"{C:attention}유리{} 카드가 득점 시 {C:money}$#2#{}를 법니다\"\n              }\n            },\n            j_poke_porygonz = {\n                name = '폴리곤Z',\n                text = {\n                    \"{C:pink}에너지{} 한도 +#3#\",\n                    \"이번 런에서 사용한 {C:pink}에너지{} 카드당\",\n                    \"{X:mult,C:white} X#2# {} 배수\",\n                    \"{br:2}텍스트가 여기에 있어야 작동합니다\",\n                    \"{C:pink}에너지{} 사용 시 새로운 {C:pink}에너지{}를 생성합니다\",\n                    \"{C:inactive}(빈 슬롯이 있어야 함)\",\n                    \"{C:inactive}(현재 {X:mult,C:white} X#1# {C:inactive} 배수)\"\n                } \n            },\n            j_poke_probopass = {\n                name = '대코파스',      \n                text = {\n                    \"{C:attention}스톤{} 카드가 {C:attention}그림{} 카드로 취급됩니다\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"플레이된 {C:attention}스톤{} 카드는\",\n                    \"득점 시 {X:mult,C:white} X#1# {} 배수를 부여합니다\"\n                } \n            },\n            j_poke_dusknoir = {\n                name = \"야느와르몽\",\n                text = {\n                    \"라운드의 {C:attention}마지막 핸드{}에서\",\n                    \"모든 득점 카드를 재발동시킵니다\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"상점에 {C:spectral}스펙트럼{} 카드가 나타날 수 있습니다\",\n                    \"{C:inactive,s:0.8}(이미 나타나는 상태라면 등장 확률 증가){}\"\n                }\n            },\n            j_poke_froslass = {\n                name = \"눈여아\",\n                text = {\n                    \"최대 {C:mult}-$#1#{}까지 빚을 질 수 있습니다\",\n                    \"{br:2.5}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"빚이 있는 상태에서 핸드를 플레이하면\",\n                    \"{C:item}아이템{} 카드를 생성합니다\",\n                    \"{C:inactive,s:0.8}(빈 슬롯이 있어야 함)\"\n                }\n            },\n            j_poke_rotom = {\n                name = \"로토무\",\n                text = {\n                    \"아무 {C:attention}부스터 팩{}을 열 때 {C:green}#2#분의 #1#{} 확률로\",\n                    \"{C:item}아이템{} 카드를 생성합니다 {C:inactive}(빈 슬롯 필요){}\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"{C:attention}부스터 팩{}의 가격이 {C:money}$1{} 저렴해집니다\",\n                    \"{C:inactive}({C:attention}가전제품{C:inactive} 사용 시 폼체인지){}\"\n                }\n            },\n            j_poke_rotomh = {\n                name = \"로토무 (히트)\",\n                text = {\n                    \"아무 {C:attention}부스터 팩{}을 열 때 {C:green}#2#분의 #1#{} 확률로\",\n                    \"{C:item}아이템{} 카드를 생성합니다 {C:inactive}(빈 슬롯 필요){}\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"첫 버리기가 정확히 {C:attention}2{}장이라면,\",\n                    \"두 카드 모두 {C:attention}배수{} 카드로 {C:attention}강화{}합니다\",\n                    \"{C:inactive}({C:attention}가전제품{C:inactive} 사용 시 폼체인지){}\"\n                }\n            },\n            j_poke_rotomw = {\n                name = \"로토무 (워시)\",\n                text = {\n                    \"아무 {C:attention}부스터 팩{}을 열 때 {C:green}#2#분의 #1#{} 확률로\",\n                    \"{C:item}아이템{} 카드를 생성합니다 {C:inactive}(빈 슬롯 필요){}\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"플레이된 각 {C:attention}강화{} 카드가 득점 시 {C:money}$#3#{}를 벌지만,\",\n                    \"해당 카드의 {C:attention}강화{}가 제거됩니다\",\n                    \"{C:inactive}({C:attention}가전제품{C:inactive} 사용 시 폼체인지){}\"\n                }\n            },\n            j_poke_rotomf = {\n              name = \"로토무 (프로스트)\",\n              text = {\n                \"아무 {C:attention}부스터 팩{}을 열 때 {C:green}#2#분의 #1#{} 확률로\",\n                \"{C:item}아이템{} 카드를 생성합니다 {C:inactive}(빈 슬롯 필요){}\",\n                \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                \"{C:attention}블라인드{} 선택 시, {C:dark_edition}포일{}, {C:dark_edition}홀로그램{},\",\n                \"또는 {C:dark_edition}폴리크롬{} 에디션이 부여된 무작위 {C:attention}소모품{}을 생성합니다\",\n                \"{C:inactive}({C:attention}가전제품{C:inactive} 사용 시 폼체인지){}\"\n              }\n            },\n            j_poke_rotomfan = {\n                name = \"로토무 (스핀)\",\n                text = {\n                    \"아무 {C:attention}부스터 팩{}을 열 때 {C:green}#2#분의 #1#{} 확률로\",\n                    \"{C:item}아이템{} 카드를 생성합니다 {C:inactive}(빈 슬롯 필요){}\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"{C:attention}블라인드{} 선택 시, 오른쪽에 있는 조커를\",\n                    \"파괴하고 {C:attention}태그{}를 생성합니다\",\n                    \"{C:inactive}({C:attention}가전제품{C:inactive} 사용 시 폼체인지){}\"\n                }\n            },\n            j_poke_rotomm = {\n                name = \"로토무 (커트)\",\n                text = {\n                    \"아무 {C:attention}부스터 팩{}을 열 때 {C:green}#2#분의 #1#{} 확률로\",\n                    \"{C:item}아이템{} 카드를 생성합니다 {C:inactive}(빈 슬롯 필요){}\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"라운드 종료 시 핸드에 {C:attention}들고 있는{}\",\n                    \"첫 {C:attention}2{}장의 카드의 랭크(숫자)를 {C:attention}감소{}시킵니다\",\n                    \"{C:inactive}({C:attention}가전제품{C:inactive} 사용 시 폼체인지){}\"\n                }\n            },\n            j_poke_shaymin = {\n              name = \"쉐이미\",\n              text = {\n                \"라운드 {C:attention}첫 핸드{}의 가장 오른쪽 득점 카드가\",\n                \"{C:attention}플라워{} 카드가 됩니다\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8}개의 플라워 카드가 득점하면 변신합니다)\"\n              }\n            },\n            j_poke_shaymin_sky = {\n              name = \"쉐이미 (스카이폼)\",\n              text = {\n                \"{C:attention}플라워{} 카드는 {C:attention}와일드{} 카드이기도 합니다\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}죽음(Death){C:inactive,s:0.8} 카드 사용 시 변신합니다)\"\n              }\n            },\n            j_poke_pansage = {\n                name = \"야나프\",\n                text = {\n                    \"{C:attention}지름길(Shortcut){} 효과 적용\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}리프의돌{C:inactive,s:0.8}로 진화합니다)\"\n                }\n            },\n            j_poke_simisage = {\n                name = \"야나키\",\n                text = {\n                    \"{C:attention}지름길(Shortcut){} 효과 적용\",\n                    \"플레이된 각 강화되지 않은 카드는 {C:green}#2#분의 #1#{} 확률로\",\n                    \"{C:attention}럭키{} 카드가 됩니다\"\n                }\n            },\n            j_poke_pansear = {\n                name = \"바오프\",\n                text = {\n                    \"{C:attention}네 손가락(Four Fingers){} 효과 적용\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}불꽃의돌{C:inactive,s:0.8}로 진화합니다)\"\n                }\n            },\n            j_poke_simisear = {\n                name = \"바오키\",\n                text = {\n                    \"{C:attention}네 손가락(Four Fingers){} 효과 적용\",\n                    \"첫 플레이 핸드가 {C:attention}스트레이트{} 또는 {C:attention}플러시{}를\",\n                    \"포함하면, {C:attention}여황제{} 카드를 생성하고 득점하지 않은\",\n                    \"각 카드를 파괴합니다 {C:inactive}#1#{}\"\n                }\n            },\n            j_poke_panpour = {\n                name = \"앗차프\",\n                text = {\n                    \"{C:attention}파레이돌리아(Pareidolia){} 효과 적용\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}물의돌{C:inactive,s:0.8}로 진화합니다)\"\n                }\n            },\n            j_poke_simipour = {\n                name = \"앗차키\",\n                text = {\n                    \"{C:attention}파레이돌리아(Pareidolia){} 효과 적용\",\n                    \"플레이된 핸드에서 기본 칩이 가장 낮은\",\n                    \"강화되지 않은 가장 왼쪽 카드가 {C:attention}보너스{} 카드가 됩니다\"\n                }\n            },\n            j_poke_roggenrola = {\n                name = \"단굴\",\n                text = {\n                    \"{C:hazard}+#1#{} 위험 레이어\",\n                    \"핸드에 {C:attention}랭크가 없는{} 카드를 들고 있을 때마다\",\n                    \"{C:mult}+#2#{} 배수를 부여합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{C:inactive,s:0.8}번 발동 후 진화합니다)\"\n                }\n            },\n            j_poke_boldore = {\n                name = \"암트르\",\n                text = {\n                    \"{C:hazard}+#1#{} 위험 레이어\",\n                    \"핸드에 {C:attention}랭크가 없는{} 카드를 들고 있을 때마다\",\n                    \"{C:mult}+#2#{} 배수를 부여합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}연결끈{C:inactive,s:0.8}으로 진화합니다)\"\n                }\n            },\n            j_poke_gigalith = {\n                name = \"기가이어스\",\n                text = {\n                    \"{C:hazard}+#1#{} 위험 레이어\",\n                    \"핸드에 {C:attention}랭크가 없는{} 카드를 들고 있을 때마다\",\n                    \"{C:mult}+#2#{} 배수를 부여하고 재발동합니다\"\n                }\n            },\n            j_poke_drilbur = {\n                name = \"두더류\",\n                text = {\n                  \"라운드마다 첫 플레이된 {C:attention}스톤{} 카드가\",\n                  \"파괴되고 {C:money}보물{}을 생성합니다\",\n                  \"{C:inactive}(빈 슬롯 필요)\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8}번 발동 후 진화합니다)\"\n                }\n            },\n            j_poke_excadrill = {\n              name = \"몰드류\",\n              text = {\n                \"플레이된 {C:attention}스톤{} 카드가 파괴되고 {C:money}보물{}을 생성합니다\",\n                \"{C:inactive}(빈 슬롯 필요)\",\n                \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                \"전체 덱에서 {C:attention}#2#{} 아래의 각 카드당\",\n                \"{C:mult}+#1#{} 배수를 얻습니다\",\n                \"{C:inactive}(현재 {C:mult}+#3#{C:inactive} 배수)\"\n              }\n            },\n            j_poke_trubbish = {\n              name = \"깨봉이\",\n              text = {\n                \"라운드 종료 시까지 버리기를 사용하지 않으면\",\n                \"{C:chips}+#2#{} 칩을 얻고 {C:money}$#3#{}를 법니다\",\n                \"{C:inactive}(현재 {C:chips}+#1#{C:inactive} 칩)\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}#4#{C:inactive,s:0.8}번 발동 후 진화합니다)\"\n              }\n            },\n            j_poke_garbodor = {\n                name = \"더스트나\",\n                text = {\n                    \"라운드 종료 시까지 버리기를 사용하지 않으면\",\n                    \"남은 {C:attention}버리기 횟수{}당 {C:chips}+#2#{} 칩을 얻습니다\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"안테 종료 시까지 버리기를 사용하지 않으면\",\n                    \"{C:attention}쓰레기 태그{}를 생성합니다\",\n                    \"{C:inactive}(현재 {C:chips}+#1#{C:inactive} 칩)\"\n                }\n            },\n            j_poke_zorua = {\n                name = \"조로아\",\n                text = {\n                    \"{V:1}가장 오른쪽 {C:attention}조커{}의 능력을 복사합니다\",\n                    \"{br:2.5}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"복사 상태로 플레이 핸드 득점 후,\",\n                    \"라운드 종료 시까지 복사 효과가 제거됩니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} 라운드 후 진화합니다)\"\n                }\n            },\n            j_poke_zoroark = {\n                name = \"조로아크\",\n                text = {\n                    \"가장 오른쪽 {C:attention}조커{}의 능력을 복사합니다\"\n                }\n            },\n            j_poke_gothita = {\n                name = \"고디탱\",\n                text = {\n                    \"상점의 모든 {C:planet}행성{} 카드와 {C:planet}천체 팩{}의\",\n                    \"가격이 {C:money}$2{} 저렴해집니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} 라운드 후 진화합니다)\"\n                } \n            },\n            j_poke_gothorita = {\n                name = \"고디보미\",\n                text = {\n                    \"상점의 모든 {C:planet}행성{} 카드와 {C:planet}천체 팩{}의\",\n                    \"가격이 {C:money}$3{} 저렴해집니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} 라운드 후 진화합니다)\"\n                } \n            },\n            j_poke_gothitelle = {\n                name = \"고디모아젤\",\n                text = {\n                    \"상점의 모든 {C:planet}행성{} 카드와 {C:planet}천체 팩{}이\",\n                    \"{C:attention}무료{}가 됩니다\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"{C:planet}행성{} 카드 사용 시 {C:money}$#1#{}를 법니다\"\n                } \n            },\n            j_poke_vanillite = {\n                name = \"바닐프티\",\n                text = {\n                  \"{C:attention}휘발성(왼쪽)\",\n                  \"{C:chips}+#1#{} 칩\",\n                  \"핸드를 플레이할 때마다 칩이 {C:chips}-#3#{} 감소합니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화합니다)\"\n                }\n            },\n            j_poke_vanillish = {\n                name = \"바닐리치\",\n                text = {\n                  \"{C:attention}휘발성(왼쪽)\",\n                  \"{C:chips}+#1#{} 칩\",\n                  \"핸드를 플레이할 때마다 칩이 {C:chips}-#3#{} 감소합니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화합니다)\"\n                }\n            },\n            j_poke_vanilluxe = {\n                name = \"배바닐라\",\n                text = {\n                  \"{C:chips}+#1#{} 칩\",\n                  \"핸드를 플레이할 때마다 칩이 {C:chips}-#2#{} 감소합니다\",\n                  \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                  \"완전히 녹았을 때\",\n                  \"{C:attention}#3#개의 더블 태그{}를 생성합니다\"\n                }\n            },\n            j_poke_frillish = {\n                name = \"탱그릴\",\n                text = {\n                    \"버려진 각 {C:attention}그림{} 카드당 {C:chips}+#2#{} 칩을 얻습니다\",\n                    \"{C:inactive}({C:chips}+#1# / +#3#{} 칩 도달 시 진화합니다)\"\n                } \n            },\n            j_poke_jellicent = {\n                name = \"탱탱겔\",\n                text = {\n                  \"버려진 각 {C:attention}그림{} 카드당 {C:chips}+#2#{} 칩을 얻습니다\",\n                  \"{br:3}오류 - 제작자(STEAK)에게 문의하세요\",\n                  \"해당 카드가 {C:attention}K{} 또는 {C:attention}Q{}라면 {C:attention}두 배{}로 얻습니다\",\n                  \"{C:inactive}(현재 {C:chips}+#1#{C:inactive} 칩)\"\n                }\n            },\n            j_poke_ferroseed = {\n                name = \"철시드\",\n                text = {\n                  \"{C:hazard}+#2#{} 위험 레이어\",\n                  \"{C:attention}와일드{} 카드와 {C:attention}위험{} 카드는\",\n                  \"{C:attention}스틸{} 카드이기도 합니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} 라운드 후 진화합니다)\"\n                }\n            },\n            j_poke_ferrothorn = {\n              name = \"너트령\",\n              text = {\n                \"{C:hazard}+#1#{} 위험 레이어\",\n                \"{C:attention}와일드{} 카드와 {C:attention}위험{} 카드는\",\n                \"{C:attention}스틸{} 카드이기도 합니다\",\n                \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                \"플레이된 핸드에 {C:attention}플러시{}가 포함되어 있으면,\",\n                \"핸드에 {C:attention}들고 있는 모든 스틸{} 카드를 재발동시킵니다\"\n              }\n            },\n            j_poke_elgyem = {\n                name = \"리그레\",\n                text = {\n                    \"{C:attention}블라인드{} 선택 시, 레벨이 가장 높은 {C:attention}포커 족보\",\n                    \"상위 {C:attention}#1#{}개 중 하나의 {C:dark_edition}네거티브 {C:planet}행성{} 카드를 생성합니다\",\n                    \"{C:inactive,s:0.8}(다른 종류의 행성 카드를 {C:planet,s:0.8}#2#{C:inactive,s:0.8}/#3#개 보유 시 진화합니다)\"\n                }\n            },\n            j_poke_beheeyem = {\n                name = \"벰크\",\n                text = {\n                    \"{C:attention}블라인드{} 선택 시, 레벨이 가장 높은 {C:attention}포커 족보\",\n                    \"상위 {C:attention}#1#{}개 중 하나의 {C:dark_edition}네거티브 {C:planet}행성{} 카드를 생성합니다\",\n                    \"{br:3.5}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"{C:attention}#2#개의 부스터{}를 연 후, 가능하다면\",\n                    \"{C:attention}망원경{} 또는 {C:attention}전망대{}를 생성합니다\"\n                }\n            },\n            j_poke_litwick = {\n                name = \"불켜미\",\n                text = {\n                    \"{C:mult}+#4#{} 배수\",\n                    \"이 조커의 판매 가격이 {C:money}$#5#{} 이상이면 {C:attention}3배{}가 됩니다\",\n                    \"{br:3.5}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"라운드 종료 시 인접한 조커로부터 {C:money}$#1#{}를 {C:attention}흡수{}합니다\",\n                    \"{C:inactive,s:0.8}(판매 가격 {C:money,s:0.8}$#3#{C:inactive,s:0.8} / $#2# 도달 시 진화합니다)\"\n                }\n            },\n            j_poke_lampent = {\n              name = \"램프라\",\n              text = {\n                \"이 조커의 판매 가격을 배수에 더합니다\",\n                \"{br:3.5}오류 - 제작자(STEAK)에게 문의하세요\",\n                \"라운드 종료 시 다른 모든 조커로부터\",\n                \"{C:money}$#1#{}를 {C:attention}흡수{}합니다\",\n                \"{C:inactive}(현재 {C:mult}+#2#{C:inactive} 배수)\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}어둠의돌{C:inactive,s:0.8}로 진화합니다)\"\n              }\n            },\n            j_poke_chandelure = {\n                name = \"샹델라\",\n                text = {\n                    \"이 조커의 판매 가격을 배수에 더합니다\",\n                    \"{br:3.5}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"판매 가격이 {C:money}$1{}인 각 조커당 {X:mult,C:white} X#1# {} 배수를 부여합니다\",\n                    \"{C:inactive}(현재 {C:mult}+#2#{C:inactive} 배수)\"\n                }\n            },\n            j_poke_golett = {\n                name = \"골비람\",\n                text = {\n                  \"{C:hazard}+#1#{} 위험 레이어\",\n                  \"핸드에 든 카드가 {C:green}#5#분의 #4#{} 확률로 {X:mult,C:white}X#2#{} 배수를 부여합니다\",\n                  \"{C:attention}위험{} 카드는 확률이 확정적으로 적용됩니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{C:inactive,s:0.8} 라운드 후 진화합니다)\"\n                }\n            },\n            j_poke_golurk = {\n                name = \"골루그\",\n                text = {\n                  \"{C:hazard}+#1#{} 위험 레이어\",\n                  \"핸드에 든 카드가 {C:green}#4#분의 #3#{} 확률로 {X:mult,C:white}X#2#{} 배수를 부여합니다\",\n                  \"{C:attention}위험{} 카드는 확률이 확정적으로 적용됩니다\"\n                }\n            },\n            j_poke_pawniard = {\n                name = \"자망칼\",\n                text = {\n                    \"{C:attention}그림{} 카드가 파괴될 때마다 {X:red,C:white}X#2#{} 배수를 얻습니다\",\n                    \"{C:inactive}({X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X#3#{C:inactive} 배수 도달 시 진화합니다)\"\n                }\n            },\n            j_poke_bisharp = {\n              name = \"절각참\",\n              text = {\n                \"{C:attention}그림{} 카드가 파괴될 때마다 {X:red,C:white}X#2#{} 배수를 얻습니다\",\n                \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                \"첫 플레이 핸드가 단일 {C:attention}그림{} 카드라면, 이를 파괴합니다\",\n                \"{C:inactive}(현재 {X:mult,C:white}X#1#{C:inactive} 배수)\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}K{} 카드를 #3#장 파괴한 후 진화합니다)\"\n              }\n            },\n            j_poke_zweilous = {\n                name = \"디헤드\",\n                text = {\n                  \"플레이 핸드가 {C:attention}트리플{}이면 {X:mult,C:white} X#1# {} 배수\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}번 발동 후 진화합니다)\"\n                }\n            },\n            j_poke_hydreigon = {\n                name = \"삼삼드래\",\n                text = {\n                  \"플레이 핸드가 {C:attention}트리플{}이면 득점하지 않은 모든 카드를 파괴합니다\",\n                  \"{br:3}오류 - 제작자(STEAK)에게 문의하세요\",\n                  \"플레잉 카드가 파괴될 때마다 {X:mult,C:white} X#2# {} 배수를 얻습니다\",\n                  \"{C:inactive}(현재 {X:mult,C:white} X#1# {C:inactive} 배수)\"\n                }\n            },\n            j_poke_deino = {\n                name = \"모노두\",\n                text = {\n                  \"플레이 핸드가 {C:attention}트리플{}이면 {X:mult,C:white} X#1# {} 배수\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8}번 발동 후 진화합니다)\"\n                }\n            },\n            j_poke_litleo = {\n                name = \"레오꼬\",\n                text = {\n                    \"플레이 핸드에 {C:attention}플러시{}가 포함되어 있으면 {C:chips}+#1#{} 칩\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화합니다)\"\n                } \n            },\n            j_poke_pyroar = {\n                name = \"화염레오\",\n                text = {\n                    \"플레이 핸드에 {C:attention}플러시{}가 포함되어 있으면 {C:chips}+#1#{} 칩\",\n                    \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                    \"{C:attention}K{} 또는 {C:attention}Q{}도 포함되어 있다면 {C:pink}에너지{} 카드를 생성합니다\"\n                } \n            },\n            j_poke_sylveon = {\n                name = '님피아',\n                text = {\n                    \"{C:attention}첫 핸드{}가 정확히 {C:attention}1{}장의 강화되지 않은 카드라면,\",\n                    \"해당 카드에 {C:dark_edition}포일{}, {C:dark_edition}홀로그램{},\",\n                    \"또는 {C:dark_edition}폴리크롬{} 에디션을 부여합니다\"\n                } \n            },\n            j_poke_pumpkaboo_small = {\n                name = '호바귀 (작은 크기)',\n                text = {\n                  \"{C:attention}J{} 카드를 {C:attention}#1#{}장 {C:inactive}[#2#]{} 버리면,\",\n                  \"{C:spectral}스펙트럼{} 카드를 생성합니다\",\n                  \"{C:inactive}(빈 슬롯 필요)\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}연결끈{C:inactive,s:0.8}으로 진화합니다)\"\n                }\n            },\n            j_poke_pumpkaboo_average = {\n                name = '호바귀 (보통 크기)',\n                text = {\n                  \"{C:attention}J{} 카드를 {C:attention}#1#{}장 {C:inactive}[#2#]{} 버리면,\",\n                  \"{C:spectral}스펙트럼{} 카드를 생성합니다\",\n                  \"{C:inactive}(빈 슬롯 필요)\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}연결끈{C:inactive,s:0.8}으로 진화합니다)\"\n                }\n            },\n            j_poke_pumpkaboo_large = {\n                name = '호바귀 (큰 크기)',\n                text = {\n                  \"{C:attention}J{} 카드를 {C:attention}#1#{}장 {C:inactive}[#2#]{} 버리면,\",\n                  \"{C:spectral}스펙트럼{} 카드를 생성합니다\",\n                  \"{C:inactive}(빈 슬롯 필요)\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}연결끈{C:inactive,s:0.8}으로 진화합니다)\"\n                }\n            },\n            j_poke_pumpkaboo_super = {\n                name = '호바귀 (특대 크기)',\n                text = {\n                  \"{C:attention}J{} 카드를 {C:attention}#1#{}장 {C:inactive}[#2#]{} 버리면,\",\n                  \"{C:spectral}스펙트럼{} 카드를 생성합니다\",\n                  \"{C:inactive}(빈 슬롯 필요)\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}연결끈{C:inactive,s:0.8}으로 진화합니다)\"\n                }\n            },\n            j_poke_gourgeist_small = {\n                name = \"펌킨인 (작은 크기)\",\n                text = {\n                  \"{C:attention}J{} 카드를 {C:attention}#1#{}장 {C:inactive}[#2#]{} 버리면,\",\n                  \"{C:spectral}스펙트럼{} 카드를 생성합니다\",\n                  \"{C:inactive}(빈 슬롯 필요)\",\n                  \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                  \"{C:spectral}스펙트럼{} 카드 사용 시 {C:money}$#3#{}를 벌고,\",\n                  \"가장 왼쪽 {C:attention}조커{}에 {X:psychic,C:white}에스퍼{} 스티커를 부착합니다\"\n                }\n            },\n            j_poke_gourgeist_average = {\n                name = \"펌킨인 (보통 크기)\",\n                text = {\n                  \"{C:attention}J{} 카드를 {C:attention}#1#{}장 {C:inactive}[#2#]{} 버리면,\",\n                  \"{C:spectral}스펙트럼{} 카드를 생성합니다\",\n                  \"{C:inactive}(빈 슬롯 필요)\",\n                  \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                  \"{C:spectral}스펙트럼{} 카드 사용 시 {C:money}$#3#{}를 벌고,\",\n                  \"가장 왼쪽 {C:attention}조커{}에 {X:psychic,C:white}에스퍼{} 스티커를 부착합니다\"\n                }\n            },\n            j_poke_gourgeist_large = {\n                name = \"펌킨인 (큰 크기)\",\n                text = {\n                  \"{C:attention}J{} 카드를 {C:attention}#1#{}장 {C:inactive}[#2#]{} 버리면,\",\n                  \"{C:spectral}스펙트럼{} 카드를 생성합니다\",\n                  \"{C:inactive}(빈 슬롯 필요)\",\n                  \"{br:2}오류 - 제작자(STEAK)에게 문의하세요\",\n                  \"{C:spectral}스펙트럼{} 카드 사용 시 {C:money}$#3#{}를 벌고,\",\n                  \"가장 왼쪽 {C:attention}조커{}에 {X:psychic,C:white}에스퍼{} 스티커를 부착합니다\"\n                }\n            },\n\t\t\tj_poke_gourgeist_super = {\n                name = \"펌킨인 (대형)\",\n                text = {\n                  \"{C:attention}잭(J){} 카드를 {C:attention}#1#{}장 {C:inactive}[#2#]{} 버린 후,\",\n                  \"{C:spectral}스펙트럴{} 카드를 생성합니다\",\n                  \"{C:inactive}(공간이 있어야 함)\",\n                  \"{br:2}오류 - STEAK에게 문의바람\",\n                  \"{C:spectral}스펙트럴{} 카드 사용 시 {C:money}$#3#{}를 획득하고\",\n                  \"가장 왼쪽 {C:attention}조커{}에 {X:psychic,C:white}사이코{}\",\n                  \"스티커를 부착합니다\"\n                }\n            },\n            j_poke_grubbin = {\n                name = '턱지충이',\n                text = {\n                    \"{C:mult}+#1#{} 배수\",\n                    \"{X:lightning, C:black}전기{} 타입 조커 보유 시 {C:attention}3배{}가 됩니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\",\n                }  \n            },\n            j_poke_charjabug = {\n                name = '전지충이',\n                text = {\n                    \"보유한 {X:lightning, C:black}전기{} 타입 조커\",\n                    \"하나당 {C:mult}+#1#{} 배수\",\n                    \"{C:inactive}(현재 {C:mult}+#2#{C:inactive} 배수)\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}천둥의돌{C:inactive,s:0.8} 사용 시 진화)\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = '투구뿌논',\n                text = {\n                    \"{C:mult}+#3#{} 배수\",\n                    \"다른 {X:lightning, C:black}전기{} 타입 조커 하나당\",\n                    \"{X:mult,C:white} X#1# {} 배수\",\n                    \"{C:inactive}(현재 {X:mult,C:white} X#2# {C:inactive} 배수)\",\n                }\n            },\n            j_poke_rockruff = {\n              name = \"암멍이\",\n              text = {\n                \"득점 시 플레이한 각 {C:attention}숫자{} 카드가\",\n                \"{C:mult}+#1#{} 배수를 부여합니다\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}짝수{} 카드 #2#장 득점 시 진화)\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}홀수{} 카드 #3#장 득점 시 진화)\"\n              }\n            },\n            j_poke_lycanroc_day = {\n              name = \"루가루암 (한낮의 모습)\",\n              text = {\n                \"득점 시 플레이한 각 {C:attention}짝수{} 카드가\",\n                \"{C:mult}+#1#{} 배수를 부여합니다\",\n                \"{br:3}오류 - STEAK에게 문의바람\",\n                \"라운드의 첫 핸드가 정확히 {C:attention}1{}장일 경우,\",\n                \"득점 시 {C:chips}+#2#{} 칩과 이번 라운드에\", \n                \"{C:blue}+1{} 핸드 횟수를 부여합니다\"\n              }\n            },\n            j_poke_lycanroc_night= {\n              name = \"루가루암 (한밤중의 모습)\",\n              text = {\n                \"득점 시 플레이한 각 {C:attention}홀수{} 카드가\",\n                \"{C:mult}+#1#{} 배수를 부여합니다\",\n                \"{br:3}오류 - STEAK에게 문의바람\",\n                \"{C:attention}보스 블라인드{} 선택 시 이번 라운드 동안\",\n                \"{C:chips}+#2#{} 핸드, {C:mult}+#3#{} 버리기 횟수,\", \n                \"그리고 {C:attention}+#2#{} 핸드 크기를 얻습니다\",\n              }\n            },\n            j_poke_lycanroc_dusk = {\n              name = \"루가루암 (황혼의 모습)\",\n              text = {\n                \"득점 시 플레이한 각 {C:attention}숫자{} 카드가\",\n                \"{C:mult}+#1#{} 배수를 부여합니다\",\n                \"{br:3}오류 - STEAK에게 문의바람\",\n                \"포커 핸드에서 {C:attention}첫 번째 짝수{} 카드와\",\n                \"{C:attention}첫 번째 홀수{} 카드를\",\n                \"다시 발동합니다\"\n              }\n            },\n            j_poke_mimikyu = {\n                name = \"따라큐\",\n                text = {\n                  \"플레이한 핸드에 득점되는 {C:hearts}#2#{}가 없다면\",\n                  \"{C:chips}+#1#{} 칩을 부여합니다\",\n                  \"{br:3}오류 - STEAK에게 문의바람\",\n                  \"득점한 칩이 목표치의 {C:attention}50%{} 이상일 경우\",\n                  \"패배를 방지합니다\",\n                  \"{C:inactive}(#3#){}\"\n                }\n            },\n            j_poke_nickit = {\n                name = \"훔처우\",\n                text = {\n                    \"라운드 종료 시 {C:money}$#1#{}를 획득합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_thievul = {\n                name = \"폭슬라이\",\n                text = {\n                    \"라운드 종료 시 가장 왼쪽 {C:attention}조커{}의\",\n                    \"판매 가치의 {C:attention}두 배{}만큼 돈을 획득합니다\",\n                    \"{C:inactive,s:0.8}(자기 자신 제외)\",\n                    \"{C:inactive}(현재 {C:money}$#1#{C:inactive}, 최대 {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_yamper = {\n                name = '멍파치',\n                text = {\n                    \"플레이한 핸드가 {C:attention}스트레이트{}를 포함하면\",\n                    \"{C:mult}+#1#{} 배수 및 {C:money}$#2#{}를 획득합니다\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#3#{C:inactive,s:0.8} 라운드 후 진화)\",\n                } \n            },\n            j_poke_boltund = {\n                name = '펄스멍',\n                text = {\n                    \"플레이한 핸드가 {C:attention}스트레이트{}를 포함하면\",\n                    \"{X:mult,C:white}X#1#{} 배수 및 {C:money}$#2#{}를 획득합니다\",\n                } \n            },\n            j_poke_dreepy = {\n                name = \"드라꼰\",\n                text = {\n                  \"판매 시 모든 {C:attention}조커{}의 판매 가치에 {C:money}$#1#{}를 추가하고\",\n                  \"손에 든 모든 카드를 가장 왼쪽 카드의\",\n                  \"{C:attention}수트(문양){}로 변환합니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}스트레이트 플러시{C:inactive,s:0.8} 플레이 시 진화)\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"드래런치\",\n                text = {\n                  \"보유한 모든 {C:attention}조커{}의 판매 가치 {C:money}$1{}당\",\n                  \"{X:mult,C:white} X#4# {} 배수를 부여합니다\",\n                  \"{br:4}오류 - STEAK에게 문의바람\",\n                  \"플레이한 핸드가 {C:attention}스트레이트 플러시{}인 경우\",\n                  \"모든 조커의 판매 가치에 {C:money}$#1#{}를 추가합니다\",\n                  \"{C:inactive}(현재 {X:mult,C:white} X#5# {C:inactive} 배수){}\",\n                  \"{C:inactive,s:0.8}(조커 총 판매 가치 {C:money,s:0.8}$#2#{C:inactive,s:0.8}/$#3# 달성 시 진화)\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"드래펄트\",\n                text = {\n                  \"보유한 모든 {C:attention}조커{}의 판매 가치 {C:money}$1{}당\",\n                  \"{X:mult,C:white} X#2# {} 배수를 부여합니다\",\n                  \"{br:4}오류 - STEAK에게 문의바람\",\n                  \"플레이한 핸드가 {C:attention}스트레이트 플러시{}이고\",\n                  \"{C:attention}드라꼰 다트{}이 없다면 {C:dark_edition}네거티브{}\",\n                  \"{C:attention}드라꼰 다트 2개{}를 생성합니다\",\n                  \"{C:inactive}(현재 {X:mult,C:white} X#3# {C:inactive} 배수){}\"\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"드라꼰 다트\",\n                text = {\n                    \"판매 시 모든 {C:attention}조커{}의 판매 가치에 {C:money}$#1#{}를 추가하고\",\n                    \"손에 든 모든 카드를 가장 왼쪽 카드의\",\n                    \"{C:attention}수트(문양){}로 변환합니다\",\n                }\n            },\n            j_poke_hisuian_qwilfish = {\n                name = \"침바루 (히스이의 모습)\",\n                text = {\n                    \"{C:purple}+#1# 해저드 {C:inactive}(카드 #2#장당 1개)\",\n                    \"{C:attention}해저드 카드{}를 뽑을 때마다\",\n                    \"{C:chips}+#3#{} 칩을 획득합니다\",\n                    \"{C:inactive}(진화까지 {C:chips}+#4#{C:inactive} / +#5# 칩)\",\n                }\n            },\n            j_poke_overqwil = {\n                name = \"장침바루\",\n                text = {\n                    \"{C:purple}+#1# 해저드 {C:inactive}(카드 #2#장당 1개)\",\n                    \"{C:attention}해저드 카드{}를 뽑을 때마다\",\n                    \"{C:chips}+#3#{} 칩을 획득합니다\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"핸드 플레이 후 칩이 {C:attention}절반{}으로 감소합니다\",\n                    \"{C:inactive}(현재 {C:chips}+#4#{C:inactive} 칩)\",\n                }\n            },\n            j_poke_wyrdeer = {\n                name = \"신비록\",\n                text = {\n                    \"{C:purple}+#1# 꿰뚫어보기\",\n                    \"{C:attention}예견된{} 카드 중 가장 높은 숫자의\",\n                    \"랭크의 {C:attention}두 배{}를 배수에 추가합니다\",\n                    \"{br:3}오류 - STEAK에게 문의바람\",\n                    \"핸드 플레이 시 {C:purple}+#2# 꿰뚫어보기{}를 획득합니다\",\n                    \"{C:inactive,s:0.8}(라운드 종료 시 초기화)\",\n                }\n            },\n            j_poke_kleavor = {\n                name = '사마자르',      \n                text = {\n                    \"{C:attention}블라인드{} 선택 시 오른쪽 조커를 파괴하고\",\n                    \"{C:mult}+#2#{} 배수를 얻습니다. 파괴한 조커가\",\n                    \"{C:green}희귀(Uncommon){} 등급 이상이면 {C:dark_edition}포일{}, {C:dark_edition}홀로그램{},\",\n                    \"또는 {C:dark_edition}폴리크롬{} 중 하나가 부여된 {C:attention}스톤 카드{}를 추가합니다\",\n                    \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수)\",\n                } \n            },\n            j_poke_ursaluna = {\n              name = \"다투곰\",\n              text = {\n                \"{C:attention}부스터 팩{}을 건너뛸 때마다 {C:mult}+#2#{} 배수를 얻고\",\n                \"{C:dark_edition}포일{}, {C:dark_edition}홀로그램{}, 또는 {C:dark_edition}폴리크롬{} 효과가\",\n                \"부여된 무작위 {C:item}아이템{}을 생성합니다\",\n                \"{C:inactive}(공간이 있어야 하며, 현재 {C:mult}+#1#{C:inactive} 배수)\",\n              }\n            },\n            j_poke_tarountula = {\n                name = \"타랜툴라\",\n                text = {\n                    \"{C:hazard}+#1#{} 해저드 레이어, {C:attention}+#3#{} 핸드 크기\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\",\n                }\n            },\n            j_poke_spidops = {\n                name = \"트래피더\",\n                text = {\n                    \"{C:hazard}+#1#{} 해저드 레이어, {C:attention}+#2#{} 핸드 크기\",\n                    \"덱에 추가되는 매 {C:attention}#3#번째 {C:inactive}[#4#]{}\",\n                    \"{C:attention}플레잉 카드{}에 무작위 {C:attention}인장{}을 부여합니다\"\n                }\n            },\n            j_poke_fidough = {\n                name = \"쫀도기\",\n                text = {\n                  \"포커 핸드에 {C:attention}#3#{} 랭크가 포함되면 {C:chips}+#2#{} 칩을 얻습니다\",\n                  \"발동할 때마다 요구되는 {C:attention}랭크{}가 상승합니다\",\n                  \"{C:inactive,s:0.8}(가장 높은 랭크일 경우 다시 가장 낮게 돌아감)\",\n                  \"{C:inactive}(현재 {C:chips}+#1#{C:inactive} 칩)\",\n                  \"{C:inactive,s:0.8}({X:fire,C:white,s:0.8}불꽃{C:inactive,s:0.8} 타입 조커 보유 시 진화)\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"바우첼\",\n                text = {\n                  \"포커 핸드에 {C:attention}#3#{} 랭크가 포함되면 {C:chips}+#2#{} 칩을 얻습니다\",\n                  \"발동할 때마다 요구되는 {C:attention}랭크{}가 상승합니다\",\n                  \"{br:4}오류 - STEAK에게 문의바람\",\n                  \"보유한 {X:fire,C:white}불꽃{} 타입 조커 하나당 칩 상승량이\",\n                  \"{C:chips}+2{}만큼 증가합니다\",\n                  \"{C:inactive,s:0.8}(가장 높은 랭크일 경우 다시 가장 낮게 돌아감)\",\n                  \"{C:inactive}(현재 {C:chips}+#1#{C:inactive} 칩)\",\n                }\n            },\n            j_poke_charcadet = {\n              name = \"카르본\",\n              text = {\n                \"플레이한 핸드 득점 후 {C:mult}+#2#{} 배수를 얻습니다\",\n                \"{C:inactive,s:0.8}(라운드 종료 시 초기화)\",\n                \"{C:inactive,s:0.8}(각성의돌 또는 어둠의돌로 진화){}\",\n                \"{C:inactive}(현재 {C:mult}+#1#{C:inactive} 배수)\",\n              }\n            },\n            j_poke_armarouge = {\n              name = \"카디나르마\",\n              text = {\n                \"{X:mult,C:white} X#1# {} 배수\",\n                \"플레이한 핸드 득점 후 {X:mult,C:white} X#2# {} 배수만큼 감소합니다\",\n                \"{C:inactive,s:0.8}(라운드 종료 시 초기화)\",\n              }\n            },\n            j_poke_ceruledge = {\n              name = \"카라볼래\",\n              text = {\n                \"플레이한 핸드 득점 후 {X:mult,C:white} X#2# {} 배수를 얻고\",\n                \"다른 무작위 조커로부터 {C:money}$#3#{}를 흡수합니다\",\n                \"{C:inactive,s:0.8}(라운드 종료 시 초기화)\",\n                \"{C:inactive}(현재 {X:mult,C:white} X#1# {C:inactive} 배수)\",\n              }\n            },\n            j_poke_bramblin = {\n              name = \"그푸리\",\n              text = {\n                \"라운드의 {C:attention}두 번째로{} 득점되는 {C:attention}#1#{} 카드가\",\n                \"{C:attention}씨앗{} 카드가 됩니다\",\n                \"{C:inactive,s:0.8}(랭크는 매 라운드 변경됨){}\",\n                \"{C:inactive,s:0.7}(블라인드 진행 중 카드 #2#장 드로우 시 진화){}\",\n              }\n            },\n            j_poke_brambleghast = {\n              name = \"공푸리\",\n              text = {\n                \"보유한 {C:money}$1{}당 {C:chips}+#1#{} 칩\",\n                \"{C:inactive}(현재 {C:chips}+#2#{C:inactive} 칩)\",\n                \"{br:2}능력 미구현 - 개발자에게 문의\",\n                \"라운드 중 {C:attention}두 번째{}로 득점하는 {C:attention}#3#{}는\",\n                \"{C:attention}2회의 성장{}을 가진\",\n                \"{C:attention}씨앗{} 카드가 됩니다\",\n                \"{C:inactive,s:0.8}(랭크는 매 라운드 변경됨){}\",\n              }\n            },\n            j_poke_tinkatink = {\n                name = \"어리짱\",\n                text = {\n                  \"플레이한 카드가 {C:mult}+#1#{} 배수 부여\",\n                  \"{br:3}능력 미구현 - 개발자에게 문의\",\n                  \"{C:attention}블라인드{} 선택 시, 내 덱의\",\n                  \"{C:attention}강철이 아닌{} 카드 {C:attention}#3#{}장을 디버프합니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"벼리짱\",\n                text = {\n                  \"플레이한 카드가 {C:mult}+#1#{} 배수 부여\",\n                  \"{br:3}능력 미구현 - 개발자에게 문의\",\n                  \"{C:attention}블라인드{} 선택 시, 내 덱의\",\n                  \"{C:attention}강철이 아닌{} 카드 {C:attention}#3#{}장을 디버프합니다\",\n                  \"{C:inactive,s:0.8}({C:attention,s:0.8}#2#{C:inactive,s:0.8} 라운드 후 진화)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"두드리짱\",\n                text = {\n                  \"플레이한 카드가 {C:mult}+#1#{} 배수 부여\",\n                  \"{br:3}능력 미구현 - 개발자에게 문의\",\n                  \"{C:attention}블라인드{} 선택 시, 내 덱의\",\n                  \"{C:attention}강철이 아닌{} 카드 {C:attention}#3#{}장을 디버프합니다\",\n                  \"{br:4}능력 미구현 - 개발자에게 문의\",\n                  \"{C:attention}강철{} 카드는 {C:attention}유리{} 카드의 효과도 가집니다\"\n                }\n            },\n            j_poke_wiglett = {\n                name = \"바다그다\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}트리플{}이\",\n                    \"포함된 경우 {C:mult}+#3#{} 배수\",\n                    \"{br:2}능력 미구현 - 개발자에게 문의\",\n                    \"플레이한 핸드에 {C:attention}5, 6, 7{} 중 하나가\",\n                    \"득점에 포함된 경우 {C:chips}+#2#{} 칩\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#1#{C:inactive,s:0.8} 라운드 후 진화)\"\n                } \n            },\n            j_poke_wugtrio = {\n                name = \"바다닥트리오\",\n                text = {\n                    \"플레이한 핸드에 {C:attention}트리플{}이\",\n                    \"포함된 경우 {X:mult,C:white} X#1# {} 배수\",\n                    \"{br:2}능력 미구현 - 개발자에게 문의\",\n                    \"플레이한 핸드에 {C:attention}5, 6, 7{} 중 하나가\",\n                    \"득점에 포함된 경우 {C:chips}+#2#{} 칩\",\n                } \n            },\n            j_poke_annihilape = {\n                name = '저승갓숭',\n                text = {\n                    \"득점 시 {C:attention}2, 3, 5, 7{} 카드는 이번 라운드에\",\n                    \"플레이한 핸드 횟수당 {C:mult}+#1#{} 배수와\",\n                    \"{C:chips}+#2#{} 칩을 부여합니다\",\n                    \"{C:inactive}(현재 {C:mult}+#3#{} {C:inactive}배수 {C:chips}+#4#{C:inactive} 칩)\",\n                } \n            },\n\n            j_poke_dudunsparce = {\n                name = '노고고치',\n                text = {\n                  \"상점의 카드 슬롯 {C:attention}+#1#{}개\",\n                  \"상점의 부스터 팩 슬롯 {C:attention}+#1#{}개\",\t\t\t\t  \n                  \"상점의 바우처 슬롯 {C:attention}+#1#{}개\",\n                }\n            },\n            j_poke_dudunsparce2 = {\n                name = '노고고치',\n                text = {\n                  \"{C:attention}쿠폰 태그 보유 중{}\",\n                  \"상점의 카드 슬롯 {C:attention}+#1#{}개\",\n                  \"상점의 부스터 팩 슬롯 {C:attention}+#1#{}개\",\n                  \"상점의 바우처 슬롯 {C:attention}+#1#{}개\",\n                }\n\n            },\n            j_poke_kingambit = {\n                name = \"대도각참\",\n                text = {\n                  \"{X:red,C:white}X#1#{} 배수\",\n                  \"플레이한 핸드에 내 {C:attention}전체 덱{} 중 유일한\",\n                  \"{C:attention}킹{}이 포함된 경우, 득점 시 플레이한 모든\",\n                  \"{C:attention}숫자 카드{}는 이 조커 배수의 절반을 부여합니다\",\n                }\n            },\n            j_poke_farigiraf = {\n              name = \"키키링\",\n              text = {\n                \"{C:spectral}신비{}를 {C:attention}소지{} 시\",\n                \"플레이한 핸드에 {C:attention}투 페어{}가 포함되면\",\n                \"처음과 마지막 {C:attention}그림{} 카드가\",\n                \"득점 시 {X:mult,C:white}X#1#{} 배수를 제공합니다\",\n\n              }\n            },\n\t\t\t            j_poke_gimmighoul = {\n                name = \"모으령 (상자폼)\",\n                text = {\n                  \"플레이한 {C:attention}골드{} 카드는 득점 시 {C:money}$#1#{}를 획득합니다\",\n                  \"{br:3}오류 - STEAK에게 문의바람\",\n                  \"{C:attention}부스터 팩{}을 스킵하여...?\",\n                  \"{C:inactive,s:0.8}({C:money,s:0.8}$#2#{C:inactive,s:0.8}/$#3# 획득 또는 소비 시 진화)\"\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"모으령 (도보폼)\",\n                text = {\n                  \"약간의 {C:money}${}를 획득합니다\",\n                  \"{S:1.1,C:red,E:2}자폭합니다{}\",\n                }\n            },\n\n            j_poke_gholdengo = {\n                name = \"타부자고\",\n                text = {\n                  \"득점 시 {C:attention}황금{} 카드는 {C:money}$#2#{}를 {C:red}소모{}하며\",\n                  \"이 조커의 {X:mult,C:white}X{} 배수를 {X:mult,C:white}X#3#{}만큼 증가시킵니다\",\n                  \"{br:3}능력 미구현 - 개발자에게 문의\",\n                  \"이 조커는 디버프되지 않습니다\",\n                  \"{C:inactive}(현재 {X:mult,C:white}X#1#{C:inactive} 배수)\",\n                  \"{C:inactive,s:0.8}(라운드 종료 시 초기화)\",\n                }\n            },\n\t\t\t            j_poke_missingno = {\n                name = '미싱노',\n                text = {\n                    \"획득 시... {C:attention}소비 아이템{} 생성?\",\n                    \"정상 데이터가 아ㄴㅣㅁ...\",\n                    \"{C:attention}#1#{}개의... {C:attention}태그{} 생성?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = '도감',\n                text = {\n                    \"같은 진화 라인의\", \n                    \"{C:attention}포켓몬{}이 등장할 수 있습니다\",\n                } \n            },\n\n            j_poke_rotomdex = {\n                name = '로토무도감',\n                text = {\n                    \"보유한 조커의 서로 다른 {C:pink}타입{}\",\n                    \"하나당 {C:attention}부스터 팩{} 비용 {C:money}$1{} 감소\",\n                    \"{C:inactive}(현재 {C:money}$#1#{C:inactive} 할인)\"\n                } \n            },\n            j_poke_everstone = {\n                name = '변함없는돌',\n                text = {\n                    \"포켓몬이 {C:attention}진화{}하거나 변형될 수 없습니다\",\n                    \"{br:3.5}능력 미구현 - 개발자에게 문의\",\n                    \"{C:attention}기본{} 포켓몬은 각각 {X:mult,C:white} X#2# {} 배수 부여\",\n                    \"{C:attention}베이비{} 포켓몬은 각각 {X:mult,C:white} X#1# {} 배수 부여\",\n                } \n            },\n            j_poke_tall_grass = {\n                name = '키큰풀',\n                text = {\n                    \"핸드 플레이 시 {C:green}#1#/#2#{} 확률로 무작위\",\n                    \"{C:chips}일반{} 포켓몬 {C:attention}조커{} 생성\",\n                    \"{C:attention}야생{} 카드로 득점 시 확정 생성\",\n                    \"{C:inactive}(빈 슬롯 필요){}\",\n                } \n            },\n\t\t\tj_poke_jelly_donut = {\n                name = \"젤리 도넛\",\n                text = {\n                  \"{C:attention}블라인드{} 선택 시\",\n                  \"{X:colorless,C:white}노말{C:pink} 에너지{} 생성\",\n                  \"{C:inactive}({C:attention}#1#{C:inactive} 라운드 남음){}\"\n                }\n            },\n            j_poke_ruins_of_alph = {\n                name = \"알프의 유적\",\n                text = {\n                  \"{C:attention}블라인드{} 선택 시, {C:dark_edition}네거티브{}\",\n                  \"{C:attention}안농{}을 {C:attention}3{}마리 생성합니다\",\n                  \"{br:2}능력 미구현 - 개발자에게 문의\",\n                  \"{C:attention}안농{} 발동 후, 안농을 합체시키고\",\n                  \"{C:mult}+#1#{} 배수를 획득합니다\",\n                  \"{br:2}능력 미구현 - 개발자에게 문의\",\n                  \"합체된 안농 수에 따른 {C:attention}보상{}을\",\n                  \"얻기 위해 이 카드를 판매하세요\",\n                  \"{C:inactive}(현재 {C:mult}+#3#{C:inactive} 배수 및 {C:attention}#2#{C:inactive}마리 합체)\",\n                }\n            },\n\t\t\tj_poke_unown_swarm = {\n                name = \"안농 무리\",\n                text = {\n                  \"보유한 각 {C:purple}전설{} 조커 하나당\",\n                  \"{C:mult}+#1#{} 배수 및 {X:mult,C:white}X#2#{} 배수 부여\"\n                }\n            },\n            j_poke_treasure_eatery = {\n                name = \"보물 식당\",\n                text = {\n                  \"{C:attention}타입 체인저{}\",\n                  \"가장 왼쪽에 있는 조커의 {C:pink}타입{}을\",\n                  \"가장 오른쪽에 있는 조커의 {C:pink}타입{}으로 변경\",\n                  \"{C:attention}블라인드{} 선택 시 발동\",\n                  \"{C:inactive}({C:attention}#1#{C:inactive} 라운드 남음){}\"\n                }\n            },\n            j_poke_rival = {\n                name = \"라이벌\",\n                text = {\n                  \"블라인드 건너뛰기 시 보상 {C:money}$#2#{} 증가\",\n                  \"{C:attention}보스 블라인드{} 처치 시,\",\n                  \"{S:1.1,C:red,E:2}자가 파괴{}되며 {C:money}$#1#{} 획득\"\n                }\n            },\n            j_poke_bitter_rival = {\n                name = \"숙적 라이벌\",\n                text = {\n                  \"블라인드 건너뛰기 시 보상 {C:money}$#2#{} 증가\",\n                  \"{C:attention}보스 블라인드{} 처치 시,\",\n                  \"{S:1.1,C:red,E:2}자가 파괴{}되며 {C:money}$#1#{} 획득\"\n                }\n            },\n            j_poke_champion = {\n                name = \"챔피언\",\n                text = {\n                    \"{C:attention}보스 블라인드{} 처치 시,\",\n                    \"{C:attention}스피드 태그{} 생성\",\n                    \"이번 판에서 건너뛴 {C:attention}블라인드{}\",\n                    \"하나당 {X:mult,C:white}X#1#{} 배수\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#2#{C:inactive} 배수){}\"\n                }\n            },\n            j_poke_professor = {\n                name = \"박사\",\n                text = {\n                    \"{C:attention}#1#{} 라운드 후, 이 카드를 판매하여\",\n                    \"{C:attention}스타터 태그{} 생성\",\n                    \"{C:inactive}(현재 {C:attention}#2#{C:inactive}/#1#){}\"\n                }\n            },\n            j_poke_oologist = {\n                name = \"난생학자\",\n                text = {\n                    \"상점 리롤 시 {C:green}#1#/#2#{} 확률로\",\n                    \"상점에 {C:dark_edition}네거티브{} {C:attention}이상한 알{} 추가\",\n                    \"상점당 한 번 발동 {C:inactive}#3#\"\n                }\n            },\n            j_poke_mystery_egg = {\n                name = \"이상한 알\",\n                text = {\n                  \"{C:attention}#1#{} 라운드 후 {C:attention}기본{} 또는\",\n                  \"{C:attention}아기{} 포켓몬 조커로 변신\",\n                  \"변신 시 가능한 경우 {C:pink}에너자이징{} 상태가 됨\"\n                }\n            },\n            j_poke_daycare = {\n              name = \"키우미집\",\n              text = {\n                \"이 카드를 판매하여 인접한 포켓몬\",\n                \"조커를 기반으로 한 {C:attention}이상한 알{} 생성\",\n                \"{C:inactive,s:0.8}(아기 및 전설 조커 제외){}\"\n              }\n            },\n            j_poke_billion_lions = {\n                name = '10억 마리의 사자',\n                text = {\n                    \"{C:attention}블라인드{} 선택 시 보유한 모든\",\n                    \"{C:pink}타입{} 조커를 파괴하고 마리당 {X:mult,C:white}X#2#{} 배수 획득\",\n                    \"사자가 모두 소진되면 {S:1.1,C:red,E:2}자폭{}합니다\",\n                    \"{C:inactive}(현재 {X:mult,C:white}X#1#{C:inactive} 배수, {C:attention}#3#{C:inactive}마리 남음)\"\n                } \n            },\n\n\t\t\tj_poke_bidoof = {\n                name = \"비버니\",\n                text = {\n                    \"{C:attention}1회 무료{} {C:green}상점 리롤{}\",\n                    \"{C:inactive}(진화까지 {C:attention}#2#{}회 리롤){}\"\n                } \n            },\n\t\t\tj_poke_bibarel = {\n\t\t\t\tname = \"비버통\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"상점마다 {C:attention}무료 리롤{} {C:attention}1{}회\",\n\t\t\t\t\t\"{C:attention}보스 블라인드{}를 격파할 때마다\",\n\t\t\t\t\t\"{C:attention}무료 리롤{} 횟수가 {C:attention}+1{} 증가합니다\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tj_poke_repel = {\n            name = \"리플\",\n            text = {\n                \"{C:attention}이 카드를 판매하면{},\",\n                \"현재 {C:attention}보스 블라인드{}를\",\n                \"{C:red}무효화{}하고\",\n                \"{C:attention}D6 태그{}를 생성합니다\"\n            }\n        },\n\n        },\n\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"트레이너 슬리브\",\n                text = {\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} 바우처와\",\n                    \"{C:tarot,T:c_poke_pokeball}#2#{} 카드를 가지고 시작합니다\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"매장 슬리브\",\n                text = {\n                    \"모든 카드가 {C:dark_edition}#1#{} 에디션을 가집니다\",\n                },\n            },\n\t\t\t            sleeve_poke_obituarysleeve_alt = {\n                name = \"부고 슬리브\",\n                text = {\n                    \"{C:pink}핑크 인장{}은 발동 후 {C:green}#1# / #2#{} 확률로\",\n                    \"제거됩니다\",\n                    \"조커가 판매되거나 파괴될 때 해당 타입의\",\n                    \"{C:dark_edition}네거티브 {C:pink}에너지{}를 생성합니다\",\n                },\n            },\n            sleeve_poke_revenantsleeve = {\n                name = \"망령 슬리브\",\n                text = {\n                    \"모든 카드에 {C:dark_edition}#1#{}가 부여됩니다\",\n                },\n            },\n            sleeve_poke_revenantsleeve_alt = {\n              name = \"망령 슬리브\",\n              text = {\n                  \"{C:blue}+#1#{} 소모품 슬롯\",\n                  \"{C:pink}포켓 팩{}이 상점에\",\n                  \"등장하지 않습니다\",\n              },\n            },\n\n            sleeve_poke_luminoussleeve = {\n                name = \"루미너스 슬리브\",\n                text = {\n                    \"모든 조커가 무작위 {C:pink}타입{} 스티커를\",\n                    \"가지고 생성되며,\",\n                    \"한 번 {C:pink}에너지화{}됩니다\",\n                },\n            },\n            sleeve_poke_luminoussleeve_alt = {\n                name = \"루미너스 슬리브\",\n                text = {\n                    \"리롤 시 {C:green}#1# / #2#{} 확률로\",\n                    \"{C:item}테라오브{}를 생성합니다\",\n\n                },\n            },\n            sleeve_poke_telekineticsleeve = {\n                name = \"염동력 슬리브\",\n                text = {\n                    \"{C:tarot,T:v_crystal_ball}#1#{} 바우처와\",\n                                        \"{C:item,T:c_poke_twisted_spoon}#2#{} 카드를\",\n                    \"{C:attention}2{}장 보유하고 시작합니다\"\n                } \n            },\n            sleeve_poke_telekineticsleeve_alt = {\n                name = \"염동력 슬리브\",\n                text = {\n                    \"{C:attention}소모품{} 슬롯에 있는\",\n                    \"{C:item,T:c_poke_twisted_spoon}#2#{}마다\",\n                    \"{C:blue}+1{} 소모품 슬롯을 얻습니다\",\n                }\n            },\n            sleeve_poke_ampedsleeve = {\n                name = \"증폭 슬리브\",\n                text = {\n                    \"{C:tarot,T:v_poke_energysearch}#1#{} 바우처와\",\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#{} 카드를\",\n                    \"보유하고 시작합니다\"\n                } \n            },\n            sleeve_poke_ampedsleeve_alt = {\n                name = \"증폭 슬리브\",\n                text = {\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#{} 대신\",\n                    \"{C:dark_edition}네거티브 {C:attention,T:j_poke_jelly_donut}#1#{}를 보유하고 시작합니다\",\n                    \"{C:pink,T:c_poke_colorless_energy}#3#{}가 더 이상 {X:colorless,C:white}노말{}이 아닌\",\n                    \"조커에게 효과가 절반이 되지 않습니다\",\n\n                } \n            },\n            sleeve_poke_futuresleeve = {\n                name = \"미래 슬리브\",\n                text = {\n                                        \"{C:purple}+#1# 꿰뚫어보기{}\",\n                } \n            },\n            sleeve_poke_futuresleeve_alt = {\n                name = \"미래 슬리브\",\n                text = {\n                  \"핸드를 플레이할 때 {C:purple}+#2# 꿰뚫어보기{}를 얻습니다\",\n                  \"{C:inactive,s:0.8}(라운드 종료 시 초기화)\",\n\n                } \n            },\n            sleeve_poke_stadiumsleeve = {\n                name = \"스타디움 슬리브\",\n                text = {\n                    \"덱에 {C:attention}보너스, 배수,\",\n                    \"{C:attention}와일드, 글래스, 스틸, 석재,\",\n                    \"{C:attention}골드,{} {C:attention}럭키{} 카드를\",\n                    \"가지고 시작합니다\"\n                } \n            },\n            sleeve_poke_stadiumsleeve_alt = {\n                name = \"스타디움 슬리브\",\n                text = {\n                    \"{C:attention}보스 블라인드{} 격파 시,\",\n                    \"무작위 {C:dark_edition}네거티브{} {C:attention}강화{} {C:tarot}타로{} 카드를\",\n                    \"생성합니다\"\n\n                } \n            },\n            sleeve_poke_megasleeve = {\n                name = \"메가 슬리브\",\n                text = {\n                    \"{C:tarot,T:v_reroll_surplus}#2#{}, {C:tarot,T:v_reroll_glut}#3#{},\",\n                    \"{C:tarot,T:v_crystal_ball}#5#{} 바우처와\",\n                    \"{C:spectral,T:c_poke_megastone}#1#{} 카드를 보유하고 시작합니다\",\n                    \"상점 슬롯 {C:red}-#4#{}칸\"\n\n                } \n            },\n\t\t\t            sleeve_poke_megasleeve_alt = {\n                name = \"메가 슬리브\",\n                text = {\n                    \"{C:attention}메가진화{}가 더 이상\",\n                    \"보유한 {C:spectral,T:c_poke_megastone}#1#{}당 1개의 조커로\",\n                    \"제한되지 않습니다\",\n                } \n            },\n            sleeve_poke_vendingsleeve = {\n                name = \"자판기 슬리브\",\n                text = {\n                    \"각 {C:attention}홀수 앤티 보스 블라인드{}를\",\n                    \"격파할 때마다,\",\n                    \"{C:attention,T:tag_vremade_double}#1#{}를 획득합니다\",\n                } \n            },\n            sleeve_poke_vendingsleeve_alt = {\n                name = \"자판기 슬리브\",\n                text = {\n                    \"대신 모든 {C:attention}보스 블라인드{}를\",\n                    \"격파할 때마다\",\n                    \"{C:attention,T:tag_vremade_double}#1#{}를 획득합니다\"\n                } \n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"하이퍼볼\",\n                text = {\n                    \"{C:attention}2진화 조커{} 카드를\",\n                    \"생성합니다\",\n                    \"{C:inactive}(빈 슬롯 필요)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"마스터볼\",\n                text = {\n                    \"{C:legendary,E:1}전설의{C:attention} 포켓몬 {}조커를\",\n                    \"생성합니다\",\n                    \"{C:inactive}(빈 슬롯 필요)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"변신\",\n                text = {\n                    \"가장 왼쪽 또는 선택한 포켓몬을\",\n                    \"가장 높은 {C:attention}단계{}로 진화시키고 {C:pink}에너지화{}합니다\", \n\n                },\n            },\n            c_poke_megastone = {\n                name = \"메가스톤\",\n                text = {\n                    \"{C:attention}재사용 가능{}\",\n                    \"포켓몬을 {C:attention}메가진화{}시키거나\", \n                    \"메가 포켓몬을 {C:attention}퇴화{}시킵니다\",\n                    \"판매 시 메가 포켓몬을 {C:attention}퇴화{}시킵니다\",\n\n                    \"{C:inactive}(라운드당 1회 사용 가능)\",\n                },\n            },\n            c_poke_obituary = {\n                name = \"부고\",\n                text = {\n                    \"선택한 카드 {C:attention}1{}장에\",\n                    \"{C:pink}분홍색 인장{}을 추가합니다\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"악몽\",\n                text = {\n                    \"가장 왼쪽 또는 선택한 조커를 파괴하고\",\n                    \"해당 조커의 {C:pink}타입{}에 맞는 {C:attention}2{}장의 {C:dark_edition}네거티브{}\",\n                    \"{C:pink}에너지{} 카드를 생성합니다\",\n                    \"{C:inactive}(타입이 없는 조커는 {X:colorless,C:white}노말{C:inactive} 에너지를 생성합니다)\"\n\n                },\n            },\n            c_poke_revenant = {\n                name = \"망령\",\n                text = {\n                    \"선택한 카드 {C:attention}1{}장에\",\n                    \"{C:item}실버 인장{}을 추가합니다\",\n                }\n            },\n            c_poke_double_rainbow_energy = {\n                name = \"더블 레인보우 에너지\",\n                text = {\n                    \"가장 왼쪽 또는 선택한 아무 {C:pink}타입{}의\",\n                    \"조커를 {C:red}2{C:attention}회{C:green} {C:blue}연{C:purple}속 {C:pink}에너지화{}합니다\",\n                    \"이번 라운드에 이자를 획득하지 못합니다\",\n                    \"{C:inactive}(조커당 최대 {C:attention}#1#{C:inactive}회 증가)\",\n\n                },\n            },\n\n\n\n            -- 지라치의 소원 시스템 (Wishes)\n            c_poke_fake_banker = { name = '돈의 소원', text = { \"{C:dark_edition}돈을 원해!\", } },\n            c_poke_fake_booster = { name = '선택의 소원', text = { \"{C:dark_edition}선택지를 원해!\", } },\n            c_poke_fake_power = { name = '힘의 소원', text = { \"{C:dark_edition}강력한 힘을 원해!\", } },\n            c_poke_fake_negging = { name = '우정의 소원', text = { \"{C:dark_edition}친구를 원해!\", } },\n            c_poke_fake_copy = { name = '도움의 소원', text = { \"{C:dark_edition}도와줄 손길을 원해!\", } },\n            c_poke_fake_fixer = { name = '정화의 소원', text = { \"{C:dark_edition}더 나은 덱을 원해!\", } },\n            c_poke_fake_masterball = { name = '소환의 소원', text = { \"{C:dark_edition}전설의 포켓몬을 소환하고 싶어!\", } },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"포켓 태그\",\n                text = {\n                    \"무료 {C:pink}메가 포켓 팩{}을 지급합니다\",\n                    \"{C:attention}앤티 5{} 이상에서 팩에 {C:attention}메가스톤{}이\",\n                    \"포함될 확률 {C:green}#1#%{}\",\n                    \"{C:inactive,s:0.8}(확률을 높일 수 없음){}\",\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"이로치 태그\",\n                text = {\n                    \"다음 상점의 기본 에디션 조커가\",\n                    \"무료가 되며 {C:colorless}이로치(Shiny){}가 됩니다\",\n                }, \n            },\n            tag_poke_stage_one_tag = {\n                name = \"1진화 태그\",\n                text = {\n                    \"상점에 무료 {C:attention}1진화{} 조커가 나타납니다\",\n                }, \n            },\n            tag_poke_safari_tag = {\n                name = \"사파리 태그\",\n                text = {\n                    \"상점에 무료 {C:safari}사파리{} 조커가 나타납니다\",\n                }, \n            },\n            tag_poke_starter_tag = {\n                name = \"스타팅 태그\",\n                text = {\n                    \"무료 {C:attention}스타터 팩{}을 지급합니다\",\n                }, \n            },\n        },\n        Tarot = {\n            c_poke_pokeball = {\n                name = \"몬스터볼\",\n                text = {\n                    \"무작위 {C:attention}기본 조커{} 카드를 생성합니다\",\n                    \"{C:inactive}(빈 슬롯 필요)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"슈퍼볼\",\n                text = {\n                    \"무작위 {C:attention}1진화 조커{} 카드를 생성합니다\",\n                    \"{C:inactive}(빈 슬롯 필요)\"\n                },\n            },\n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"에너지 서치\",\n                text = { \"{C:pink}에너지 한도 +2{}\" },\n            },\n            v_poke_energyresearch = {\n                name = \"에너지 리서치\",\n                text = { \"{C:pink}에너지 한도 +3{}\" },\n            },\n            v_poke_goodrod = {\n                name = \"좋은 낚시대\",\n                text = { \"{C:attention}부스터 팩{}의 선택지가 {C:attention}1{}개 늘어납니다\" },\n            },\n            v_poke_superrod = {\n                name = \"대단한 낚시대\",\n                text = { \"모든 {C:attention}소모품 팩{}에서 카드를 {C:pink}보관{}할 수 있습니다\" },\n            },\n        },\n        Other = {\n            -- 타입 설명 (Type)\n            Grass = { name = \"타입\", text = { \"{X:grass,C:white}풀{}\" } },\n            Fire = { name = \"타입\", text = { \"{X:fire,C:white}불꽃{}\" } },\n            Water = { name = \"타입\", text = { \"{X:water,C:white}물{}\" } },\n            Lightning = { name = \"타입\", text = { \"{X:lightning,C:black}전기{}\" } },\n            Psychic = { name = \"타입\", text = { \"{X:psychic,C:white}에스퍼{}\" } },\n            Fighting = { name = \"타입\", text = { \"{X:fighting,C:white}격투{}\" } },\n            Colorless = { name = \"타입\", text = { \"{X:colorless,C:white}노말{}\" } },\n            Dark = { name = \"타입\", text = { \"{X:dark,C:white}악{}\" } },\n            Metal = { name = \"타입\", text = { \"{X:metal,C:white}강철{}\" } },\n            Fairy = { name = \"타입\", text = { \"{X:fairy,C:white}페어리{}\" } },\n            Dragon = { name = \"타입\", text = { \"{X:dragon,C:white}드래곤{}\" } },\n            Earth = { name = \"타입\", text = { \"{X:earth,C:white}땅{}\" } },\n            Bird = { name = \"타입\", text = { \"{X:bird,C:white}비행{}\" } },\n\n            ancient = {\n                name = \"고대\",\n                text = {\n                    \"포커 핸드에 포함된 {C:attention}#1#{}의\",\n                    \"개수에 따라 효과가 발동합니다\",\n                    \"{C:inactive}(효과는 {C:attention}중첩{C:inactive}됩니다)\"\n                }\n            },\n            breed = {\n                name = \"교배\",\n                text = {\n                    \"{C:attention}부모{} 중 하나의 가장 낮은 {C:attention}진화 단계{}로\",\n                    \"부화하는 {C:attention}수수께끼 알{}을 생성합니다\",\n                    \"{C:inactive}(부화까지 항상 {C:attention}3{C:inactive}라운드 소요){}\"\n                }\n            },\n            energize = {\n                name = \"에너지화\",\n                text = {\n                  \"조커의 {C:mult}배수{}, {C:chips}칩{}, {C:money}골드{}, {X:mult,C:white}X배수{} 수치를\",\n                  \"{C:attention}영구적으로{} 증가시킵니다\"\n                }\n            },\n            eitem = {\n                name = \"진화 카드\",\n                text = {\n                    \"사용 시, 다음 라운드 종료 시점에 가장 왼쪽 또는\",\n                    \"선택된 {C:attention}진화 가능{} 조커를 진화시킵니다\",\n                }\n            },\n            hitem = {\n                name = \"소지품\",\n                text = { \"{C:attention}#1#{}에 의해 사용됨\" }\n            },\n            typechanger = {\n                name = \"타입 체인저\",\n                text = {\n                    \"가장 왼쪽 또는 선택된 조커에\",\n                    \"{V:1}#1#{} 스티커를 부착합니다\"\n                }\n            },\n            typechangerpoke = {\n                name = \"타입 체인저\",\n                text = {\n                    \"생성 시 자신에게 {V:1}#1#{} 스티커를 부착합니다\"\n                }\n            },\n            basic = {\n                name = \"기본\",\n                text = {\n                    \"{C:attention}진화{}하지 않은\",\n                    \"포켓몬 조커\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}아기 포켓몬{C:inactive,s:0.8} 및 {C:purple,s:0.8}전설{C:inactive,s:0.8} 포켓몬 제외)\"\n\n                }\n            },\n\t\t\tstage1 = {\n                name = \"1진화\",\n                text = {\n                    \"한 번 {C:attention}진화{}한\",\n                    \"포켓몬 조커\"\n                }\n            },\n            stage2 = {\n                name = \"2진화\",\n                text = {\n                    \"두 번 {C:attention}진화{}한\",\n                    \"포켓몬 조커\"\n                }\n            },\n            energy = {\n                name = \"에너지 개수\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            money_chance = {\n                name = \"골드 획득 확률\",\n                text = {\n                    \"{C:attention}#1#%{} 확률로\",\n                    \"추가로 {C:money}$1{}를 획득합니다\"\n                }\n            },\n            mult_progress = {\n                name = \"배수 증가 수치\",\n                text = {\n                    \"{C:attention}#1#%{} 확률로\",\n                    \"{C:mult}배수{} 증가량이\",\n                    \"{C:mult}+1{}만큼 상승합니다\"\n                }\n            },\n            chip_progress = {\n                name = \"칩 증가 수치\",\n                text = {\n                    \"{C:attention}#1#%{} 확률로\",\n                    \"{C:chips}칩{} 증가량이\",\n                    \"{C:chips}+1{}만큼 상승합니다\"\n                }\n            },\n            money_progress = {\n                name = \"골드 증가 수치\",\n                text = {\n                    \"{C:attention}#1#%{} 확률로\",\n                    \"{C:money}골드{} 증가량이\",\n                    \"{C:money}$1{}만큼 상승합니다\"\n                }\n            },\n            availability = {\n                name = \"활성화 조건\",\n                text = {\n                    \"{C:attention}#1#{}인 경우\",\n                    \"사용할 수 없습니다\",\n                }\n            },\n            baby = {\n                name = \"베이비\",\n                text = {\n                    \"핸드 점수 계산 시\",\n                    \"이 조커의 오른쪽에 {C:attention}베이비가 아닌{}\",\n                    \"조커가 있다면, 이 조커는 {C:attention}디버프{}됩니다\"\n                }\n            },\n            nature = {\n                name = \"성격\",\n                text = {\n                    \"이 조커를 발동시키는 고유한 {C:attention}#1#{} 또는 {C:attention}#1#{} 세트입니다\",\n                    \"조커가 생성될 때 한 번 결정됩니다\",\n                }\n            },\n            hazard_level = {\n              name = \"해저드 레이어\",\n              text = {\n                  \"{C:attention}첫 번째{} 핸드를 뽑을 때, 내 {C:attention}해저드 레이어{} 수만큼\",\n                  \"핸드에 {C:attention}해저드{} 카드를 추가합니다\",\n                  \"{C:inactive}(현재 해저드 레이어 {C:attention}#1#{C:inactive}/#2#){}\"\n              }\n            },\n            hazard_level_extra = {\n              name = \"해저드 레이어\",\n              text = {\n                  \"{C:attention}첫 번째{} 핸드를 뽑을 때, 내 {C:attention}해저드 레이어{} 수만큼\",\n                  \"핸드에 {C:attention}해저드{} 카드를 추가합니다\",\n                  \"{C:inactive}(현재 해저드 레이어 {C:attention}#1#{C:inactive}/#2#){}\",\n                  \"{C:inactive}(추가 해저드 레이어는 한도를 높여줍니다){}\"\n              }\n            },\n            merge = {\n                name = \"합체\",\n                text = {\n                  \"카드를 제거하고 이 조커에 추가합니다.\",\n                  \"우클릭하여 합체된 카드들을\",\n                  \"확인할 수 있습니다\",\n                  \"{C:inactive}(합체된 조커는 복사할 수 없습니다){}\"\n                }\n            },\n            rewards_ruins_of_alph = {\n                name = \"보상\",\n                text = {\n                  \"{C:attention}#1#{} - {C:attention}사파리{} 조커\",\n                  \"{C:attention}#2#{} - 무작위 조커 {C:attention}복사{}\",\n                  \"{C:inactive}(에디션은 제거됨)\",\n                  \"{C:attention}#3#{} - {C:attention}브레인스토름{}\",\n                  \"{C:attention}#4#{} - {C:attention}안농 무리와 더 소울(The Soul)\",\n                  \"{C:inactive}(보상은 중첩되지 않습니다){}\"\n                }\n            },\n            scry_cards = {\n                name = \"꿰뚫어보기\",\n                text = {\n                    \"덱 맨 위의 카드를\",\n                    \"확인합니다\"\n                }\n            },\n            mega_rule = {\n                name = \"제한\",\n                text = {\n                    \"보유한 {C:attention}메가스톤{} 하나당\",\n                    \"단 1개의 조커만 {C:attention}메가진화{}할 수 있습니다\"\n                }\n            },\n            mega_poke = {\n                name = \"메가진화\",\n                text = {\n                    \"{C:attention}메가스톤{}을 사용하여\",\n                    \"{C:attention}메가진화{}할 수 있습니다\"\n                }\n            },\n            mega_used_on = {\n                name = \"적용 대상\",\n                text = {\n                    \"{C:attention}#1#{}\",\n                }\n            }, \n            split_mega = {\n                name = \"XY 메가진화\",\n                text = {\n                  \"위치에 따라 {C:attention}메가진화{} 형태가 바뀝니다\",\n                  \"왼쪽 끝 - {C:attention}#1#{}\",\n                  \"오른쪽 끝 - {C:attention}#2#{}\"\n                }\n            },\n            playing_card_to_evolve = {\n                name = \"조건\",\n                text = {\n                    \"진화시키려면 {C:attention}플레잉 카드{}에\",\n                    \"사용해야 합니다\"\n                }\n            },\n            deli_gift = {\n                name = \"선물\",\n                text = {\n                    \"{C:green}35%{} - {C:money}$8{}\",\n                    \"{C:green}30%{} - {C:item}아이템{} 카드\",\n                    \"{C:green}20%{} - {C:attention}쿠폰 태그\",\n                    \"{C:green}15%{} - {C:dark_edition}폴리크롬{} {C:attention}기프트 카드\",\n                }\n            },\n            dril_treasure = {\n                name = \"보물\",\n                text = {\n                    \"{C:green}30%{} - {C:attention}진화의 돌   \",\n                    \"{C:green}30%{} - {C:money}$5{}               \",\n                    \"{C:green}20%{} - {C:attention}진화의 돌 2개\",\n                    \"{C:green}15%{} - {C:money}$10{}              \",\n                    \"{C:green}5%{} - {C:money}$20{}             \",\n                }\n            },\n            exdril_treasure = {\n                name = \"보물\",\n                text = {\n                    \"{C:green}30%{} - {C:attention}진화의 돌   \",\n                    \"{C:green}30%{} - {C:money}$5{}               \",\n                    \"{C:green}20%{} - {C:attention}진화의 돌 2개\",\n                    \"{C:green}15%{} - {C:money}$10{}              \",\n                    \"{C:green}4%{} - {C:money}$20{}             \",\n                    \"{C:green}1%{} - {C:attention}메가스톤     \",\n                }\n            },\n            pickup = {\n              name = \"픽업\",\n              text = {\n                \"{C:green}34%{} - {C:item}아이템{}\",\n                \"{C:green}25%{} - {C:item}진화 아이템\",\n                \"{C:green}20%{} - {C:item}먹다남은음식\",\n                \"{C:green}20%{} - {C:item}휘어진스푼\",\n                \"{C:green}1%{} - {C:spectral}변화\",\n              }\n            },\n            poke_artist = {\n              name = \"아티스트\",\n              text = {\n                \"{V:1}#1#\"\n              }\n            },\n            pokeballs_group = {\n              name = \"몬스터볼\",\n              text = {\n                \"특정 조건을 가진\",\n                \"무작위 조커를 생성합니다\",\n              }\n            },\n            holding = {\n                name = \"소지 중\",\n                text = {\n                  \"이 조커를 획득할 때\",\n                  \"{C:attention}#1#{} 카드를 함께 얻습니다\",\n                  \"{C:inactive}(빈 슬롯 필요){}\"\n                }\n            },\n            holding_an = {\n                name = \"소지 중\",\n                text = {\n                  \"이 조커를 획득할 때\",\n                  \"{C:attention}#1#{} 카드를 함께 얻습니다\",\n                  \"{C:inactive}(빈 슬롯 필요){}\"\n                }\n            },\n            holding_other = {\n                name = \"소지 중\",\n                text = {\n                  \"이 조커를 획득할 때\",\n                  \"{C:attention}#1#{}을(를) 함께 얻습니다\",\n                  \"{C:inactive}(빈 슬롯 필요){}\"\n                }\n            },\n            eeveelution = {\n                name = \"진화\",\n                text = {\n                    \"{C:attention}물의돌{} - {X:water,C:white}샤미드{}\",\n                    \"{C:attention}천둥의돌{} - {X:lightning,C:black}쥬피썬더{}\",\n                    \"{C:attention}불꽃의돌{} - {X:fire,C:white}부스터{}\",\n                    \"{C:attention}태양의돌{} - {X:psychic,C:white}에브이{}\",\n                    \"{C:attention}달의돌{} - {X:dark,C:white}블래키{}\",\n                    \"{C:attention}리프의돌{} - {X:grass,C:white}리피아{}\",\n                    \"{C:attention}얼음의돌{} - {X:water,C:white}글레이시아{}\",\n                    \"{C:attention}빛의돌{} - {X:fairy,C:white}님피아{}\"\n                }\n            },\n            poke_egg_tip = {\n              name = \"수수께끼 알\",\n              text = {\n                \"차갑고 외로워 보입니다.\"\n              }\n            },\n            poke_top_cards = {\n              name = \"맨 위 카드\",\n              text = {\n                \"{C:attention}#1#{}\",\n                \"{C:attention}#2#{}\",\n              }\n            },\n            poke_drain = {\n              name = \"흡수\",\n              text = {\n                \"다른 조커의 판매 가격을 제거하고\",\n                \"그 수치를 자신의 능력치에 추가합니다\",\n                \"{C:inactive}(대상의 판매 가격이 {C:money}$1{C:inactive} 초과여야 함)\"\n              }\n            },\n            poke_drain_item = {\n              name = \"흡수\",\n              text = {\n                \"조커의 판매 가격이 {C:money}$1{}보다 높으면\",\n                \"그 조커의 판매 가격을 제거합니다\",\n              }\n            },\n            poke_volatile_left = {\n              name = \"왼쪽 불안정\",\n              text = {\n                \"이 능력은 이 조커가 가장 왼쪽에\",\n                \"있을 때만 발동합니다\",\n                \"{C:inactive}({C:attention}불안정{C:inactive} 포켓몬 무시)\"\n              }\n            },\n            poke_volatile_right = {\n              name = \"오른쪽 불안정\",\n              text = {\n                \"이 능력은 이 조커가 가장 오른쪽에\",\n                \"있을 때만 발동합니다\",\n                \"{C:inactive}({C:attention}불안정{C:inactive} 포켓몬 무시)\"\n              }\n            },\n            sketch = {\n              name = \"스케치\",\n              text = {\n                \"조커가 판매, 파괴되거나 다른 능력을\",\n                \"복사하기 전까지 해당 능력을 복사합니다\",\n                \"복사된 능력은 툴팁과 도감 메뉴에 나타나며,\",\n                \"조커가 복사될 때 스케치 상태가 초기화됩니다\"\n              }},\n            unlimited_energy_tooltip = {\n              name = \"무한 에너지\",\n              text = {\n                \"조커에게 {C:pink}에너지{}를\",\n                \"횟수 제한 없이 사용할 수 있습니다\"\n              }\n            },\n            precise_energy_tooltip = {\n                name = \"정밀 에너지 스케일링\",\n                text = {\n                    \"{s:0.8}{C:pink,s:0.8}에너지{}{s:0.8} 보너스 적용 시 모든 값에 {C:attention,s:0.8}소수점{}을 사용합니다{}\",\n                    \"{s:0.8}이 옵션이 {C:attention,s:0.8}꺼져 있으면{}{s:0.8} 보너스에 다음이 적용됩니다:{}\",\n\n                    \"{C:attenion}1. {X:mult,C:white,s:0.8}X{} {s:0.8}배수 - 소수점 사용\",\n                    \"{C:attenion}2. {s:0.8}고정 {C:mult,s:0.8}배수{}{s:0.8} 및 {C:chips,s:0.8}칩{}{s:0.8} - 가장 가까운 정수로 올림\",\n                    \"{C:attenion}3. {s:0.8}{C:mult,s:0.8}배수 증가{}{s:0.8} 및 {C:chips,s:0.8}칩 증가{}{s:0.8} - 소수점 부분이 백분율로 표시되며,\", \n                    \"{s:0.8}기본 {C:mult,s:0.8}배수{}{s:0.8} 및 {C:chips,s:0.8}칩{}{s:0.8}에 보너스를 적용하는 데 사용됨\",\n                    \"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - 소수점 부분이 백분율로 표시되며,\",\n                    \"{s:0.8}추가 {C:money,s:0.8}${}{s:0.8}를 획득할 확률로 사용됨{}\",\n                    \"{C:inactive,s:0.8}(포켓몬이 아닌 조커는 항상 정밀 스케일링을 사용합니다){}\"\n                }\n            },\n            discovery_tooltip = {\n              name = \"발견\",\n              text = {\n                \"포켓몬 모드 오브젝트는 기본적으로 미발견 상태입니다.\",\n                \"이 설정을 끄면 모든 모드 오브젝트가 발견된 상태가 됩니다.\",\n                \"{C:red}모든 오브젝트 발견은 되돌릴 수 없습니다{}\"\n              }\n            }, \n            pokemononly_tooltip = {\n              name = \"포켓몬 전용\",\n              text = {\n                \"{C:attention}포켓몬{} 조커만 등장합니다\",\n              }\n            },\n            gen1_tooltip = {\n              name = \"1세대 허용\",\n              text = {\n                \"{C:attention}1세대{} 포켓몬 조커가 등장합니다\"\n              }\n            },\n            gen2_tooltip = {\n              name = \"2세대 허용\",\n              text = {\n                \"{C:attention}2세대{} 포켓몬 조커가 등장합니다\"\n              }\n            },\n            gen3_tooltip = {\n              name = \"3세대 허용\",\n              text = {\n                \"{C:attention}3세대{} 포켓몬 조커가 등장합니다\"\n              }\n            },\n            gen4_tooltip = {\n              name = \"4세대 허용\",\n              text = {\n                \"{C:attention}4세대{} 포켓몬 조커가 등장합니다\"\n              }\n            },\n            gen5_tooltip = {\n              name = \"5세대 허용\",\n              text = {\n                \"{C:attention}5세대{} 포켓몬 조커가 등장합니다\"\n              }\n            },\n            gen6_tooltip = {\n              name = \"6세대 허용\",\n              text = {\n                \"{C:attention}6세대{} 포켓몬 조커가 등장합니다\"\n              }\n            },\n            gen7_tooltip = {\n              name = \"7세대 허용\",\n              text = {\n                \"{C:attention}7세대{} 포켓몬 조커가 등장합니다\"\n              }\n            },\n            gen8_tooltip = {\n              name = \"8세대 허용\",\n              text = {\n                \"{C:attention}8세대{} 포켓몬 조커가 등장합니다\"\n              }\n            },\n            gen9_tooltip = {\n              name = \"9세대 허용\",\n              text = {\n                \"{C:attention}9세대{} 포켓몬 조커가 등장합니다\"\n              }\n            },\n            hazards_on_tooltip = {\n              name = \"해저드 허용\",\n              text = {\n                \"{C:purple}해저드{} 능력을 가진 {C:attention}포켓몬{} 조커가\",\n                \"등장합니다\"\n              }\n            },\n            shinyplayingcard_tooltip = {\n              name = \"플레이 카드 이로치\",\n              text = {\n                \"{C:attention}플레이 카드{}가 {C:dark_edition}이로치(Shiny){} 에디션을\",\n                \"가질 수 있게 합니다\"\n              }\n            },\n            detailed_tooltips_tooltip = {\n              name = \"상세 툴팁\",\n              text = {\n                \"모든 툴팁을 상세히 표시합니다.\",\n                \"이 설정을 끄면 포켓몬 조커의\",\n                \"툴팁 대부분이 생략됩니다.\",\n              }\n            },\n            previous_evo_stickers_tooltip = {\n              name = \"이전 진화형 스티커\",\n              text = {\n                \"승리한 조커의 {C:attention}이전 진화 단계{}들도\",\n                \"현재 게임에서 승리한 것으로 간주합니다.\",\n              }\n            },\n            order_jokers_tooltip = {\n              name = \"도감 번호순 정렬\",\n              text = {\n                \"수집품 창에서 포켓몬 조커가\",\n                \"{C:attention}포켓몬 도감 번호{} 순서대로 나타납니다.\",\n              }\n            },\n            stake_skins_tooltip = {\n              name = \"커스텀 스테이크 스킨\",\n              text = {\n                \"스테이크와 스테이크 스티커에\",\n                \"커스텀 스프라이트를 사용합니다.\",\n              }\n            },\n            pokemon_only_collection_tooltip = {\n              name = \"수집품에 포켓몬만 표시\",\n              text = {\n                \"수집품 화면에\",\n                \"{C:attention}포켓몬 조커{}만 표시됩니다.\",\n              }\n            },\n            legacycontent_tooltip = {\n              name = \"레거시 콘텐츠\",\n              text = {\n                \"삭제되었던 콘텐츠들을\",\n                \"활성화합니다.\"\n              }\n            },\n            jokecontent_tooltip = {\n              name = \"농담 콘텐츠\",\n              text = {\n                \"유머를 위해 제작된\",\n                \"콘텐츠들을 활성화합니다.\"\n              }\n            },\n            splashcard_tooltip = {\n              name = \"포켓몬 스플래시 카드\",\n              text = {\n                \"게임 시작 시 스플래시 이미지를\",\n                \"랜덤 포켓몬 조커로 교체합니다.\",\n              }\n            },\n            title_tooltip = {\n              name = \"포켓몬 타이틀 화면\",\n              text = {\n                \"기본 타이틀 화면을\",\n                \"포켓몬 버전으로 교체합니다.\",\n              }\n            },\n            altart_tooltip = {\n              name = \"얼터너티브 아트\",\n              text = {\n                \"일부 포켓몬 조커에\",\n                \"다른 스프라이트를 사용합니다.\",\n              }\n            },\n            animation_tooltip = {\n              name = \"애니메이션 활성화\",\n              text = {\n                \"일부 포켓몬 조커에\",\n                \"애니메이션 스프라이트를 적용합니다.\",\n              }\n            },\n            allowpokeballs_tooltip = {\n              name = \"몬스터볼 허용\",\n              text = {\n                \"몬스터볼 {C:item}아이템{}이 등장하도록 합니다.\",\n              }\n            },\n            pokemaster_tooltip = {\n              name = \"포켓몬 마스터 모드\",\n              text = {\n                \"'포켓몬 전용' 설정이 적용되며,\",\n                \"추가 스테이크를 사용할 수 있습니다.\"\n              }\n            },\n            designed_by = {\n              name = \"디자인:\",\n              text = {\n                \"{C:dark_edition}#1#{}\"\n              }\n            },\n            endless = {\n              name = \"재사용 가능\",\n              text = {\n                \"사용해도 소모되지 않음\",\n                \"{C:inactive,s:0.8}({C:attention,s:0.8}구부러진스푼{C:inactive,s:0.8} 효과 제외){}\"\n              }\n            },\n            sylveon_tag_pool = {\n              name = \"태그 풀\",\n              text = {\n                \"{C:attention}#1#\",\n                \"{C:tarot}#2#\",\n                \"{C:attention}#3#\",\n              }\n            },\n            omastar_tag_pool = {\n              name = \"태그 풀\",\n              text = {\n                \"{C:money}#1#\",\n                \"{C:money}#2#\",\n                \"{C:money}#3#\",\n                \"{C:money}#4#\",\n                \"{C:money}#5#\",\n              }\n            },\n            safaridesc = {\n                name = \"사파리\",\n                text = {\n                    \"{C:attention}진화{} 또는 특정 {C:attention}몬스터볼 아이템{}을\",\n                    \"통해서만 획득할 수 있습니다.\"\n                } \n            },\n\n            poke_pink_seal_seal = {\n                name = \"핑크 실\",\n                text = {\n                    \"라운드의 {C:attention}첫 번째 핸드{}로 득점 시,\",\n                    \"소유한 조커의 {C:pink}타입{}과 일치하는 {C:pink}에너지{} 카드 생성\",\n                    \"{C:inactive}(공간이 있어야 함){}\"\n                },\n            },\n            \n            poke_silver_seal = {\n                name = \"실버 실\",\n                text = {\n                  \"카드가 득점할 때 손에 {C:attention}들고 있다면{}\",\n                  \"{C:item}아이템{} 카드를 생성하고 {C:attention}버려집니다{}\"\n                }\n            },\n\n            undiscovered_energy = {\n                name = \"미발견\",\n                text = {\n                    \"시드가 없는 런에서\",\n                    \"이 카드를 구매하거나 사용하여\",\n                    \"능력을 알아내세요\"\n                }\n            },\n\t\t\t\tp_poke_pokepack_normal_1 = {\n                name = \"포켓 팩\",\n                text = {\n                    \"{C:attention}#2#{}장의 {C:item}아이템{} 카드와\",\n                    \"{C:attention}#3#{}장의 {C:pink}에너지{} 카드 중\",\n                    \"{C:attention}#1#{}장을 선택하세요\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"포켓 팩\",\n                text = {\n                    \"{C:attention}#2#{}장의 {C:item}아이템{} 카드와\",\n                    \"{C:attention}#3#{}장의 {C:pink}에너지{} 카드 중\",\n                    \"{C:attention}#1#{}장을 선택하세요\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"점보 포켓 팩\",\n                text = {\n                    \"{C:attention}#2#{}장의 {C:item}아이템{} 카드와\",\n                    \"{C:attention}#3#{}장의 {C:pink}에너지{} 카드 중\",\n                    \"{C:attention}#1#{}장을 선택하세요\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"메가 포켓 팩\",\n                text = {\n                    \"{C:attention}#2#{}장의 {C:item}아이템{} 카드와\",\n                    \"{C:attention}#3#{}장의 {C:pink}에너지{} 카드 중\",\n                    \"{C:attention}#1#{}장을 선택하세요\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"포켓 팩\",\n                text = {\n                    \"{C:attention}#2#{}장의 {C:item}아이템{} 카드와\",\n                    \"{C:attention}#3#{}장의 {C:pink}에너지{} 카드 중\",\n                    \"{C:attention}#1#{}장을 선택하세요\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"포켓 팩\",\n                text = {\n                    \"{C:attention}#2#{}장의 {C:item}아이템{} 카드와\",\n                    \"{C:attention}#3#{}장의 {C:pink}에너지{} 카드 중\",\n                    \"{C:attention}#1#{}장을 선택하세요\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"점보 포켓 팩\",\n                text = {\n                    \"{C:attention}#2#{}장의 {C:item}아이템{} 카드와\",\n                    \"{C:attention}#3#{}장의 {C:pink}에너지{} 카드 중\",\n                    \"{C:attention}#1#{}장을 선택하세요\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"메가 포켓 팩\",\n                text = {\n                    \"{C:attention}#2#{}장의 {C:item}아이템{} 카드와\",\n                    \"{C:attention}#3#{}장의 {C:pink}에너지{} 카드 중\",\n                    \"{C:attention}#1#{}장을 선택하세요\",\n                },\n            },\n            p_poke_pokepack_wish_pack = {\n                name = \"소원 팩\",\n                text = {\n                    \"{C:dark_edition}소원을 비세요!{}\",\n                },\n            },\n\t\t\tp_poke_pokepack_starter_pack = {\n                name = \"스타터 팩\",\n                text = {\n                    \"{C:attention}#2#{}장의 카드 중에서\",\n                    \"{C:attention}#1#{}마리의 스타터 포켓몬을 선택하세요\"\n                }\n            }, -- 여기에 쉼표가 반드시 있어야 합니다.\n\n            poke_hazards = {\n                name = \"해저드\",\n                text = {\n                    \"{C:attention}블라인드{} 선택 시,\",\n                    \"덱에 있는 {C:attention}#1#{}장의 강화되지 않은 카드가\",\n                    \"{C:attention}해저드 카드{}가 됩니다\",\n                }\n            } \n        },   \n    }, \n\n\n    misc = {\n\n        achievement_names = {\n\n   \n\n        },\n\n        achievement_descriptions = {\n\n              \n        },\n        challenge_names = {\n            c_poke_poke_master = \"포켓몬 마스터\",\n            c_poke_nuzlocke = \"너즐록\",\n            c_poke_goodasgold = \"황금의 몸\",\n            c_poke_parenthood = \"부모의 마음\",\n            c_poke_littlecup = \"리틀컵\",\n            c_poke_hammertime = \"해머 타임\",\n            c_poke_lonesome = \"외톨이\",\n            c_poke_randomizer = \"랜더마이저\"\n        },\n        dictionary = {\n            k_energy = \"에너지\",\n            k_item = \"아이템\",\n            k_poke_pocket_pack = \"포켓 팩\",\n            k_poke_wish_pack = \"소원 팩\",\n            k_poke_starter_pack = \"스타터 팩\",\n            k_poke_gives = \"제공\",\n            k_poke_ignores = \"무시\",\n            k_poke_limit = \"제한\",\n            k_poke_pp = \"포인트업\",\n            \n            k_poke_baby = \"아기 포켓몬\",\n            k_poke_safari = \"사파리\",\n            k_poke_mega = \"메가\",\n\n            b_save = \"저장\",\n            b_energy_cards = \"에너지 카드\",\n            b_item_cards = \"아이템 카드\",\n            \n            --Mod Menu stuff\n            poke_settings_header_required = \"재시작 필요:\",\n            poke_settings_header_norequired = \"재시작 필요 없음:\",\n            poke_settings_pokemon_only = \"포켓몬만 등장?\",\n            poke_settings_unlimited_energy = \"무한 에너지?\",\n            poke_settings_shiny_playing_cards = \"플레잉 카드 이로치?\",\n            poke_settings_pokemon_detailed_tooltips = \"상세 툴팁?\",\n            poke_settings_previous_evo_stickers = \"이전 진화 스티커?\",\n            poke_settings_order_jokers = \"도감 번호순 정렬?\",\n            poke_settings_pokemon_only_collection = \"수집품에 포켓몬만 표시?\",\n            poke_settings_jokers_only = \"조커만?\",\n            poke_settings_no_evolutions = \"진화 없음?\",\n            poke_settings_pokeballs = \"몬스터볼 허용?\",\n            poke_settings_pokedex_number = \"도감 번호?\",\n            poke_settings_pokemon_splash = \"포켓몬 스플래시 카드?\",\n            poke_settings_pokemon_title = \"포켓몬 타이틀?\",\n            poke_settings_pokemon_gen_one = \"1세대 허용?\",\n            poke_settings_pokemon_gen_two = \"2세대 허용?\",\n            poke_settings_pokemon_gen_three = \"3세대 허용?\",\n            poke_settings_pokemon_gen_four = \"4세대 허용?\",\n            poke_settings_pokemon_gen_five = \"5세대 허용?\",\n            poke_settings_pokemon_gen_six = \"6세대 허용?\",\n            poke_settings_pokemon_gen_seven = \"7세대 허용?\",\n            poke_settings_pokemon_gen_eight = \"8세대 허용?\",\n            poke_settings_pokemon_gen_nine = \"9세대 허용?\",\n            poke_settings_pokemon_hazards_on = \"해저드 허용?\",\n            poke_settings_pokemon_precise_energy = \"정밀 에너지 스케일링 사용?\",\n            poke_settings_pokemon_discovery = \"! 발견 상태?\",\n            poke_settings_pokemon_altart = \"대체 아트?\",\n            poke_settings_pokemon_aprilfools = \"농담 콘텐츠?\",\n            poke_settings_pokemon_legacy = \"레거시 콘텐츠?\",\n            poke_settings_enable_animations = \"애니메이션 활성화?\",\n            poke_settings_pokemon_master = \"포켓몬 마스터 모드?\",\n            poke_settings_pokemon_spritesheet = \"기본 스프라이트 시트 (개별 설정 초기화)\",\n            poke_settings_pokemon_sprites_right_click_to_change = \"우클릭하여 변경\",\n            poke_settings_pokemon_spritesheet_classic = \"클래식\",\n            poke_settings_pokemon_spritesheet_seriesa = \"시리즈 A\",\n            poke_settings_pokemon_spritesheet_seriesb = \"시리즈 B\",\n            \n            poke_credits_actualcredits = \"크레딧\",\n            poke_credits_thanks = \"감사한 분들\",\n            poke_credits_lead = \"리드 개발자: \",\n            poke_credits_graphics = \"그래픽 디자인: \",\n            poke_credits_quality_assurance_main = \"QA: \",\n            poke_credits_developer = \"개발자: \",\n            poke_credits_designer = \"디자인 보조: \",\n            poke_credits_community_manager = \"커뮤니티 매니저: \",\n            poke_credits_special_thanks = \"특별히 감사한 분들: \",\n            poke_credits_localization = \"현지화: \",\n            poke_credits_sound = \"오디오 엔지니어: \",\n            poke_credits_artist = \"아티스트: \",\n            poke_credits_designer = \"디자이너: \",\n\n            poke_artist_credits_art_credits = \"아트 크레딧\",\n            poke_artist_credits_artists = \"아티스트:\",\n            poke_artist_credits_basic_sprites_by = \"기본 포켓몬 스프라이트 제공:\",\n            poke_artist_credits_sprite_resource = \"64x64 포켓몬 스프라이트 리소스\",\n            poke_artist_credits_artist_info = \"아티스트 정보\",\n            poke_artist_credits_art_collection = \"아트 컬렉션\",\n            poke_artist_credits_toggle_shiny = \"우클릭으로 색이 다른 토글\",\n            poke_artist_credits_cycle_draw_layers = \"더블 클릭으로 레이어 순환\",\n            poke_artist_credits_toggle_center_layer = \"더블 클릭으로 배경 숨기기\",\n            poke_artist_credits_toggle_soul_layer = \"더블 클릭으로 영혼 레이어 숨기기\",\n\n            poke_artist_credits_sprite_resource_content = {\n                \"기본 스프라이트 아트 스타일은 64x64 포켓몬 스프라이트 리소스와\",\n                \"그 후속작들의 스프라이트를 사용합니다.\",\n                \"결국 시리즈 A를 새로운 표준으로 사용할 계획이지만,\",\n                \"이 스프라이트를 사용할 기회를 주신 모든 기여자분들께\",\n                \"감사의 말씀을 전합니다.\",\n                \"각 버튼을 클릭하여 해당 리소스에 대한\",\n                \"Pokecommunity 스레드를 찾을 수 있습니다:\"\n            },\n\n            poke_plus_pokeitem = \"+1 아이템\",\n            poke_plus_energy = \"+1 에너지\",\n            poke_plus_consumable = \"+1 소모품\",\n            poke_plus_shop = \"+1 상점 카드\",\n            poke_destroyed_ex = \"파괴됨!\",\n            poke_evolve_success = \"진화함!\",\n            poke_transform_success = \"변신함!\",\n            poke_evolve_level = \"레벨 업!\",\n            poke_tera = \"테라\",\n            poke_tera_ex = \"테라!\",\n            poke_metal_ex = \"강철!\",\n            poke_dragon_ex = \"드래곤!\",\n            poke_energized_ex = \"에너지화!\",\n            poke_round_plus_ex = \"라운드 통과!\",\n            poke_unlimited_energy = \"무한\",\n            poke_reroll_plural = \"리롤\",\n            poke_reroll_singular = \"리롤\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"파오리\",\n            cubone_marowak_infoqueue = \"탕구리와 텅구리\",\n            snorlax_infoqueue = \"잠만보\",\n            pokeball_variable = \"몬스터볼\",\n            greatball_variable = \"수퍼볼\",\n            goodrod_variable = \"좋은낚싯대\",\n            pinkseal_variable = \"핑크 인장\",\n            silverseal_variable = \"실버 인장\",\n            twisted_spoon_variable = \"휘어진스푼\",\n            double_rainbow_energy_variable = \"더블 레인보우 에너지\",\n            megastone_variable = \"메가스톤\",\n\n            --From Gastly Line\n            poke_lick_ex = \"핥기!\",\n            poke_lick = \"핥기\",\n            --From Kingler\n            poke_surf_ex = \"파도타기!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"폭발!\",\n            poke_boo_ex = \"까꿍!\",\n            --From Exeggutor\n            poke_solar_ex = \"솔라!\",\n            poke_solar = \"솔라\",\n            --From Pinsir\n            poke_pinsir_pin = \"고정됨!\",\n            poke_pinsir_remove_pin = \"고정 해제!\",\n            --From Tangela line\n            poke_tangela_bonus = \"전부!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"싫은소리!\",\n            --Hoppip Line\n            poke_hop_ex = \"홉!\",\n            poke_skip_ex = \"스킵!\",\n            poke_jump_ex = \"점프!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"꽃잎!\",\n            poke_petal_dance = \"꽃잎\",\n            --From Scizor\n            poke_x_scissor_ex = \"시저크로스!\",\n            poke_x_scissor = \"시저크로스\",\n            --From Kingdra\n            poke_twister_ex = \"회오리!\",\n            --From Mime Jr.\n            poke_mime_ex = \"흉내내기!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"불대문자!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"번개!\",\n            poke_gift_ex = \"선물!\",\n            poke_drill_ex = \"드릴라이너!\",\n            poke_faint_ex = \"기절!\",\n            poke_reveal_ex = \"발각!\",\n            poke_nido_ex = \"니도!\",\n            poke_disguise_intact = \"탈 유지! 사망 방지!\",\n            poke_disguise_broken = \"탈 깨짐! 사망 방지 실패!\",\n            poke_dig_ex = \"구멍파기!\",\n            poke_blazekick_ex = \"브레이즈킥!\",\n            poke_darts_ex = \"다트!\",\n            poke_none = \"없음\",\n            poke_dawn_info1 = \"(다음 플레이 핸드가 핸드 타입을 설정)\",\n            poke_dawn_info2 = \"(핸드 타입 설정됨!)\",\n            poke_make_it_rain = \"골드러시!\",\n            poke_val_down = \"가치 하락!\",\n            poke_powder_ex = \"눈싸라기!\",\n            poke_future_sight = \"미래예지!\",\n            poke_smell_ya = \"나중에 보자!\",\n            poke_wowthree = \"와우! 3!\",\n            poke_illusion = \"...?\",\n            poke_crack_ex = \"깨짐!\",\n            poke_shake_ex = \"흔들기!\",\n            poke_closed_ex = \"닫힘!\",\n            poke_reload_ex = \"재장전!\",\n            poke_shadow_tag_ex = \"그림자밟기!\",\n            poke_flees_ex = \"도망침!\",\n            poke_hidden_power_ex = \"잠재파워!\",\n            poke_nasty_plot_ex = \"나쁜음모!\",\n            poke_iron_tail_ex = \"아이언테일!\",\n            poke_autotomize_ex = \"바디퍼지!\",\n            poke_highjumpkick_ex = \"무릎차기!\",\n            poke_water_gun_ex = \"물대포!\",\n            poke_sky_attack_ex = \"불새!\",\n            \n            poke_grass_badge = \"풀\",\n            poke_fire_badge = \"불꽃\",\n            poke_water_badge = \"물\",\n            poke_lightning_badge = \"전기\",\n            poke_psychic_badge = \"에스퍼\",\n            poke_fighting_badge = \"격투\",\n            poke_colorless_badge = \"노말\",\n            poke_dark_badge = \"악\",\n            poke_metal_badge = \"강철\",\n            poke_fairy_badge = \"페어리\",\n            poke_dragon_badge = \"드래곤\",\n            poke_earth_badge = \"땅\",\n            poke_bird_badge = \"비행\",\n            \n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"핑크 인장\",\n            poke_silver_seal = \"실버 인장\",\n\n            poke_shiny = \"이로치\",\n\n            grass_sticker = \"풀 테라\",\n            fire_sticker = \"불 테라\",\n            water_sticker = \"물 테라\",\n            lightning_sticker = \"전기 테라\",\n            psychic_sticker = \"에스퍼 테라\",\n            fighting_sticker = \"격투 테라\",\n            colorless_sticker = \"노말 테라\",\n            dark_sticker = \"악 테라\",\n            metal_sticker = \"강철 테라\",\n            fairy_sticker = \"페어리 테라\",\n            dragon_sticker = \"드래곤 테라\",\n            earth_sticker = \"땅 테라\",\n\n            k_poke_safari = \"사파리\",\n            k_poke_mega = \"메가\",\n        },\n        quips = {\n          poke_lose_quip1 = {\"포켓몬 콘테스트가\", \"네 적성에 더 맞을지도...\",},\n          poke_lose_quip2 = {\"물 밖으로 나온\", \"잉어킹 같았어!\",},\n          poke_lose_quip3 = {\"타입 상성\", \"공부하는 걸 깜빡했니?\",},\n          poke_lose_quip4 = {\"이런, 또 다시\", \"날아가 버렸다!\",},\n          poke_lose_quip5 = {\"그 블라인드는\", \"효과가 굉장했어!\",},\n          poke_lose_quip6 = {\"재가 되어버렸군...\",},\n          poke_lose_quip7 = {\"받지 못한 카드를\", \"불평하는 것보다\", \"가지고 있는 카드를\", \"숙달하는 게 더 중요해!\",},\n          poke_lose_quip8 = {\"포켓몬 센터로\", \"서두르는 게 좋겠어!\",},\n          poke_lose_quip9 = {\"기력의조각 필요해?\",},\n          poke_lose_quip10 = {\"네 상금의 절반은\", \"내가 가져간다!\",},\n          poke_win_quip1 = {\"진정한 포켓몬 마스터!\",},\n          poke_win_quip2 = {\"진정으로 뛰어난 트레이너는\", \"자기가 좋아하는\", \"포켓몬으로 이기는 법!\",},\n          poke_win_quip3 = {\"다음은 뭐지, 트레이너?\",},\n          poke_win_quip4 = {\"경기장에서 너랑은\", \"마주치고 싶지 않네!\",},\n          poke_win_quip5 = {\"그 행운이라면,\", \"다음 목적지는\", \"무지개시티 게임코너야!\",},\n          poke_win_quip6 = {\"네 실력이 진화했어!\",},\n          poke_win_quip7 = {\"전당등록을\", \"축하합니다!\",},\n          poke_win_quip8 = {\"챔피언의 시간을\", \"보냈군요!\",},\n          poke_win_quip9 = {\"정말 전설적인 활약이야!\",},\n          poke_win_quip10 = {\"환상의 런이었어!\",},\n        },\n        tutorial = {\n          poke_intro_1 = {\n          \"안녕, 난 {C:attention}짐보 박사{}란다!\",\n          \"{C:attention}포켓몬{}의 세계에 온 걸 환영한다!\",\n          },\n        },\n        v_dictionary = {\n          poke_discards = \"+#1# 버리기\",\n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"보스 블라인드 격파 시 {C:attention}+1{} 조커 슬롯 {C:inactive}(최대 5)\"},\n           ch_c_poke_nuzlocke = {\"각 앤티의 첫 상점에 {C:attention}광대 팩{}이 포함됨\"},\n           ch_c_apply_randomizer = {\"포켓몬 조커가 무작위 포켓몬 조커로 진화함\"},\n        },\n    },\n}"
  },
  {
    "path": "localization/nl.lua",
    "content": "-- Welcome to nl.lua!\n-- This is the file for Dutch\n\n--Progress report:\n--Update this as you go! Or don't, I know Cryptid doesn't (lmfao)\n\n--[[\nDecks: No\nJokers: No\nSettings/Mod: No\nItems: No\nEnergy: No\nDeck Sleeves (requires Decksleeves Mod): No\nBoss Blinds: No\nChallenges: No\nSpectrals: No\nTarots: Yes (there aren't any lmao)\nStickers: No\nPlanets: Yes (there aren't any lmao)\nDictonary: No\nEditions: No\nVouchers: No\nTags: No\nMisc Infoqueues (ancient, baby, eitem, Type, etc): No\nOther (packs, stickers, etc): No\nMisc: No\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"Trainer Deck\",\n                text = {\n                    \"Start run with the\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\n                } \n            },\n            b_poke_obituarydeck = {\n                name = \"Obituary Deck\",\n                text = {\n                    \"All cards have a {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Luminous Deck\",\n                text = {\n                    \"All Jokers are created\",\n                    \"with random {C:pink}Type{} stickers\",\n                    \"and have {C:attention}+1{} {C:pink}Energy{}\"\n                }\n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Chartreuse Chamber\",\n                text = {\n                    \"Random Types are debuffed\",\n                    \"every hand\",\n                }, \n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Pokéball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Basic Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Greatball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Stage 1 Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Moon Stone\",\n                text = {\n                    \"Creates a {C:attention}Moon{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Sun Stone\",\n                text = {\n                    \"Creates a {C:attention}Sun{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Water Stone\",\n                text = {\n                    \"Creates a {C:attention}Hierophant{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Thunder Stone\",\n                text = {\n                    \"Creates a {C:attention}Devil{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_firestone = {\n                name = \"Fire Stone\",\n                text = {\n                    \"Creates a {C:attention}Lovers{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Leaf Stone\",\n                text = {\n                    \"Creates a {C:attention}World{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Linking Cord\",\n                text = {\n                    \"Creates a {C:attention}Death{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Leftovers\",\n                text = {\n                    \"Creates a {C:attention}Hanged Man{} card\",\n                    \"{C:attention}Held Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_leek = {\n                name = \"Leek\",\n                text = {\n                    \"Creates a {C:attention}Wheel of Fortune{} card\",\n                    \"{C:attention}Held Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Thick Club\",\n                text = {\n                    \"Creates a {C:attention}Strength{} card\",\n                    \"{C:attention}Held Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Tera Orb\",\n                text = {\n                    \"Applies a random\",\n                    \"{C:pink}Type{} sticker\",\n                    \"to leftmost Joker{}\", \n                    \"and gives {C:attention}+1{} {C:pink}Energy{}\"\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Metal Coat\",\n                text = {\n                    \"Applies a {C:metal}Metal{} sticker\",\n                    \"to leftmost Joker.\",\n                    \"Creates a {C:attention}Chariot{} card\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Dragon Scale\",\n                text = {\n                    \"Applies a {C:dragon}Dragon{} sticker\",\n                    \"to leftmost Joker.\",\n                    \"Creates an {C:attention}Emperor{} card\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"King's Rock\",\n                text = {\n                    \"Turns {C:attention}#1#{} selected\",\n                    \"card into a {C:attention}King{}\",\n                    \"{C:attention}Evolution Card{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Upgrade\",\n                text = {\n                    \"Gives {C:attention}#1#{} selected cards\",\n                    \"a random {C:attention}Enhancement{}\",\n                    \"{C:attention}Evolution Card{}\",\n                }\n            },\n            c_poke_icestone = {\n                name = \"Ice Stone\",\n                text = {\n                    \"Creates a {C:attention}Justice{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Shiny Stone\",\n                text = {\n                    \"Creates a {C:attention}Star{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"Grass Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Grass{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Fire Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Fire{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Water Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Water{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Lightning Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Lightning{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Psychic Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Psychic{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Fighting Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Fighting{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Colorless Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"of leftmost Joker permanently if able\",\n                    \"Half as effective with \",\n                    \"non-{C:attention}Colorless{} Jokers\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Darkness Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Dark{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Metal Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Metal{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Fairy Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Fairy{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"Dragon Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Dragon{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Earth Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Earth{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Emergy\",\n                text = {\n                    \"Create {C:attention}1{} random {C:green}Energy\",\n                    \"card with {C:dark_edition}Negative{} for each\",\n                    \"{C:attention}Jolly Joker{} or {C:legendary}M Joker{}\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Shiny\",\n                label = \"Shiny\",\n                text = {\n                    \"{C:attention}+1{} Booster Pack slot\",\n                    \"available in shop\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"Bulbasaur\",\n                text = {\n                    \"{C:attention}+#4#{} hand size\",\n                    \"Earn {C:money}$#1#{} for each {C:attention}#3#{}\",\n                    \"held in hand, rank\",\n                    \"changes every round\",\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive} earned)\",\n                    \"{C:inactive}(Evolves at {C:money}$16{}{C:inactive} earned)\"\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Ivysaur\",\n                text = {\n                    \"{C:attention}+#3#{} hand size\",\n                    \"Earn {C:money}$#1#{} or {C:money}$#5#{} for each {C:attention}#4#{}\",\n                    \"held in hand, rank\",\n                    \"changes every round\",\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive} earned)\",\n                    \"{C:inactive}(Evolves at {C:money}$16{}{C:inactive} earned)\"\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Venusaur\",\n                text = {\n                    \"{C:attention}+#3#{} hand size\",\n                    \"Earn {C:money}$#1#{} for each {C:attention}#4#{}\",\n                    \"held in hand, rank\",\n                    \"changes every round\",\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive} earned)\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Charmander\",\n                text = {\n                    \"{C:red}+#4#{} discard\",\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\n                    \"when {C:attention}#3#{} discards remaining\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+16{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Charmeleon\",\n                text = {\n                    \"{C:red}+#4#{} discard\",\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\n                    \"when {C:attention}#3#{} discards remaining\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+36{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_charizard = {\n                name = \"Charizard\",\n                text = {\n                    \"{C:red}+#4#{} discard, {C:mult}+#1#{} Mult\",\n                    \"{X:mult,C:white} X#2# {} Mult when {C:attention}#3#{} discards remaining\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Squirtle\",\n                text = {\n                    \"{C:chips}+#3#{} hands\",\n                    \"Gains {C:chips}+#2#{} Chips for each hand\",\n                    \"remaining at end of round\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+16{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Wartortle\",\n                text = {\n                    \"{C:chips}+#3#{} hands\",\n                    \"Gains {C:chips}+#2#{} Chips for each hand\",\n                    \"remaining at end of round\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+36{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Blastoise\",\n                text = {\n                    \"{C:chips}+#3#{} hands, {C:chips}+#1#{} Chips\",\n                    \"{C:chips}+#2#{} Chips for each\",\n                    \"remaining hand\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Caterpie\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Metapod\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Butterfree\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Weedle\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Kakuna\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Pidgey\",\n                text = {\n                    \"All {C:planet}Planet{} cards and\",\n                    \"{C:planet}Celestial Packs{} in\",\n                    \"the shop cost {C:money}$2{} less\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"All {C:planet}Planet{} cards and\",\n                    \"{C:planet}Celestial Packs{} in\",\n                    \"the shop cost {C:money}$3{} less\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"All {C:planet}Planet{} cards and\",\n                    \"{C:planet}Celestial Packs{} in the\",\n                    \"shop are {C:attention}free{}, using\",\n                    \"{C:planet}Planet{} cards earns you {C:money}$#1#{}\"\n                } \n            },\n            j_poke_rattata = {\n                name = \"Rattata\",\n                text = {\n                    \"Retrigger {C:attention}first{} played\",\n                    \"card used in scoring\",\n                    \"{C:attention}#1#{} additional time\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Raticate\",\n                text = {\n                    \"Retrigger {C:attention}first{} and {C:attention}second{}\",\n                    \"played cards used in scoring\",\n                    \"{C:attention}#1#{} additional time\",\n                } \n            },\n            j_poke_spearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Adds {C:attention}double{} the\",\n                    \"level of the highest\",\n                    \"level poker hand to Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Adds {C:attention}quadruple{} the\",\n                    \"level of the highest\",\n                    \"level poker hand to Mult\",\n                } \n            },\n            j_poke_ekans = {\n                name = \"Ekans\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if\",\n                    \"played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Arbok\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if played hand\",\n                    \"contains a {C:attention}Straight{}\",\n                    \"Create a Tarot card if it\",\n                    \"also contains an {C:attention}Ace{}.\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Pikachu\",\n                text = {\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round for\",\n                    \"each Joker you have\",\n                    \"{C:inactive}(Max of {C:money}$10{C:inactive})\",\n                    \"{C:inactive}(Evolves with a {C:attention}Thunder Stone{} {C:inactive}card)\"\n                } \n            },\n            j_poke_raichu = {\n                name = \"Raichu\",\n                text = {\n                    \"Applies {C:dark_edition}Negative{} to self\",\n                    \"at end of round if you\",\n                    \"have at least {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(Increases per Raichu you have){}\",\n                    \"Earn {C:money}$#1#{} at end of\",\n                    \"round for each Joker you have\",\n                    \"{C:inactive}(Max of {C:money}$10{C:inactive})\"\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Sandshrew\",\n                text = {\n                    \"When a {C:attention}Glass{} card is\",\n                    \"destroyed, add a {C:attention}Stone{} copy to\",\n                    \"deck and draw it to {C:attention}hand{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Sandslash\",\n                text = {\n                    \"When a {C:attention}Glass{} card is\",\n                    \"destroyed, add a {C:attention}Steel{} copy to\",\n                    \"deck and draw it to {C:attention}hand{}\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Nidoran F\",\n                text = {\n                    \"Each {C:attention}Queen{}\",\n                    \"held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"Nidorina\",\n                text = {\n                    \"Each {C:attention}Queen{}\",\n                    \"held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moon Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Nidoqueen\",\n                text = {\n                    \"{C:attention}+#2#{} hand size\",\n                    \"Each {C:attention}Queen{}\",\n                    \"held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Nidoran M\",\n                text = {\n                    \"Each {C:attention}King{}\",\n                    \"held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Nidorino\",\n                text = {\n                    \"Each {C:attention}King{}\",\n                    \"held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moon Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Nidoking\",\n                text = {\n                    \"{C:attention}+#2#{} hand size\",\n                    \"Each {C:attention}King{}\",\n                    \"held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Clefairy\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:clubs}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moon Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Clefable\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:clubs}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Vulpix\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance for each\",\n                    \"played {C:attention}9{} to create a\",\n                    \"{C:spectral}Medium{} card when scored\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Fire Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"ninetales\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance for each\",\n                    \"played {C:attention}9{} to create a\",\n                    \"{C:spectral}Medium{} card when scored\",\n                    \"{C:inactive}(Must have room)\"\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Jigglypuff\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:spades}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moonstone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Wigglytuff\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:spades}#3#{} suit give\",\n                    \"{C:mult}+#1#{} Mult and \",\n                    \"{C:chips}+#2#{} Chips when scored\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Zubat\",\n                text = {\n                    \"{C:mult}+#1#{} Mult for each Enhanced\",\n                    \"card in your full deck\",\n                    \"{C:inactive}(Currently {C:mult}+#2#{}{C:inactive} Mult, {C:attention}#4#{}{C:inactive} Enhancements)\",\n                    \"{C:inactive}(Evolves at {C:mult}#3#{C:inactive} Enhancements)\"\n                } \n            },\n            j_poke_golbat = {\n                name = \"Golbat\",\n                text = {\n                    \"Remove scoring card Enhancements\",\n                    \"Gain {C:mult}+#2#{} for {C:attention}Mult{} and {C:attention}Wild{} cards\",\n                    \"{C:chips}+#4#{} for {C:attention}Bonus{} and {C:attention}Stone{} cards,\",\n                    \"{X:red,C:white}X#6#{} for {C:attention}Steel{} and {C:attention}Glass{} cards,\",\n                    \"{C:money}$#8#{} for {C:attention}Gold{} and {C:attention}Lucky{} cards\",\n                    \"{C:inactive}(Evolves at {C:attention}#9#{}{C:inactive}/20 Enhancements eaten)\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} end of round)\"\n                } \n            },\n            j_poke_oddish = {\n                name = \"Oddish\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#1#{} or {C:mult}+#2#{} Mult when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_gloom = {\n                name = \"Gloom\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#1#{} or {C:mult}+#2#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Leaf/Sun Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Vileplume\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#2#{} Mult or\",\n                    \"{X:mult,C:white} X#1# {} Mult when scored\"\n                } \n            },\n            j_poke_paras = {\n                name = \"Paras\",\n                text = {\n                    \"{C:mult}+#2#{} Mult per played hand\",\n                    \"that contains a {C:attention}Two Pair{}\", \n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+8{}{C:inactive} Mult)\"\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Parasect\",\n                text = {\n                    \"{C:mult}+#2#{} Mult per played hand\",\n                    \"that contains a {C:attention}Two Pair{}\",\n                    \"{C:mult}-#3#{} Mult per played hand\",\n                    \"that does not\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"Venonat\",\n                text = {\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\n                    \"{C:green,E:1,S:1.1}probabilities\",\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}2 in 6{C:inactive})\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Venomoth\",\n                text = {\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\n                    \"{C:green,E:1,S:1.1}probabilities\",\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}3 in 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Diglett\",\n                text = {\n                    \"When you get this,\",\n                    \"create a {C:attention}Venus{} card\",\n                    \"{C:inactive}(Must have room){}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Dugtrio\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult for each\",\n                    \"level of {C:attention}Three of a Kind{},\",\n                    \"beyond the first\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_meowth = {\n                name = \"Meowth\",\n                text = {\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Persian\",\n                text = {\n                    \"Earn {C:money}${} at end of\",\n                    \"round equal to {C:attention}double{} the\", \n                    \"sell value of the leftmost {C:attention}Joker{}\",\n                    \"{C:inactive}(Except itself){}\",\n                    \"{C:inactive}(Currently {C:money}$#1#{C:inactive}, Max of {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Psyduck\",\n                text = {\n                    \"If played hand is a\",\n                    \"single {C:attention}face card{}, earn {C:money}$#1#{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Golduck\",\n                text = {\n                    \"If played hand is a single\",\n                    \"{C:attention}face card{}, earn {C:money}$#1#{} and it\",\n                    \"becomes {C:attention}Gold{} when scored\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Mankey\",\n                text = {\n                    \"Each played {C:attention}2{},\",\n                    \"{C:attention}3{}, {C:attention}5{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_primeape = {\n                name = \"Primeape\",\n                text = {\n                    \"Each played {C:attention}2{},\",\n                    \"{C:attention}3{}, {C:attention}5{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after triggering {C:attention}#3#{}{C:inactive}/25 times){}\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Growlithe\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if played\",\n                    \"hand contains a {C:attention}Flush{}\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Fire Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Arcanine\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult if played\",\n                    \"hand contains a {C:attention}Flush{}.\",\n                    \"Create a {C:attention}Lovers{} card\",\n                    \"when {C:attention}Blind{} is selected\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Poliwag\",\n                text = {\n                    \"Played cards with {V:1}#3#{} suit\",\n                    \"give {C:mult}+#1#{} Mult when scored,\",\n                    \"Suit changes in order after\",\n                    \"hand is played\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Poliwhirl\",\n                text = {\n                    \"Played cards with {V:1}#2#{} suit \",\n                    \"give {C:mult}+#1#{} Mult when scored,\",\n                    \"Suit changes in order after\",\n                    \"hand is played\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}(Evolves with a{} {C:attention,s:0.8}Water Stone{}{C:inactive,s:0.8} or {C:attention,s:0.8}King's Rock{}{C:inactive,s:0.8} card)\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Poliwrath\",\n                text = {\n                    \"Played cards with {V:1}#2#{} suit\",\n                    \"give {C:mult}+#7#{} Mult\",\n                    \"and {X:mult,C:white} X#1# {} Mult when scored,\",\n                    \"Suit changes in order after\",\n                    \"hand is played\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Abra\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"create a {C:attention}Fool{} card if\",\n                    \"played {C:attention}poker hand{} has\",\n                    \"already been played this round\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Kadabra\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"create a {C:attention}Fool{} card if\",\n                    \"played {C:attention}poker hand{} has\",\n                    \"already been played this round\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} consumable slot\",\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"create a {C:attention}Fool{} card if\",\n                    \"played {C:attention}poker hand{} has\",\n                    \"already been played this round\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Machop\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#4#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_machoke = {\n                name = \"Machoke\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Machamp\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#3#{} Mult\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Bellsprout\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Weepinbell\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Leaf Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Victreebell\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"and {C:attention}retrigger{}\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Tentacool\",\n                text = {\n                    \"Each played {C:attention}10{}\",\n                    \"gives {C:mult}+#1#{} Mult when scored\",\n                    \"if hand only contains {C:attention}10{}s\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Tentacruel\",\n                text = {\n                    \"Each played {C:attention}10{}\",\n                    \"gives {C:mult}+#1#{} Mult when scored\",\n                    \"{C:attention}10s can't{} be debuffed\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Geodude\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} hand size\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_graveler = {\n                name = \"Graveler\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} hand size\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Golem\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} hand size\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Ponyta\",\n                text = {\n                    \"Gains {C:chips}#2#{} Chips if played\", \n                    \"hand contains a {C:attention}Straight{}\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+60{} {C:inactive}Chips)\"\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Rapidash\",\n                text = {\n                    \"Gains {C:chips}#2#{} Chips if played\", \n                    \"hand contains a {C:attention}Straight{}\",\n                    \"Applies {C:attention}Shortcut{} for first hand\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_slowpoke = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult on {C:attention}final\",\n                    \"{C:attention}hand{} of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_slowpoke2 = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult on {C:attention}final {C:attention}hand{} of round\",\n                    \"{C:green}#3# in #4#{} chance to create\",\n                    \"a {C:attention}King's Rock{} card at\",\n                    \"end of round {C:inactive,s:0.8}(Must have room){}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{}{C:inactive,s:0.8} rounds or with a {C:attention,s:0.8}King's Rock{} {C:inactive,s:0.8}card)\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Slowbro\",\n                text = {\n                    \"Gains {X:red,C:white} X#1# {} Mult\",\n                    \"per hand played,\",\n                    \"resets at end of round\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_magnemite = {\n                name = \"Magnemite\",\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_magneton = {\n                name = \"Magneton\",\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{C:inactive}(Evolves with a {C:attention}Thunder Stone{}{C:inactive})\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Farfetch\\'d',      \n                text = {\n                    \"When you get this,\",\n                    \"create a {C:attention}Leek{} card.\",\n                    \"{C:green}#2# in #3#{} chance for {X:red,C:white}X#1#{} Mult\",\n                    \"The chance is doubled for\",\n                    \"each {C:attention}Leek{} card you have\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Doduo',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains at least\",\n                    \"{C:attention}2{} face cards\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Dodrio',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains at least\",\n                    \"{C:attention}3{} face cards\"\n                } \n            },\n            j_poke_seel = {\n                name = 'Seel',      \n                text = {\n                    \"If {C:attention}first hand{} of round\", \n                    \"has only {C:attention}1{} card, {C:green}#1# in #2#{} chance to\",\n                    \"add a random {C:attention}seal{} to that card\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Dewgong',      \n                text = {\n                    \"If {C:attention}first hand{} of round\", \n                    \"has only {C:attention}1{} card, add a\",\n                    \"random {C:attention}seal{} to that card\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Grimer',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if\",\n                    \"deck size > {C:attention}#3#{}\",\n                    \"Add a random playing card\",\n                    \"to your deck at end of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_muk = {\n                name = 'Muk',      \n                text = {\n                    \"{C:mult}+#1#{} Mult for every card\",\n                    \"above {C:attention}#3#{} in your full deck\",\n                    \"{X:mult,C:white} X#2# {} Mult if deck size > {C:attention}#4#{}\",\n                    \"{C:inactive,s:0.8}(Currently {C:mult,s:0.8}+#5#{} {C:inactive,s:0.8}Mult){}\",\n                    \"Add two random playing cards to deck\",\n                    \"and remove one random card from deck\",\n                    \"at end of round\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Shellder',      \n                text = {\n                    \"If hand has {C:attention}5{} scoring\",\n                    \"cards, each have a {C:green}#1# in #2#{}\",\n                    \"chance to retrigger\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Water Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Cloyster',      \n                text = {\n                    \"If hand has {C:attention}5{} scoring\",\n                    \"cards, each have a {C:green}#1# in #2#{}\",\n                    \"chance to retrigger\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Gastly',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"add {C:dark_edition}Negative{} to a\",\n                    \"random {C:attention}Joker{}\",\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_haunter = {\n                name = 'Haunter',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"add {C:dark_edition}Negative{} to a\",\n                    \"random {C:attention}Joker{}\",\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Gengar',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"add {C:dark_edition}Negative{} to a\",\n                    \"random {C:attention}Joker{}\",\n                    \"at end of round\",\n                    \"{C:inactive,s:0.8}(Exludes self, odds can't be increased){}\"\n                } \n            },\n            j_poke_onix = {\n                name = 'Onix',      \n                text = {\n                    \"The leftmost scoring card of\",\n                    \"your {C:attention}first hand{} of round\",\n                    \"becomes a {C:attention}Stone{} card\",\n                    \"{C:inactive}(Evolves with a {C:metal}Metal{} {C:inactive}sticker){}\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Drowzee',      \n                text = {\n                    \"{C:mult}+#2#{} Mult per\",\n                    \"unique {C:planet}Planet{} card\",\n                    \"used this run\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+21{C:inactive} Mult)\"\n                } \n            },\n            j_poke_hypno = {\n                name = 'Hypno',      \n                text = {\n                    \"{C:mult}+#2#{} Mult per unique\",\n                    \"{C:planet}Planet{} card used this run.\",\n                    \"When you get this,\",\n                    \"create a {C:spectral}Trance{} card\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Krabby',      \n                text = {\n                    \"Played {C:attention}face{} cards\",\n                    \"give {C:chips}+#1#{} Chips\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Kingler',      \n                text = {\n                    \"All played {C:attention}face{} cards\",\n                    \"become {C:attention}Bonus{} cards\",\n                    \"when scored\",\n                } \n            },\n            j_poke_voltorb = {\n                name = 'Voltorb',      \n                text = {\n                    \"If this is the {C:attention}leftmost{}\",\n                    \"Joker, gain {C:mult}+#1#{} Mult\",\n                    \"and debuff this Joker\",\n                    \"until end of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_electrode = {\n                name = 'Electrode',      \n                text = {\n                    \"If this is the {C:attention}leftmost{}\",\n                    \"Joker, gain {C:mult}+#1#{} Mult and {C:money}$#2#{}\",\n                    \"and debuff this Joker\",\n                    \"until end of round\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Exeggcute',      \n                text = {\n                    \"Played cards with\",\n                    \"{C:hearts}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Leaf Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Exeggutor',      \n                text = {\n                    \"{C:green}#4# in #5#{} chance for\",\n                    \"played cards with\",\n                    \"{C:hearts}#3#{} suit to give\",\n                    \"{C:mult}+#1#{} Mult and {X:mult,C:white}X#2#{} Mult\",\n                    \"when scored\", \n                } \n            },\n            j_poke_cubone = {\n                name = 'Cubone',      \n                text = {\n                    \"When you get this, create\",\n                    \"a {C:attention}Thick Club{} card\",\n                    \"Gives {C:mult}+#1#{} Mult for each\",\n                    \"filled consumable slot\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Thick Clubs{}{C:inactive,s:0.75} count as double){}\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_marowak = {\n                name = 'Marowak',      \n                text = {\n                    \"{C:attention}+#2#{} consumable slots\",\n                    \"Gives {X:mult,C:white} X#1# {} Mult for each \",\n                    \"filled consumable slot\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Thick Clubs{}{C:inactive,s:0.75} count as double){}\",\n                    \"{C:inactive}(Currently {X:mult,C:white} X#3# {}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Hitmonlee',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult for every 2 cards\",\n                    \"below {C:attention}#2#{} in your full deck\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Hitmonchan',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult for every 2 cards\",\n                    \"above {C:attention}#2#{} in your full deck\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Lickitung',      \n                text = {\n                    \"First and second played\",\n                    \"{C:attention}Jacks{} give {X:mult,C:white} X#1# {} Mult\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after triggering {C:attention}#2#{}{C:inactive}/20 times){}\"\n                } \n            },\n            j_poke_koffing = {\n                name = 'Koffing',      \n                text = {\n                    \"Sell this card to reduce the\",\n                    \"score requirement of the\",\n                    \"current {C:attention}Boss Blind{} by {C:attention}half{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_weezing = {\n                name = 'Weezing',      \n                text = {\n                    \"Sell this card to reduce the\",\n                    \"score requirement of the\",\n                    \"current {C:attention}Boss Blind{} by {C:attention}half{}\",\n                    \"and disable it\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Rhyhorn',      \n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Rhydon',      \n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Chansey',      \n                text = {\n                    \"The first {C:attention}#1#{} times a\",\n                    \"{C:attention}Lucky{} card triggers each round,\",\n                    \"add a permanent copy to your\",\n                    \"deck and draw it to {C:attention}Hand\",\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\",\n                    \"{C:inactive}(Evolves when deck is >= 25% {C:attention}Lucky{C:inactive} cards)\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Tangela',      \n                text = {\n                    \"Played {C:attention}Wild{} cards give\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\n                    \"{C:inactive}(Evolves when deck is >= 20% {C:attention}Wild{C:inactive} cards)\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Kangaskhan',      \n                text = {\n                    \"{C:attention}+#1#{} consumable slots\",\n                    \"{C:chips}-#2#{} hands\",\n                } \n            },\n            j_poke_horsea = {\n                name = 'Horsea',      \n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"for each scoring {C:attention}6{}\",\n                    \"in {C:attention}first hand{} of round\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+12{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_seadra = {\n                name = 'Seadra',      \n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"for each scoring {C:attention}6{}\",\n                    \"in your first {C:attention}2{} hands\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves with a {C:dragon}Dragon{} {C:inactive}sticker){}\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Goldeen',      \n                text = {\n                    \"Retrigger each {C:attention}Gold{}\",\n                    \"card held in hand {C:attention}#1#{} time\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_seaking = {\n                name = 'Seaking',      \n                text = {\n                    \"Retrigger each {C:attention}Gold{}\",\n                    \"card held in hand {C:attention}#1#{} times\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Staryu',      \n                text = {\n                    \"Played cards with\",\n                    \"{C:diamonds}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Water Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Starmie',      \n                text = {\n                    \"Played cards with\",\n                    \"{C:diamonds}#3#{} suit give\",\n                    \"{C:mult}+#1#{} Mult and \",\n                    \"{C:money}$#2#{} when scored\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Mr. Mime',      \n                text = {\n                    \"Retrigger leftmost card\",\n                    \"held in hand {C:attention}#1#{} times\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Scyther',      \n                text = {\n                    \"When Blind is selected, destroy\",\n                    \"Joker to the right and gain {C:mult}+#2#{} Mult or {C:chips}+#4#{} Chips\",\n                    \"Gain {C:attention}Foil{}, {C:attention}Holographic{}, or {C:attention}Polychrome{}\",\n                    \"if Joker was {C:red}Rare{} or higher\",\n                    \"{C:inactive}(Evolves with a {C:metal}Metal{} {C:inactive}sticker){}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {C:chips}+#3#{C:inactive} Chips)\"\n                } \n            },\n            j_poke_jynx = {\n                name = 'Jynx',      \n                text = {\n                    \"{C:attention}Playing cards{} added to your\",\n                    \"deck from the {C:attention}Shop{}, {C:attention}Standard{} packs,\",\n                    \"{C:spectral}Cryptid{} and certain Jokers\",\n                    \"are {C:attention}duplicated{}\"\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Electabuzz',      \n                text = {\n                    \"When a card is {C:attention}sold{}\",\n                    \"and at end of round\",\n                    \"gains {C:money}$#1#{} of {C:attention}sell value{}\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Magmar',      \n                text = {\n                    \"If the {C:attention}first{} discard of\",\n                    \"the round has only {C:attention}1{} card\",\n                    \"destroy it and gain {C:mult}+#2#{} Mult\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Pinsir',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult\",\n                    \"{C:attention}Leftmost{} Joker becomes\",\n                    \"{C:attention}pinned{} at end of shop\",\n                    \"{C:attention}Unpin{} that Joker at end of round\"\n                } \n            },\n            j_poke_tauros = {\n                name = 'Tauros (Leader)',\n                text = {\n                    \"{C:attention}Tauros{} Jokers each give {X:mult,C:white} X#1# {} Mult\",\n                    \"Each reroll in the shop has a\",\n                    \"{C:green}#2# in #3#{} chance to add\",\n                    \"a {C:attention}Tauros (Herd){} to shop\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Tauros (Herd)',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Magikarp',\n                text = {\n                    \"Applies {C:attention}Splash{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Gyarados',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_lapras = {\n                name = 'Lapras',\n                text = {\n                    \"{C:chips}+#2#{} Chips for each\",\n                    \"{C:attention}Blind{} skipped this run\",\n                    \"{C:inactive}(Currently {C:chips}+#1# {C:inactive}Chips)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Ditto',\n                text = {\n                    \"Sell this to duplicate\",\n                    \"the leftmost Joker\",\n                    \"with {C:attention}Perishable{}\",\n                    \"{C:inactive}(removes Eternal){}\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Eevee',\n                text = {\n                    \"Earn {C:money}$#1#{} for\",\n                    \"the first {C:attention}5{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Evolves with...a lot){}\",\n                    \"{C:inactive}Curently {C:attention}#2#{C:inactive}/#3#\"\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Vaporeon',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips\",\n                    \"for every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#3#{}{C:inactive}/3 rerolls)\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Jolteon',\n                text = {\n                    \"Earn {C:money}$#1#{}\",\n                    \"for every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#2#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_flareon = {\n                name = 'Flareon',\n                text = {\n                    \"Gains {X:red,C:white} X#2# {} Mult\",\n                    \"for every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#3#{}{C:inactive}/3 rerolls)\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#1# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Porygon',\n                text = {\n                    \"Create an {C:pink}Energy{} card\",\n                    \"when any {C:attention}Booster Pack{}\",\n                    \"is opened\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Upgrade{}{C:inactive} card)\"\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Omanyte',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}1{} #1#: Gain {C:money}$#2#{} of sell value\",\n                    \"{C:attention}2{} #1#s: Earn {C:money}$#3#{}\",\n                    \"{C:attention}3+{} #1#s: Create a random {C:attention}Tarot{} card {C:inactive}(Must have room)\",\n                    \"{C:inactive}(Evolves after {C:attention}#4#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_omastar = {\n                name = 'Omastar',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}2{} #1#s: Gain {C:money}$#2#{} of sell value\",\n                    \"{C:attention}3{} #1#s: Earn {C:money}$#3#{}\",\n                    \"{C:attention}4+{} #1#s: Create 2 random {C:attention}Tarot{} cards {C:inactive}(Must have room)\",\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Kabuto',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}1{} #1#s: {C:chips}+#2#{} Chips\",\n                    \"{C:attention}2{} #1#s: Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\n                    \"{C:attention}3+{} #1#s: {C:chips}+#4#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#5#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Kabutops',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}2{} #1#s: {C:chips}+#2#{} Chips\",\n                    \"{C:attention}3{} #1#s: Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\n                    \"{C:attention}4+{} #1#s: {C:chips}+#4#{} Chips\",\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Aerodactyl',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}2{} #1#s: {C:mult}+#2#{} Mult\",\n                    \"{C:attention}3{} #1#s: {C:mult}+#3#{} Mult and {C:chips}+#4#{} Chips\",\n                    \"{C:attention}4+{} #1#s: {X:red,C:white}X#5#{} Mult\"\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Snorlax',\n                text = {\n                    \"When you get this, create a\",\n                    \"{C:attention}Leftovers{} card. At end of\",\n                    \"round gain {X:red,C:white}X#1#{} Mult \",\n                    \"for each {C:attention}Leftovers{} you have\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Articuno',\n                text = {\n                    \"Add {C:attention}Foil{}, a\",\n                    \"random {C:attention}enhancement{}, and a\",\n                    \"random {C:attention}seal{} to unscored cards\",\n                    \"on the {C:attention}first hand{} of the round\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Zapdos',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult for\",\n                    \"every {C:money}$#2#{} you have\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Moltres',\n                text = {\n                    \"Upgrade the level of the\",\n                    \"first {C:attention}3 discarded{}\",\n                    \"poker hands each round\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'Dratini',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"if played hand contains\",\n                    \"{C:attention}#3#{} or fewer cards\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+10{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Dragonair',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"if played hand contains\",\n                    \"{C:attention}#3#{} or fewer cards\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+30{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Dragonite',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"If played hand has\",\n                    \"only {C:attention}1{} card\",\n                    \"retrigger it {C:attention}#2#{} times\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'Mewtwo',\n                text = {\n                    \"At end of shop, create a\",\n                    \"{C:dark_edition}Polychrome{} {C:attention}duplicate{} of\",\n                    \"leftmost {C:attention}Joker{} with {C:attention}+1{} {C:pink}Energy{}\",\n                    \"then destroy leftmost {C:attention}Joker{}\",\n                    \"{C:dark_edition}Polychrome{} Jokers each give {X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Can't destroy self)\",\n                } \n            },\n            j_poke_mew = {\n                name = 'Mew',\n                text = {\n                    \"At end of shop, create\",\n                    \"a random {C:dark_edition}Negative{} {C:attention}Tarot{}\",\n                    \"{C:spectral}Spectral{} or {C:item}Item{} card\",\n                    \"{C:green}#1# in {C:green}#2#{} chance to create\",\n                    \"a random {C:dark_edition}Negative{} Joker {C:attention}instead{}\",\n                    \"{C:inactive,s:0.8}(Odds can't be increased){}\"\n                } \n            },\n            j_poke_sentret = {\n                name = 'Sentret',\n                text = {\n                    \"{C:mult}+#2#{} Mult when played hand\",\n                    \"isn't the last played hand\",\n                    \"{C:inactive}(Last hand: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+7{} {C:inactive}Mult)\"\n                }  \n            },\n            j_poke_furret = {\n                name = 'Furret',\n                text = {\n                    \"{C:mult}+#2#{} Mult when played hand\",\n                    \"isn't the last played hand\",\n                    \"{C:inactive}(Last hand: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                }  \n            },\n            j_poke_crobat = {\n                name = 'Crobat',\n                text = {\n                    \"{C:attention}Randomize{} existing scoring card Enhancements\",\n                    \"Gain {C:mult}+#2#{} for {C:attention}Mult{} and {C:attention}Wild{} cards\",\n                    \"{C:chips}+#4#{} for {C:attention}Bonus{} and {C:attention}Stone{} cards,\",\n                    \"{X:red,C:white}X#6#{} for {C:attention}Steel{} and {C:attention}Glass{} cards,\",\n                    \"{C:money}$#8#{} for {C:attention}Gold{} and {C:attention}Lucky{} cards\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} end of round)\"\n                } \n            },\n            j_poke_pichu = {\n                name = 'Pichu',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round\",\n                    \"{X:red,C:white} X#2# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Cleffa',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}Moon{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Igglybuff',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}World{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Bellossom',\n                text = {\n                    \"During the {C:attention}Small Blind{}\",\n                    \"played cards with {C:attention}Odd{} rank\",\n                    \"become {C:attention}Wild{} cards when scored\",\n                    \"If already {C:attention}Wild{}, adds {C:dark_edition}Polychrome\"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Politoed',\n                text = {\n                    \"Played cards with {V:1}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"Those cards retrigger based on\",\n                    \"how many {X:water,C:white}Water{} Jokers you have\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{}{C:inactive,s:0.8} Retrigger(s) divided evenly between scoring cards){}\",\n                    \"Suit changes in order {C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                } \n            },\n            j_poke_espeon = {\n                name = 'Espeon',\n                text = {\n                    \"Create a {C:attention}Sun{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"Retrigger all played cards with\",\n                    \"{C:hearts}Hearts{} suit in your {C:attention}first hand{}\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Umbreon',\n                text = {\n                    \"Create a {C:attention}Moon{} card every\",\n                    \"{C:attention}3{} {C:green}rerolls{}, retrigger\",\n                    \"all {C:attention}held in hand{} abilities of\",\n                    \"cards with {C:clubs}#2#{} suit in {C:attention}final hand{}\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_slowking = {\n                name = 'Slowking',\n                text = {\n                    \"Played {C:attention}Kings{} give {X:red,C:white}X#1#{} Mult\",\n                    \"when scored\",\n                    \"Increases by {X:red,C:white}X#2#{} Mult\",\n                    \"per hand played\",\n                    \"resets at end of round\",      \n                }\n            },\n            j_poke_steelix = {\n                name = 'Steelix',\n                text = {\n                    \"The leftmost scoring card of\",\n                    \"your {C:attention}first hand{} of round\",\n                    \"becomes a {C:attention}Steel{} card\",\n                    \"{C:attention}Stone{} cards {C:attention}held{} in\",\n                    \"hand become {C:attention}Steel{}\"\n                } \n            },\n            j_poke_scizor = {\n                name = 'Scizor',\n                text = {\n                    \"When Blind is selected, destroy\",\n                    \"Joker to the right and gain\",\n                    \"{C:attention}Foil{}, {C:attention}Holographic{}, or {C:attention}Polychrome{}\",\n                    \"Those editions {C:attention}stack{} on this Joker\",\n                    \"{C:inactive,s:0.75}(Matches destroyed Joker's edition if able){}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult, {C:chips}+#2#{} {C:inactive}Chips, {X:red,C:white}X#3#{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_kingdra = {\n                name = 'Kingdra',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult for each\",\n                    \"scoring {C:attention}6{}, if you have\",\n                    \"a {C:attention}King{} held in hand gain\",\n                    \"{X:red,C:white}X#4#{} Mult {C:attention}as well{}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:red,C:white}X#3#{} Mult{C:inactive})\",\n                } \n            },\n            j_poke_porygon2 = {\n                name = 'Porygon2',\n                text = {\n                    \"{C:pink}+1{} Energy Limit\",\n                    \"Create an {C:pink}Energy{} card\",\n                    \"of the same {C:pink}Type{} of\",\n                    \"leftmost Joker when any\",\n                    \"{C:attention}Booster Pack{} is opened\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Upgrade{}{C:inactive} card)\"\n                } \n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"For the {C:attention}first hand{} of round\",\n                    \"If {C:attention}2{} cards played, {C:attention}destroy{} one\",\n                    \"If {C:attention}3+{} cards played, {C:attention}copy{} one to hand\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }  \n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"For the {C:attention}first hand{} of round\",\n                    \"If {C:attention}2{} cards played, {C:attention}destroy{} one\",\n                    \"If {C:attention}3+{} cards played, {C:attention}copy{} one to hand\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'Hitmontop',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"if deck size\",\n                    \"is exactly {C:attention}#2#{}\"\n                } \n            },\n            j_poke_smoochum = {\n                name = 'Smoochum',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}Standard{} tag\",\n                    \"when this Joker evolves\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_elekid = {\n                name = 'Elekid',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}Coupon{} tag\",\n                    \"when this Joker evolves\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_magby = {\n                name = 'Magby',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"{C:red}+#2#{} discards\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Blissey',\n                text = {\n                    \"The first {C:attention}#1#{} times a {C:attention}Lucky{}\",\n                    \"card triggers each round, add a\",\n                    \"permanent copy with {C:dark_edition}Polychrome{} to your\",\n                    \"deck and draw it to {C:attention}Hand\",\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\"\n                } \n            },\n            j_poke_beldum = {\n                name = 'Beldum',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips\",\n                    \"if played hand contains at least\",\n                    \"one scoring {C:attention}Ace{} and is exactly {C:attention}#3#{} cards\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{}{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+36{}{C:inactive} Chips)\"\n                } \n            },\n            j_poke_metang = {\n                name = 'Metang',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips\",\n                    \"if played hand contains at least\",\n                    \"two scoring {C:attention}Aces{} and is exactly {C:attention}#3#{} cards\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{}{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+100{}{C:inactive} Chips)\"\n                } \n            },\n            j_poke_metagross = {\n                name = 'Metagross',\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"If played hand is a {C:attention}Four of a Kind{}\",\n                    \"each played card gives {X:mult,C:white}X{} Mult\",\n                    \"equal to the {C:attention}cube root{} \",\n                    \"of that card's total chips\",\n                } \n            },\n            j_poke_buizel = {\n                name = 'Buizel',\n                text = {\n                    \"{C:chips}+#1#{} Chips for\",\n                    \"each {C:attention}unscored{} card\",\n                    \"in played hand\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'Floatzel',\n                text = {\n                    \"{C:chips}+#1#{} Chips for\",\n                    \"each {C:attention}unscored{} card\",\n                    \"in played hand\",\n                }  \n            },\n            j_poke_mimejr = {\n                name = 'Mime Jr.',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Apply a {C:attention}Red{} or {C:attention}Blue{} seal\",\n                    \"to a random card in deck\",\n                    \"at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_happiny = {\n                name = 'Happiny',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Unscored cards in your\",\n                    \"{C:attention}first hand{} become {C:attention}Lucky{}\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Munchlax',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a random {C:item}Item{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_magnezone = {\n                name = 'Magnezone',\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{X:metal,C:white}Metal{} Jokers next to\",\n                    \"this Joker each give {X:red,C:white}X#2#{} Mult\"\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'Lickilicky',\n                text = {\n                    \"First and second played\",\n                    \"Played {C:attention}Jacks{} give {X:mult,C:white} X#1# {} Mult\",\n                    \"when scored and further {C:attention}Jacks{}\",\n                    \"give {X:mult,C:white} X#2# {} Mult when scored\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'Rhyperior',\n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:attention}Stone{} cards retrigger for each\",\n                    \"{C:attention}other{} {X:earth,C:white}Earth{} Joker you have\",\n                    \"{C:inactive}(Currently #2# retriggers)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'Tangrowth',\n                text = {\n                    \"Played {C:attention}Wild{} cards give\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\n                    \"Wild cards {C:attention}can't{} be debuffed\"\n                } \n            },\n            j_poke_electivire = {\n                name = 'Electivire',\n                text = {\n                    \"When a card is {C:attention}sold{}\",\n                    \"and at end of round\",\n                    \"gains {C:money}$#1#{} of {C:attention}sell value{}\",\n                    \"Gives {X:mult,C:white}X#2#{} Mult for each\",\n                    \"dollar of sell value this Joker has\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'Magmortar',\n                text = {\n                    \"If the {C:attention}first{} discard of\",\n                    \"the round has only {C:attention}1{} card,\",\n                    \"destroy it and gain {C:mult}+#2#{} Mult\",\n                    \"Gains {X:mult,C:white}X#4#{} Mult for each\",\n                    \"card discarded\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_leafeon = {\n                name = 'Leafeon',\n                text = {\n                    \"Create a {C:attention}World{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"Every played card with {C:spades}#2#{} suit\",\n                    \"permanently gains {C:chips}+#3#{} Chips\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_glaceon = {\n                name = 'Glaceon',\n                text = {\n                    \"Create a random {C:attention}Tarot{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:green}#2#{} in {C:green}#3#{} chance for {C:dark_edition}Negative{} edition\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_porygonz = {\n                name = 'Porygon-Z',\n                text = {\n                    \"{C:pink}+3{} Energy Limit\",\n                    \"This Joker gains\",\n                    \"{X:red,C:white} X#2# {} Mult every time\",\n                    \"an {C:pink}Energy{} card is used\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#1# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_sylveon = {\n                name = 'Sylveon',\n                text = {\n                    \"Create a {C:attention}Star{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"Each card with {C:diamonds}#2#{} suit\",\n                    \"held in hand gives {X:mult,C:white} X#3# {} Mult\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_grubbin = {\n                name = 'Grubbin',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"This card scores {C:attention}triple{}\",\n                    \"its Mult if you have\",\n                    \"a {X:lightning, C:black}Lightning{} Joker\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'Charjabug',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"for each {X:lightning, C:black}Lightning{} Joker\",\n                    \"you have {C:inactive}(includes self){}\",\n                     \"{C:inactive}(Currently {C:mult}#2#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Thunder Stone{}{C:inactive} card)\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'Vikavolt',\n                text = {\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{X:red,C:white} X#1# {} Mult for each\",\n                    \"other {X:lightning, C:black}Lightning{} Joker\",\n                    \"you have{}\",\n                     \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\",\n                }  \n            },\n            j_poke_yamper = {\n                name = 'Yamper',\n                text = {\n                    \"{C:mult}+#1#{} Mult and earn {C:money}$#2#{}\",\n                    \"if played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_boltund = {\n                name = 'Boltund',\n                text = {\n                    \"{X:red,C:white}X#1#{} Mult and earn {C:money}$#2#{}\",\n                    \"if played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                } \n            },\n            j_poke_annihilape = {\n                name = 'Annihilape',\n                text = {\n                    \"Each played {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, or {C:attention}7{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips when scored\",\n                    \"for each hand played this round\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{} {C:inactive}Mult {C:chips}+#4#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"Creates consumables\",\n                    \"when obtained?\",\n                    \"Creates {C:attention}#1#{}? {C:attention}Tags{}?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'Pokedex',\n                text = {\n                    \"{C:mult}+#2#{} Mult for each\",\n                    \"Joker with a {C:pink}Type{} you have\",\n                    \"{C:attention}Pokemon{} may appear\",\n                    \"multiple times\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_everstone = {\n                name = 'Everstone',\n                text = {\n                    \"Pokemon {C:attention}can't{} evolve\",\n                    \"{C:attention}Basic{} Pokemon each give {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Trainer Sleeve\",\n                text = {\n                    \"Start run with the\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Obituary Sleeve\",\n                text = {\n                    \"All cards have a {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Luminous Sleeve\",\n                text = {\n                    \"All Jokers are created\",\n                    \"with random {C:pink}Type{} stickers\",\n                },\n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Ultraball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Stage 2 Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Masterball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Legendary Pokemon Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Transformation\",\n                text = {\n                    \"Evolves leftmost Pokemon to\",\n                    \"the highest {C:attention}stage{}\",\n                    \"and increases most {C:attention}scoring{} and {C:money}${}\", \n                    \"number values if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\"\n                },\n            },\n            c_poke_obituary = {\n                name = \"Obituary\",\n                text = {\n                    \"Adds a {C:pink}Pink{} seal\",\n                    \"to {C:attention}1{} selected card\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Nightmare\",\n                text = {\n                    \"Destroys a random Pokemon\",\n                    \"Joker and creates {C:attention}3{}\",\n                    \"random {C:pink}Energy{} with {C:dark_edition}Negative{}\"\n                },\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Pocket Tag\",\n                text = {\n                    \"Gives a free\",\n                    \"{C:pink}Mega Pocket Pack\",\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"Shiny Tag\",\n                text = {\n                    \"Next base edition shop\",\n                    \"Joker is free and\",\n                    \"becomes {C:colorless}Shiny{}\",\n                }, \n            },\n        },\n        Tarot = {\n           \n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Energy Search\",\n                text = {\n                    \"{C:pink}+1{} Energy Limit\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Energy Research\",\n                text = {\n                    \"{C:pink}+1{} Energy Limit\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Good Rod\",\n                text = {\n                    \"{C:attention}Pocket{} packs have\",\n                    \"{C:attention}1{} more card in them\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Super Rod\",\n                text = {\n                    \"{C:attention}Pocket{} packs have\",\n                    \"{C:attention}1{} more card in them\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"Type\",\n                text = {\n                  \"{X:grass,C:white}Grass{}\",\n                }\n            },\n            Fire = {\n                name = \"Type\",\n                text = {\n                  \"{X:fire,C:white}Fire{}\",\n                }\n            },\n            Water = {\n                name = \"Type\",\n                text = {\n                  \"{X:water,C:white}Water{}\",\n                }\n            },\n            Lightning = {\n                name = \"Type\",\n                text = {\n                  \"{X:lightning,C:black}Lightning{}\",\n                }\n            },\n            Psychic = {\n                name = \"Type\",\n                text = {\n                  \"{X:psychic,C:white}Psychic{}\",\n                }\n            },\n            Fighting = {\n                name = \"Type\",\n                text = {\n                  \"{X:fighting,C:white}Fighting{}\",\n                }\n            },\n            Colorless = {\n                name = \"Type\",\n                text = {\n                  \"{X:colorless,C:white}Colorless{}\",\n                }\n            },\n            Dark = {\n                name = \"Type\",\n                text = {\n                  \"{X:dark,C:white}Dark{}\",\n                }\n            },\n            Metal = {\n                name = \"Type\",\n                text = {\n                  \"{X:metal,C:white}Metal{}\",\n                }\n            },\n            Fairy = {\n                name = \"Type\",\n                text = {\n                  \"{X:fairy,C:white}Fairy{}\",\n                }\n            },\n            Dragon = {\n                name = \"Type\",\n                text = {\n                  \"{X:dragon,C:white}Dragon{}\",\n                }\n            },\n            Earth = {\n                name = \"Type\",\n                text = {\n                  \"{X:earth,C:white}Earth{}\",\n                }\n            },\n            Bird = {\n                name = \"Type\",\n                text = {\n                  \"{X:bird,C:white}Bird{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"Ancient\",\n                text = {\n                    \"Effect based on\",\n                    \"number of {C:attention}#1#s{}\",\n                    \"in poker hand\"\n                }\n            },\n            eitem = {\n                name = \"Evolution Card\",\n                text = {\n                    \"Evolves leftmost\",\n                    \"{C:attention}eligible{} Joker\",\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"Held Card\",\n                text = {\n                    \"Used by {C:attention}#1#{}\"\n                }\n            },\n            basic = {\n                name = \"Basic\",\n                text = {\n                    \"A Pokemon Joker\",\n                    \"that hasn't {C:attention}Evolved{}\"\n                }\n            },\n            stage1 = {\n                name = \"Stage 1\",\n                text = {\n                    \"A Pokemon Joker\",\n                    \"that has {C:attention}Evolved{} once\"\n                }\n            },\n            stage2 = {\n                name = \"Stage 2\",\n                text = {\n                    \"A Pokemon Joker\",\n                    \"that has {C:attention}Evolved{} twice\"\n                }\n            },\n            energy = {\n                name = \"Energy Used\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            baby = {\n                name = \"Baby\",\n                text = {\n                    \"{C:attention}Pins{} other Non-Baby Jokers\",\n                    \"when you get this, Jokers are\",\n                    \"unpinned when this card\",\n                    \"evolves or is removed\"\n                }\n            },\n            safaridesc = {\n                name = \"Safari\",\n                text = {\n                    \"Can only be obtained\",\n                    \"through {C:attention}Evolution{}\",\n                    \"or certain {C:attention}Pokeball Items{}\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"Pink Seal\",\n                text = {\n                    \"Creates an {C:pink}Energy{} card\",\n                    \"if it scores in the\",\n                    \"{C:attention}first hand{} of round\"\n                },\n            },\n\n            grass_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:grass,C:white}Grass{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fire,C:white}Fire{}\"\n                } \n            },\n            water_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:water,C:white}Water{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:lightning,C:white}Lightning{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:psychic,C:white}Psychic{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fighting,C:white}Fighting{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:colorless,C:white}Colorless{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dark,C:white}Dark{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:metal,C:white}Metal{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fairy,C:white}Fairy{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dragon,C:white}Dragon{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:earth,C:white}Earth{}\"\n                } \n            },\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"Not Discovered\",\n                text = {\n                    \"Purchase or use\",\n                    \"this card in an\",\n                    \"unseeded run to\",\n                    \"learn what it does\"\n                }\n            },\n            undiscovered_item = {\n                name = \"Not Discovered\",\n                text = {\n                    \"Purchase or use\",\n                    \"this card in an\",\n                    \"unseeded run to\",\n                    \"learn what it does\"\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"Jumbo Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"Mega Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"Jumbo Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"Mega Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Pokemon Master\",\n        },\n        dictionary = {\n            k_energy = \"Energy\",\n            k_item = \"Item\",\n            k_poke_pocket_pack = \"Pocket Pack\",\n\n            k_poke_safari = \"Safari\",\n\n            b_save = \"SAVE\",\n            b_energy_cards = \"Energy Cards\",\n            b_item_cards = \"Item Cards\",\n            \n            --Mod Menu stuff\n            poke_settings_pokemon_only = \"Pokemon only?\",\n            poke_settings_unlimited_energy = \"Unlmited Energy?\",\n            poke_settings_shiny_playing_cards = \"Shiny on playing cards?\",\n            poke_settings_jokers_only = \"Jokers only?\",\n            poke_settings_no_evolutions = \"No Evolutions?\",\n            poke_settings_pokeballs = \"Pokéballs?\",\n            poke_settings_pokedex_number = \"Pokedex Numbers?\",\n            poke_settings_pokemon_splash = \"Pokémon Splash Card?\",\n            poke_credits_actualcredits = \"Credits\",\n            poke_credits_thanks = \"Thanks to\",\n            poke_credits_lead = \"Lead Developer: \",\n            poke_credits_graphics = \"Graphic Design: \",\n            poke_credits_quality_assurance_main = \"QA Lead: \",\n            poke_credits_developer = \"Developers: \",\n            poke_credits_community_manager = \"Community Managers: \",\n            poke_credits_promotion_producer = \"Promotion Producer: \",\n            --This one is unused, for now\n            poke_credits_localization = \"Localization: \",\n\n            poke_plus_pokeitem = \"+1 Item\",\n            poke_plus_energy = \"+1 Energy\",\n            poke_destroyed_ex = \"Destroyed!\",\n            poke_evolve_success = \"Evolved!\",\n            poke_evolve_level = \"Level up!\",\n            poke_tera_ex = \"Tera!\",\n            poke_metal_ex = \"Metal!\",\n            poke_dragon_ex = \"Dragon!\",\n            poke_unlimited_energy = \"Infinity\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Farfetch\\'d\",\n            cubone_marowak_infoqueue = \"Cubone and Marowak\",\n            snorlax_infoqueue = \"Snorlax\",\n            pokeball_variable = \"Pokéball\",\n            goodrod_variable = \"Good Rod\",\n            pinkseal_variable = \"Pink Seal\",\n\n            --From Gastly Line\n            poke_lick_ex = \"Lick!\",\n            poke_lick = \"Lick\",\n            --From Kingler\n            poke_surf_ex = \"Surf!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"BOOM!\",\n            --From Exeggutor\n            poke_solar_ex = \"Solar!\",\n            poke_solar = \"Solar\",\n            --From Pinsir\n            poke_pinsir_pin = \"Pinned!\",\n            poke_pinsir_remove_pin = \"Unpinned!\",\n            --From Tangela line\n            poke_tangela_bonus = \"All!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"Skree!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"Petal!\",\n            poke_petal_dance = \"Petal\",\n            --From Scizor\n            poke_x_scissor_ex = \"X Scissor!\",\n            poke_x_scissor = \"X Scissor\",\n            --From Kingdra\n            poke_twister_ex = \"Twister!\",\n            --From Mime Jr.\n            poke_mime_ex = \"Mime!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"Fire Blast!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"Thunder!\",\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"Pink Seal\",\n\n            poke_shiny = \"Shiny\",\n\n            grass_sticker = \"Tera\",\n            fire_sticker = \"Tera\",\n            water_sticker = \"Tera\",\n            lightning_sticker = \"Tera\",\n            psychic_sticker = \"Tera\",\n            fighting_sticker = \"Tera\",\n            colorless_sticker = \"Tera\",\n            dark_sticker = \"Tera\",\n            metal_sticker = \"Tera\",\n            fairy_sticker = \"Tera\",\n            dragon_sticker = \"Tera\",\n            earth_sticker = \"Tera\",\n\n            k_poke_safari = \"Safari\",\n        },\n        v_dictionary = {\n            \n        },\n        v_text = {\n           \n        },\n    }\n}"
  },
  {
    "path": "localization/pl.lua",
    "content": "-- Welcome to pl.lua!\n\n--Progress report:\n--Update this as you go! Or don't, I know Cryptid doesn't (lmfao)\n\n--[[\nDecks: No\nJokers: No\nSettings/Mod: No\nItems: No\nEnergy: No\nDeck Sleeves (requires Decksleeves Mod): No\nBoss Blinds: No\nChallenges: No\nSpectrals: No\nTarots: Yes (there aren't any lmao)\nStickers: No\nPlanets: Yes (there aren't any lmao)\nDictonary: No\nEditions: No\nVouchers: No\nTags: No\nMisc Infoqueues (ancient, baby, eitem, Type, etc): No\nOther (packs, stickers, etc): No\nMisc: No\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"Trainer Deck\",\n                text = {\n                    \"Start run with the\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\n                } \n            },\n            b_poke_obituarydeck = {\n                name = \"Obituary Deck\",\n                text = {\n                    \"All cards have a {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Luminous Deck\",\n                text = {\n                    \"All Jokers are created\",\n                    \"with random {C:pink}Type{} stickers\",\n                    \"and have {C:attention}+1{} {C:pink}Energy{}\"\n                }\n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Chartreuse Chamber\",\n                text = {\n                    \"Random Types are debuffed\",\n                    \"every hand\",\n                }, \n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Pokéball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Basic Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Greatball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Stage 1 Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Moon Stone\",\n                text = {\n                    \"Creates a {C:attention}Moon{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Sun Stone\",\n                text = {\n                    \"Creates a {C:attention}Sun{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Water Stone\",\n                text = {\n                    \"Creates a {C:attention}Hierophant{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Thunder Stone\",\n                text = {\n                    \"Creates a {C:attention}Devil{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_firestone = {\n                name = \"Fire Stone\",\n                text = {\n                    \"Creates a {C:attention}Lovers{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Leaf Stone\",\n                text = {\n                    \"Creates a {C:attention}World{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Linking Cord\",\n                text = {\n                    \"Creates a {C:attention}Death{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Leftovers\",\n                text = {\n                    \"Creates a {C:attention}Hanged Man{} card\",\n                    \"{C:attention}Held Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_leek = {\n                name = \"Leek\",\n                text = {\n                    \"Creates a {C:attention}Wheel of Fortune{} card\",\n                    \"{C:attention}Held Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Thick Club\",\n                text = {\n                    \"Creates a {C:attention}Strength{} card\",\n                    \"{C:attention}Held Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Tera Orb\",\n                text = {\n                    \"Applies a random\",\n                    \"{C:pink}Type{} sticker\",\n                    \"to leftmost Joker{}\", \n                    \"and gives {C:attention}+1{} {C:pink}Energy{}\"\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Metal Coat\",\n                text = {\n                    \"Applies a {C:metal}Metal{} sticker\",\n                    \"to leftmost Joker.\",\n                    \"Creates a {C:attention}Chariot{} card\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Dragon Scale\",\n                text = {\n                    \"Applies a {C:dragon}Dragon{} sticker\",\n                    \"to leftmost Joker.\",\n                    \"Creates an {C:attention}Emperor{} card\",\n                    \"{C:inactive}(Must have room){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"King's Rock\",\n                text = {\n                    \"Turns {C:attention}#1#{} selected\",\n                    \"card into a {C:attention}King{}\",\n                    \"{C:attention}Evolution Card{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Upgrade\",\n                text = {\n                    \"Gives {C:attention}#1#{} selected cards\",\n                    \"a random {C:attention}Enhancement{}\",\n                    \"{C:attention}Evolution Card{}\",\n                }\n            },\n            c_poke_icestone = {\n                name = \"Ice Stone\",\n                text = {\n                    \"Creates a {C:attention}Justice{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Shiny Stone\",\n                text = {\n                    \"Creates a {C:attention}Star{} card\",\n                    \"{C:attention}Evolution Card{}\",\n                    \"{C:inactive}(Must have room){}\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"Grass Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Grass{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Fire Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Fire{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Water Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Water{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Lightning Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Lightning{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Psychic Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Psychic{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Fighting Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Fighting{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Colorless Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"of leftmost Joker permanently if able\",\n                    \"Half as effective with \",\n                    \"non-{C:attention}Colorless{} Jokers\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Darkness Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Dark{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Metal Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Metal{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Fairy Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Fairy{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"Dragon Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Dragon{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Earth Energy\",\n                text = {\n                    \"Increases most {C:attention}scoring{} and {C:money}${} number\",\n                    \"values of leftmost {C:attention}Earth{} type\",\n                    \"Joker permanently if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Emergy\",\n                text = {\n                    \"Create {C:attention}1{} random {C:green}Energy\",\n                    \"card with {C:dark_edition}Negative{} for each\",\n                    \"{C:attention}Jolly Joker{} or {C:legendary}M Joker{}\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Shiny\",\n                label = \"Shiny\",\n                text = {\n                    \"{C:attention}+1{} Booster Pack slot\",\n                    \"available in shop\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"Bulbasaur\",\n                text = {\n                    \"{C:attention}+#4#{} hand size\",\n                    \"Earn {C:money}$#1#{} for each {C:attention}#3#{}\",\n                    \"held in hand, rank\",\n                    \"changes every round\",\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive} earned)\",\n                    \"{C:inactive}(Evolves at {C:money}$16{}{C:inactive} earned)\"\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Ivysaur\",\n                text = {\n                    \"{C:attention}+#3#{} hand size\",\n                    \"Earn {C:money}$#1#{} or {C:money}$#5#{} for each {C:attention}#4#{}\",\n                    \"held in hand, rank\",\n                    \"changes every round\",\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive} earned)\",\n                    \"{C:inactive}(Evolves at {C:money}$16{}{C:inactive} earned)\"\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Venusaur\",\n                text = {\n                    \"{C:attention}+#3#{} hand size\",\n                    \"Earn {C:money}$#1#{} for each {C:attention}#4#{}\",\n                    \"held in hand, rank\",\n                    \"changes every round\",\n                    \"{C:inactive}(Currently {C:money}$#2#{C:inactive} earned)\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Charmander\",\n                text = {\n                    \"{C:red}+#4#{} discard\",\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\n                    \"when {C:attention}#3#{} discards remaining\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+16{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Charmeleon\",\n                text = {\n                    \"{C:red}+#4#{} discard\",\n                    \"Gains {C:mult}+#2#{} Mult per hand played\",\n                    \"when {C:attention}#3#{} discards remaining\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+36{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_charizard = {\n                name = \"Charizard\",\n                text = {\n                    \"{C:red}+#4#{} discard, {C:mult}+#1#{} Mult\",\n                    \"{X:mult,C:white} X#2# {} Mult when {C:attention}#3#{} discards remaining\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Squirtle\",\n                text = {\n                    \"{C:chips}+#3#{} hands\",\n                    \"Gains {C:chips}+#2#{} Chips for each hand\",\n                    \"remaining at end of round\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+16{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Wartortle\",\n                text = {\n                    \"{C:chips}+#3#{} hands\",\n                    \"Gains {C:chips}+#2#{} Chips for each hand\",\n                    \"remaining at end of round\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+36{} {C:inactive}Chips)\"\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Blastoise\",\n                text = {\n                    \"{C:chips}+#3#{} hands, {C:chips}+#1#{} Chips\",\n                    \"{C:chips}+#2#{} Chips for each\",\n                    \"remaining hand\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Caterpie\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Metapod\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Butterfree\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Weedle\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Kakuna\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Pidgey\",\n                text = {\n                    \"All {C:planet}Planet{} cards and\",\n                    \"{C:planet}Celestial Packs{} in\",\n                    \"the shop cost {C:money}$2{} less\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"All {C:planet}Planet{} cards and\",\n                    \"{C:planet}Celestial Packs{} in\",\n                    \"the shop cost {C:money}$3{} less\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"All {C:planet}Planet{} cards and\",\n                    \"{C:planet}Celestial Packs{} in the\",\n                    \"shop are {C:attention}free{}, using\",\n                    \"{C:planet}Planet{} cards earns you {C:money}$#1#{}\"\n                } \n            },\n            j_poke_rattata = {\n                name = \"Rattata\",\n                text = {\n                    \"Retrigger {C:attention}first{} played\",\n                    \"card used in scoring\",\n                    \"{C:attention}#1#{} additional time\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Raticate\",\n                text = {\n                    \"Retrigger {C:attention}first{} and {C:attention}second{}\",\n                    \"played cards used in scoring\",\n                    \"{C:attention}#1#{} additional time\",\n                } \n            },\n            j_poke_spearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Adds {C:attention}double{} the\",\n                    \"level of the highest\",\n                    \"level poker hand to Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Adds {C:attention}quadruple{} the\",\n                    \"level of the highest\",\n                    \"level poker hand to Mult\",\n                } \n            },\n            j_poke_ekans = {\n                name = \"Ekans\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if\",\n                    \"played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Arbok\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if played hand\",\n                    \"contains a {C:attention}Straight{}\",\n                    \"Create a Tarot card if it\",\n                    \"also contains an {C:attention}Ace{}.\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Pikachu\",\n                text = {\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round for\",\n                    \"each Joker you have\",\n                    \"{C:inactive}(Max of {C:money}$10{C:inactive})\",\n                    \"{C:inactive}(Evolves with a {C:attention}Thunder Stone{} {C:inactive}card)\"\n                } \n            },\n            j_poke_raichu = {\n                name = \"Raichu\",\n                text = {\n                    \"Applies {C:dark_edition}Negative{} to self\",\n                    \"at end of round if you\",\n                    \"have at least {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(Increases per Raichu you have){}\",\n                    \"Earn {C:money}$#1#{} at end of\",\n                    \"round for each Joker you have\",\n                    \"{C:inactive}(Max of {C:money}$10{C:inactive})\"\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Sandshrew\",\n                text = {\n                    \"When a {C:attention}Glass{} card is\",\n                    \"destroyed, add a {C:attention}Stone{} copy to\",\n                    \"deck and draw it to {C:attention}hand{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Sandslash\",\n                text = {\n                    \"When a {C:attention}Glass{} card is\",\n                    \"destroyed, add a {C:attention}Steel{} copy to\",\n                    \"deck and draw it to {C:attention}hand{}\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Nidoran F\",\n                text = {\n                    \"Each {C:attention}Queen{}\",\n                    \"held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"Nidorina\",\n                text = {\n                    \"Each {C:attention}Queen{}\",\n                    \"held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moon Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Nidoqueen\",\n                text = {\n                    \"{C:attention}+#2#{} hand size\",\n                    \"Each {C:attention}Queen{}\",\n                    \"held in hand\",\n                    \"gives {C:chips}+#1#{} Chips\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Nidoran M\",\n                text = {\n                    \"Each {C:attention}King{}\",\n                    \"held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Nidorino\",\n                text = {\n                    \"Each {C:attention}King{}\",\n                    \"held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moon Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Nidoking\",\n                text = {\n                    \"{C:attention}+#2#{} hand size\",\n                    \"Each {C:attention}King{}\",\n                    \"held in hand\",\n                    \"gives {C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Clefairy\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:clubs}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moon Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Clefable\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:clubs}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Vulpix\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance for each\",\n                    \"played {C:attention}9{} to create a\",\n                    \"{C:spectral}Medium{} card when scored\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Fire Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"ninetales\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance for each\",\n                    \"played {C:attention}9{} to create a\",\n                    \"{C:spectral}Medium{} card when scored\",\n                    \"{C:inactive}(Must have room)\"\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Jigglypuff\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:spades}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Moonstone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Wigglytuff\",\n                text = {\n                    \"Played cards with\",\n                    \"{C:spades}#3#{} suit give\",\n                    \"{C:mult}+#1#{} Mult and \",\n                    \"{C:chips}+#2#{} Chips when scored\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Zubat\",\n                text = {\n                    \"{C:mult}+#1#{} Mult for each Enhanced\",\n                    \"card in your full deck\",\n                    \"{C:inactive}(Currently {C:mult}+#2#{}{C:inactive} Mult, {C:attention}#4#{}{C:inactive} Enhancements)\",\n                    \"{C:inactive}(Evolves at {C:mult}#3#{C:inactive} Enhancements)\"\n                } \n            },\n            j_poke_golbat = {\n                name = \"Golbat\",\n                text = {\n                    \"Remove scoring card Enhancements\",\n                    \"Gain {C:mult}+#2#{} for {C:attention}Mult{} and {C:attention}Wild{} cards\",\n                    \"{C:chips}+#4#{} for {C:attention}Bonus{} and {C:attention}Stone{} cards,\",\n                    \"{X:red,C:white}X#6#{} for {C:attention}Steel{} and {C:attention}Glass{} cards,\",\n                    \"{C:money}$#8#{} for {C:attention}Gold{} and {C:attention}Lucky{} cards\",\n                    \"{C:inactive}(Evolves at {C:attention}#9#{}{C:inactive}/20 Enhancements eaten)\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} end of round)\"\n                } \n            },\n            j_poke_oddish = {\n                name = \"Oddish\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#1#{} or {C:mult}+#2#{} Mult when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_gloom = {\n                name = \"Gloom\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#1#{} or {C:mult}+#2#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Leaf/Sun Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Vileplume\",\n                text = {\n                    \"Played cards with {C:attention}Odd{} rank\",\n                    \"give {C:mult}+#2#{} Mult or\",\n                    \"{X:mult,C:white} X#1# {} Mult when scored\"\n                } \n            },\n            j_poke_paras = {\n                name = \"Paras\",\n                text = {\n                    \"{C:mult}+#2#{} Mult per played hand\",\n                    \"that contains a {C:attention}Two Pair{}\", \n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+8{}{C:inactive} Mult)\"\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Parasect\",\n                text = {\n                    \"{C:mult}+#2#{} Mult per played hand\",\n                    \"that contains a {C:attention}Two Pair{}\",\n                    \"{C:mult}-#3#{} Mult per played hand\",\n                    \"that does not\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"Venonat\",\n                text = {\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\n                    \"{C:green,E:1,S:1.1}probabilities\",\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}2 in 6{C:inactive})\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Venomoth\",\n                text = {\n                    \"Adds {C:attention}#1#{} to all {C:attention}listed\",\n                    \"{C:green,E:1,S:1.1}probabilities\",\n                    \"{C:inactive}(ex: {C:green}1 in 6{C:inactive} -> {C:green}3 in 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Diglett\",\n                text = {\n                    \"When you get this,\",\n                    \"create a {C:attention}Venus{} card\",\n                    \"{C:inactive}(Must have room){}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Dugtrio\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult for each\",\n                    \"level of {C:attention}Three of a Kind{},\",\n                    \"beyond the first\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_meowth = {\n                name = \"Meowth\",\n                text = {\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Persian\",\n                text = {\n                    \"Earn {C:money}${} at end of\",\n                    \"round equal to {C:attention}double{} the\", \n                    \"sell value of the leftmost {C:attention}Joker{}\",\n                    \"{C:inactive}(Except itself){}\",\n                    \"{C:inactive}(Currently {C:money}$#1#{C:inactive}, Max of {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Psyduck\",\n                text = {\n                    \"If played hand is a\",\n                    \"single {C:attention}face card{}, earn {C:money}$#1#{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Golduck\",\n                text = {\n                    \"If played hand is a single\",\n                    \"{C:attention}face card{}, earn {C:money}$#1#{} and it\",\n                    \"becomes {C:attention}Gold{} when scored\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Mankey\",\n                text = {\n                    \"Each played {C:attention}2{},\",\n                    \"{C:attention}3{}, {C:attention}5{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_primeape = {\n                name = \"Primeape\",\n                text = {\n                    \"Each played {C:attention}2{},\",\n                    \"{C:attention}3{}, {C:attention}5{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after triggering {C:attention}#3#{}{C:inactive}/25 times){}\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Growlithe\",\n                text = {\n                    \"{C:mult}+#1#{} Mult if played\",\n                    \"hand contains a {C:attention}Flush{}\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Fire Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Arcanine\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult if played\",\n                    \"hand contains a {C:attention}Flush{}.\",\n                    \"Create a {C:attention}Lovers{} card\",\n                    \"when {C:attention}Blind{} is selected\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Poliwag\",\n                text = {\n                    \"Played cards with {V:1}#3#{} suit\",\n                    \"give {C:mult}+#1#{} Mult when scored,\",\n                    \"Suit changes in order after\",\n                    \"hand is played\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Poliwhirl\",\n                text = {\n                    \"Played cards with {V:1}#2#{} suit \",\n                    \"give {C:mult}+#1#{} Mult when scored,\",\n                    \"Suit changes in order after\",\n                    \"hand is played\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}(Evolves with a{} {C:attention,s:0.8}Water Stone{}{C:inactive,s:0.8} or {C:attention,s:0.8}King's Rock{}{C:inactive,s:0.8} card)\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Poliwrath\",\n                text = {\n                    \"Played cards with {V:1}#2#{} suit\",\n                    \"give {C:mult}+#7#{} Mult\",\n                    \"and {X:mult,C:white} X#1# {} Mult when scored,\",\n                    \"Suit changes in order after\",\n                    \"hand is played\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Abra\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"create a {C:attention}Fool{} card if\",\n                    \"played {C:attention}poker hand{} has\",\n                    \"already been played this round\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Kadabra\",\n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"create a {C:attention}Fool{} card if\",\n                    \"played {C:attention}poker hand{} has\",\n                    \"already been played this round\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} consumable slot\",\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"create a {C:attention}Fool{} card if\",\n                    \"played {C:attention}poker hand{} has\",\n                    \"already been played this round\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Machop\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#4#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_machoke = {\n                name = \"Machoke\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Machamp\",\n                text = {\n                    \"{C:chips}+#1#{} hands\",\n                    \"{C:mult}-#2# discards{}\",\n                    \"{C:mult}+#3#{} Mult\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Bellsprout\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Weepinbell\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Leaf Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Victreebell\",\n                text = {\n                    \"Played cards with {C:attention}Even{} rank\",\n                    \"give {C:chips}+#1#{} Chips when scored\",\n                    \"and {C:attention}retrigger{}\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Tentacool\",\n                text = {\n                    \"Each played {C:attention}10{}\",\n                    \"gives {C:mult}+#1#{} Mult when scored\",\n                    \"if hand only contains {C:attention}10{}s\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Tentacruel\",\n                text = {\n                    \"Each played {C:attention}10{}\",\n                    \"gives {C:mult}+#1#{} Mult when scored\",\n                    \"{C:attention}10s can't{} be debuffed\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Geodude\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} hand size\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_graveler = {\n                name = \"Graveler\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} hand size\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Golem\",\n                text = {\n                    \"{C:chips}+#1#{} Chips,\",\n                    \"{C:attention}-#2#{} hand size\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Ponyta\",\n                text = {\n                    \"Gains {C:chips}#2#{} Chips if played\", \n                    \"hand contains a {C:attention}Straight{}\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+60{} {C:inactive}Chips)\"\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Rapidash\",\n                text = {\n                    \"Gains {C:chips}#2#{} Chips if played\", \n                    \"hand contains a {C:attention}Straight{}\",\n                    \"Applies {C:attention}Shortcut{} for first hand\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_slowpoke = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult on {C:attention}final\",\n                    \"{C:attention}hand{} of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_slowpoke2 = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult on {C:attention}final {C:attention}hand{} of round\",\n                    \"{C:green}#3# in #4#{} chance to create\",\n                    \"a {C:attention}King's Rock{} card at\",\n                    \"end of round {C:inactive,s:0.8}(Must have room){}\",\n                    \"{C:inactive,s:0.8}(Evolves after {C:attention,s:0.8}#2#{}{C:inactive,s:0.8} rounds or with a {C:attention,s:0.8}King's Rock{} {C:inactive,s:0.8}card)\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Slowbro\",\n                text = {\n                    \"Gains {X:red,C:white} X#1# {} Mult\",\n                    \"per hand played,\",\n                    \"resets at end of round\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_magnemite = {\n                name = \"Magnemite\",\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_magneton = {\n                name = \"Magneton\",\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{C:inactive}(Evolves with a {C:attention}Thunder Stone{}{C:inactive})\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Farfetch\\'d',      \n                text = {\n                    \"When you get this,\",\n                    \"create a {C:attention}Leek{} card.\",\n                    \"{C:green}#2# in #3#{} chance for {X:red,C:white}X#1#{} Mult\",\n                    \"The chance is doubled for\",\n                    \"each {C:attention}Leek{} card you have\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Doduo',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains at least\",\n                    \"{C:attention}2{} face cards\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Dodrio',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if scoring hand\",\n                    \"contains at least\",\n                    \"{C:attention}3{} face cards\"\n                } \n            },\n            j_poke_seel = {\n                name = 'Seel',      \n                text = {\n                    \"If {C:attention}first hand{} of round\", \n                    \"has only {C:attention}1{} card, {C:green}#1# in #2#{} chance to\",\n                    \"add a random {C:attention}seal{} to that card\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Dewgong',      \n                text = {\n                    \"If {C:attention}first hand{} of round\", \n                    \"has only {C:attention}1{} card, add a\",\n                    \"random {C:attention}seal{} to that card\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Grimer',      \n                text = {\n                    \"{C:mult}+#1#{} Mult if\",\n                    \"deck size > {C:attention}#3#{}\",\n                    \"Add a random playing card\",\n                    \"to your deck at end of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_muk = {\n                name = 'Muk',      \n                text = {\n                    \"{C:mult}+#1#{} Mult for every card\",\n                    \"above {C:attention}#3#{} in your full deck\",\n                    \"{X:mult,C:white} X#2# {} Mult if deck size > {C:attention}#4#{}\",\n                    \"{C:inactive,s:0.8}(Currently {C:mult,s:0.8}+#5#{} {C:inactive,s:0.8}Mult){}\",\n                    \"Add two random playing cards to deck\",\n                    \"and remove one random card from deck\",\n                    \"at end of round\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Shellder',      \n                text = {\n                    \"If hand has {C:attention}5{} scoring\",\n                    \"cards, each have a {C:green}#1# in #2#{}\",\n                    \"chance to retrigger\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Water Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Cloyster',      \n                text = {\n                    \"If hand has {C:attention}5{} scoring\",\n                    \"cards, each have a {C:green}#1# in #2#{}\",\n                    \"chance to retrigger\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Gastly',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"add {C:dark_edition}Negative{} to a\",\n                    \"random {C:attention}Joker{}\",\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_haunter = {\n                name = 'Haunter',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"add {C:dark_edition}Negative{} to a\",\n                    \"random {C:attention}Joker{}\",\n                    \"{S:1.1,C:red,E:2}self destructs{}\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Gengar',      \n                text = {\n                    \"{C:green}#1# in #2#{} chance to\",\n                    \"add {C:dark_edition}Negative{} to a\",\n                    \"random {C:attention}Joker{}\",\n                    \"at end of round\",\n                    \"{C:inactive,s:0.8}(Exludes self, odds can't be increased){}\"\n                } \n            },\n            j_poke_onix = {\n                name = 'Onix',      \n                text = {\n                    \"The leftmost scoring card of\",\n                    \"your {C:attention}first hand{} of round\",\n                    \"becomes a {C:attention}Stone{} card\",\n                    \"{C:inactive}(Evolves with a {C:metal}Metal{} {C:inactive}sticker){}\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Drowzee',      \n                text = {\n                    \"{C:mult}+#2#{} Mult per\",\n                    \"unique {C:planet}Planet{} card\",\n                    \"used this run\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+21{C:inactive} Mult)\"\n                } \n            },\n            j_poke_hypno = {\n                name = 'Hypno',      \n                text = {\n                    \"{C:mult}+#2#{} Mult per unique\",\n                    \"{C:planet}Planet{} card used this run.\",\n                    \"When you get this,\",\n                    \"create a {C:spectral}Trance{} card\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Krabby',      \n                text = {\n                    \"Played {C:attention}face{} cards\",\n                    \"give {C:chips}+#1#{} Chips\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Kingler',      \n                text = {\n                    \"All played {C:attention}face{} cards\",\n                    \"become {C:attention}Bonus{} cards\",\n                    \"when scored\",\n                } \n            },\n            j_poke_voltorb = {\n                name = 'Voltorb',      \n                text = {\n                    \"If this is the {C:attention}leftmost{}\",\n                    \"Joker, gain {C:mult}+#1#{} Mult\",\n                    \"and debuff this Joker\",\n                    \"until end of round\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_electrode = {\n                name = 'Electrode',      \n                text = {\n                    \"If this is the {C:attention}leftmost{}\",\n                    \"Joker, gain {C:mult}+#1#{} Mult and {C:money}$#2#{}\",\n                    \"and debuff this Joker\",\n                    \"until end of round\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Exeggcute',      \n                text = {\n                    \"Played cards with\",\n                    \"{C:hearts}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Leaf Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Exeggutor',      \n                text = {\n                    \"{C:green}#4# in #5#{} chance for\",\n                    \"played cards with\",\n                    \"{C:hearts}#3#{} suit to give\",\n                    \"{C:mult}+#1#{} Mult and {X:mult,C:white}X#2#{} Mult\",\n                    \"when scored\", \n                } \n            },\n            j_poke_cubone = {\n                name = 'Cubone',      \n                text = {\n                    \"When you get this, create\",\n                    \"a {C:attention}Thick Club{} card\",\n                    \"Gives {C:mult}+#1#{} Mult for each\",\n                    \"filled consumable slot\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Thick Clubs{}{C:inactive,s:0.75} count as double){}\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_marowak = {\n                name = 'Marowak',      \n                text = {\n                    \"{C:attention}+#2#{} consumable slots\",\n                    \"Gives {X:mult,C:white} X#1# {} Mult for each \",\n                    \"filled consumable slot\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Thick Clubs{}{C:inactive,s:0.75} count as double){}\",\n                    \"{C:inactive}(Currently {X:mult,C:white} X#3# {}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Hitmonlee',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult for every 2 cards\",\n                    \"below {C:attention}#2#{} in your full deck\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Hitmonchan',      \n                text = {\n                    \"{X:red,C:white}X#1#{} Mult for every 2 cards\",\n                    \"above {C:attention}#2#{} in your full deck\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Lickitung',      \n                text = {\n                    \"First and second played\",\n                    \"{C:attention}Jacks{} give {X:mult,C:white} X#1# {} Mult\",\n                    \"when scored\",\n                    \"{C:inactive}(Evolves after triggering {C:attention}#2#{}{C:inactive}/20 times){}\"\n                } \n            },\n            j_poke_koffing = {\n                name = 'Koffing',      \n                text = {\n                    \"Sell this card to reduce the\",\n                    \"score requirement of the\",\n                    \"current {C:attention}Boss Blind{} by {C:attention}half{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} round)\"\n                } \n            },\n            j_poke_weezing = {\n                name = 'Weezing',      \n                text = {\n                    \"Sell this card to reduce the\",\n                    \"score requirement of the\",\n                    \"current {C:attention}Boss Blind{} by {C:attention}half{}\",\n                    \"and disable it\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Rhyhorn',      \n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Rhydon',      \n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Chansey',      \n                text = {\n                    \"The first {C:attention}#1#{} times a\",\n                    \"{C:attention}Lucky{} card triggers each round,\",\n                    \"add a permanent copy to your\",\n                    \"deck and draw it to {C:attention}Hand\",\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\",\n                    \"{C:inactive}(Evolves when deck is >= 25% {C:attention}Lucky{C:inactive} cards)\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Tangela',      \n                text = {\n                    \"Played {C:attention}Wild{} cards give\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\n                    \"{C:inactive}(Evolves when deck is >= 20% {C:attention}Wild{C:inactive} cards)\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Kangaskhan',      \n                text = {\n                    \"{C:attention}+#1#{} consumable slots\",\n                    \"{C:chips}-#2#{} hands\",\n                } \n            },\n            j_poke_horsea = {\n                name = 'Horsea',      \n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"for each scoring {C:attention}6{}\",\n                    \"in {C:attention}first hand{} of round\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+12{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_seadra = {\n                name = 'Seadra',      \n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"for each scoring {C:attention}6{}\",\n                    \"in your first {C:attention}2{} hands\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves with a {C:dragon}Dragon{} {C:inactive}sticker){}\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Goldeen',      \n                text = {\n                    \"Retrigger each {C:attention}Gold{}\",\n                    \"card held in hand {C:attention}#1#{} time\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_seaking = {\n                name = 'Seaking',      \n                text = {\n                    \"Retrigger each {C:attention}Gold{}\",\n                    \"card held in hand {C:attention}#1#{} times\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Staryu',      \n                text = {\n                    \"Played cards with\",\n                    \"{C:diamonds}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Water Stone{}{C:inactive} card)\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Starmie',      \n                text = {\n                    \"Played cards with\",\n                    \"{C:diamonds}#3#{} suit give\",\n                    \"{C:mult}+#1#{} Mult and \",\n                    \"{C:money}$#2#{} when scored\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Mr. Mime',      \n                text = {\n                    \"Retrigger leftmost card\",\n                    \"held in hand {C:attention}#1#{} times\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Scyther',      \n                text = {\n                    \"When Blind is selected, destroy\",\n                    \"Joker to the right and gain {C:mult}+#2#{} Mult or {C:chips}+#4#{} Chips\",\n                    \"Gain {C:attention}Foil{}, {C:attention}Holographic{}, or {C:attention}Polychrome{}\",\n                    \"if Joker was {C:red}Rare{} or higher\",\n                    \"{C:inactive}(Evolves with a {C:metal}Metal{} {C:inactive}sticker){}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {C:chips}+#3#{C:inactive} Chips)\"\n                } \n            },\n            j_poke_jynx = {\n                name = 'Jynx',      \n                text = {\n                    \"{C:attention}Playing cards{} added to your\",\n                    \"deck from the {C:attention}Shop{}, {C:attention}Standard{} packs,\",\n                    \"{C:spectral}Cryptid{} and certain Jokers\",\n                    \"are {C:attention}duplicated{}\"\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Electabuzz',      \n                text = {\n                    \"When a card is {C:attention}sold{}\",\n                    \"and at end of round\",\n                    \"gains {C:money}$#1#{} of {C:attention}sell value{}\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Magmar',      \n                text = {\n                    \"If the {C:attention}first{} discard of\",\n                    \"the round has only {C:attention}1{} card\",\n                    \"destroy it and gain {C:mult}+#2#{} Mult\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Linking Cord{}{C:inactive} card)\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Pinsir',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult\",\n                    \"{C:attention}Leftmost{} Joker becomes\",\n                    \"{C:attention}pinned{} at end of shop\",\n                    \"{C:attention}Unpin{} that Joker at end of round\"\n                } \n            },\n            j_poke_tauros = {\n                name = 'Tauros (Leader)',\n                text = {\n                    \"{C:attention}Tauros{} Jokers each give {X:mult,C:white} X#1# {} Mult\",\n                    \"Each reroll in the shop has a\",\n                    \"{C:green}#2# in #3#{} chance to add\",\n                    \"a {C:attention}Tauros (Herd){} to shop\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Tauros (Herd)',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Magikarp',\n                text = {\n                    \"Applies {C:attention}Splash{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#1#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Gyarados',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_lapras = {\n                name = 'Lapras',\n                text = {\n                    \"{C:chips}+#2#{} Chips for each\",\n                    \"{C:attention}Blind{} skipped this run\",\n                    \"{C:inactive}(Currently {C:chips}+#1# {C:inactive}Chips)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Ditto',\n                text = {\n                    \"Sell this to duplicate\",\n                    \"the leftmost Joker\",\n                    \"with {C:attention}Perishable{}\",\n                    \"{C:inactive}(removes Eternal){}\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Eevee',\n                text = {\n                    \"Earn {C:money}$#1#{} for\",\n                    \"the first {C:attention}5{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Evolves with...a lot){}\",\n                    \"{C:inactive}Curently {C:attention}#2#{C:inactive}/#3#\"\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Vaporeon',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips\",\n                    \"for every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#3#{}{C:inactive}/3 rerolls)\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Jolteon',\n                text = {\n                    \"Earn {C:money}$#1#{}\",\n                    \"for every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#2#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_flareon = {\n                name = 'Flareon',\n                text = {\n                    \"Gains {X:red,C:white} X#2# {} Mult\",\n                    \"for every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:inactive}(Currently {C:attention}#3#{}{C:inactive}/3 rerolls)\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#1# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Porygon',\n                text = {\n                    \"Create an {C:pink}Energy{} card\",\n                    \"when any {C:attention}Booster Pack{}\",\n                    \"is opened\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Upgrade{}{C:inactive} card)\"\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Omanyte',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}1{} #1#: Gain {C:money}$#2#{} of sell value\",\n                    \"{C:attention}2{} #1#s: Earn {C:money}$#3#{}\",\n                    \"{C:attention}3+{} #1#s: Create a random {C:attention}Tarot{} card {C:inactive}(Must have room)\",\n                    \"{C:inactive}(Evolves after {C:attention}#4#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_omastar = {\n                name = 'Omastar',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}2{} #1#s: Gain {C:money}$#2#{} of sell value\",\n                    \"{C:attention}3{} #1#s: Earn {C:money}$#3#{}\",\n                    \"{C:attention}4+{} #1#s: Create 2 random {C:attention}Tarot{} cards {C:inactive}(Must have room)\",\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Kabuto',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}1{} #1#s: {C:chips}+#2#{} Chips\",\n                    \"{C:attention}2{} #1#s: Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\n                    \"{C:attention}3+{} #1#s: {C:chips}+#4#{} Chips\",\n                    \"{C:inactive}(Evolves after {C:attention}#5#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Kabutops',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}2{} #1#s: {C:chips}+#2#{} Chips\",\n                    \"{C:attention}3{} #1#s: Scoring {C:attention}#1#s{} permanently gain {C:chips}+#3#{} Chips\",\n                    \"{C:attention}4+{} #1#s: {C:chips}+#4#{} Chips\",\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Aerodactyl',\n                text = {\n                    \"{C:attention}Ancient #1#s{}\",\n                    \"{C:attention}2{} #1#s: {C:mult}+#2#{} Mult\",\n                    \"{C:attention}3{} #1#s: {C:mult}+#3#{} Mult and {C:chips}+#4#{} Chips\",\n                    \"{C:attention}4+{} #1#s: {X:red,C:white}X#5#{} Mult\"\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Snorlax',\n                text = {\n                    \"When you get this, create a\",\n                    \"{C:attention}Leftovers{} card. At end of\",\n                    \"round gain {X:red,C:white}X#1#{} Mult \",\n                    \"for each {C:attention}Leftovers{} you have\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Articuno',\n                text = {\n                    \"Add {C:attention}Foil{}, a\",\n                    \"random {C:attention}enhancement{}, and a\",\n                    \"random {C:attention}seal{} to unscored cards\",\n                    \"on the {C:attention}first hand{} of the round\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Zapdos',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult for\",\n                    \"every {C:money}$#2#{} you have\",\n                    \"{C:inactive}(Currently {X:red,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Moltres',\n                text = {\n                    \"Upgrade the level of the\",\n                    \"first {C:attention}3 discarded{}\",\n                    \"poker hands each round\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'Dratini',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"if played hand contains\",\n                    \"{C:attention}#3#{} or fewer cards\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+10{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Dragonair',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult\",\n                    \"if played hand contains\",\n                    \"{C:attention}#3#{} or fewer cards\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+30{}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Dragonite',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"If played hand has\",\n                    \"only {C:attention}1{} card\",\n                    \"retrigger it {C:attention}#2#{} times\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'Mewtwo',\n                text = {\n                    \"At end of shop, create a\",\n                    \"{C:dark_edition}Polychrome{} {C:attention}duplicate{} of\",\n                    \"leftmost {C:attention}Joker{} with {C:attention}+1{} {C:pink}Energy{}\",\n                    \"then destroy leftmost {C:attention}Joker{}\",\n                    \"{C:dark_edition}Polychrome{} Jokers each give {X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Can't destroy self)\",\n                } \n            },\n            j_poke_mew = {\n                name = 'Mew',\n                text = {\n                    \"At end of shop, create\",\n                    \"a random {C:dark_edition}Negative{} {C:attention}Tarot{}\",\n                    \"{C:spectral}Spectral{} or {C:item}Item{} card\",\n                    \"{C:green}#1# in {C:green}#2#{} chance to create\",\n                    \"a random {C:dark_edition}Negative{} Joker {C:attention}instead{}\",\n                    \"{C:inactive,s:0.8}(Odds can't be increased){}\"\n                } \n            },\n            j_poke_sentret = {\n                name = 'Sentret',\n                text = {\n                    \"{C:mult}+#2#{} Mult when played hand\",\n                    \"isn't the last played hand\",\n                    \"{C:inactive}(Last hand: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                    \"{C:inactive}(Evolves at {C:mult}+7{} {C:inactive}Mult)\"\n                }  \n            },\n            j_poke_furret = {\n                name = 'Furret',\n                text = {\n                    \"{C:mult}+#2#{} Mult when played hand\",\n                    \"isn't the last played hand\",\n                    \"{C:inactive}(Last hand: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult)\",\n                }  \n            },\n            j_poke_crobat = {\n                name = 'Crobat',\n                text = {\n                    \"{C:attention}Randomize{} existing scoring card Enhancements\",\n                    \"Gain {C:mult}+#2#{} for {C:attention}Mult{} and {C:attention}Wild{} cards\",\n                    \"{C:chips}+#4#{} for {C:attention}Bonus{} and {C:attention}Stone{} cards,\",\n                    \"{X:red,C:white}X#6#{} for {C:attention}Steel{} and {C:attention}Glass{} cards,\",\n                    \"{C:money}$#8#{} for {C:attention}Gold{} and {C:attention}Lucky{} cards\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} end of round)\"\n                } \n            },\n            j_poke_pichu = {\n                name = 'Pichu',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Earn {C:money}$#1#{} at\",\n                    \"end of round\",\n                    \"{X:red,C:white} X#2# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Cleffa',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}Moon{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Igglybuff',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}World{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Bellossom',\n                text = {\n                    \"During the {C:attention}Small Blind{}\",\n                    \"played cards with {C:attention}Odd{} rank\",\n                    \"become {C:attention}Wild{} cards when scored\",\n                    \"If already {C:attention}Wild{}, adds {C:dark_edition}Polychrome\"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Politoed',\n                text = {\n                    \"Played cards with {V:1}#2#{} suit give\",\n                    \"{C:mult}+#1#{} Mult when scored\",\n                    \"Those cards retrigger based on\",\n                    \"how many {X:water,C:white}Water{} Jokers you have\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{}{C:inactive,s:0.8} Retrigger(s) divided evenly between scoring cards){}\",\n                    \"Suit changes in order {C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                } \n            },\n            j_poke_espeon = {\n                name = 'Espeon',\n                text = {\n                    \"Create a {C:attention}Sun{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"Retrigger all played cards with\",\n                    \"{C:hearts}Hearts{} suit in your {C:attention}first hand{}\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Umbreon',\n                text = {\n                    \"Create a {C:attention}Moon{} card every\",\n                    \"{C:attention}3{} {C:green}rerolls{}, retrigger\",\n                    \"all {C:attention}held in hand{} abilities of\",\n                    \"cards with {C:clubs}#2#{} suit in {C:attention}final hand{}\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_slowking = {\n                name = 'Slowking',\n                text = {\n                    \"Played {C:attention}Kings{} give {X:red,C:white}X#1#{} Mult\",\n                    \"when scored\",\n                    \"Increases by {X:red,C:white}X#2#{} Mult\",\n                    \"per hand played\",\n                    \"resets at end of round\",      \n                }\n            },\n            j_poke_steelix = {\n                name = 'Steelix',\n                text = {\n                    \"The leftmost scoring card of\",\n                    \"your {C:attention}first hand{} of round\",\n                    \"becomes a {C:attention}Steel{} card\",\n                    \"{C:attention}Stone{} cards {C:attention}held{} in\",\n                    \"hand become {C:attention}Steel{}\"\n                } \n            },\n            j_poke_scizor = {\n                name = 'Scizor',\n                text = {\n                    \"When Blind is selected, destroy\",\n                    \"Joker to the right and gain\",\n                    \"{C:attention}Foil{}, {C:attention}Holographic{}, or {C:attention}Polychrome{}\",\n                    \"Those editions {C:attention}stack{} on this Joker\",\n                    \"{C:inactive,s:0.75}(Matches destroyed Joker's edition if able){}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{} {C:inactive}Mult, {C:chips}+#2#{} {C:inactive}Chips, {X:red,C:white}X#3#{} {C:inactive}Mult)\"\n                } \n            },\n            j_poke_kingdra = {\n                name = 'Kingdra',\n                text = {\n                    \"Gains {C:mult}+#2#{} Mult for each\",\n                    \"scoring {C:attention}6{}, if you have\",\n                    \"a {C:attention}King{} held in hand gain\",\n                    \"{X:red,C:white}X#4#{} Mult {C:attention}as well{}\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:red,C:white}X#3#{} Mult{C:inactive})\",\n                } \n            },\n            j_poke_porygon2 = {\n                name = 'Porygon2',\n                text = {\n                    \"{C:pink}+1{} Energy Limit\",\n                    \"Create an {C:pink}Energy{} card\",\n                    \"of the same {C:pink}Type{} of\",\n                    \"leftmost Joker when any\",\n                    \"{C:attention}Booster Pack{} is opened\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Upgrade{}{C:inactive} card)\"\n                } \n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"For the {C:attention}first hand{} of round\",\n                    \"If {C:attention}2{} cards played, {C:attention}destroy{} one\",\n                    \"If {C:attention}3+{} cards played, {C:attention}copy{} one to hand\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }  \n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"For the {C:attention}first hand{} of round\",\n                    \"If {C:attention}2{} cards played, {C:attention}destroy{} one\",\n                    \"If {C:attention}3+{} cards played, {C:attention}copy{} one to hand\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'Hitmontop',\n                text = {\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"if deck size\",\n                    \"is exactly {C:attention}#2#{}\"\n                } \n            },\n            j_poke_smoochum = {\n                name = 'Smoochum',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}Standard{} tag\",\n                    \"when this Joker evolves\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_elekid = {\n                name = 'Elekid',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a {C:attention}Coupon{} tag\",\n                    \"when this Joker evolves\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_magby = {\n                name = 'Magby',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"{C:red}+#2#{} discards\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Blissey',\n                text = {\n                    \"The first {C:attention}#1#{} times a {C:attention}Lucky{}\",\n                    \"card triggers each round, add a\",\n                    \"permanent copy with {C:dark_edition}Polychrome{} to your\",\n                    \"deck and draw it to {C:attention}Hand\",\n                    \"{C:inactive}(Currently {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\"\n                } \n            },\n            j_poke_beldum = {\n                name = 'Beldum',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips\",\n                    \"if played hand contains at least\",\n                    \"one scoring {C:attention}Ace{} and is exactly {C:attention}#3#{} cards\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{}{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+36{}{C:inactive} Chips)\"\n                } \n            },\n            j_poke_metang = {\n                name = 'Metang',\n                text = {\n                    \"Gains {C:chips}+#2#{} Chips\",\n                    \"if played hand contains at least\",\n                    \"two scoring {C:attention}Aces{} and is exactly {C:attention}#3#{} cards\",\n                    \"{C:inactive}(Currently {C:chips}+#1#{}{C:inactive} Chips)\",\n                    \"{C:inactive}(Evolves at {C:chips}+100{}{C:inactive} Chips)\"\n                } \n            },\n            j_poke_metagross = {\n                name = 'Metagross',\n                text = {\n                    \"{C:chips}+#1#{} Chips\",\n                    \"If played hand is a {C:attention}Four of a Kind{}\",\n                    \"each played card gives {X:mult,C:white}X{} Mult\",\n                    \"equal to the {C:attention}cube root{} \",\n                    \"of that card's total chips\",\n                } \n            },\n            j_poke_buizel = {\n                name = 'Buizel',\n                text = {\n                    \"{C:chips}+#1#{} Chips for\",\n                    \"each {C:attention}unscored{} card\",\n                    \"in played hand\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'Floatzel',\n                text = {\n                    \"{C:chips}+#1#{} Chips for\",\n                    \"each {C:attention}unscored{} card\",\n                    \"in played hand\",\n                }  \n            },\n            j_poke_mimejr = {\n                name = 'Mime Jr.',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Apply a {C:attention}Red{} or {C:attention}Blue{} seal\",\n                    \"to a random card in deck\",\n                    \"at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_happiny = {\n                name = 'Happiny',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Unscored cards in your\",\n                    \"{C:attention}first hand{} become {C:attention}Lucky{}\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Munchlax',\n                text = {\n                    \"{C:attention}Baby{}\",\n                    \"Create a random {C:item}Item{} card with\",\n                    \"{C:dark_edition}Negative{} at end of round\",\n                    \"{X:red,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Yes, this will {C:attention}reduce{C:inactive} your Mult)\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }\n            },\n            j_poke_magnezone = {\n                name = 'Magnezone',\n                text = {\n                    \"Played {C:attention}Steel{} cards\",\n                    \"give {X:red,C:white}X#1#{} Mult\",\n                    \"{X:metal,C:white}Metal{} Jokers next to\",\n                    \"this Joker each give {X:red,C:white}X#2#{} Mult\"\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'Lickilicky',\n                text = {\n                    \"First and second played\",\n                    \"Played {C:attention}Jacks{} give {X:mult,C:white} X#1# {} Mult\",\n                    \"when scored and further {C:attention}Jacks{}\",\n                    \"give {X:mult,C:white} X#2# {} Mult when scored\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'Rhyperior',\n                text = {\n                    \"Every played {C:attention}Stone{} card\",\n                    \"permanently gains\",\n                    \"{C:chips}+#1#{} Chips when scored\",\n                    \"{C:attention}Stone{} cards retrigger for each\",\n                    \"{C:attention}other{} {X:earth,C:white}Earth{} Joker you have\",\n                    \"{C:inactive}(Currently #2# retriggers)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'Tangrowth',\n                text = {\n                    \"Played {C:attention}Wild{} cards give\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Chips, or {C:money}$#3#{}\",\n                    \"{C:green}#4# in #5#{} chance for {C:attention}all three{}\",\n                    \"Wild cards {C:attention}can't{} be debuffed\"\n                } \n            },\n            j_poke_electivire = {\n                name = 'Electivire',\n                text = {\n                    \"When a card is {C:attention}sold{}\",\n                    \"and at end of round\",\n                    \"gains {C:money}$#1#{} of {C:attention}sell value{}\",\n                    \"Gives {X:mult,C:white}X#2#{} Mult for each\",\n                    \"dollar of sell value this Joker has\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'Magmortar',\n                text = {\n                    \"If the {C:attention}first{} discard of\",\n                    \"the round has only {C:attention}1{} card,\",\n                    \"destroy it and gain {C:mult}+#2#{} Mult\",\n                    \"Gains {X:mult,C:white}X#4#{} Mult for each\",\n                    \"card discarded\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_leafeon = {\n                name = 'Leafeon',\n                text = {\n                    \"Create a {C:attention}World{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"Every played card with {C:spades}#2#{} suit\",\n                    \"permanently gains {C:chips}+#3#{} Chips\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_glaceon = {\n                name = 'Glaceon',\n                text = {\n                    \"Create a random {C:attention}Tarot{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"{C:green}#2#{} in {C:green}#3#{} chance for {C:dark_edition}Negative{} edition\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_porygonz = {\n                name = 'Porygon-Z',\n                text = {\n                    \"{C:pink}+3{} Energy Limit\",\n                    \"This Joker gains\",\n                    \"{X:red,C:white} X#2# {} Mult every time\",\n                    \"an {C:pink}Energy{} card is used\",\n                    \"{C:inactive}(Currently {X:red,C:white} X#1# {}{C:inactive} Mult)\"\n                } \n            },\n            j_poke_sylveon = {\n                name = 'Sylveon',\n                text = {\n                    \"Create a {C:attention}Star{} card\",\n                    \"every {C:attention}3{} {C:green}rerolls{}\",\n                    \"Each card with {C:diamonds}#2#{} suit\",\n                    \"held in hand gives {X:mult,C:white} X#3# {} Mult\",\n                    \"{C:inactive}(Must have room)\",\n                    \"{C:inactive}(Currently {C:attention}#1#{}{C:inactive}/3 rerolls)\"\n                } \n            },\n            j_poke_grubbin = {\n                name = 'Grubbin',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"This card scores {C:attention}triple{}\",\n                    \"its Mult if you have\",\n                    \"a {X:lightning, C:black}Lightning{} Joker\",\n                    \"{C:inactive}(Evolves after {C:attention}#2#{}{C:inactive} rounds)\"\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'Charjabug',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"for each {X:lightning, C:black}Lightning{} Joker\",\n                    \"you have {C:inactive}(includes self){}\",\n                     \"{C:inactive}(Currently {C:mult}#2#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolves with a{} {C:attention}Thunder Stone{}{C:inactive} card)\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'Vikavolt',\n                text = {\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{X:red,C:white} X#1# {} Mult for each\",\n                    \"other {X:lightning, C:black}Lightning{} Joker\",\n                    \"you have{}\",\n                     \"{C:inactive}(Currently {X:red,C:white} X#2# {}{C:inactive} Mult)\",\n                }  \n            },\n            j_poke_yamper = {\n                name = 'Yamper',\n                text = {\n                    \"{C:mult}+#1#{} Mult and earn {C:money}$#2#{}\",\n                    \"if played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                    \"{C:inactive}(Evolves after {C:attention}#3#{}{C:inactive} rounds)\"\n                } \n            },\n            j_poke_boltund = {\n                name = 'Boltund',\n                text = {\n                    \"{X:red,C:white}X#1#{} Mult and earn {C:money}$#2#{}\",\n                    \"if played hand contains\",\n                    \"a {C:attention}Straight{}\",\n                } \n            },\n            j_poke_annihilape = {\n                name = 'Annihilape',\n                text = {\n                    \"Each played {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, or {C:attention}7{} gives\",\n                    \"{C:mult}+#1#{} Mult and {C:chips}+#2#{} Chips when scored\",\n                    \"for each hand played this round\",\n                    \"{C:inactive}(Currently {C:mult}+#3#{} {C:inactive}Mult {C:chips}+#4#{C:inactive} Chips)\",\n                } \n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"Creates consumables\",\n                    \"when obtained?\",\n                    \"Creates {C:attention}#1#{}? {C:attention}Tags{}?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'Pokedex',\n                text = {\n                    \"{C:mult}+#2#{} Mult for each\",\n                    \"Joker with a {C:pink}Type{} you have\",\n                    \"{C:attention}Pokemon{} may appear\",\n                    \"multiple times\",\n                    \"{C:inactive}(Currently {C:mult}+#1#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_everstone = {\n                name = 'Everstone',\n                text = {\n                    \"Pokemon {C:attention}can't{} evolve\",\n                    \"{C:attention}Basic{} Pokemon each give {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Trainer Sleeve\",\n                text = {\n                    \"Start run with the\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Obituary Sleeve\",\n                text = {\n                    \"All cards have a {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Luminous Sleeve\",\n                text = {\n                    \"All Jokers are created\",\n                    \"with random {C:pink}Type{} stickers\",\n                },\n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Ultraball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Stage 2 Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Masterball\",\n                text = {\n                    \"Create a random\",\n                    \"{C:attention}Legendary Pokemon Joker{} card\",\n                    \"{C:inactive}(Must have room)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Transformation\",\n                text = {\n                    \"Evolves leftmost Pokemon to\",\n                    \"the highest {C:attention}stage{}\",\n                    \"and increases most {C:attention}scoring{} and {C:money}${}\", \n                    \"number values if able\",\n                    \"{C:inactive}(Max of {C:attention}#1#{}{C:inactive} increases per Joker)\"\n                },\n            },\n            c_poke_obituary = {\n                name = \"Obituary\",\n                text = {\n                    \"Adds a {C:pink}Pink{} seal\",\n                    \"to {C:attention}1{} selected card\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Nightmare\",\n                text = {\n                    \"Destroys a random Pokemon\",\n                    \"Joker and creates {C:attention}3{}\",\n                    \"random {C:pink}Energy{} with {C:dark_edition}Negative{}\"\n                },\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Pocket Tag\",\n                text = {\n                    \"Gives a free\",\n                    \"{C:pink}Mega Pocket Pack\",\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"Shiny Tag\",\n                text = {\n                    \"Next base edition shop\",\n                    \"Joker is free and\",\n                    \"becomes {C:colorless}Shiny{}\",\n                }, \n            },\n        },\n        Tarot = {\n           \n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Energy Search\",\n                text = {\n                    \"{C:pink}+1{} Energy Limit\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Energy Research\",\n                text = {\n                    \"{C:pink}+1{} Energy Limit\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Good Rod\",\n                text = {\n                    \"{C:attention}Pocket{} packs have\",\n                    \"{C:attention}1{} more card in them\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Super Rod\",\n                text = {\n                    \"{C:attention}Pocket{} packs have\",\n                    \"{C:attention}1{} more card in them\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"Type\",\n                text = {\n                  \"{X:grass,C:white}Grass{}\",\n                }\n            },\n            Fire = {\n                name = \"Type\",\n                text = {\n                  \"{X:fire,C:white}Fire{}\",\n                }\n            },\n            Water = {\n                name = \"Type\",\n                text = {\n                  \"{X:water,C:white}Water{}\",\n                }\n            },\n            Lightning = {\n                name = \"Type\",\n                text = {\n                  \"{X:lightning,C:black}Lightning{}\",\n                }\n            },\n            Psychic = {\n                name = \"Type\",\n                text = {\n                  \"{X:psychic,C:white}Psychic{}\",\n                }\n            },\n            Fighting = {\n                name = \"Type\",\n                text = {\n                  \"{X:fighting,C:white}Fighting{}\",\n                }\n            },\n            Colorless = {\n                name = \"Type\",\n                text = {\n                  \"{X:colorless,C:white}Colorless{}\",\n                }\n            },\n            Dark = {\n                name = \"Type\",\n                text = {\n                  \"{X:dark,C:white}Dark{}\",\n                }\n            },\n            Metal = {\n                name = \"Type\",\n                text = {\n                  \"{X:metal,C:white}Metal{}\",\n                }\n            },\n            Fairy = {\n                name = \"Type\",\n                text = {\n                  \"{X:fairy,C:white}Fairy{}\",\n                }\n            },\n            Dragon = {\n                name = \"Type\",\n                text = {\n                  \"{X:dragon,C:white}Dragon{}\",\n                }\n            },\n            Earth = {\n                name = \"Type\",\n                text = {\n                  \"{X:earth,C:white}Earth{}\",\n                }\n            },\n            Bird = {\n                name = \"Type\",\n                text = {\n                  \"{X:bird,C:white}Bird{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"Ancient\",\n                text = {\n                    \"Effect based on\",\n                    \"number of {C:attention}#1#s{}\",\n                    \"in poker hand\"\n                }\n            },\n            eitem = {\n                name = \"Evolution Card\",\n                text = {\n                    \"Evolves leftmost\",\n                    \"{C:attention}eligible{} Joker\",\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"Held Card\",\n                text = {\n                    \"Used by {C:attention}#1#{}\"\n                }\n            },\n            basic = {\n                name = \"Basic\",\n                text = {\n                    \"A Pokemon Joker\",\n                    \"that hasn't {C:attention}Evolved{}\"\n                }\n            },\n            stage1 = {\n                name = \"Stage 1\",\n                text = {\n                    \"A Pokemon Joker\",\n                    \"that has {C:attention}Evolved{} once\"\n                }\n            },\n            stage2 = {\n                name = \"Stage 2\",\n                text = {\n                    \"A Pokemon Joker\",\n                    \"that has {C:attention}Evolved{} twice\"\n                }\n            },\n            energy = {\n                name = \"Energy Used\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            baby = {\n                name = \"Baby\",\n                text = {\n                    \"{C:attention}Pins{} other Non-Baby Jokers\",\n                    \"when you get this, Jokers are\",\n                    \"unpinned when this card\",\n                    \"evolves or is removed\"\n                }\n            },\n            safaridesc = {\n                name = \"Safari\",\n                text = {\n                    \"Can only be obtained\",\n                    \"through {C:attention}Evolution{}\",\n                    \"or certain {C:attention}Pokeball Items{}\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"Pink Seal\",\n                text = {\n                    \"Creates an {C:pink}Energy{} card\",\n                    \"if it scores in the\",\n                    \"{C:attention}first hand{} of round\"\n                },\n            },\n\n            grass_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:grass,C:white}Grass{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fire,C:white}Fire{}\"\n                } \n            },\n            water_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:water,C:white}Water{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:lightning,C:white}Lightning{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:psychic,C:white}Psychic{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fighting,C:white}Fighting{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:colorless,C:white}Colorless{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dark,C:white}Dark{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:metal,C:white}Metal{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fairy,C:white}Fairy{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dragon,C:white}Dragon{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:earth,C:white}Earth{}\"\n                } \n            },\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"Not Discovered\",\n                text = {\n                    \"Purchase or use\",\n                    \"this card in an\",\n                    \"unseeded run to\",\n                    \"learn what it does\"\n                }\n            },\n            undiscovered_item = {\n                name = \"Not Discovered\",\n                text = {\n                    \"Purchase or use\",\n                    \"this card in an\",\n                    \"unseeded run to\",\n                    \"learn what it does\"\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"Jumbo Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"Mega Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"Jumbo Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"Mega Pocket Pack\",\n                text = {\n                    \"Choose {C:attention}#1#{} of\",\n                    \"up to {C:attention}#2#\",\n                    \"{C:pink}Energy{} or {C:item}Item{} Cards{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Pokemon Master\",\n        },\n        dictionary = {\n            k_energy = \"Energy\",\n            k_item = \"Item\",\n            k_poke_pocket_pack = \"Pocket Pack\",\n\n            k_poke_safari = \"Safari\",\n\n            b_save = \"SAVE\",\n            b_energy_cards = \"Energy Cards\",\n            b_item_cards = \"Item Cards\",\n            \n            --Mod Menu stuff\n            poke_settings_pokemon_only = \"Pokemon only?\",\n            poke_settings_unlimited_energy = \"Unlmited Energy?\",\n            poke_settings_shiny_playing_cards = \"Shiny on playing cards?\",\n            poke_settings_jokers_only = \"Jokers only?\",\n            poke_settings_no_evolutions = \"No Evolutions?\",\n            poke_settings_pokeballs = \"Pokéballs?\",\n            poke_settings_pokedex_number = \"Pokedex Numbers?\",\n            poke_settings_pokemon_splash = \"Pokémon Splash Card?\",\n            poke_credits_actualcredits = \"Credits\",\n            poke_credits_thanks = \"Thanks to\",\n            poke_credits_lead = \"Lead Developer: \",\n            poke_credits_graphics = \"Graphic Design: \",\n            poke_credits_quality_assurance_main = \"QA Lead: \",\n            poke_credits_developer = \"Developers: \",\n            poke_credits_community_manager = \"Community Managers: \",\n            poke_credits_promotion_producer = \"Promotion Producer: \",\n            --This one is unused, for now\n            poke_credits_localization = \"Localization: \",\n\n            poke_plus_pokeitem = \"+1 Item\",\n            poke_plus_energy = \"+1 Energy\",\n            poke_destroyed_ex = \"Destroyed!\",\n            poke_evolve_success = \"Evolved!\",\n            poke_evolve_level = \"Level up!\",\n            poke_tera_ex = \"Tera!\",\n            poke_metal_ex = \"Metal!\",\n            poke_dragon_ex = \"Dragon!\",\n            poke_unlimited_energy = \"Infinity\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Farfetch\\'d\",\n            cubone_marowak_infoqueue = \"Cubone and Marowak\",\n            snorlax_infoqueue = \"Snorlax\",\n            pokeball_variable = \"Pokéball\",\n            goodrod_variable = \"Good Rod\",\n            pinkseal_variable = \"Pink Seal\",\n\n            --From Gastly Line\n            poke_lick_ex = \"Lick!\",\n            poke_lick = \"Lick\",\n            --From Kingler\n            poke_surf_ex = \"Surf!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"BOOM!\",\n            --From Exeggutor\n            poke_solar_ex = \"Solar!\",\n            poke_solar = \"Solar\",\n            --From Pinsir\n            poke_pinsir_pin = \"Pinned!\",\n            poke_pinsir_remove_pin = \"Unpinned!\",\n            --From Tangela line\n            poke_tangela_bonus = \"All!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"Skree!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"Petal!\",\n            poke_petal_dance = \"Petal\",\n            --From Scizor\n            poke_x_scissor_ex = \"X Scissor!\",\n            poke_x_scissor = \"X Scissor\",\n            --From Kingdra\n            poke_twister_ex = \"Twister!\",\n            --From Mime Jr.\n            poke_mime_ex = \"Mime!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"Fire Blast!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"Thunder!\",\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"Pink Seal\",\n\n            poke_shiny = \"Shiny\",\n\n            grass_sticker = \"Tera\",\n            fire_sticker = \"Tera\",\n            water_sticker = \"Tera\",\n            lightning_sticker = \"Tera\",\n            psychic_sticker = \"Tera\",\n            fighting_sticker = \"Tera\",\n            colorless_sticker = \"Tera\",\n            dark_sticker = \"Tera\",\n            metal_sticker = \"Tera\",\n            fairy_sticker = \"Tera\",\n            dragon_sticker = \"Tera\",\n            earth_sticker = \"Tera\",\n\n            k_poke_safari = \"Safari\",\n        },\n        v_dictionary = {\n            \n        },\n        v_text = {\n           \n        },\n    }\n}"
  },
  {
    "path": "localization/pt_BR.lua",
    "content": "-- Welcome to en-us.lua!\n-- friendly reminder that in the us we say things like \"color\" and not \"colour\"\n-- This is also the default file, if there are things here that are \"missing\" from other files it will use this one instead\n\n--Progress report: (this is the english file so it doesn't really matter but this is for consistency)\n\n--[[\nDecks: Yes\nJokers: Yes\nSettings/Mod: Yes\nItems: Yes\nEnergy: Yes\nDeck Sleeves (requires Decksleeves Mod): Yes\nBoss Blinds: Yes\nChallenges: Yes\nSpectrals: Yes\nTarots: Yes (there aren't any lmao)\nStickers: Yes\nPlanets: Yes (there aren't any lmao)\nDictonary: Yes\nEditions: Yes\nVouchers: Yes\nTags: Yes\nMisc Infoqueues (ancient, baby, eitem, Type, etc): Yes\nOther (packs, stickers, etc): Yes\nMisc: Yes\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_poke = {\n                name = \"Baralho do Treinador\",\n                text = {\n                    \"Inicia a partida com o\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\n                    \"e uma carta {C:tarot,T:c_poke_pokeball}#2#{}\",\n                } \n            },\n            b_poke_telekineticdeck = {\n                name = \"Baralho Telecinético\",\n                text = {\n                    \"Inicia a partida com o\",\n                    \"{C:tarot,T:v_crystal_ball}#1#{} voucher\",\n                    \"e {C:attention}2{} cópias\",\n                    \"de {C:item,T:c_poke_twisted_spoon}#2#\"\n                } \n            },\n\t\t\t--Fun fact: this and luminious deck had their descriptions mixed up\n            b_poke_obituarydeck = {\n                name = \"Baralho do Obituário\",\n                text = {\n                    \"Todas as cartas têm uma {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_revenantdeck = {\n                name = \"Baralho do Revenante\",\n                text = {\n                    \"Todas as cartas têm uma {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Baralho Luminoso\",\n                text = {\n                    \"Todos os Coringas são\",\n                    \"criados {C:pink}Energizados{} e\",\n                    \"com {C:pink}Tipos{} de adesivos aleatórios\"\n                }\n            },\n            b_poke_ampeddeck = {\n                name = \"Baralho Carregado\",\n                text = {\n                    \"Inicia a partida com o\",\n                    \"{C:tarot,T:v_poke_energysearch}#1#{} voucher\",\n                    \"e uma cópia de\",\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                } \n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Câmara Chartreuse\",\n                text = {\n                    \"Tipos aleatórios são nerfados\",\n                    \"a cada mão\",\n                }, \n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Poké Bola\",\n                text = {\n                    \"Cria um\",\n                    \"{C:attention}Coringa Básico{} aleatório\",\n                    \"{C:inactive}(É necessário espaço)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Grande Bola\",\n                text = {\n                    \"Cria um\",\n                    \"{C:attention}Coringa Estágio 1{} aleatório\",\n                    \"{C:inactive}(É necessário espaço)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Pedra da Lua\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:green}#2# em #3#{} chance de\",\n                    \"melhorar o nível da\",\n                    \"{C:attention}mão de poker{} selecionada\",\n                    \"{C:inactive}(Mão: {C:attention}#1#{C:inactive}){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Pedra do Sol\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Aprimora {C:attention}#1#{} cartas selecionadas\",\n                    \"para {C:attention}Cartas Wild{} e\",\n                    \"{C:attention}randomiza{} seus ranks\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Pedra da Água\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Aprimora {C:attention}#1#{} carta selecionada\",\n                    \"em uma carta {C:attention}Bônus{}\",\n                    \"Se já for uma carta {C:attention}Bônus{}\",\n                    \"{C:attention}Dobra{} suas fichas totais\",\n                    \"{C:inactive}(Até {C:chips}+#2#{C:inactive} Fichas por aumento)\",\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Pedra do Trovão\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Destrói {C:attention}1{} carta selecionada,\",\n                    \"adiciona {C:attention}2{} cartas {C:attention}Ouro{} com\",\n                    \"o mesmo rank ao baralho\",\n                    \"e compra {C:attention}1{} para a mão\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"Pedra do Fogo\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Aprimora {C:attention}#1#{} cartas selecionadas para {C:attention}Cartas Mult{}\",\n                    \"então destrói {C:attention}1{} aleatoriamente\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Pedra da Folha\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:green}#1# em #2#{} chance para\",\n                    \"cada carta na mão ser\",\n                    \"aprimorada para uma {C:attention}Carta da Sorte{}\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Cabo de Ligação\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Seleciona {C:attention}#1#{} cartas,\",\n                    \"{C:attention}Aumenta{} o rank da carta da {C:attention}esquerda{}\",\n                    \"{C:attention}Diminui{} o rank da carta da {C:attention}direita{}\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Sobras\",\n                text = {\n                    \"{C:attention}Reutilizável{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Adiciona {C:money}$#2#{} de valor de venda ao\",\n                    \"Coringa mais à esquerda ou selecionado\",\n                    \"{C:inactive}(Usável uma vez por rodada)\",\n                }\n            },\n            c_poke_leek = {\n                name = \"Alho-poró\",\n                text = {\n                    \"{C:attention}Reutilizável{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:green}#1# em #2#{} chance de adicionar\",\n                    \"{C:dark_edition}Foil{}, {C:dark_edition}Holográfico{}, ou\",\n                    \"{C:dark_edition}Policromático{} a si mesmo\",\n                    \"remove {C:attention}Edição{} no final da rodada\",\n                    \"{C:inactive}(Usável uma vez por rodada)\",\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Clube Grosso\",\n                text = {\n                    \"{C:attention}Reutilizável{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Adiciona permanentemente {C:chips}+#2#{} Fichas\",\n                    \"à carta {C:attention}#1#{} selecionada\",\n                    \"{C:inactive}(Usável uma vez por rodada)\",\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Orbe Tera\",\n                text = {\n                    \"{C:attention}Modificador de Tipo:{} {X:pink,C:white}Aleatório{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:pink}Energiza{} o Coringa mais à\",\n                    \"esquerda ou selecionado{}\",\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Revestimento Metálico\",\n                text = {\n                    \"{C:attention}Modificador de Tipo:{} {X:metal,C:white}Metálico{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Cria uma cópia {C:attention}Aço{} de\",\n                    \"{C:attention}1{} carta selecionada\",\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Escama de Dragão\",\n                text = {\n                    \"{C:attention}Modificador de Tipo:{} {X:dragon,C:white}Dragão{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Cria até {C:attention}3{} cartas aleatórias\",\n                    \"de {C:item}Item{} ou {C:pink}Energia{}\",\n                    \"{C:inactive}(É necessário espaço){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"Pedra do Rei\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Transforma {C:attention}#1#{} carta\",\n                    \"selecionada em um {C:attention}Rei{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Melhoria\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Dá a {C:attention}#1#{} cartas selecionadas\",\n                    \"um {C:attention}Aprimoramento não-Pedra{} aleatório\",\n                }\n            },\n            c_poke_dubious_disc = {\n                name = \"Disco Dubioso\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:attention}Aprimora{} todas as cartas\",\n                    \"{C:attention}seguradas{} na mão aleatoriamente\",\n                }\n            },\n            c_poke_icestone = {\n                name = \"Pedra de Gelo\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Aprimora {C:attention}#1#{} cartas selecionadas\",\n                    \"para {C:attention}Cartas de Vidro{}\",\n                    \"{C:green}#2# em #3#{} chance para cada\",\n                    \"carta selecionada {C:attention}quebrar{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Pedra Brilhante\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Adiciona efeito {C:dark_edition}Foil{}, {C:dark_edition}Holográfico{},\",\n                    \"ou {C:dark_edition}Policromático{} a\",\n                    \"{C:attention}1{} carta selecionada na mão e\",\n                    \"remove o {C:attention}Aprimoramento{} da carta\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"Colher Torcida\",\n                text = {\n                    \"Cria a última\",\n                    \"carta de {C:item}Item{} ou {C:pink}Energia{}\",\n                    \"usada durante esta partida\",\n                    \"{s:0.8,C:item}Colher Torcida, Reutilizáveis\",\n                    \"{s:0.8,C:item}e Sucos de Baga{s:0.8} excluídos\"\n                }\n            },\n            c_poke_prismscale = {\n                name = \"Escama de Prisma\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Converte {C:attention}#2#{} cartas {C:attention}seguradas{}\",\n                    \"aleatórias para o {C:attention}naipe{} da\",\n                    \"carta {C:attention}#1#{} selecionada\",\n                }\n            },\n            c_poke_duskstone = {\n                name = \"Pedra do Crepúsculo\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Ganhe {C:money}$#1#{} para cada Coringa\",\n                    \"{C:attention}Drenável{}, então {C:attention}Drene {C:money}$1{} deles\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Após {C:attention}#2#{} {C:inactive}[#3#]{} Rodadas, ganhe\",\n                    \"{C:money}$#1#{} para cada Coringa em vez disso\",\n                    \"{C:inactive}(Atualmente {C:money}$#4#{C:inactive}/$#5# Máx)\"\n                }\n            },\n            c_poke_dawnstone = {\n                name = \"Pedra da Aurora\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Ganhe {C:money}${} igual ao {c:attention}dobro{}\",\n                    \"do valor de {C:mult}Mult{} de {C:attention}#1#{}\",\n                    \"{C:inactive}#4#{}\",\n                    \"{C:inactive}(Atualmente {C:money}$#2#{C:inactive}/$40 Máx)\",\n                }\n            },\n            c_poke_hardstone = {\n                name = \"Pedra Dura\",\n                text = {\n                    \"{C:attention}Carta de Evolução{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Aprimora {C:attention}1{} carta selecionada em uma\",\n                    \"{C:attention}Carta de Pedra{} com {C:chips}+#2#{} Fichas extras\",\n                    \"para cada Coringa {X:earth,C:white}Terrestre{} que você tem\"\n                }\n            },\n            c_poke_berry_juice = {\n                name = \"Suco de Baga\",\n                text = {\n                    \"Efeito depende do\",\n                    \"{C:attention}Consumível{} destruído\"\n                }\n            },\n            c_poke_berry_juice_energy = {\n                name = \"Suco de Baga Energizado\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa mais à esquerda\",\n                    \"ou selecionado de qualquer {C:pink}Tipo{}\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_berry_juice_spectral = {\n                name = \"Suco de Baga Fantasmagórico\",\n                text = {\n                    \"Adiciona um {C:attention}selo{} aleatório e {C:dark_edition}Foil{}, \",\n                    \"{C:dark_edition}Holográfico{} ou {C:dark_edition}Policromático{} a\",\n                    \"{C:attention}1{} carta selecionada na mão\"\n                },\n            },\n            c_poke_berry_juice_planet = {\n                name = \"Suco de Baga Estelar\",\n                text = {\n                    \"Melhora a {C:attention}mão de poker{}\",\n                    \"de nível mais alto em um nível\",\n                },\n            },\n            c_poke_berry_juice_item = {\n                name = \"Suco de Baga Itemizado\",\n                text = {\n                    \"Cria uma carta {C:item}Colher Torcida{}\",\n                    \"{C:green}#1# em #2#{} chance de\",\n                    \"criar {C:attention}2{} em vez disso\",\n                    \"{C:inactive}(É necessário espaço){}\"\n                },\n            },\n            c_poke_berry_juice_tarot = {\n                name = \"Suco de Baga Oculto\",\n                text = {\n                    \"Cria uma carta {C:tarot}O Tol{}\",\n                    \"e ganha {C:money}$#1#{}\",\n                },\n            },\n            c_poke_berry_juice_mystery = {\n                name = \"Suco de Baga Misterioso\",\n                text = {\n                    \"Cria uma carta\",\n                    \"{C:item}Suco de Baga{} aleatória\"\n                }\n            },\n        },\n\t\tEnergy = {\n            c_poke_grass_energy = {\n                name = \"Energia de Grama\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:grass,C:white}Grama{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Energia de Fogo\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:fire,C:white}Fogo{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Energia de Água\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:water,C:white}Água{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Energia de Raio\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:lightning,C:black}Raio{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Energia Psíquica\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:psychic,C:white}Psíquico{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Energia de Lutador\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:fighting,C:white}Lutador{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Energia Incolor\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:colorless,C:white}Incolor{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"Metade da eficácia com\",\n                    \"Coringas não {X:colorless,C:white}Incolor{}\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Energia das Trevas\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:dark,C:white}Trevas{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Energia Metálica\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:Metal,C:white}Metálico{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Energia de Fada\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:fairy,C:white}Fada{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n\t\t\t--Dragon deez\n            c_poke_dragon_energy = {\n                name = \"Energia de Dragão\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:dragon,C:white}Dragão{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Energia Terrestre\",\n                text = {\n                    \"{C:pink}Energiza{} o Coringa {X:earth,C:white}Terrestre{}\",\n                    \"mais à esquerda ou selecionado se possível\",\n                    \"{C:inactive}(Máx de {C:attention}#1#{C:inactive} aumentos por Coringa)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Emergia\",\n                text = {\n                    \"Cria {C:attention}1{} carta de {C:green}Energia{}\",\n                    \"aleatória com {C:dark_edition}Negativa{} para cada\",\n                    \"{C:attention}Coringa Jolly{} ou {C:legendary}M Coringa{}\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Brilhante\",\n                label = \"Brilhante\",\n                text = {\n                    \"{C:attention}+1{} slot de Pacote de Reforço\",\n                    \"disponível na loja\",\n                }\n            },\n        },\n        Enhanced = {\n\t\t\t--No enchanced cards? kind of surprising ngl\n            -- HA HA! Not anymore!\n\t\t\t\n            m_poke_hazard = {\n                name = \"Carta de Risco\",\n                text = {\n                    \"{C:attention}+1{} tamanho de mão\",\n                    \"sem rank ou naipe\",\n                    \"removida no final da rodada\",\n                },\n            }\n        },\n        Stake = {\n            stake_poke_diamond = {\n                name = \"Estaca de Diamante\",\n                colour = \"Diamante\",\n                text = {\n                    \"Coringas Pokemon {C:attention}não-Baby{} evoluem {C:attention}1{} rodada mais devagar\",\n                    \"{s:0.8}Aplica todas as Estacas anteriores\"\n                }\n            },\n            stake_poke_pearl = {\n                name = \"Estaca de Pérola\",\n                colour = \"Pérola\",\n                text = {\n                    \"{C:attention}-1{} Limite de Energia\",\n                    \"{s:0.8}Aplica todas as Estacas anteriores\"\n                }\n            },\n        },\n\t\tJoker = {\n            j_poke_bulbasaur = {\n                name = \"Bulbasaur\",\n                text = {\n                    \"{C:attention}+#4#{} tamanho de mão\",\n                    \"Ganhe {C:money}$#1#{} para cada\",\n                    \"{C:attention}#3#{} segurado na mão\",\n                    \"{C:inactive,s:0.8}(Rank muda a cada rodada){}\",\n                    \"{C:inactive,s:0.8}(Evolui após ganhar {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Ivysaur\",\n                text = {\n                    \"{C:attention}+#3#{} tamanho de mão\",\n                    \"Ganhe {C:money}$#1#{} ou {C:money}$#5#{} para cada\",\n                    \"{C:attention}#4#{} segurado na mão\",\n                    \"{C:inactive,s:0.8}(Rank muda a cada rodada){}\",\n                    \"{C:inactive,s:0.8}(Evolui após ganhar {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Venusaur\",\n                text = {\n                    \"{C:attention}+#3#{} tamanho de mão\",\n                    \"Ganhe {C:money}$#1#{} para cada\",\n                    \"{C:attention}#4#{} segurado na mão\",\n                    \"{C:inactive,s:0.8}(Rank muda a cada rodada){}\",\n                }\n            },\n            j_poke_mega_venusaur = {\n                name = \"Mega Venusaur\",\n                text = {\n                    \"{C:attention}+#1#{} tamanho de mão\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Charmander\",\n                text = {\n                    \"{C:red}+#4#{} descartes\",\n                    \"Ganha {C:mult}+#2#{} Mult por mão jogada\",\n                    \"quando {C:attention}#3#{} descartes restantes\",\n                    \"{C:inactive}(Evolui em {C:mult}+#1#{C:inactive} / +16 Mult)\",\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Charmeleon\",\n                text = {\n                    \"{C:red}+#4#{} descartes\",\n                    \"Ganha {C:mult}+#2#{} Mult por mão jogada\",\n                    \"quando {C:attention}#3#{} descartes restantes\",\n                    \"{C:inactive}(Evolui em {C:mult}+#1#{C:inactive} / +36 Mult)\",\n                }\n            },\n            j_poke_charizard = {\n                name = \"Charizard\",\n                text = {\n                    \"{C:red}+#4#{} descartes, {C:mult}+#1#{} Mult\",\n                    \"{X:mult,C:white} X#2# {} Mult quando {C:attention}#3#{} descartes restantes\",\n                } \n            },\n            j_poke_mega_charizard_x = {\n                name = \"Mega Charizard X\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult quando {C:attention}#2#{} descartes restantes\",\n                } \n            },\n            j_poke_mega_charizard_y = {\n                name = \"Mega Charizard Y\",\n                text = {\n                    \"{C:red}+#1#{} descartes\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Squirtle\",\n                text = {\n                    \"{C:chips}+#2#{} mãos\",\n                    \"Ganha {C:chips}+#4#{} Fichas para cada\",\n                    \"{C:attention}mão{} restante quando\",\n                    \"a mão é jogada\",\n                    \"{C:inactive}(Evolui em {C:chips}+#1#{C:inactive} / +#3# Fichas)\",\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Wartortle\",\n                text = {\n                    \"{C:chips}+#2#{} mãos\",\n                    \"Ganha {C:chips}+#4#{} Fichas para cada\",\n                    \"{C:attention}mão{} restante quando\",\n                    \"a mão é jogada\",\n                    \"{C:inactive}(Evolui em {C:chips}+#1#{C:inactive} / +#3# Fichas)\",\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Blastoise\",\n                text = {\n                    \"{C:chips}+#3#{} mãos, {C:chips}+#1#{} Fichas\",\n                    \"{C:chips}+#2#{} Fichas para cada mão restante\",\n                } \n            },\n            j_poke_mega_blastoise = {\n                name = \"Mega Blastoise\",\n                text = {\n                    \"{C:chips}+#2#{} mãos\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Caterpie\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Metapod\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Butterfree\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Weedle\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Kakuna\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas\"\n                } \n            },\n            j_poke_mega_beedrill = {\n                name = \"Mega Beedrill\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Pidgey\",\n                text = {\n                    \"Dá {C:mult}+#2#{} Mult para cada\",\n                    \"{C:attention}rank{} e {C:attention}naipe{} diferente\",\n                    \"na mão de pontuação\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Pidgeotto\",\n                text = {\n                    \"Dá {C:mult}+#2#{} Mult para cada\",\n                    \"{C:attention}rank{} e {C:attention}naipe{} diferente\",\n                    \"na mão de pontuação\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Pidgeot\",\n                text = {\n                    \"Dá {C:mult}+#1#{} Mult para cada\",\n                    \"{C:attention}rank{} e {C:attention}naipe{} diferente\",\n                    \"na mão de pontuação\",\n                } \n            },\n            j_poke_mega_pidgeot = {\n                name = \"Mega Pidgeot\",\n                text = {\n                    \"Dá {X:mult,C:white} X#1# {} Mult para cada\",\n                    \"{C:attention}rank{} e {C:attention}naipe{} diferente\",\n                    \"na mão de pontuação\",\n                } \n            },\n            j_poke_rattata = {\n                name = \"Rattata\",\n                text = {\n                    \"Reativa {C:attention}primeiras 2{} cartas pontuadas\",\n                    \"{C:attention}#1#{} vez adicional\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Raticate\",\n                text = {\n                    \"Reativa {C:attention}primeiras 3{} cartas pontuadas\",\n                    \"{C:attention}#1#{} vez adicional\",\n                }\n            },\n            j_poke_spearow = {\n                name = \"Spearow\",\n                text = {\n                    \"Após jogar {C:attention}#2#{} {C:inactive}[#3#]{} cartas pontuadas\",\n                    \"melhora o nível da próxima {C:attention}mão de poker{} jogada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Fearow\",\n                text = {\n                    \"Após jogar {C:attention}#1#{} {C:inactive}[#2#]{} cartas pontuadas\",\n                    \"melhora o nível da próxima {C:attention}mão de poker{}{C:inactive}#3#{}\",\n                }\n            },\n            j_poke_ekans = {\n                name = \"Ekans\",\n                text = {\n                    \"{C:mult}+#1#{} Mult se a mão jogada\",\n                    \"contiver um {C:attention}Straight{}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Arbok\",\n                text = {\n                    \"{C:mult}+#1#{} Mult se a mão jogada\",\n                    \"contiver um {C:attention}Straight{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Cria uma carta {C:tarot}Tarot{} se\",\n                    \"também contiver um {C:attention}Ás{}\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Pikachu\",\n                text = {\n                    \"Ganhe {C:money}$#1#{} para cada carta de Coringa\",\n                    \"que você tem no final da rodada\",\n                    \"{C:inactive,s:0.8}(Máx de {C:money,s:0.8}$10{C:inactive,s:0.8})\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Trovão{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_raichu = {\n                name = \"Raichu\",\n                text = {\n                    \"Ganha {C:dark_edition}Negativa{} no final da rodada\",\n                    \"se você tiver pelo menos {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(Aumenta por cada Raichu que você tem){}\",\n                    \"Ganhe {C:money}$#1#{} para cada carta de Coringa\",\n                    \"que você tem no final da rodada\",\n                    \"{C:inactive,s:0.8}(Máx de {C:money,s:0.8}$#3#{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Sandshrew\",\n                text = {\n                    \"{C:chips}+#2#{} Fichas para cada carta {C:attention}Vidro{}\",\n                    \"no seu baralho completo\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"{V:1}Adiciona uma cópia da primeira carta {C:attention,V:1}Vidro{V:1}\",\n                    \"{V:1}quebrada cada rodada à mão\",\n                    \"{C:inactive}(Atualmente {C:chips}+#3#{C:inactive} Fichas)\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Sandslash\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas para cada carta {C:attention}Vidro{}\",\n                    \"no seu baralho completo\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"{V:1}Adiciona uma cópia das primeiras {C:attention,V:1}#3#{} {C:inactive}[#4#]{} cartas {C:attention,V:1}Vidro{V:1}\",\n                    \"{V:1}quebradas cada rodada à mão\",\n                    \"{C:inactive}(Atualmente {C:chips}+#2#{C:inactive} Fichas)\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Nidoran F\",\n                text = {\n                    \"Cada {C:attention}Rainha{} segurada na mão\",\n                    \"dá {C:chips}+#1#{} Fichas\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"Nidorina\",\n                text = {\n                    \"Cada {C:attention}Rainha{} segurada na mão\",\n                    \"dá {C:chips}+#1#{} Fichas\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Lua{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Nidoqueen\",\n                text = {\n                    \"{C:attention}+#2#{} tamanho de mão\",\n                    \"Cada {C:attention}Rainha{} segurada na mão\",\n                    \"dá {C:chips}+#1#{} Fichas\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Nidoran M\",\n                text = {\n                    \"Cada {C:attention}Rei{} segurado na mão\",\n                    \"dá {C:mult}+#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Nidorino\",\n                text = {\n                    \"Cada {C:attention}Rei{} segurado na mão\",\n                    \"dá {C:mult}+#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Lua{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Nidoking\",\n                text = {\n                    \"{C:attention}+#2#{} tamanho de mão\",\n                    \"Cada {C:attention}Rei{} segurado na mão\",\n                    \"dá {C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Clefairy\",\n                text = {\n                    \"Cartas {C:clubs}#2#{} jogadas dão\",\n                    \"{C:mult}+#1#{} Mult quando pontuadas\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Lua{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Clefable\",\n                text = {\n                    \"Quando pontuadas, cartas {C:clubs}#2#{}\",\n                    \"dão {C:mult}+#1#{} Mult para cada\",\n                    \"carta {C:clubs}#2#{} jogada esta rodada\",\n                    \"{C:inactive,s:0.8}(Se você jogar 5 paus, cada um dá {C:mult,s:0.8}+#4#{C:inactive,s:0.8} Mult)\",\n                    \"{C:inactive}(Atualmente {C:mult}+#3#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Vulpix\",\n                text = {\n                    \"{C:green}#1# em #2#{} chance para cada\",\n                    \"{C:attention}9{} jogado de criar uma\",\n                    \"carta {C:tarot}Tarot{} quando pontuado\",\n                    \"{C:inactive,s:0.8}(É necessário espaço)\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Fogo{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"Ninetales\",\n                text = {\n                    \"{C:attention}Segurando {C:dark_edition}Negativa {C:spectral}Médium{}\",\n                    \"{C:green}#1# em #2#{} chance para cada\",\n                    \"{C:attention}9{} jogado de criar uma\",\n                    \"carta {C:tarot}Tarot{} quando pontuado\",\n                    \"{C:inactive,s:0.8}(É necessário espaço)\",\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Jigglypuff\",\n                text = {\n                    \"Cartas {C:spades}#2#{} jogadas dão\",\n                    \"{C:mult}+#1#{} Mult e {C:chips}+#3#{} Fichas\",\n                    \"quando pontuadas\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Lua{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Wigglytuff\",\n                text = {\n                    \"Cartas {C:spades}#3#{} jogadas dão\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Fichas, e as\",\n                    \"fichas totais da carta quando pontuadas\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Zubat\",\n                text = {\n                    \"Ganha {C:mult}+#2#{} Mult para cada\",\n                    \"carta {C:attention}Aprimorada{} na mão de pontuação\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive}(Evolui em {C:mult}+#1#{C:inactive} / +#3# Mult)\",\n                }\n            },\n            j_poke_golbat = {\n                name = \"Golbat\",\n                text = {\n                    \"Ganha {C:chips}+#4#{} por cartas {C:attention}Bônus{} / {C:attention}Pedra{} pontuadas\",\n                    \"{C:mult}+#2#{} por cartas {C:attention}Mult{} / {C:attention}Wild{} pontuadas\",\n                    \"{X:mult,C:white}X#6#{} por cartas {C:attention}Aço{} / {C:attention}Vidro{} pontuadas\",\n                    \"{C:money}$#8#{} por cartas {C:attention}Ouro{} / {C:attention}Sortuda{} pontuadas\",\n                    \"Então remove {C:dark_edition}Aprimoramentos{} da carta pontuada\",\n                    \"{C:inactive}(Atualmente {C:chips}+#3#{C:inactive}, {C:mult}+#1#{C:inactive}, {X:mult,C:white}X#5#{C:inactive}, {C:money}$#7#{C:inactive} final da rodada)\",\n                    \"{C:inactive,s:0.8}(Evolui após comer {C:attention,s:0.8}#9#{C:inactive,s:0.8} Aprimoramentos)\",\n                } \n            },\n            j_poke_oddish = {\n                name = \"Oddish\",\n                text = {\n                    \"Cartas jogadas com rank {C:attention}Ímpar{}\",\n                    \"dão {C:mult}+#1#{} ou {C:mult}+#2#{} Mult quando pontuadas\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_gloom = {\n                name = \"Gloom\",\n                text = {\n                    \"Cartas jogadas com rank {C:attention}Ímpar{}\",\n                    \"dão {C:mult}+#1#{} ou {C:mult}+#2#{} Mult quando pontuadas\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Folha{C:inactive,s:0.8} ou {C:attention,s:0.8}Pedra do Sol{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Vileplume\",\n                text = {\n                    \"Cartas jogadas com rank {C:attention}Ímpar{}\",\n                    \"dão {C:mult}+#2#{} Mult ou {X:mult,C:white}X#1#{} Mult\",\n                    \"quando pontuadas\",\n                } \n            },\n            j_poke_paras = {\n                name = \"Paras\",\n                text = {\n                    \"{C:mult}+#2#{} Mult por mão jogada\",\n                    \"que contém um {C:attention}Dois Pares{}\",\n                    \"{C:inactive}(Evolui em {C:mult}+#1#{C:inactive} / +8 Mult)\",\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Parasect\",\n                text = {\n                    \"{C:mult}+#2#{} Mult por mão jogada\",\n                    \"que contém um {C:attention}Dois Pares{}\",\n                    \"{C:mult}-#3#{} Mult por mão jogada\",\n                    \"que não contém\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n                } \n            },\n\t\t\tj_poke_venonat = {\n                name = \"Venonat\",\n                text = {\n                    \"Adiciona {C:attention}#1#{} a todas as {C:attention}probabilidades\",\n                    \"{C:green,E:1,S:1.1}listadas{}\",\n                    \"{C:inactive}(ex: {C:green}1 em 6{C:inactive} -> {C:green}2 em 6{C:inactive})\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Venomoth\",\n                text = {\n                    \"Adiciona {C:attention}#1#{} a todas as {C:attention}probabilidades\",\n                    \"{C:green,E:1,S:1.1}listadas{}\",\n                    \"{C:inactive}(ex: {C:green}1 em 6{C:inactive} -> {C:green}3 em 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Diglett\",\n                text = {\n                    \"{C:chips}+#2#{} Fichas se a mão jogada\",\n                    \"contiver uma {C:attention}Trinca{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:mult}+#3#{} Mult se a mão jogada\",\n                    \"contiver um {C:attention}2{}, {C:attention}3{} ou {C:attention}4{} pontuado\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Dugtrio\",\n                text = {\n                    \"{C:chips}+#2#{} Fichas se a mão jogada\",\n                    \"contiver uma {C:attention}Trinca{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{X:mult,C:white} X#1# {} Mult se a mão jogada\",\n                    \"contiver um {C:attention}2{}, {C:attention}3{} ou {C:attention}4{} pontuado\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"Meowth\",\n                text = {\n                    \"Ganhe {C:money}$#1#{} no final da rodada\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"O primeiro acionamento {C:green}bem-sucedido{}\",\n                    \"de carta {C:attention}Sortuda{} a cada rodada aumenta\",\n                    \"o pagamento em {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(Evolui em {C:money,s:0.8}$#1#{C:inactive,s:0.8} / $#3# pagamento)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Persian\",\n                text = {\n                    \"Ganhe {C:money}$#1#{} no final da rodada\",\n                    \"{C:green}#3# em #4#{} chance de ganhar o {C:attention}dobro{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"O primeiro acionamento {C:green}bem-sucedido{}\",\n                    \"de carta {C:attention}Sortuda{} a cada rodada aumenta\",\n                    \"o pagamento em {C:money}$#2#{}\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Psyduck\",\n                text = {\n                    \"Se a mão jogada for uma\",\n                    \"única {C:attention}carta de face{}, ganhe {C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Golduck\",\n                text = {\n                    \"Se a mão jogada for uma única\",\n                    \"{C:attention}carta de face{}, ganhe {C:money}$#1#{} e ela\",\n                    \"se torna {C:attention}Ouro{} quando pontuada\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Mankey\",\n                text = {\n                    \"Cada {C:attention}2{}, {C:attention}3{}, {C:attention}5{} ou {C:attention}7{} jogado dá\",\n                    \"{C:mult}+#1#{} Mult e {C:chips}+#2#{} Fichas quando pontuado\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n\t\t\t--anyways, how's your day been? i'm doing fine myself\n            --I'm doing pretty well. We had a snow day yesterday.\n            j_poke_primeape = {\n                name = \"Primeape\",\n                text = {\n                    \"Cada {C:attention}2{}, {C:attention}3{}, {C:attention}5{} ou {C:attention}7{} jogado dá\",\n                    \"{C:mult}+#1#{} Mult e {C:chips}+#2#{} Fichas quando pontuado\",\n                    \"{C:inactive,s:0.8}(Evolui após acionar {C:attention,s:0.8}#3#{C:inactive,s:0.8} vezes)\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Growlithe\",\n                text = {\n                    \"{C:mult}+#1#{} Mult se a mão jogada\",\n                    \"contiver um {C:attention}Flush{}\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Fogo{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Arcanine\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult se a mão jogada contiver um {C:attention}Flush{}\",\n                    \"Primeira carta não aprimorada jogada nesse {C:attention}Flush{}\",\n                    \"se torna uma carta {C:attention}Mult{} quando pontuada\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Poliwag\",\n                text = {\n                    \"Cartas {V:1}#3#{} jogadas dão {C:mult}+#1#{} Mult\",\n                    \"quando pontuadas\",\n                    \"Naipe muda em ordem após pontuar\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Poliwhirl\",\n                text = {\n                    \"Cartas {V:1}#2#{} jogadas dão {C:mult}+#1#{} Mult\",\n                    \"quando pontuadas\",\n                    \"Naipe muda em ordem após pontuar\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Água{C:inactive,s:0.8} ou {C:attention,s:0.8}Pedra do Rei{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Poliwrath\",\n                text = {\n                    \"Cartas {V:1}#2#{} jogadas dão {C:mult}+#7#{} Mult\",\n                    \"e {X:mult,C:white}X#1#{} Mult quando pontuadas\",\n                    \"Naipe muda em ordem após pontuar\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Abra\",\n                text = {\n                    \"{C:green}#1# em #2#{} chance de criar um {C:item}Item\",\n                    \"ou carta {C:tarot}Tarot{} se a {C:attention}mão de poker{} jogada\",\n                    \"já foi jogada esta rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Kadabra\",\n                text = {\n                    \"{C:green}#1# em #2#{} chance de criar uma carta {C:tarot}Tarot{} ou\",\n                    \"{C:item}Colher Torcida{} se a {C:attention}mão de poker{} jogada\",\n                    \"já foi jogada esta rodada\",\n                    \"{C:inactive,s:0.8}(Evolui com um {C:attention,s:0.8}Cabo de Ligação{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} slot de consumível\",\n                    \"{C:green}#1# em #2#{} chance de criar uma carta {C:attention}O Tol{} ou\",\n                    \"{C:item}Colher Torcida{} se a {C:attention}mão de poker{} jogada\",\n                    \"já foi jogada esta rodada\",\n                } \n            },\n            j_poke_mega_alakazam = {\n                name = \"Mega Alakazam\",\n                text = {\n                    \"{C:attention}+#3#{} slot de consumível\",\n                    \"Cada {C:attention}Consumível{} segurado dá {X:mult,C:white}X#1#{} Mult\",\n                    \"{C:item}Colheres Torcidas{} dão {X:mult,C:white}X#2#{} Mult\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Machop\",\n                text = {\n                    \"{C:chips}+#1#{} mãos\",\n                    \"{C:mult}-#2# descartes{}\",\n                    \"{C:mult}+#4#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_machoke = {\n                name = \"Machoke\",\n                text = {\n                    \"{C:chips}+#1#{} mãos\",\n                    \"{C:mult}-#2# descartes{}\",\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui com um {C:attention,s:0.8}Cabo de Ligação{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Machamp\",\n                text = {\n                    \"{C:chips}+#1#{} mãos\",\n                    \"{C:mult}-#2# descartes{}\",\n                    \"{C:mult}+#3#{} Mult\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Bellsprout\",\n                text = {\n                    \"Cartas jogadas com rank {C:attention}Par{}\",\n                    \"dão {C:chips}+#1#{} Fichas quando pontuadas\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Weepinbell\",\n                text = {\n                    \"Cartas jogadas com rank {C:attention}Par{}\",\n                    \"dão {C:chips}+#1#{} Fichas quando pontuadas\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Folha{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Victreebel\",\n                text = {\n                    \"Cartas jogadas com rank {C:attention}Par{}\",\n                    \"dão {C:chips}+#1#{} Fichas quando pontuadas\",\n                    \"e {C:attention}reativam{}\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Tentacool\",\n                text = {\n                    \"Cada {C:attention}10{} jogado dá\",\n                    \"{C:mult}+#1#{} Mult quando pontuado\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Tentacruel\",\n                text = {\n                    \"Cada {C:attention}10{} jogado dá\",\n                    \"{C:mult}+#1#{} Mult quando pontuado\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:attention}10s não podem{} ser nerfados\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Geodude\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas\",\n                    \"{C:attention}-#2#{} tamanho de mão\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_graveler = {\n                name = \"Graveler\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas\",\n                    \"{C:attention}-#2#{} tamanho de mão\",\n                    \"{C:inactive,s:0.8}(Evolui com um {C:attention,s:0.8}Cabo de Ligação{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Golem\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas\",\n                    \"{C:attention}-#2#{} tamanho de mão\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Ponyta\",\n                text = {\n                    \"Ganha {C:chips}+#2#{} Fichas se a mão\", \n                    \"jogada contiver um {C:attention}Straight{}\",\n                    \"{C:inactive}(Evolui em {C:chips}+#1#{C:inactive} / +60 Fichas)\",\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Rapidash\",\n                text = {\n                    \"Ganha {C:chips}+#2#{} Fichas se a mão\", \n                    \"jogada contiver um {C:attention}Straight{}\",\n                    \"Aumento de Fichas sobe em {C:chips}+1{} cada vez\",\n                    \"{C:inactive}(Atualmente {C:chips}+#1#{C:inactive} Fichas)\",\n                } \n            },\n\t\t\t--This was my first shiny :O\n            j_poke_slowpoke = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult na {C:attention}última mão{} da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após acionar {C:attention,s:0.8}#2#{C:inactive,s:0.8} vezes)\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Rei{C:inactive,s:0.8})\"\n                } \n            },\n\t\t\t-- not used currently\n            j_poke_slowpoke2 = {\n                name = \"Slowpoke\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult na {C:attention}última mão{} da rodada\",\n                    \"{C:green}#3# em #4#{} chance de criar\",\n                    \"uma carta {C:attention}Pedra do Rei{} no\",\n                    \"final da rodada {C:inactive,s:0.8}(É necessário espaço){}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas ou com uma {C:attention,s:0.8}Pedra do Rei{} {C:inactive,s:0.8}carta)\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Slowbro\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult por mão jogada\",\n                    \"{C:inactive,s:0.8}(Reinicia no final da rodada)\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#2#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_mega_slowbro = {\n                name = \"Mega Slowbro\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult por mão jogada\",\n                    \"{C:inactive,s:0.8}(reinicia quando {C:attention,s:0.8}Blind Chefe{C:inactive,s:0.8} é derrotado)\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#2#{C:inactive} Mult)\"\n                } \n            },\n            j_poke_magnemite = {\n                name = \"Magnemite\",\n                text = {\n                    \"Cartas {C:attention}Aço{} jogadas\",\n                    \"dão {X:mult,C:white}X#1#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_magneton = {\n                name = \"Magneton\",\n                text = {\n                    \"Cartas {C:attention}Aço{} jogadas dão {X:mult,C:white}X#1#{} Mult\",\n                    \"mais {X:mult,C:white}X#2#{} Mult para cada\",\n                    \"Coringa {X:metal,C:white}Metálico{} adjacente\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Trovão{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Farfetch\\'d',      \n                text = {\n                    \"{C:attention}Segurando {C:item}Alho-poró{}\",\n                    \"{C:green}#2# em #3#{} chance de ganhar {C:money}$#1#\",\n                    \"quando um {C:attention}Consumível{} é usado\",\n                    \"{C:money}${} garantido ao usar {C:attention}Alho-poró{}\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Doduo',      \n                text = {\n                    \"Primeiras {C:attention}2{} cartas de {C:attention}face{} jogadas\",\n                    \"dão {C:mult}+#1#{} Mult quando pontuadas\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Dodrio',\n                text = {\n                    \"Primeiras {C:attention}3{} cartas de {C:attention}face{} jogadas\",\n                    \"dão {C:mult}+#1#{} Mult quando pontuadas\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Se a mão de pontuação for \",\n                    \"{C:attention}exatamente 3 cartas de face{} ganha\",\n                    \"{C:attention}+#2#{} tamanho de mão esta rodada\"\n                    \n                } \n            },\n            j_poke_seel = {\n                name = 'Seel',      \n                text = {\n                    \"{C:green}#1# em #2#{} chance de adicionar um\",\n                    \"{C:attention}selo{} aleatório à primeira carta pontuada\",\n                    \"na {C:attention}primeira mão{} da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Dewgong',      \n                text = {\n                    \"Adiciona um {C:attention}selo{} aleatório à\",\n                    \"carta pontuada mais à esquerda na\",\n                    \"{C:attention}primeira mão{} da rodada\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Grimer',      \n                text = {\n                    \"{C:mult}+#1#{} Mult se tamanho do baralho > {C:attention}#3#{}\",\n                    \"Adiciona uma carta de jogo aleatória\",\n                    \"ao baralho no final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_muk = {\n                name = 'Muk',      \n                text = {\n                    \"{C:mult}+#1#{} Mult por carta acima de {C:attention}#2#{} no seu baralho\",\n                    \"{br:4}ERRO - CONTATE STEAK\",\n                    \"No final da rodada, remove {C:attention}1{} carta aleatória\",\n                    \"do baralho então adiciona {C:attention}2{} cartas aleatórias\",\n                    \"{C:inactive}(Atualmente {C:mult}+#3#{} {C:inactive}Mult){}\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Shellder',      \n                text = {\n                    \"Se a mão tiver {C:attention}5{} cartas pontuadas,\",\n                    \"cada uma tem {C:green}#1# em #2#{} chance\",\n                    \"de {C:attention}reativar{}\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Água{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Cloyster',      \n                text = {\n                    \"Se a mão tiver {C:attention}5{} cartas pontuadas,\",\n                    \"cada uma tem {C:green}#1# em #2#{} chance\",\n                    \"de {C:attention}reativar{}\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Gastly',      \n                text = {\n                    \"{C:green}#1# em #2#{} chance de {C:attention}substituir{} a\",\n                    \"edição de um {C:attention}Coringa{} aleatório por\",\n                    \"{C:dark_edition}Negativa{} no final da rodada\",\n                    \"{S:1.1,C:red,E:2}autodestrói{}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_haunter = {\n                name = 'Haunter',      \n                text = {\n                    \"{C:green}#1# em #2#{} chance de {C:attention}substituir{} a\",\n                    \"edição de um {C:attention}Coringa{} aleatório por\",\n                    \"{C:dark_edition}Negativa{} no final da rodada\",\n                    \"{S:1.1,C:red,E:2}autodestrói{}\",\n                    \"{C:inactive,s:0.8}(Evolui com um {C:attention,s:0.8}Cabo de Ligação{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Gengar',      \n                text = {\n                    \"{C:attention}Substitui{} a edição de um\",\n                    \"{C:attention}Coringa{} aleatório por\",\n                    \"{C:dark_edition}Negativa{} em {C:dark_edition}#1#{} rodadas\",\n                    \"{C:inactive,s:0.8}(Gengar escolhe um novo número!){}\",\n                    \"{C:inactive,s:0.8}(Exclui Gengars){}\",\n                } \n            },\n            j_poke_mega_gengar = {\n                name = 'Mega Gengar',      \n                text = {\n                    \"Cria uma {C:dark_edition}Negativa{} {C:attention}tag{} quando\",\n                    \"{C:attention}Small Blind{} ou {C:attention}Big Blind{} é selecionado\",\n                } \n            },\n            j_poke_onix = {\n                name = 'Onix',      \n                text = {\n                    \"A carta pontuada mais à esquerda da\",\n                    \"{C:attention}primeira mão{} da rodada\",\n                    \"se torna uma carta {C:attention}Pedra{}\",\n                    \"{C:inactive,s:0.8}(Evolui com um adesivo {C:metal,s:0.8}Metálico{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Drowzee',      \n                text = {\n                    \"{X:mult,C:white}X#2#{} Mult por carta\",\n                    \"{C:planet}Planeta{} única usada nesta partida\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui após jogar {C:planet,s:0.8}#3#{C:inactive,s:0.8} cartas planeta únicas)\",\n                } \n            },\n            j_poke_hypno = {\n                name = 'Hypno',      \n                text = {\n                    \"{C:attention}Segurando {C:spectral}Transe{}\",\n                    \"{X:mult,C:white}X#2#{} Mult por carta\",\n                    \"{C:planet}Planeta{} única usada nesta partida\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Krabby',      \n                text = {\n                    \"Cartas de {C:attention}face{} jogadas dão\",\n                    \"{C:chips}+#1#{} Fichas quando pontuadas\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Kingler',      \n                text = {\n                    \"Todas as cartas de {C:attention}face{} jogadas dão\",\n                    \"{C:chips}+#1#{} Fichas quando pontuadas e se tornam\",\n                    \"cartas {C:attention}Bônus{} se não aprimoradas\",\n                } \n            },\n\t\t\tj_poke_voltorb = {\n                name = 'Voltorb',\n                text = {\n                    \"{C:attention}Volátil Direito{}\",\n                    \"{X:mult,C:white} X#1# {} Mult então\",\n                    \"nerfa a si mesmo esta rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_electrode = {\n                name = 'Electrode',\n                text = {\n                    \"{C:attention}Volátil Direito{}\",\n                    \"{X:mult,C:white} X#1# {} Mult e ganhe {C:money}$#2#{}\",\n                    \"então nerfa a si mesmo esta rodada\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Exeggcute',\n                text = {\n                    \"Cartas {C:hearts}#2#{} jogadas dão\",\n                    \"{C:mult}+#1#{} Mult quando pontuadas\",\n                    \"{C:green}#4# em #5#{} chance de\",\n                    \"{C:mult}+#3#{} Mult em vez disso\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Folha{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Exeggutor',\n                text = {\n                    \"Cartas {C:hearts}#3#{} jogadas dão\",\n                    \"{C:mult}+#1#{} Mult quando pontuadas\",\n                    \"{C:green}#4# em #5#{} chance de\",\n                    \"{X:mult,C:white}X#2#{} Mult em vez disso\",\n                } \n            },\n            j_poke_cubone = {\n                name = 'Cubone',\n                text = {\n                    \"{C:attention}Segurando {C:item}Clube Grosso{}\",\n                    \"Dá {C:mult}+#1#{} Mult para\",\n                    \"cada {C:attention}consumível segurado{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}Clubes Grossos{C:inactive,s:0.8} contam como double){}\",\n                    \"{C:inactive}(Atualmente {C:mult}+#2#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui após usar {C:attention,s:0.8}#3#{C:inactive,s:0.8} consumíveis)\",\n                } \n            },\n            j_poke_marowak = {\n                name = 'Marowak',\n                text = {\n                    \"{C:attention}+#2#{} slots de consumível\",\n                    \"Dá {X:mult,C:white} X#1# {} Mult para\",\n                    \"cada {C:attention}consumível segurado{}\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}Clubes Grossos{C:inactive,s:0.8} contam como double){}\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white} X#3# {C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Hitmonlee',\n                text = {\n                    \"{X:mult,C:white}X#1#{} Mult para cada carta\",\n                    \"abaixo de {C:attention}#2#{} no seu baralho completo\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Hitmonchan',\n                text = {\n                    \"{X:mult,C:white}X#1#{} Mult para cada carta\",\n                    \"acima de {C:attention}#2#{} no seu baralho completo\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Lickitung',\n                text = {\n                    \"Primeiro e segundo {C:attention}Valete{} jogados\",\n                    \"dão {X:mult,C:white} X#1# {} Mult quando pontuados\",\n                    \"{C:inactive,s:0.8}(Evolui após acionar {C:attention,s:0.8}#2#{C:inactive,s:0.8} vezes)\",\n                } \n            },\n            j_poke_koffing = {\n                name = 'Koffing',\n                text = {\n                    \"Venda esta carta para reduzir o\",\n                    \"requisito de pontuação do\",\n                    \"{C:attention}Blind Chefe{} atual pela {C:attention}metade{}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_weezing = {\n                name = 'Weezing',\n                text = {\n                    \"Venda esta carta para {C:attention}desativar{} o\",\n                    \"{C:attention}Blind Chefe{} atual e reduzir\",\n                    \"o requisito de pontuação pela {C:attention}metade{}\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Rhyhorn',\n                text = {\n                    \"Cada carta {C:attention}Pedra{} jogada\",\n                    \"ganha permanentemente\",\n                    \"{C:chips}+#1#{} Fichas quando pontuada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Rhydon',\n                text = {\n                    \"Cada carta {C:attention}Pedra{} jogada ganha\",\n                    \"permanentemente {C:chips}+#1#{} Fichas quando pontuada\",\n                    \"{br:4}ERRO - CONTATE STEAK\",\n                    \"Reativa a {C:attention}primeira{} carta {C:attention}Pedra{} pontuada\",\n                    \"{C:inactive,s:0.8}(Evolui com um {C:attention,s:0.8}Cabo de Ligação{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Chansey',\n                text = {\n                    \"As primeiras {C:attention}#1#{C:inactive} [#2#]{} vezes que uma carta {C:attention}Sortuda{} aciona\",\n                    \"cada rodada, adiciona uma cópia permanente ao\",\n                    \"seu baralho e a compra para a {C:attention}Mão{}\",\n                    \"{C:inactive,s:0.8}(Evolui quando baralho tem >= 25% de cartas {C:attention,s:0.8}Sortudas{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Tangela',\n                text = {\n                    \"Cartas {C:attention}Wild{} jogadas dão\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Fichas ou {C:money}$#3#{}\",\n                    \"{C:green}#4# em #5#{} chance para {C:attention}todos os três{}\",\n                    \"{C:inactive,s:0.8}(Evolui após pontuar {C:attention,s:0.8}#6# Cartas Wild{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Kangaskhan',\n                text = {\n                    \"{C:attention}+#1#{} slots de consumível\",\n                    \"{C:mult}-$#2#{} limite de juros\",\n                } \n            },\n            j_poke_mega_kangaskhan = {\n                name = 'Mega Kangaskhan',\n                text = {\n                    \"{C:attention}Reativa{} todas as cartas jogadas\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"Cria uma {C:attention}Tag Dupla{} no\",\n                    \"final da rodada se pelo menos\",\n                    \"{C:attention}#1# Consumíveis{} usados esta rodada\",\n                    \"{C:inactive}(Atualmente {C:attention}#2#{C:inactive} Consumíveis usados)\"\n                } \n            },\n            j_poke_horsea = {\n                name = 'Horsea',\n                text = {\n                    \"Ganha {C:mult}+#2#{} Mult\",\n                    \"para cada {C:attention}6{}\",\n                    \"na mão de pontuação\",\n                    \"{C:inactive}(Evolui em {C:mult}+#1#{C:inactive} / +12 Mult)\",\n                } \n            },\n            j_poke_seadra = {\n                name = 'Seadra',\n                text = {\n                    \"Ganha {C:mult}+#2#{} Mult para cada {C:attention}6{} pontuado\",\n                    \"Dobrado se um {C:attention}Rei{} estiver segurado na mão\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui com um adesivo {C:dragon,s:0.8}Dragão{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Goldeen',\n                text = {\n                    \"Reativa cada carta {C:attention}Ouro{}\",\n                    \"segurada na mão {C:attention}#1#{} vez\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_seaking = {\n                name = 'Seaking',\n                text = {\n                    \"Reativa cada carta {C:attention}Ouro{}\",\n                    \"segurada na mão {C:attention}#1#{} vezes\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Staryu',\n                text = {\n                    \"Cartas {C:diamonds}#2#{} jogadas dão\",\n                    \"{C:mult}+#1#{} Mult e {C:money}$#3#{} quando pontuadas\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Água{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Starmie',\n                text = {\n                    \"Cartas {C:diamonds}#3#{} jogadas dão\",\n                    \"{C:mult}+#1#{} Mult e {C:money}$#2#{} quando pontuadas\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Mr. Mime',\n                text = {\n                    \"Reativa a carta mais à esquerda\",\n                    \"segurada na mão {C:attention}#1#{} vezes\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Scyther',\n                text = {\n                    \"Quando Blind é selecionado, destrói Coringa\",\n                    \"à direita e ganha {C:mult}+#2#{} Mult\",\n                    \"Ganha {C:dark_edition}Foil{}, {C:dark_edition}Holográfico{} ou {C:dark_edition}Policromático{}\",\n                    \"se era {C:rare}Raro{} ou superior\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui com um adesivo {C:metal,s:0.8}Metálico{C:inactive,s:0.8} ou uma {C:attention,s:0.8}Pedra Dura{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_jynx = {\n                name = 'Jynx',\n                text = {\n                    \"Quando {C:attention}Blind{} é selecionado,\",\n                    \"ganha {C:attention}+#1#{} tamanho de mão se\",\n                    \"tamanho do baralho >= {C:attention}#2#{}\",\n                    \"{br:4}ERRO - CONTATE STEAK\",\n                    \"{C:attention}Cartas de jogo{} adicionadas ao\",\n                    \"seu baralho são {C:attention}duplicadas{}\",\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Electabuzz',\n                text = {\n                    \"Ganha {C:money}$#1#{} de {C:attention}valor de venda{} quando uma carta\",\n                    \"é vendida e no final da rodada\",\n                    \"{br:3.5}ERRO - CONTATE STEAK\",\n                    \"Ganhe {C:attention}#2#%{} do valor de venda deste Coringa\",\n                    \"no final da rodada {C:inactive}(arredondado para cima){}\",\n                    \"{C:inactive}(Atualmente ganha {C:money}$#3#{C:inactive}/$#4# Máx)\",\n                    \"{C:inactive,s:0.8}(Evolui com um {C:attention,s:0.8}Cabo de Ligação{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Magmar',\n                text = {\n                    \"Se o {C:attention}primeiro descarte{} da rodada tiver apenas\",\n                    \"{C:attention}1{} carta, destrói-a e ganha {C:mult}+#2#{} Mult\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui com um {C:attention,s:0.8}Cabo de Ligação{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Pinsir',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult se uma carta pontuada\",\n                    \"tem o {C:attention}mesmo rank{} que\",\n                    \"uma carta {C:attention}segurada na mão{}\"\n                } \n            },\n            j_poke_mega_pinsir = {\n                name = 'Mega Pinsir',\n                text = {\n                    \"Cartas {C:attention}não aprimoradas{} jogadas\",\n                    \"dão {X:mult,C:white} X#1# {} Mult quando pontuadas\",\n                } \n            },\n            j_poke_tauros = {\n                name = 'Tauros (Líder)',\n                text = {\n                    \"Coringas {C:attention}Tauros{} e {C:attention}Miltank{}\",\n                    \"dão {X:mult,C:white} X#1# {} Mult cada\",\n                    \"{br:4}ERRO - CONTATE STEAK\",\n                    \"Rerolls têm {C:green}#2# em #3#{} chance\",\n                    \"de adicionar um {C:attention}Tauros (Rebanho){} à loja\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Tauros (Rebanho)',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Magikarp',\n                text = {\n                    \"{C:chips}+#2#{} Ficha\",\n                    \"Aplica {C:attention}Respingo{}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Gyarados',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_mega_gyarados = {\n                name = 'Mega Gyarados',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult\",\n                    \"{br:1.5}ERRO - CONTATE STEAK\",\n                    \"Desativa efeito de\",\n                    \"cada {C:attention}Blind Chefe{}\"\n                } \n            },\n            j_poke_lapras = {\n                name = 'Lapras',\n                text = {\n                    \"{C:chips}+#2#{} Fichas para cada\",\n                    \"{C:attention}Blind{} pulado nesta partida\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Visita a {C:attention}loja{}\",\n                    \"após pular\",\n                    \"{C:inactive}(Atualmente {C:chips}+#1# {C:inactive}Fichas)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Ditto',\n                text = {\n                    \"{C:attention}Transforma-se{} no Coringa mais à esquerda\",\n                    \"com {C:attention}Perishable{}\",\n                    \"e um adesivo {C:colorless}Incolor{}\",\n                    \"no final da loja\",\n                    \"{C:inactive,s:0.8}(Exclui Dittos)\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Eevee',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui com...muito)\",\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Vaporeon',\n                text = {\n                    \"Cada {C:attention}carta{} jogada\",\n                    \"ganha permanentemente\",\n                    \"{C:chips}+#1#{} Fichas quando pontuada\",\n                    \"{C:attention}Dobrado{} para cartas {C:attention}Bônus{}\"\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Jolteon',\n                text = {\n                    \"Ganhe {C:money}$#1#{} para cada\",\n                    \"carta {C:attention}Ouro{} descartada\",\n                } \n            },\n            j_poke_flareon = {\n                name = 'Flareon',\n                text = {\n                    \"Primeira carta {C:attention}Mult{}\",\n                    \"{C:attention}segurada{} na mão\", \n                    \"dá {X:mult,C:white} X#1# {} Mult\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Porygon',\n                text = {\n                    \"{C:pink}+1{} Limite de Energia\",\n                    \"Cria uma carta {C:pink}Energia{} quando\",\n                    \"qualquer {C:attention}Pacote de Reforço{} é aberto\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:metal,s:0.8}Melhoria{C:inactive,s:0.8})\",\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Omanyte',\n                text = {\n                    \"{C:attention}Antigo #1#s{}\",\n                    \"{X:attention,C:white}1+{} : Cria uma carta {C:tarot}Tarot{}\",\n                    \"{X:attention,C:white}2+{} : Ganhe {C:money}$#2#{}\",\n                    \"{X:attention,C:white}3+{} : Cria uma carta {C:item}Item{} {C:inactive,s:0.7}(Acione {C:attention,s:0.7}#3#{C:inactive,s:0.7} vezes para evoluir)\",\n                    \"{C:inactive,s:0.8}(É necessário espaço)\",\n                } \n            },\n            j_poke_omastar = {\n                name = 'Omastar',\n                text = {\n                    \"{C:attention}Antigo #1#s{}\",\n                    \"{X:attention,C:white}1+{} : Cria uma carta {C:tarot}Tarot{}\",\n                    \"{X:attention,C:white}2+{} : Ganhe {C:money}$#2#{}\",\n                    \"{X:attention,C:white}3+{} : Cria uma carta {C:item}Item{}\",\n                    \"{C:inactive,s:0.8}(É necessário espaço)\",\n                    \"{X:attention,C:white}4+{} : Cria uma {C:attention}tag{} uma vez por rodada{C:inactive}#3#{}\",\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Kabuto',\n                text = {\n                    \"{C:attention}Antigo #1#s{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} Fichas\",\n                    \"{X:attention,C:white}2+{} : {}Cartas {C:attention}#1#s{} pontuadas ganham permanentemente {C:chips}+#3#{} Fichas\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} Fichas {C:inactive,s:0.8}(Acione {C:attention,s:0.8}#5#{C:inactive,s:0.8} vezes para evoluir)\",\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Kabutops',\n                text = {\n                    \"{C:attention}Antigo #1#s{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{} Fichas\",\n                    \"{X:attention,C:white}2+{} : {}Cartas {C:attention}#1#s{} pontuadas ganham permanentemente {C:chips}+#3#{} Fichas\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} Fichas\",\n                    \"{X:attention,C:white}4+{} : {}Reativa todos os {C:attention}#1#s{} jogados\",\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Aerodactyl',\n                text = {\n                    \"{C:attention}Antigo #1#s{}\",\n                    \"{X:attention,C:white}1+{} : {X:mult,C:white}X#2#{} Mult\",\n                    \"{X:attention,C:white}2+{} : Ganha {X:mult,C:white}X#3#{} Mult\",\n                    \"{X:attention,C:white}3+{} : O primeiro {C:attention}#1#{} não aprimorado pontuado\",\n                    \"se torna uma carta {C:attention}Vidro{}\",\n                    \"{X:attention,C:white}4+{} : {C:attention}Dobra{} o {X:mult,C:white}X{} Mult deste Coringa\",\n                    \"{C:inactive}(Reinicia no final da rodada){}\",\n                } \n            },\n            j_poke_mega_aerodactyl = {\n                name = 'Mega Aerodactyl',\n                text = {\n                    \"{C:attention}#1#s{} jogados dão {X:mult,C:white} X#2# {} Mult para cada\",\n                    \"{C:attention}#1#{} na mão jogada quando pontuados\",\n                    \"{br:3.5}ERRO - CONTATE STEAK\",\n                    \"{C:green}#3# em #4#{} chance para cada\",\n                    \"{C:attention}#1#{} jogado ser destruído\",\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Snorlax',\n                text = {\n                    \"{C:attention}Segurando {C:item}Sobras{}\",\n                    \"No final da rodada ganha {X:mult,C:white}X#1#{} Mult\",\n                    \"para cada {C:attention}Sobras{} que você tem\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white} X#2# {C:inactive} Mult)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Articuno',\n                text = {\n                    \"Adiciona {C:attention}Foil{} e um {C:attention}selo{}\",\n                    \"à carta pontuada mais à esquerda\",\n                    \"na mão jogada\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Zapdos',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult para\",\n                    \"cada {C:money}$#2#{} que você tem\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Moltres',\n                text = {\n                    \"Melhora a primeira {C:attention}mão de poker{}\",\n                    \"descartada cada rodada\",\n                    \"em {C:attention}3{} níveis\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'Dratini',\n                text = {\n                    \"Ganha {C:mult}+#2#{} Mult\",\n                    \"se a mão jogada tiver\",\n                    \"{C:attention}#3#{} ou menos cartas\",\n                    \"{C:inactive}(Evolui em {C:mult}+#1#{C:inactive} / +#4# Mult)\",\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Dragonair',\n                text = {\n                    \"Ganha {C:mult}+#2#{} Mult\",\n                    \"se a mão jogada tiver\",\n                    \"{C:attention}#3#{} ou menos cartas\",\n                    \"{C:inactive}(Evolui em {C:mult}+#1#{C:inactive} / +#4# Mult)\",\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Dragonite',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{br:1.6}ERRO - CONTATE STEAK\",\n                    \"Reativa carta jogada {C:attention}#2#{} vezes\",\n                    \"se a mão jogada for\",\n                    \"exatamente {C:attention}1{} carta\"\n                } \n            },\n\t\t\tj_poke_mewtwo = {\n                name = 'Mewtwo',\n                text = {\n                    \"Quando {C:attention}Blind Chefe{} é derrotado, cria uma\",\n                    \"{C:dark_edition}Policromática{} {C:attention}cópia{} do Coringa mais à\",\n                    \"{C:attention}esquerda{} e {C:pink}Energiza{} a {C:attention}cópia{}\",\n                    \"então destrói o Coringa mais à {C:attention}esquerda{}\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"Coringas {C:dark_edition}Policromáticos{} dão {X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Não pode destruir a si mesmo)\",\n                } \n            },\n            j_poke_mega_mewtwo_x = {\n                name = \"Mega Mewtwo X\",\n                text = {\n                    \"Todos os Coringas dão {X:mult,C:white} X#1# {} Mult\",\n                } \n            },\n            j_poke_mega_mewtwo_y = {\n                name = \"Mega Mewtwo Y\",\n                text = {\n                    \"{C:pink}Energiza{} o coringa mais à esquerda {C:attention}duas vezes{}\",\n                    \"no final da loja\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:pink}+1{} Limite de Energia quando\",\n                    \"{C:attention}Blind Chefe{} é derrotado\",\n                    \"{C:inactive}(Não pode {C:pink}Energizar{C:inactive} a si mesmo)\",\n                } \n            },\n            j_poke_mew = {\n                name = 'Mew',\n                text = {\n                    \"No final da {C:attention}loja{},\",\n                    \"cria uma carta {C:dark_edition}Negativa{} {C:tarot}Tarot{},\",\n                    \"{C:spectral}Espectral{} ou {C:item}Item{}\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"{C:green}#1#%{} chance de criar um\",\n                    \"Coringa {C:dark_edition}Negativo{} {C:attention}em vez disso{}\",\n                    \"{C:inactive,s:0.8}(Chances não podem ser aumentadas){}\",\n                } \n            },\n            j_poke_chikorita = {\n                name = 'Chikorita',\n                text = {\n                    \"{C:attention}+#1#{} tamanho de mão\",\n                    \"Cada carta {C:attention}segurada{} na mão\",\n                    \"além da {C:attention}quarta{} ganha\",\n                    \"{C:money}$#2#{} no final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_bayleef = {\n                name = 'Bayleef',\n                text = {\n                    \"{C:attention}+#1#{} tamanho de mão\",\n                    \"Cada carta {C:attention}segurada{} na mão\",\n                    \"além da {C:attention}segunda{} ganha\",\n                    \"{C:money}$#2#{} no final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_meganium = {\n                name = 'Meganium',\n                text = {\n                    \"{C:attention}+#1#{} tamanho de mão\",\n                    \"Cada carta {C:attention}segurada na mão{}\",\n                    \"ganha {C:money}$#2#{} no final da rodada\",\n                }\n            },\n            j_poke_cyndaquil = {\n                name = 'Cyndaquil',\n                text = {\n                    \"{C:red}+#1#{} descarte\",\n                    \"{C:mult}+#2#{} Mult para cada\",\n                    \"{C:attention}descarte{} restante\",\n                    \"{C:inactive}(Atualmente {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_quilava = {\n                name = 'Quilava',\n                text = {\n                    \"{C:red}+#1#{} descarte\",\n                    \"{C:mult}+#2#{} Mult para cada\",\n                    \"{C:attention}descarte{} restante\",\n                    \"{C:inactive}(Atualmente {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_typhlosion = {\n                name = 'Typhlosion',\n                text = {\n                    \"{C:red}+#1#{} descarte\",\n                    \"{C:mult}+#2#{} Mult e {X:mult,C:white} X#3# {} Mult para\",\n                    \"cada {C:attention}descarte{} restante\",\n                    \"{C:inactive}(Atualmente {C:mult}+#4#{C:inactive} Mult e {X:mult,C:white} X#5# {C:inactive} Mult)\",\n                }\n            },\n            j_poke_totodile = {\n                name = 'Totodile',\n                text = {\n                    \"{C:blue}+#1#{} mão\",\n                    \"{C:chips}+#2#{} Fichas para cada carta\",\n                    \"jogada esta rodada\",\n                    \"{C:inactive}(Atualmente {C:chips}+#3#{C:inactive} Fichas)\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#4#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_croconaw = {\n                name = 'Croconaw',\n                text = {\n                    \"{C:blue}+#1#{} mão\",\n                    \"{C:chips}+#2#{} Fichas para cada carta\",\n                    \"jogada esta rodada\",\n                    \"{C:inactive}(Atualmente {C:chips}+#3#{C:inactive} Fichas)\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#4#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_feraligatr = {\n                name = 'Feraligatr',\n                text = {\n                    \"{C:blue}+#1#{} mão\",\n                    \"{C:chips}+#2#{} Fichas para cada carta\",\n                    \"jogada esta rodada\",\n                    \"{C:inactive}(Atualmente {C:chips}+#3#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_sentret = {\n                name = 'Sentret',\n                text = {\n                    \"{C:mult}+#2#{} Mult por\",\n                    \"mão {C:attention}consecutiva{} jogada que\",\n                    \"não é a última mão jogada\",\n                    \"{C:inactive}(Última mão: {C:attention}#3#{C:inactive})\",\n                    \"{C:inactive}(Evolui em {C:mult}+#1#{C:inactive} / +15 Mult)\",\n                }\n            },\n            j_poke_furret = {\n                name = 'Furret',\n                text = {\n                    \"{C:mult}+#2#{} Mult quando a mão jogada\",\n                    \"não é a última mão jogada\",\n                    \"{C:inactive}(Última mão: {C:attention}#3#{C:inactive})\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{} {C:inactive}Mult)\",\n                }  \n            },\n            j_poke_hoothoot = {\n                name = 'Hoothoot',\n                text = {\n                    \"{C:purple}+#1# Previsão\",\n                    \"Cada carta {C:attention}Prevista{}\",\n                    \"dá suas fichas totais\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_noctowl = {\n                name = 'Noctowl',\n                text = {\n                    \"{C:purple}+#1# Previsão\",\n                    \"Cada carta {C:attention}Prevista{}\",\n                    \"dá suas fichas totais\",\n                }\n            },\n            j_poke_ledyba = {\n                name = \"Ledyba\",\n                text = {\n                  \"{C:mult}+#1#{} Mult para cada {C:attention}5{} cartas\",\n                  \"restantes no baralho\",\n                  \"{C:inactive}(Atualmente {C:mult}+#3#{C:inactive} Mult)\",\n                  \"{C:inactive}(Evolui após {C:attention}#2#{C:inactive} rodadas)\",\n                }\n            },\n            j_poke_ledian = {\n                name = \"Ledian\",\n                text = {\n                  \"{C:mult}+#1#{} Mult para cada {C:attention}3{} cartas\",\n                  \"restantes no baralho\",\n                  \"{C:inactive}(Atualmente {C:mult}+#2#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_spinarak = {\n                name = \"Spinarak\",\n                text = {\n                  \"{C:chips}+#1#{} Fichas\",\n                  \"{C:green}#2# em #3#{} para {C:chips}+#5#{} Fichas em vez disso\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention}#4#{C:inactive} rodadas)\",\n                }\n            },\n            j_poke_ariados = {\n              name = \"Ariados\",\n              text = {\n                \"{C:chips}+#1#{} Fichas\",\n                \"{C:green}#2# em #3#{} para {C:chips}+#4#{} Fichas em vez disso\",\n              }\n            },\n            j_poke_crobat = {\n                name = 'Crobat',\n                text = {\n                    \"Ganha {C:chips}+#4#{} por cartas {C:attention}Bônus{} / {C:attention}Pedra{} pontuadas\",\n                    \"{C:mult}+#2#{} por cartas {C:attention}Mult{} / {C:attention}Wild{} pontuadas\",\n                    \"{X:mult,C:white}X#6#{} por cartas {C:attention}Aço{} / {C:attention}Vidro{} pontuadas\",\n                    \"{C:money}$#8#{} por cartas {C:attention}Ouro{} / {C:attention}Sortuda{} pontuadas\",\n                    \"Então {C:attention}Randomiza{} {C:dark_edition}Aprimoramentos{} da carta pontuada\",\n                    \"{C:inactive}(Atualmente {C:chips}+#3#{}, {C:mult}+#1#{}, {X:mult,C:white}X#5#{}, {C:money}$#7#{C:inactive} final da rodada)\"\n                } \n            },\n            j_poke_chinchou = {\n                name = \"Chinchou\",\n                text = {\n                  \"Dá {C:chips}+#1#{} Fichas e ganha {C:money}$#2#{}\",\n                  \"se a mão de pontuação contiver um {C:attention}Par\",\n                  \"{C:inactive}(Evolui após {C:attention}#3#{C:inactive} rodadas)\",\n                }\n            },\n            j_poke_lanturn = {\n                name = \"Lanturn\",\n                text = {\n                  \"Dá {C:chips}+#1#{} Fichas e ganha {C:money}$#2#{}\",\n                  \"se a mão de pontuação contiver um {C:attention}Par\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"{C:chips}+#3#{} Fichas extra por Coringa {X:water,C:white}Água{}\",\n                  \"{C:money}$#4#{} extra por Coringa {X:lightning,C:black}Raio{}\",\n                  \"{C:inactive}(Atualmente {C:chips}+#6#{C:inactive} Fichas e {C:money}$#5#{C:inactive})\"\n                }\n            },\n            j_poke_pichu = {\n                name = 'Pichu',\n                text = {\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#2# {} Mult\",\n                    \"Ganhe {C:money}$#1#{} no\",\n                    \"final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Cleffa',\n                text = {\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"Cria uma cópia {C:dark_edition}Negativa{} de\",\n                    \"{C:attention}A Lua{} no final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Igglybuff',\n                text = {\n                    \"{C:attention}Baby{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"Cria uma cópia {C:dark_edition}Negativa{} de\",\n                    \"{C:attention}O Mundo{} no final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_togepi = {\n                name = 'Togepi',\n                text = {\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_togetic = {\n                name = 'Togetic',\n                text = {\n                    \"{C:attention}Cartas Sortudas{} têm\",\n                    \"{C:green}#1# em #2#{} chance de dar {C:chips}+#4#{} Fichas\",\n                    \"e {C:green}#1# em #3#{} chance de dar {X:mult,C:white}X#5#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui com uma carta {C:attention,s:0.8}Pedra Brilhante{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_natu = {\n                name = 'Natu',\n                text = {\n                    \"Cartas {C:planet}Planeta{} dão um nível extra\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_xatu = {\n                name = 'Xatu',\n                text = {\n                    \"Cartas {C:planet}Planeta{} dão um nível extra\",\n                    \"{C:planet}Pacotes Celestiais{} contêm toda carta {C:planet}Planeta{}\",\n                }\n            },\n            j_poke_mareep = {\n                name = \"Mareep\",\n                text = {\n                  \"Ganha {X:mult,C:white}X#2#{} Mult quando uma ou mais\",\n                  \"{C:attention}cartas de jogo{} são {C:attention}adicionadas{} ao baralho\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Perde {X:mult,C:white}X#3#{} Mult quando uma ou mais\",\n                  \"{C:attention}cartas de jogo{} são {C:attention}destruídas\",\n                  \"{C:inactive}(Evolui em {X:mult,C:white}X#1#{C:inactive} / X#4# Mult)\",\n                }\n            },\n            j_poke_flaaffy = {\n                name = \"Flaaffy\",\n                text = {\n                  \"Ganha {X:mult,C:white}X#2#{} Mult quando uma ou mais\",\n                  \"{C:attention}cartas de jogo{} são {C:attention}adicionadas{} ao baralho\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Perde {X:mult,C:white}X#3#{} Mult quando uma ou mais\",\n                  \"{C:attention}cartas de jogo{} são {C:attention}destruídas\",\n                  \"{C:inactive}(Evolui em {X:mult,C:white}X#1#{C:inactive} / X#4# Mult)\",\n                }\n            },\n            j_poke_ampharos = {\n                name = \"Ampharos\",\n                text = {\n                  \"Ganha {X:mult,C:white}X#2#{} Mult quando uma ou mais\",\n                  \"{C:attention}cartas de jogo{} são {C:attention}adicionadas{} ao baralho\",\n                  \"{C:inactive}(Atualmente {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_mega_ampharos = {\n                name = \"Mega Ampharos\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} Mult\",\n                  \"Quando Blind é selecionado, aumenta\",\n                  \"tamanho de mão para {C:attention}metade{} do seu\",\n                  \"tamanho do baralho então perde todos\",\n                  \"descartes e todas exceto {C:attention}1{} mão\",\n                  \"{C:inactive}(arredondado para cima, atualmente {C:attention}#2#{C:inactive})\"\n                }\n            },\n            j_poke_marill = {\n                name = 'Marill',\n                text = {\n                    \"{X:mult,C:white}X#2#{} Mult se a mão jogada\",\n                    \"contiver uma carta {C:attention}não aprimorada{} pontuada\",\n                    \"e uma carta {C:attention}aprimorada{} pontuada\",\n                    \"{C:inactive,s:0.8}(Evolui após pontuar {C:attention,s:0.8}#1# Cartas Bônus{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_azumarill = {\n                name = 'Azumarill',\n                text = {\n                    \"{X:mult,C:white}X#1#{} Mult\",\n                    \"Dá {X:mult,C:white}X{} Mult dobrado se a mão jogada\",\n                    \"contiver uma carta {C:attention}não-Bônus{} pontuada\",\n                    \"e uma carta {C:attention}Bônus{} pontuada\"\n                }\n            },\n            j_poke_sudowoodo = {\n                name = \"Sudowoodo\",\n                text = {\n                  \"Reativa todas as cartas de {C:attention}face{}\",\n                  \"{C:attention}jogadas{} e {C:attention}seguradas{}\",\n                }\n            },\n            j_poke_weird_tree = {\n                name = \"Árvore Estranha\",\n                text = {\n                  \"{C:attention}Modificador de Tipo: {X:grass,C:white}Grama{}\",\n                  \"{C:}Transforma-se{} no final da rodada\",\n                  \"se este Coringa não for\",\n                  \"do tipo {X:grass,C:white}Grama{} ou você\",\n                  \"tiver um tipo {X:water,C:white}Água{}\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Bellossom',\n                text = {\n                    \"Cartas jogadas com rank {C:attention}Ímpar{}\",\n                    \"dão {C:mult}+#1#{} Mult ou se tornam\",\n                    \"cartas {C:attention}Wild{} quando pontuadas\",\n                    \"Se já for {C:attention}Wild{}, adiciona edição {C:dark_edition}Foil{},\",\n                    \"{C:dark_edition}Holográfica{} ou {C:dark_edition}Policromática{}\"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Politoed',\n                text = {\n                    \"Cartas {V:1}#2#{} jogadas dão {C:mult}+#1#{} Mult quando pontuadas\",\n                    \"{br:5}ERRO - CONTATE STEAK\",\n                    \"Reativa cartas {V:1}#2#{} baseado em\",\n                    \"quantos Coringas {X:water,C:white}Água{} você tem\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{C:inactive,s:0.8} Reativação(ões) divididas igualmente entre cartas pontuadas){}\",\n                    \"{s:0.8}Naipe cicla após pontuar {C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\",\n                } \n            },\n            j_poke_hoppip = {\n                name = 'Hoppip',\n                text = {\n                    \"{C:attention}+#1#{} tamanho de mão\",\n                    \"Primeiras duas {C:attention}cartas descartadas{} se tornam {C:dark_edition}Wild{}\",\n                    \"{S:1.1,C:red,E:2}autodestrói-se{} ao descartar\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_skiploom = {\n                name = 'Skiploom',\n                text = {\n                    \"{C:attention}+#1#{} tamanho de mão\",\n                    \"Primeiras três {C:attention}cartas descartadas{} se tornam {C:dark_edition}Wild{}\",\n                    \"{S:1.1,C:red,E:2}autodestrói-se{} ao descartar\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_jumpluff = {\n                name = 'Jumpluff',\n                text = {\n                    \"{C:attention}+#1#{} tamanho de mão\",\n                    \"Todas as {C:attention}cartas descartadas{} se tornam {C:dark_edition}Wild{}\",\n                    \"{S:1.1,C:red,E:2}autodestrói-se{} ao descartar\",\n                }\n            },\n            j_poke_aipom = {\n              name = \"Aipom\",\n              text = {\n                \"{C:attention}-#3#{} limite de seleção de carta\",\n                \"{C:inactive}(limites de jogar/descartar)\",\n                \"{br:2}ERRO - CONTATE STEAK\",\n                \"Todos os {C:attention}Flushes{} e {C:attention}Straights{} podem\",\n                \"ser feitos com {C:attention}3{} cartas\",\n                \"{C:inactive,s:0.8}(Evolui após jogar {C:attention,s:0.8}#1#{C:inactive,s:0.8} Straights e {C:attention,s:0.8}#2#{C:inactive,s:0.8} Flushes){}\"\n              }\n            },\n            j_poke_sunkern = {\n                name = 'Sunkern',\n                text = {\n                    \"Ganhe {C:money}$#1#{} quando {C:attention}Blind{} é selecionado\",\n                    \"e quando mão é {C:attention}jogada{}\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Sol{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_sunflora = {\n                name = 'Sunflora',\n                text = {\n                    \"Ganhe {C:money}$#1#{} quando {C:attention}Blind{} é selecionado,\",\n                    \"mão é {C:attention}jogada{}, mão é {C:attention}descartada{},\",\n                    \"consumível é {C:attention}usado{} e no final da rodada\",\n                }\n            },\n            j_poke_wooper = {\n                name = \"Wooper\",\n                text = {\n                  \"{C:mult}+#1#{} Mult\",\n                  \"{C:mult}-#3#{} Mult para cada carta de {C:attention}face{}\",\n                  \"restante no {C:attention}baralho\",\n                  \"{C:inactive}(Atualmente {C:mult}+#4#{C:inactive} Mult)\",\n                  \"{C:inactive}(Evolui após {C:attention}#2#{C:inactive} rodadas)\",\n                }\n            },\n            j_poke_quagsire = {\n                name = \"Quagsire\",\n                text = {\n                  \"{C:mult}+#1#{} Mult\",\n                  \"{C:mult}-#2#{} Mult para cada carta de {C:attention}face{}\",\n                  \"restante no {C:attention}baralho\",\n                  \"{C:inactive}(Atualmente {C:mult}+#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_yanma = {\n              name = \"Yanma\",\n              text = {\n                \"Cada {C:attention}3{} ou {C:attention}6{} jogado dá\",\n                \"{C:chips}+#2#{} Fichas e {C:mult}+#1#{} Mult quando pontuado\",\n                \"{C:green}#5# em #6#{} chance para {C:chips}+#4#{} Fichas\",\n                \"e {C:mult}+#3#{} Mult em vez disso\",\n                \"{C:inactive,s:0.8}(Evolui após pontuar {C:attention,s:0.8}#7#{C:inactive,s:0.8} 3s ou 6s)\"\n              }\n            },\n            j_poke_espeon = {\n                name = 'Espeon',\n                text = {\n                    \"{C:attention}Reativa{} cada {C:attention}#3#{} jogado\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"Cada carta {V:1}#4#{} pontuada\",\n                    \"dá {X:mult,C:white}X#2#{} Mult\",\n                    \"{C:inactive,s:0.7}Rank e Naipe mudam toda rodada{}\"\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Umbreon',\n                text = {\n                    \"Diminui nível da\",\n                    \"{C:attention}#1#{} descartada\",\n                    \"e adiciona à\",\n                    \"{C:attention}mão de poker{} mais jogada\",\n                    \"{C:inactive,s:0.7}Mão muda toda rodada{}\"\n                } \n            },\n            j_poke_murkrow = {\n              name = \"Murkrow\",\n              text = {\n                \"{X:mult,C:white} X#1# {} Mult para cada\",\n                \"Coringa {X:dark,C:white}Trevas{} que você tem\",\n                \"{C:inactive}(Atualmente {X:mult,C:white} X#2#{C:inactive} Mult)\",\n                \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Crepúsculo{C:inactive,s:0.8})\"\n              }\n            },\n            j_poke_slowking = {\n                name = 'Slowking',\n                text = {\n                    \"{C:attention}Reis{} jogados dão\",\n                    \"{X:mult,C:white}X#1#{} Mult quando pontuados\",\n                    \"Aumenta em {X:mult,C:white}X#2#{} Mult\",\n                    \"quando mão é jogada\",\n                    \"{C:inactive,s:0.8}(Reinicia no final da rodada)\",\n                }\n            },\n            j_poke_misdreavus = {\n                name = 'Misdreavus',\n                text = {\n                    \"Cartas de {C:attention}face{} jogadas perdem permanentemente\",\n                    \"até {C:chips}#1#{} Fichas quando pontuadas\",\n                    \"Ganha as Fichas perdidas\",\n                    \"{C:inactive}(Atualmente {C:chips}+#2#{C:inactive} Fichas)\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Crepúsculo{C:inactive,s:0.8})\",\n                }\n            },\n\t\t\tj_poke_unown = {\n                name = \"Unown\",\n                text = {\n                  \"{C:attention}Natureza:{} {C:inactive}({C:attention}#2#{C:inactive})\",\n                  \"{C:mult}+#1#{} Mult se a mão pontuada\",\n                  \"contiver uma carta {C:attention}Natureza{}\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"{S:1.1,C:red,E:2}autodestrói{} no final da rodada\",\n                }\n            },\n            j_poke_wobbuffet = {\n              name = \"Wobbuffet\",\n              text = {\n                \"Reativa cada\",\n                \"{C:attention}6{}, {C:attention}7{}, {C:attention}8{}, {C:attention}9{} ou {C:attention}10{} jogado\",\n                \"{br:2}ERRO - CONTATE STEAK\",\n                \"{C:attention}Volátil à Esquerda{}\",\n                \"Quando uma blind é selecionada\",\n                \"adiciona {C:attention}Eterno{} ao Joker mais à direita\",\n              }\n            },\n            j_poke_girafarig = {\n              name = \"Girafarig\",\n              text = {\n                \"Primeira e última carta {C:attention}face{}\",\n                \"dão {X:mult,C:white}X#1#{} Mult quando pontuadas\",\n                \"se a mão jogada contiver um {C:attention}Dois Pares{}\",\n                \"{C:inactive,s:0.8}(Evolui após usar uma {C:attention,s:0.8}Morte{C:inactive,s:0.8} em {C:attention,s:0.8}2{C:inactive,s:0.8} cartas face){}\"\n              }\n            },\n            j_poke_pineco = {\n              name = \"Pineco\",\n              text = {\n                \"{C:attention}Volátil à Esquerda{}\",\n                \"{C:chips}+#1#{} Fichas e depois\",\n                \"se debuffa nesta rodada\",\n                \"{C:inactive}(Evolui após {C:attention}#2#{C:inactive} rodadas)\",\n              }\n            },\n            j_poke_forretress = {\n              name = \"Forretress\",\n              text = {\n                \"{C:attention}Volátil à Esquerda{}\",\n                \"{C:chips}+#1#{} Fichas e depois\",\n                \"se debuffa nesta rodada\",\n                \"Dá {C:attention}Dobro{} de Fichas se uma\",\n                \"carta {C:attention}Aço{} for {C:attention}segurada{} na mão\",\n              }\n            },\n            j_poke_dunsparce = {\n                name = 'Dunsparce',\n                text = {\n                  \"{C:inactive}Não faz nada...?\",\n                  \"{S:1.1,C:red,E:2}autodestrói{} no final da loja\",\n                  \"se você {C:green}Rerrolar{}\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_gligar = {\n                name = 'Gligar',\n                text = {\n                    \"Cartas jogadas dão {X:mult,C:white}X#1#{} Mult\",\n                    \"para cada {V:1}#2#{} {C:attention}segurado{} na mão\",\n                    \"{C:inactive, s:0.8}(Naipe muda a cada rodada)\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Crepúsculo{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_steelix = {\n                name = 'Steelix',\n                text = {\n                    \"A carta de pontuação mais à esquerda\",\n                    \"da {C:attention}primeira mão{} da rodada vira uma carta {C:attention}Aço{}\",\n                    \"{br:4}ERRO - CONTATE STEAK\",\n                    \"Cartas {C:attention}Pedra{} {C:attention}seguradas na mão{} viram {C:attention}Aço{}\"\n                }\n            },\n            j_poke_mega_steelix = {\n                name = \"Mega Steelix\",\n                text = {\n                  \"Ganhe {C:money}$#1#{} para cada {C:diamonds}#2#{} no seu\",\n                  \"{C:attention}baralho completo{} no final da rodada\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Cartas {C:attention}Aço{} que não são {C:diamonds}#2#{}\",\n                  \"{C:attention}seguradas{} na mão viram {C:diamonds}#3#{}\",\n                  \"e então perdem seu {C:attention}aprimoramento{}\",\n                }\n            },\n            j_poke_snubbull = {\n                name = 'Snubbull',\n                text = {\n                    \"Primeira carta {C:attention}face{} jogada\",\n                    \"dá {X:mult,C:white}X#1#{} Mult quando pontuada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_granbull = {\n                name = 'Granbull',\n                text = {\n                    \"Primeira carta {C:attention}face{} jogada\",\n                    \"dá {X:mult,C:white}X#2#{} Mult quando pontuada se for\",\n                    \"uma {C:attention}Rainha{} e {X:mult,C:white}X#1#{} Mult caso contrário\",\n                }\n            },\n            j_poke_qwilfish = {\n                name = 'Qwilfish',\n                text = {\n                    \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                    \"Ganhe {C:chips}+#3#{} Fichas para cada\",\n                    \"{C:attention}Carta de Perigo segurada{} na mão\",\n                    \"quando a mão é jogada\",\n                    \"{C:inactive}(Atualmente {C:chips}+#4#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_scizor = {\n                name = 'Scizor',\n                text = {\n                    \"Quando Blind é selecionada, destrói o Joker\",\n                    \"à direita e ganha {C:mult}+#4#{} Mult\",\n                    \"Ganha {C:dark_edition}Foil{}, {C:dark_edition}Holográfico{}, ou {C:dark_edition}Policromado{}\",\n                    \"se ele era {C:red}Raro{} ou superior\",\n                    \"Essas edições {C:attention}acumulam{} neste Joker\",\n                    \"{C:inactive,s:0.8}(Combina com a edição do Joker destruído, se possível){}\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{} {C:inactive}Mult, {C:chips}+#2#{} {C:inactive}Fichas, {X:mult,C:white}X#3#{} {C:inactive}Mult)\"\n                }\n            },\n            j_poke_mega_scizor = {\n                name = \"Mega Scizor\",\n                text = {\n                  \"Jokers {C:blue}Comuns{} dão {X:mult,C:white} X#1# {} Mult\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Destrói todos os Jokers {C:blue}Comuns{}\",\n                  \"no final da rodada\"\n                }\n            },\n            j_poke_shuckle = {\n                name = \"Shuckle\",\n                text = {\n                  \"Quando {C:attention}Blind{} é selecionada, destrói\",\n                  \"o {C:attention}Consumível{} mais à esquerda e\",\n                  \"cria uma carta de {C:item}Suco de Baga{}\",\n                  \"{C:inactive}(Não pode destruir {C:item}Suco de Baga{C:inactive})\"\n                }\n            },\n            j_poke_sneasel = {\n                name = 'Sneasel',\n                text = {\n                    \"Se a mão jogada for um único {C:attention}#1#{}\",\n                    \"destrói-o e ganha {C:money}$#2#\",\n                    \"{C:inactive,s:0.8}(Rank muda a cada rodada){}\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Crepúsculo{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_teddiursa = {\n              name = \"Teddiursa\",\n              text = {\n                \"Ganha {C:mult}+#2#{} Mult quando qualquer\",\n                \"{C:attention}Pacote de Reforços{} é pulado\",\n                \"{C:inactive}(Evolui em {C:mult}+#1#{C:inactive} / #3# Mult)\",\n              }\n            },\n            j_poke_ursaring = {\n              name = \"Ursaring\",\n              text = {\n                \"Ganha {C:mult}+#2#{} Mult e\",\n                \"cria um {C:item}Item{} quando qualquer\",\n                \"{C:attention}Pacote de Reforços{} é pulado {C:inactive,s:0.8}(Precisa ter espaço)\",\n                \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n                \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Lua{C:inactive,s:0.8})\",\n              }\n            },\n            j_poke_slugma = {\n              name = \"Slugma\",\n              text = {\n                \"A cada {C:attention}4{} {C:inactive}[#4#]{} mãos jogadas, destrói\",\n                \"a primeira carta {C:attention}segurada{} na mão após pontuar\",\n                \"e este Joker ganha {C:chips}+#2#{} Fichas\",\n                \"{C:inactive}(Evolui em {C:chips}+#1#{C:inactive} / #3# Fichas)\",\n              }\n            },\n            j_poke_magcargo = {\n                name = \"Magcargo\",\n                text = {\n                  \"A cada {C:attention}3{} {C:inactive}[#3#]{} mãos jogadas, destrói\",\n                  \"a primeira carta {C:attention}segurada{} na mão após pontuar\",\n                  \"e este Joker ganha {C:chips}+#2#{} Fichas\",\n                  \"{C:inactive}(Atualmente {C:chips}+#1#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_swinub = {\n                name = \"Swinub\",\n                text = {\n                  \"Primeira carta jogada dá {C:mult}+#1#{} Mult para cada\",\n                  \"Carta {C:attention}Pedra{} e {C:attention}Vidro{} na mão pontuada\",\n                  \"{br:2}texto precisa estar aqui para funcionar\",\n                  \"Chance de {C:green}#3# em #4#{} para ganhar {C:money}$#2#{} \",\n                  \"no final da rodada\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#5#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_piloswine = {\n              name = \"Piloswine\",\n              text = {\n                \"Primeira carta jogada dá {C:mult}+#1#{} Mult para cada\",\n                \"Carta {C:attention}Pedra{} e {C:attention}Vidro{} na mão pontuada\",\n                \"{br:2}texto precisa estar aqui para funcionar\",\n                \"Chance de {C:green}#3# em #4#{} para ganhar {C:money}$#2#{} \",\n                \"no final da rodada\",\n                \"{C:inactive,s:0.8}(Evolui após pontuar {C:attention,s:0.8}#5#{C:inactive,s:0.8} cartas de Pedra ou Vidro)\",\n              }\n            },\n            j_poke_heracross = {\n                name = 'Heracross',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult se nenhuma carta pontuada\",\n                    \"tiver o {C:attention}mesmo rank{} que\",\n                    \"uma carta {C:attention}segurada na mão{}\"\n                }\n            },\n            j_poke_mega_heracross = {\n                name = \"Mega Heracross\",\n                text = {\n                  \"Reativa todas as cartas jogadas {C:attention}duas vezes{}\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Se debuffa nesta rodada\",\n                  \"se você jogar ou descartar\",\n                  \"menos de {C:attention}5{} cartas\",\n                  \"{C:inactive}(debuffa antes de pontuar)\"\n                }\n            },\n            j_poke_corsola = {\n              name = 'Corsola',\n              text = {\n                \"{C:mult}+#1#{} Mult para cada carta {C:attention}Aprimorada{}\",\n                \"no seu baralho completo\",\n                \"{br:2}ERRO - CONTATE STEAK\",\n                \"Cria um Joker {C:attention}Básico{} {X:water,C:white}Água{} se a mão\",\n                \"pontuada contiver {C:attention}5 cartas Aprimoradas{}\",\n                \"{C:inactive,s:0.8}(Precisa ter espaço)\",\n                \"{C:inactive}(Atualmente {C:mult}+#2#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_remoraid = {\n              name = \"Remoraid\",\n              text = {\n                \"Reativa todas as cartas\",\n                \"na primeira mão jogada\",\n                \"{C:inactive}(Evolui após {C:attention}#2#{C:inactive} rodadas)\",\n              }\n            },\n            j_poke_octillery = {\n              name = \"Octillery\",\n              text = {\n                \"Reativa todas as cartas jogadas\",\n                \"{br:2}ERRO - CONTATE STEAK\",\n                \"Se debuffa nesta rodada após pontuar\",\n                \"se a mão pontuada não contiver um {C:attention}8{}\"\n              }\n            },\n            j_poke_delibird = {\n                name = \"Delibird\",\n                text = {\n                  \"No final da rodada\",\n                  \"recebe um {S:1.1,C:green,E:2}Presente{}\",\n                  \"{C:inactive,s:0.8}(Precisa ter espaço)\",\n                }\n            },\n            j_poke_mantine = {\n                name = \"Mantine\",\n                text = {\n                  \"Ganha {C:chips}+#2#{} Fichas quando uma carta {C:attention}Ouro{}\",\n                  \"é pontuada ou {C:attention}segurada{} na mão\",\n                  \"{C:inactive}(Atualmente {C:chips}+#1#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_skarmory = {\n                name = 'Skarmory',\n                text = {\n                    \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                    \"{X:mult,C:white}X#3#{} Mult para cada\",\n                    \"{C:attention}Carta de Perigo segurada{} na mão\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#4#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_kingdra = {\n                name = 'Kingdra',\n                text = {\n                    \"Ganha {C:mult}+#2#{} Mult para cada {C:attention}6{} pontuado\",\n                    \"Se um {C:attention}Rei{} for segurado na mão,\",\n                    \"ganha {X:mult,C:white}X#4#{} Mult {C:attention}em vez disso{} para cada {C:attention}6{} pontuado\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_phanpy = {\n                name = \"Phanpy\",\n                text = {\n                  \"Ganha {X:mult,C:white}X#2#{} Mult para cada\",\n                  \"mão jogada {C:attention}consecutiva{}\",\n                  \"com {C:attention}5{} cartas de pontuação\",\n                  \"{C:inactive}(Atualmente {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_donphan = {\n                name = \"Donphan\",\n                text = {\n                  \"Ganha {X:mult,C:white}X#2#{} Mult para cada\",\n                  \"mão jogada {C:attention}consecutiva{}\",\n                  \"com {C:attention}5{} cartas de pontuação\",\n                  \"{C:inactive}(Atualmente {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_porygon2 = {\n                name = 'Porygon2',\n                text = {\n                    \"{C:pink}+2{} Limite de Energia\",\n                    \"Quando qualquer {C:attention}Pacote de Reforços{} é aberto\",\n                    \"cria uma carta de {C:pink}Energia{}\",\n                    \"do mesmo {C:pink}Tipo{} do Joker mais à esquerda\",\n                    \"{C:inactive,s:0.8}(Evolui com um {C:metal,s:0.8}Disco Dubioso{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_stantler = {\n                name = \"Stantler\",\n                text = {\n                    \"{C:purple}+#1# Visão Futura \",\n                    \"Adiciona o rank da carta\",\n                    \"{C:attention}Prevista{} de {C:attention}maior{} rank ao Mult\",\n                    \"{C:inactive,s:0.8}(Evolui após ativar {C:attention,s:0.8}#2#{C:inactive,s:0.8} vezes)\",\n                }\n            },\n            j_poke_smeargle = {\n                name = \"Smeargle\",\n                text = {\n                  \"{C:attention}Esboça{} a habilidade do {C:attention}Joker{} à direita\",\n                  \"quando uma blind é selecionada\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Aplica {C:attention}Joker Manchado{}\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = 'Tyrogue',\n                text = {\n                    \"{C:attention}Bebê{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"Se a {C:attention}primeira mão ou descarte{} da rodada\",\n                    \"tiver exatamente {C:attention}5{} cartas, uma carta aleatória é\",\n                    \"copiada {C:inactive}(se jogada){} ou destruída {C:inactive}(se descartada){}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_hitmontop = {\n                name = 'Hitmontop',\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult\",\n                    \"Quando uma blind é selecionada\",\n                    \"ganha {X:mult,C:white} X#3# {} Mult se\",\n                    \"o tamanho do baralho for exatamente {C:attention}#2#{}\",\n                }\n            },\n            j_poke_smoochum = {\n                name = 'Smoochum',\n                text = {\n                    \"{C:attention}Bebê{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"Cria uma tag {C:attention}Padrão{}\",\n                    \"quando este Joker evolui\",\n                    \"{C:inactive}(Sim, isso vai {C:attention}reduzir{C:inactive} seu Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_elekid = {\n                name = 'Elekid',\n                text = {\n                    \"{C:attention}Bebê{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"Cria uma tag {C:attention}Cupom{}\",\n                    \"quando este Joker evolui\",\n                    \"{C:inactive}(Sim, isso vai {C:attention}reduzir{C:inactive} seu Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_magby = {\n                name = 'Magby',\n                text = {\n                    \"{C:attention}Bebê{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"{C:red}+#2#{} descartes\",\n                    \"{C:inactive}(Sim, isso vai {C:attention}reduzir{C:inactive} seu Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_houndour = {\n              name = \"Houndour\",\n              text = {\n                \"Descartar mais de {C:attention}3{} cartas\",\n                \"também descarta {C:attention}#3#{} cartas aleatórias {C:attention}seguradas{} na mão\",\n                \"{br:2}ERRO - CONTATE STEAK\",\n                \"Cartas descartadas ganham permanentemente {C:mult}+#1#{} Mult\",\n                \"{C:inactive}(Evolui após {C:attention}#2#{C:inactive} rodadas)\",\n              }\n            },\n            j_poke_houndoom = {\n              name = \"Houndoom\",\n              text = {\n                \"Descartar mais de {C:attention}3{} cartas\",\n                \"também descarta {C:attention}todas{} as cartas {C:attention}seguradas{} na mão\",\n                \"{br:2}ERRO - CONTATE STEAK\",\n                \"Cartas descartadas ganham permanentemente {C:mult}+#1#{} Mult\",\n              }\n            },\n            j_poke_mega_houndoom = {\n                name = \"Mega Houndoom\",\n                text = {\n                  \"Descartar também descarta\",\n                  \"{C:attention}todas{} as cartas {C:attention}seguradas{} na mão\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Ganha {X:mult,C:white} X#2# {} Mult sempre que\",\n                  \"cartas são descartadas\",\n                  \"reinicia no final da rodada\",\n                  \"{C:inactive}(Atualmente {X:mult,C:white} X#1# {C:inactive} Mult)\"\n                }\n            },\n            j_poke_miltank = {\n                name = \"Miltank\",\n                text = {\n                  \"Ganhe {C:money}$#1#{} para cada\",\n                  \"Joker {C:colorless}Incolor{} que você tem\",\n                  \"no final da rodada\",\n                  \"{C:inactive}(Atualmente {C:money}$#2#{C:inactive}){}\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Blissey',\n                text = {\n                    \"As primeiras {C:attention}#1#{C:inactive} [#2#]{} vezes que uma carta {C:attention}Sortuda{} ativa\",\n                    \"a cada rodada, adiciona uma cópia {C:dark_edition}Policromada{} permanente ao\",\n                    \"seu baralho e a compra para a {C:attention}Mão\",\n                }\n            },\n            j_poke_raikou = {\n                name = \"Raikou\",\n                text = {\n                  \"Se a primeira mão jogada for de {C:attention}1{} carta,\",\n                  \"transforma {C:attention}3{} cartas {C:attention}seguradas{} na mão\",\n                  \"em seu {C:attention}rank{} e ganha {C:money}$#1#{}\",\n                }\n            },\n            j_poke_entei = {\n                name = \"Entei\",\n                text = {\n                  \"Se o {C:attention}primeiro{} descarte for exatamente\",\n                  \"{C:attention}4{} cartas, destrói uma delas\",\n                  \"e ganha {X:red,C:white}X#2#{} Mult\",\n                  \"{C:inactive}(Atualmente {X:red,C:white}X#1#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_suicune = {\n                name = \"Suicune\",\n                text = {\n                  \"Permanentemente {C:attention}dobra{} o total de fichas\",\n                  \"de cada carta na mão jogada\",\n                  \"{C:inactive}(Até {C:chips}+#1#{C:inactive} Fichas por aumento)\",\n                }\n            },\n            j_poke_larvitar = {\n                name = \"Larvitar\",\n                text = {\n                  \"Se a mão jogada for um {C:attention}Full House{}\",\n                  \"cada carta jogada permanentemente \",\n                  \"ganha {C:chips}+#1#{} Fichas quando pontuada\",\n                  \"{C:inactive,s:0.8}(Evolui após jogar {C:attention,s:0.8}#2#{C:inactive,s:0.8} Full Houses)\"\n                }\n            },\n            j_poke_pupitar = {\n                name = \"Pupitar\",\n                text = {\n                  \"Se a mão jogada for um {C:attention}Full House{}\",\n                  \"cada carta jogada permanentemente \",\n                  \"ganha {C:chips}+#1#{} Fichas quando pontuada\",\n                  \"{C:inactive,s:0.8}(Evolui após jogar {C:attention,s:0.8}#2#{C:inactive,s:0.8} Full Houses)\"\n                }\n            },\n            j_poke_tyranitar = {\n                name = \"Tyranitar\",\n                text = {\n                  \"Se a mão jogada for um {C:attention}Full House{}\",\n                  \"Quando pontuada, cada carta jogada\",\n                  \"perde permanentemente até {C:chips}#1#{} Fichas e\",\n                  \"ganha permanentemente {X:mult,C:white}X#2#{} Mult se\",\n                  \"as fichas foram perdidas\"\n                }\n            },\n            j_poke_mega_tyranitar = {\n                name = \"Mega Tyranitar\",\n                text = {\n                  \"Se a mão jogada for um {C:attention}Full House{}\",\n                  \"melhora seu nível, então as cartas\",\n                  \"jogadas ganham permanentemente Fichas\",\n                  \"iguais ao nível do {C:attention}Full House{}\"\n                }\n            },\n\t\t\tj_poke_lugia = {\n              name = \"Lugia\",\n              text = {\n                \"Ganha {X:mult,C:white} X#2# {} Mult para\",\n                \"cada {C:attention}#3#{} {C:inactive}[#4#]{} cartas\",\n                \"compradas durante {C:attention}Blinds{}\",\n                \"{C:inactive}(Atualmente {X:mult,C:white} X#1# {C:inactive} Mult){}\"\n              }\n            },\n            j_poke_ho_oh = {\n                name = \"Ho-Oh\",\n                text = {\n                  \"A primeira vez que um {C:attention}Consumível{}\",\n                  \"é usado a cada rodada, cria\",\n                  \"uma cópia {C:dark_edition}Policromada{} dele\",\n                  \"{C:inactive}(Precisa ter espaço)\",\n                }\n            },\n            j_poke_celebi = {\n                name = \"Celebi\",\n                text = {\n                    \"{C:attention}-#2#{} Ante após pular {C:attention}#1#{} {C:inactive}[#3#]{} {C:attention}Blinds{}\",\n                    \"{C:inactive}(Pulos necessários aumentam a cada vez)\"\n                }\n            },\n            j_poke_treecko = {\n                name = \"Treecko\",\n                text = {\n                    \"{C:attention}+#3#{} tamanho de mão, {C:attention}Natureza: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Cartas {C:attention}Natureza{} jogadas têm\",\n                    \"uma chance de {C:green}#4# em #5#{} de ganhar {C:money}$#1#{} quando pontuadas\",\n                    \"Garantido se você tiver outras cartas {X:grass,C:white}Grama{}\",\n                    \"{C:inactive,s:0.8}(inclui Jokers e cartas de Energia){}\",\n                    \"{C:inactive,s:0.8}(Evolui após ganhar {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_grovyle = {\n                name = \"Grovyle\",\n                text = {\n                    \"{C:attention}+#3#{} tamanho de mão, {C:attention}Natureza: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Cartas {C:attention}Natureza{} jogadas têm\",\n                    \"uma chance de {C:green}#4# em #5#{} de ganhar {C:money}$#1#{} quando pontuadas\",\n                    \"Garantido se você tiver outras cartas {X:grass,C:white}Grama{}\",\n                    \"{C:inactive,s:0.8}(inclui Jokers e cartas de Energia){}\",\n                    \"{C:inactive,s:0.8}(Evolui após ganhar {C:money,s:0.8}$#2#{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_sceptile = {\n                name = \"Sceptile\",\n                text = {\n                    \"{C:attention}+#3#{} tamanho de mão, {C:attention}Natureza: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Cartas {C:attention}Natureza{} jogadas ganham {C:money}$#1#{}\",\n                    \"mais {C:money}$#5#{} para cada outra carta {X:grass,C:white}Grama{}\",\n                    \"que você tem quando pontuadas\",\n                    \"{C:inactive,s:0.8}(inclui Jokers e cartas de Energia){}\",\n                    \"{C:inactive}(Atualmente {C:money}$#4#{C:inactive} total){}\"\n                }\n            },\n            j_poke_torchic = {\n                name = \"Torchic\",\n                text = {\n                    \"{C:mult}+#3#{} descartes, {C:attention}Natureza: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n                    \"{C:mult}+#1#{} Mult para cada carta {C:attention}Natureza{} descartada nesta rodada\",\n                    \"Dobrado com outras cartas {X:fire,C:white}Fogo{} ou {X:earth,C:white}Lutador{}\",\n                    \"{C:inactive,s:0.8}(inclui Jokers e cartas de Energia){}\",\n                    \"{C:inactive}(Atualmente {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui após pontuar {C:mult,s:0.8}#2#{C:inactive,s:0.8} Mult)\",\n                }\n            },\n            j_poke_combusken = {\n                name = \"Combusken\",\n                text = {\n                    \"{C:mult}+#3#{} descartes, {C:attention}Natureza: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n                    \"{C:mult}+#1#{} Mult para cada carta {C:attention}Natureza{} descartada nesta rodada\",\n                    \"Dobrado com outras cartas {X:fire,C:white}Fogo{} ou {X:earth,C:white}Lutador{}\",\n                    \"{C:inactive,s:0.8}(inclui Jokers e cartas de Energia){}\",\n                    \"{C:inactive}(Atualmente {C:mult}+#4#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui após pontuar {C:mult,s:0.8}#2#{C:inactive,s:0.8} Mult)\",\n                }\n            },\n            j_poke_blaziken = {\n                name = \"Blaziken\",\n                text = {\n                    \"{C:mult}+#2#{} descartes, {C:attention}Natureza: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Para cada carta {C:attention}Natureza{} descartada nesta rodada\",\n                    \"ganhe {C:mult}+#4#{} Mult e {X:mult,C:white}X#1#{} Mult para\",\n                    \"cada carta {X:fire,C:white}Fogo{} ou {X:earth,C:white}Lutador{} que você tem\",\n                    \"{C:inactive,s:0.8}(inclui Jokers e cartas de Energia){}\",\n                    \"{C:inactive}(Atualmente {C:mult}+#5#{C:inactive} Mult, {X:mult,C:white}X#3#{C:inactive} Mult){}\",\n                }\n            },\n            j_poke_mudkip = {\n                name = \"Mudkip\",\n                text = {\n                    \"{C:chips}+#3#{} mãos, {C:attention}Natureza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Cartas {C:attention}Natureza{} jogadas dão {C:chips}+#1#{} Fichas\",\n                    \"Dobrado com outras cartas {X:water,C:white}Água{} ou {X:earth,C:white}Terrestre{}\",\n                    \"{C:inactive,s:0.8}(inclui Jokers e cartas de Energia){}\",\n                    \"{C:inactive,s:0.8}(Evolui após ganhar {C:chips,s:0.8}#2#{C:inactive,s:0.8} Fichas)\"\n                }\n            },\n            j_poke_marshtomp = {\n                name = \"Marshtomp\",\n                text = {\n                    \"{C:chips}+#3#{} mãos, {C:attention}Natureza: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"Cartas {C:attention}Natureza{} jogadas dão {C:chips}+#1#{} Fichas\",\n                    \"Dobrado com outras cartas {X:water,C:white}Água{} ou {X:earth,C:white}Terrestre{}\",\n                    \"{C:inactive,s:0.8}(inclui Jokers e cartas de Energia){}\",\n                    \"{C:inactive,s:0.8}(Evolui após ganhar {C:chips,s:0.8}#2#{C:inactive,s:0.8} Fichas)\"\n                }\n            },\n            j_poke_swampert = {\n                name = \"Swampert\",\n                text = {\n                    \"{C:chips}+#3#{} mãos, {C:attention}Natureza: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"Cartas {C:attention}Natureza{} jogadas dão {C:chips}+#1#{} Fichas\",\n                    \"e {C:chips}+#5#{} Fichas por outra carta {X:water,C:white}Água{} ou {X:earth,C:white}Terrestre{}\",\n                    \"{C:inactive,s:0.8}(inclui Jokers e cartas de Energia){}\",\n                    \"{C:inactive}(Atualmente {C:chips}+#4#{C:inactive} total)\"\n                }\n            },\n            j_poke_poochyena = {\n              name = \"Poochyena\",\n              text = {\n                \"Ganha {C:mult}+#2#{} Mult quando uma\",\n                \"{C:attention}carta de jogo{} é destruída\",\n                \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n                \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n              }\n            },\n            j_poke_mightyena = {\n              name = \"Mightyena\",\n              text = {\n                \"Ganha {C:mult}+#2#{} Mult quando uma\",\n                \"{C:attention}carta de jogo{} é destruída\",\n                \"{br:2}ERRO - CONTATE STEAK\",\n                \"Ganho aumentado em {C:mult}+#3#{} Mult\",\n                \"para cada Joker {X:dark,C:white}Sombrio{} que você tem\",\n                \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_zigzagoon = {\n              name = \"Zigzagoon\",\n              text = {\n                \"Chance de {C:green}#1# em #2#{} para criar um\",\n                \"{C:attention}Coleta{} {C:item}Item{} quando a mão é jogada\",\n                \"{C:inactive}(Precisa ter espaço)\",\n                \"{C:inactive,s:0.8}(Evolui após {C:attention}#3#{C:inactive,s:0.8} rodadas)\",\n              }\n            },\n            j_poke_linoone = {\n              name = \"Linoone\",\n              text = {\n                \"Chance de {C:green}#1# em #2#{} para criar um\",\n                \"{C:attention}Coleta{} {C:item}Item{} quando a mão é jogada\",\n                \"Garantido se a mão\",\n                \"contiver um {C:attention}Sequência{}\",\n                \"{C:inactive}(Precisa ter espaço)\"\n              }\n            },\n            j_poke_shroomish = {\n                name = \"Shroomish\",\n                text = {\n                  \"Quando {C:attention}Blind{} é selecionada, ganha\",\n                  \"{C:chips}+#1#{} mão, {C:mult}+#2#{} descarte, ou\",\n                  \"{C:attention}+#3#{} tamanho de mão nesta rodada\",\n                  \"{C:inactive,s:0.8}(Evolui após derrotar o {C:attention,s:0.8}Ante #4#{C:inactive,s:0.8} Boss Blind){}\"\n                }\n            },\n            j_poke_breloom = {\n                name = \"Breloom\",\n                text = {\n                  \"Quando {C:attention}Blind{} é selecionada, ganha\",\n                  \"{C:chips}+#1#{} mãos, {C:mult}+#2#{} descartes, ou\",\n                  \"{C:attention}+#3#{} tamanho de mão nesta rodada\"\n                }\n            },\n            j_poke_azurill = {\n                name = 'Azurill',\n                text = {\n                    \"{C:attention}Bebê{}, {X:mult,C:white}X#1#{} Mult\",\n                    \"Cria uma cópia {C:dark_edition}Negativa{} de\",\n                    \"{C:attention}O Hierofante{} no final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_nosepass = {\n                name = 'Nosepass',\n                text = {\n                    \"Primeira carta {C:attention}face{} jogada\",\n                    \"vira uma carta {C:attention}Pedra{} e\",\n                    \"dá {X:mult,C:white} X#1# {} Mult quando pontuada\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Trovão{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_aron = {\n                name = 'Aron',\n                text = {\n                    \"Ganha {X:mult,C:white}X#2#{} Mult para cada\",\n                    \"carta {C:attention}Aço{} na mão de poker,\",\n                    \"então as destrói\",\n                    \"{C:inactive}(Evolui em {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{C:inactive} Mult)\",\n                }\n            },\n            j_poke_lairon = {\n                name = 'Lairon',\n                text = {\n                    \"Ganha {X:mult,C:white}X#2#{} Mult para cada\",\n                    \"carta {C:attention}Aço{} e {C:attention}Pedra{} na\",\n                    \"mão de poker, então as destrói\",\n                    \"{C:inactive}(Evolui em {X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{C:inactive} Mult)\"\n                }\n            },\n            j_poke_aggron = {\n                name = 'Aggron',\n                text = {\n                    \"Ganha {X:mult,C:white}X#2#{} Mult para cada\",\n                    \"carta {C:attention}Aço{}, {C:attention}Pedra{} e {C:attention}Ouro{} na\",\n                    \"mão de poker, então as destrói\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#1#{C:inactive} Mult)\"\n                }\n            },\n            j_poke_numel = {\n                name = \"Numel\",\n                text = {\n                  \"{X:red,C:white}X#1#{} Mult a cada\",\n                  \"{C:attention}#3#{} cartas pontuadas\",\n                  \"{C:inactive}#4# restantes{}\",\n                  \"{C:inactive}(Evolui após {C:attention}#2#{C:inactive} rodadas)\",\n                }\n            },\n            j_poke_camerupt = {\n              name = \"Camerupt\",\n              text = {\n                \"{X:red,C:white}X#1#{} Mult a cada\",\n                \"{C:attention}#2#{} cartas pontuadas,\",\n                \"com cartas {C:attention}Mult{}\",\n                \"contadas duas vezes\",\n                \"{C:inactive}#3# restantes{}\",\n              }\n            },\n            j_poke_mega_camerupt = {\n              name = \"Mega Camerupt\",\n              text = {\n                \"Ganha {X:mult,C:white} X#2# {} Mult quando\",\n                \"uma carta {C:attention}Mult{} é pontuada\",\n                \"reinicia no final da rodada\",\n                \"{C:inactive}(Atualmente {X:mult,C:white} X#1# {C:inactive} Mult)\"\n              }\n            },\n            j_poke_feebas = {\n                name = 'Feebas',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"Aplica {C:attention}Respingo{}\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Escama de Prisma{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_milotic = {\n                name = \"Milotic\",\n                text = {\n                  \"Reativa todas as cartas jogadas se\",\n                  \"a mão pontuada for {C:attention}mono-naipe{}\"\n                }\n            },\n            j_poke_wynaut = {\n                name = 'Wynaut',\n                text = {\n                    \"{C:attention}Bebê{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"Cria uma cópia {C:dark_edition}Negativa{} de\",\n                    \"{C:attention}O Louco{} no final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"Snorunt\",\n                text = {\n                  \"Pode ficar até {C:mult}-$#1#{} em dívida\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas em dívida)\",\n                  \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Alvorecer{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_glalie = {\n                name = \"Glalie\",\n                text = {\n                  \"Pode ficar até {C:mult}-$#1#{} em dívida\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"No final da rodada,\",\n                  \"define o dinheiro para {C:money}$0\"\n                }\n            },\n            j_poke_beldum = {\n                name = 'Beldum',\n                text = {\n                    \"Ganha {C:chips}+#2#{} Fichas se a mão jogada\",\n                    \"for uma {C:attention}Quadra{}\",\n                    \"Ganha {C:chips}+#2#{} Fichas se a mão pontuada\",\n                    \"contiver um {C:attention}Ás\",\n                    \"{C:inactive}(Evolui em {C:chips}+#1#{C:inactive} / +#4# Fichas)\",\n                }\n            },\n            j_poke_metang = {\n                name = 'Metang',\n                text = {\n                    \"Ganha {C:chips}+#2#{} Fichas se a mão jogada\",\n                    \"for uma {C:attention}Quadra{}\",\n                    \"Ganha {C:chips}+#2#{} Fichas se a mão pontuada\",\n                    \"contiver {C:attention}2+{} {C:attention}Ases\",\n                    \"{C:inactive}(Evolui em {C:chips}+#1#{C:inactive} / +#4# Fichas)\",\n                }\n            },\n            j_poke_metagross = {\n                name = 'Metagross',\n                text = {\n                    \"{C:chips}+#1#{} Fichas\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"Se a mão jogada for uma {C:attention}Quadra{}\",\n                    \"cada carta jogada dá {X:mult,C:white}X{} Mult\",\n                    \"igual à {C:attention}quarta raiz{} \",\n                    \"das fichas totais daquela carta\",\n                }\n            },\n            j_poke_jirachi = {\n                name = 'Jirachi',\n                text = {\n                    \"No final da loja,\",\n                    \"{C:dark_edition}faça um pedido!\",\n                }\n            },\n            j_poke_jirachi_banker = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:attention}Dobra{} o pagamento do final da rodada\",\n                }\n            },\n            j_poke_jirachi_booster = {\n                name = 'Jirachi',\n                text = {\n                    \"+1 espaço de {C:attention}Pacote de Reforços\",\n                    \"{C:attention}Pacotes de Reforços{} têm {C:attention}1{} carta a mais neles\",\n                }\n            },\n            j_poke_jirachi_power = {\n                name = 'Jirachi',\n                text = {\n                    \"A cada {C:attention}#2# mãos{}, cartas jogadas\",\n                    \"dão {X:mult,C:white}X#1#{} Mult quando pontuadas\",\n                    \"{C:inactive}(#3#){}\",\n                }\n            },\n            j_poke_jirachi_negging = {\n                name = 'Jirachi',\n                text = {\n                    \"{C:blue}+2{} espaços de Joker\",\n                    \"Cartas {C:dark_edition}Negativas{} aparecem {C:attention}2X{} mais frequentemente\",\n                }\n            },\n            j_poke_jirachi_invis = {\n                name = 'Jirachi',\n                text = {\n                    \"Quando {C:attention}Blind{} é selecionada\",\n                    \"cria uma {C:attention}cópia{} do\",\n                    \"{C:attention}Joker{} à direita\",\n                    \"então {S:1.1,C:red,E:2}autodestrói{}\",\n                    \"{C:inactive}(remove Negativo)\"\n                }\n            },\n            j_poke_jirachi_copy = {\n                name = 'Jirachi',\n                text = {\n                    \"Copia a habilidade do {C:attention}Joker{} à direita\",\n                    \"como se estivesse {C:pink}Energizado{} uma vez extra\",\n                }\n            },\n            j_poke_jirachi_fixer = {\n                name = 'Jirachi',\n                text = {\n                    \"Se a {C:attention}primeira mão{} tiver exatamente {C:attention}1{} carta,\",\n                    \"adiciona {C:dark_edition}Foil{}, {C:dark_edition}Holográfico{}, ou {C:dark_edition}Policromado{} a ela\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"Se o {C:attention}primeiro descarte{} tiver exatamente {C:attention}1{} carta,\",\n                    \"{C:attention}destrói{} ela\",\n                }\n            },\n            j_poke_buizel = {\n                name = 'Buizel',\n                text = {\n                    \"{C:chips}+#1#{} Fichas para\",\n                    \"cada carta {C:attention}não pontuada{}\",\n                    \"na mão jogada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_floatzel = {\n                name = 'Floatzel',\n                text = {\n                    \"{C:chips}+#1#{} Fichas para\",\n                    \"cada carta {C:attention}não pontuada{}\",\n                    \"na mão jogada\",\n                }\n            },\n            j_poke_ambipom = {\n              name = \"Ambipom\",\n              text = {\n                \"Todos os {C:attention}Flushes{} e {C:attention}Sequências{} podem\",\n                \"ser feitos com {C:attention}exatamente 3{} cartas\",\n              }\n            },\n            j_poke_buneary = {\n              name = \"Buneary\",\n              text = {\n                \"{C:mult}+#1#{} Mult para\",\n                \"cada carta não pontuada\",\n                \"na mão jogada\",\n                \"{C:inactive}(Evolui após {C:attention}#2#{C:inactive} rodadas)\",\n              }\n            },\n            j_poke_lopunny = {\n                name = \"Lopunny\",\n                text = {\n                  \"{C:purple}+#3# Visão Futura\",\n                  \"{C:mult}+#1#{} Mult para\",\n                  \"cada carta não pontuada\",\n                  \"na mão jogada\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"{X:mult,C:white} X#2# {} Mult se uma carta não pontuada\",\n                  \"tiver o {C:attention}mesmo rank{}\",\n                  \"que uma carta {C:attention}Prevista{}\"\n                }\n            },\n            j_poke_mega_lopunny = {\n                name = \"Mega Lopunny\",\n                text = {\n                  \"{C:purple}+#1# Visão Futura\",\n                  \"Dá {X:mult,C:white}X{} Mult\",\n                  \"igual ao {C:attention}nível{}\",\n                  \"da mão {C:attention}Prevista{}\",\n                  \"{C:inactive}(Mão prevista: {C:attention}#2#{C:inactive})\",\n                }\n            },\n            j_poke_mismagius = {\n                name = 'Mismagius',\n                text = {\n                    \"Cartas {C:attention}face{} jogadas permanentemente\",\n                    \"perdem até {C:chips}#1#{} Fichas quando pontuadas\",\n                    \"Ganha as Fichas perdidas\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"Chance de {C:green}#3# em #4#{} para elas\",\n                    \"ganharem permanentemente {C:chips}#5#{} Fichas em vez disso\",\n                    \"{C:inactive}(Atualmente {C:chips}+#2#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_honchkrow = {\n                name = \"Honchkrow\",\n                text = {\n                  \"Cada Joker {X:dark,C:white}Sombrio{} dá {X:mult,C:white}X#1#{} Mult\",\n                }\n            },\n            j_poke_bonsly = {\n                name = \"Bonsly\",\n                text = {\n                  \"{C:attention}Bebê{}, {X:mult,C:white}X#1#{} Mult\",\n                  \"No final da rodada, adiciona uma\",\n                  \"{C:attention}carta face Aprimorada{} aleatória ao seu baralho\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_mimejr = {\n                name = 'Mime Jr.',\n                text = {\n                    \"{C:attention}Bebê{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"Adiciona um {C:red}Selinho Vermelho{} ou {C:blue}Selinho Azul{}\",\n                    \"a uma carta aleatória no baralho\",\n                    \"no final da {C:attention}rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_happiny = {\n                name = 'Happiny',\n                text = {\n                    \"{C:attention}Bebê{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"Cria uma cópia {C:dark_edition}Negativa{} de\",\n                    \"{C:attention}O Mago{} no final da rodada\",\n                    \"Chance de {C:green}#3# em #4#{} para criar {C:attention}2{}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Munchlax',\n                text = {\n                    \"{C:attention}Bebê{}, {X:mult,C:white} X#1# {} Mult\",\n                    \"Cria um {C:dark_edition}Negativo{C:item} Item\",\n                    \"no final da {C:attention}rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_mantyke = {\n                name = \"Mantyke\",\n                text = {\n                  \"{C:attention}Bebê{}, {X:mult,C:white}X#2#{} Mult\",\n                  \"Cria uma cópia {C:dark_edition}Negativa{} de\",\n                  \"{C:attention}O Diabo{} no final da rodada\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_weavile = {\n                name = 'Weavile',\n                text = {\n                    \"Se a mão jogada for um único {C:attention}#3#{} destrua-o,\",\n                    \"ganhe {C:money}$#4#{} e isto ganha {X:mult,C:white}X#1#{} Mult,\",\n                    \"reinicia quando {C:attention}Boss Blind{} é derrotada\",\n                    \"{C:inactive,s:0.8}(Rank muda a cada rodada){}\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#2#{C:inactive} Mult){}\",\n                }\n            },\n\t\t\tj_poke_magnezone = {\n                name = 'Magnezone',\n                text = {\n                    \"Cartas {C:attention}Aço{} jogadas dão {X:mult,C:white}X#1#{} Mult\",\n                    \"mais {X:mult,C:white}X#2#{} Mult para cada\",\n                    \"Joker {X:metal,C:white}Metal{} que você tem\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#3#{C:inactive} Mult){}\",\n                }\n            },\n            j_poke_lickilicky = {\n                name = 'Lickilicky',\n                text = {\n                    \"Primeiro e segundo {C:attention}Valete{} jogado\",\n                    \"dão {X:mult,C:white}X#1#{} Mult quando pontuados\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"{C:attention}Valetes{} adicionais dão\",\n                    \"{X:mult,C:white} X#2# {} Mult quando pontuados\"\n                }\n            },\n            j_poke_rhyperior = {\n                name = 'Rhyperior',\n                text = {\n                    \"Cada carta {C:attention}Pedra{} jogada \",\n                    \"ganha permanentemente {C:chips}+#1#{} Fichas\",\n                    \"e reativa quando pontuada\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"Cartas {C:attention}Pedra{} reativam uma\",\n                    \"vez adicional para cada\",\n                    \"{C:attention}3{} Jokers {X:earth,C:white}Terrestre{} que você tem\",\n                    \"{C:inactive}(Atualmente #2# reativações)\"\n                }\n            },\n            j_poke_tangrowth = {\n                name = 'Tangrowth',\n                text = {\n                    \"Cartas {C:attention}Wild{} {C:attention}não podem{} ser debuffadas\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"Cartas {C:attention}Wild{} jogadas dão\",\n                    \"{C:mult}+#1#{} Mult, {C:chips}+#2#{} Fichas, ou {C:money}$#3#{}\",\n                    \"Chance de {C:green}#4# em #5#{} para {C:attention}todos os três{}\",\n                }\n            },\n            j_poke_electivire = {\n                name = 'Electivire',\n                text = {\n                    \"Ganha {C:money}$#1#{} do {C:attention}valor de venda{} no final da\",\n                    \"rodada e quando uma carta é {C:attention}vendida{}\",\n                    \"{br:3.5}ERRO - CONTATE STEAK\",\n                    \"Dá {X:mult,C:white}X#2#{} Mult para cada dólar\",\n                    \"do valor de venda deste Joker\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_magmortar = {\n                name = 'Magmortar',\n                text = {\n                    \"Se o {C:attention}primeiro descarte{} da rodada tiver apenas\",\n                    \"{C:attention}1{} carta, destrua-a e ganhe {C:mult}+#2#{} Mult\",\n                    \"{br:4}ERRO - CONTATE STEAK\",\n                    \"Ganha {X:mult,C:white}X#4#{} Mult quando\",\n                    \"você usa um descarte\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult, {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_togekiss = {\n                name = 'Togekiss',\n                text = {\n                    \"Adiciona {C:attention}#6#{} a todas as {C:green,E:1,S:1.1}probabilidades {C:attention}listadas{}\",\n                    \"{br:4}ERRO - CONTATE STEAK\",\n                    \"Cartas {C:attention}Sortudas{} têm\",\n                    \"uma chance de {C:green}#1# em #2#{} de dar {C:chips}+#4#{} Fichas\",\n                    \"e uma chance de {C:green}#1# em #3#{} de dar {X:mult,C:white}X#5#{} Mult\",\n                }\n            },\n            j_poke_yanmega = {\n              name = \"Yanmega\",\n              text = {\n                \"Cada {C:attention}3{} ou {C:attention}6{} jogado dá\",\n                \"{C:chips}+#2#{} Fichas e {C:mult}+#1#{} Mult quando pontuado\",\n                \"{br:2}ERRO - CONTATE STEAK\",\n                \"Chance de {C:green}#3# em #4#{} para reativar cada\",\n                \"{C:attention}3{} ou {C:attention}6{} jogado\"\n              }\n            },\n            j_poke_leafeon = {\n                name = 'Leafeon',\n                text = {\n                    \"{C:attention}+#1#{} tamanho de mão\",\n                    \"reduz em {C:red}#2#{}\",\n                    \"a cada mão jogada\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Ganhe {C:attention}+#2#{} tamanho de mão\",\n                    \"quando uma carta {C:attention}Sortuda{}\",\n                    \"{C:green}ativar com sucesso{}\",\n                    \"{C:inactive}(Máximo de {C:attention}+#3#{C:inactive} tamanho de mão){}\"\n                }\n            },\n            j_poke_glaceon = {\n                name = 'Glaceon',\n                text = {\n                    \"Cada rerrolagem na loja tem uma\",\n                    \"chance de {C:green}#1# em #2#{} para adicionar\",\n                    \"uma cópia {C:attention}Vidro{} de uma carta\",\n                    \"aleatória do seu baralho à loja\",\n                }\n            },\n            j_poke_gliscor = {\n                name = 'Gliscor',\n                text = {\n                    \"Cartas jogadas dão {X:mult,C:white}X#1#{} Mult para cada\",\n                    \"carta {V:1}#2#{} ou debuffada {C:attention}segurada{} na mão\",\n                    \"{C:inactive, s:0.8}(Naipe muda a cada rodada)\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#3#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_mamoswine = {\n              name = \"Mamoswine\",\n              text = {\n                \"Primeira carta jogada dá {C:mult}+#1#{} Mult para cada\",\n                \"Carta {C:attention}Pedra{} e {C:attention}Vidro{} na mão pontuada\",\n                \"{br:2}texto precisa estar aqui para funcionar\",\n                \"Chance de {C:green}#3# em #4#{} para cartas {C:attention}Pedra{}\",\n                \"e {C:attention}Vidro{} jogadas ganharem {C:money}$#2#{} quando pontuadas\",\n              }\n            },\n            j_poke_porygonz = {\n                name = 'Porygon-Z',\n                text = {\n                    \"{C:pink}+3{} Limite de Energia\",\n                    \"{X:mult,C:white} X#2# {} Mult por carta {C:pink}Energia{}\",\n                    \"usada nesta {C:attention}partida{}\",\n                    \"{br:2}texto precisa estar aqui para funcionar\",\n                    \"Cria uma {C:pink}Energia\",\n                    \"quando você usa uma {C:pink}Energia\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white} X#1# {C:inactive} Mult)\"\n                }\n            },\n            j_poke_probopass = {\n                name = 'Probopass',\n                text = {\n                    \"Cartas {C:attention}Pedra{} são consideradas cartas face\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Cartas {C:attention}Pedra{} jogadas\",\n                    \"dão {X:mult,C:white} X#1# {} Mult quando pontuadas\"\n                }\n            },\n            j_poke_froslass = {\n                name = \"Froslass\",\n                text = {\n                  \"Pode ficar até {C:mult}-$#1#{} em dívida\",\n                  \"{br:2.5}ERRO - CONTATE STEAK\",\n                  \"Cria uma carta de {C:item}Item{} se\",\n                  \"a mão for jogada enquanto estiver em dívida\",\n                  \"{C:inactive,s:0.8}(Precisa ter espaço)\",\n                }\n            },\n            j_poke_pansage = {\n                name = \"Pansage\",\n                text = {\n                    \"Aplica {C:attention}Atalho\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Folha{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_simisage = {\n                name = \"Simisage\",\n                text = {\n                    \"Aplica {C:attention}Atalho\",\n                    \"Todas as cartas não aprimoradas jogadas têm uma\",\n                    \"chance de {C:green}#1# em #2#{} de virar {C:attention}Sortudas{}\"\n                }\n            },\n            j_poke_pansear = {\n                name = \"Pansear\",\n                text = {\n                    \"Aplica {C:attention}Quatro Dedos\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Fogo{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_simisear = {\n                name = \"Simisear\",\n                text = {\n                    \"Aplica {C:attention}Quatro Dedos\",\n                    \"Se a primeira mão jogada contiver uma {C:attention}Sequência\",\n                    \"ou {C:attention}Flush{}, cria uma carta {C:attention}Imperatriz{}\",\n                    \"e cada carta não pontuadora é destruída {C:inactive}#1#{}\",\n                }\n            },\n            j_poke_panpour = {\n                name = \"Panpour\",\n                text = {\n                    \"Aplica {C:attention}Pareidolia\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra da Água{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_simipour = {\n                name = \"Simipour\",\n                text = {\n                    \"Aplica {C:attention}Pareidolia\",\n                    \"Carta não aprimorada mais à esquerda com as\",\n                    \"menores fichas base na mão jogada\",\n                    \"vira uma carta {C:attention}Bônus{}\",\n                }\n            },\n            j_poke_roggenrola = {\n                name = \"Roggenrola\",\n                text = {\n                    \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                    \"Cada {C:attention}Carta de Perigo segurada{} na mão\",\n                    \"dá {C:mult}+#3#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui após ativar Cartas de Perigo {C:attention,s:0.8}#4#{C:inactive,s:0.8} vezes)\",\n                }\n            },\n            j_poke_boldore = {\n                name = \"Boldore\",\n                text = {\n                    \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                    \"Cada {C:attention}Carta de Perigo segurada{} na mão\",\n                    \"dá {C:mult}+#3#{} Mult\",\n                    \"{C:inactive,s:0.8}(Evolui com um {C:attention,s:0.8}Cabo de Ligação{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_gigalith = {\n                name = \"Gigalith\",\n                text = {\n                    \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                    \"Cada {C:attention}Carta de Perigo segurada{} na mão\",\n                    \"dá {C:mult}+#3#{} Mult e reativa\",\n                }\n            },\n            j_poke_trubbish = {\n              name = \"Trubbish\",\n              text = {\n                \"Ganha {C:chips}+#2#{} Fichas e ganha\",\n                \"{C:money}$#3#{} por descarte se nenhum\",\n                \"descarte for usado até\",\n                \"o final da rodada\",\n                \"{C:inactive}(Atualmente {C:chips}+#1#{C:inactive} Fichas)\",\n                \"{C:inactive,s:0.8}(Evolui após ativar {C:attention,s:0.8}#4#{C:inactive,s:0.8} vezes)\"\n              }\n            },\n            j_poke_garbodor = {\n                name = \"Garbodor\",\n                text = {\n                  \"Ganha {C:chips}+#2#{} Fichas por descarte\",\n                  \"se nenhum descarte for usado\",\n                  \"até o final da rodada\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Cria uma {C:attention}Tag de Lixo{} se\",\n                  \"nenhum descarte for usado\",\n                  \"até o final do ante\",\n                  \"{C:inactive}(Atualmente {C:chips}+#1#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_zorua = {\n                name = \"Zorua\",\n                text = {\n                    \"{V:1}Copia a habilidade do {C:attention}Joker{} mais à direita\",\n                    \"{br:2.5}ERRO - CONTATE STEAK\",\n                    \"Após pontuar a mão jogada enquanto\",\n                    \"copia, remove o efeito de cópia\",\n                    \"até o final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_zoroark = {\n                name = \"Zoroark\",\n                text = {\n                    \"Copia a habilidade do {C:attention}Joker{} mais à direita\",\n                }\n            },\n            j_poke_gothita = {\n                name = \"Gothita\",\n                text = {\n                    \"Todas as cartas {C:planet}Planeta{} e {C:planet}Pacotes Celestes{}\",\n                    \"na loja custam {C:money}$2{} a menos\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\"\n                }\n            },\n            j_poke_gothorita = {\n                name = \"Gothorita\",\n                text = {\n                    \"Todas as cartas {C:planet}Planeta{} e {C:planet}Pacotes Celestes{}\",\n                    \"na loja custam {C:money}$3{} a menos\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\"\n                }\n            },\n            j_poke_gothitelle = {\n                name = \"Gothitelle\",\n                text = {\n                    \"Todas as cartas {C:planet}Planeta{} e {C:planet}Pacotes Celestes{}\",\n                    \"na loja são {C:attention}grátis{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Ganhe {C:money}$#1#{} quando uma carta {C:planet}Planeta{} for usada\"\n                }\n            },\n            j_poke_vanillite = {\n                name = \"Vanillite\",\n                text = {\n                  \"{C:attention}Volátil à Esquerda\",\n                  \"{C:chips}+#1#{} Fichas\",\n                  \"{C:chips}-#3#{} Fichas para cada mão jogada\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_vanillish = {\n                name = \"Vanillish\",\n                text = {\n                  \"{C:attention}Volátil à Esquerda\",\n                  \"{C:chips}+#1#{} Fichas\",\n                  \"{C:chips}-#3#{} Fichas para cada mão jogada\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_vanilluxe = {\n                name = \"Vanilluxe\",\n                text = {\n                  \"{C:chips}+#1#{} Fichas\",\n                  \"{C:chips}-#2#{} Fichas para cada mão jogada\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Quando totalmente derretido\",\n                  \"cria {C:attention}#3# Tags Duplas{} \"\n                }\n            },\n            j_poke_frillish = {\n                name = \"Frillish\",\n\t\t\t\ttext = {\n                    \"Ganha {C:chips}+#2#{} Fichas para cada\",\n                    \"carta {C:attention}face{} descartada\",\n                    \"{C:inactive}(Evolui em {C:chips}+#1#{C:inactive} / +#3# Fichas)\",\n                }\n            },\n            j_poke_jellicent = {\n                name = \"Jellicent\",\n                text = {\n                  \"Ganha {C:chips}+#2#{} Fichas para cada\",\n                  \"carta {C:attention}face{} descartada\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Ganho {C:attention}dobrado{} se for\",\n                  \"um {C:attention}Rei{} ou {C:attention}Rainha{}\",\n                  \"{C:inactive}(Atualmente {C:chips}+#1#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_elgyem = {\n                name = \"Elgyem\",\n                text = {\n                    \"Quando {C:attention}Blind{} é selecionada, cria uma\",\n                    \"carta {C:dark_edition}Negativa{} {C:planet}Planeta{} de uma das\",\n                    \"suas {C:attention}#1#{} mãos de poker de maior nível\",\n                    \"{C:inactive,s:0.8}(Evolui ao segurar #2#/{C:planet,s:0.8}#3#{C:inactive,s:0.8} cartas planeta diferentes){}\"\n                }\n            },\n            j_poke_beheeyem = {\n                name = \"Beheeyem\",\n                text = {\n                    \"Quando {C:attention}Blind{} é selecionada, cria uma\",\n                    \"carta {C:dark_edition}Negativa{} {C:planet}Planeta{} de uma das\",\n                    \"suas {C:attention}#1#{} mãos de poker de maior nível\",\n                    \"{br:3.5}ERRO - CONTATE STEAK\",\n                    \"Após abrir {C:attention}#2# Pacotes{}, cria um\",\n                    \"{C:attention}Telescópio{} ou {C:attention}Observatório{} se possível\"\n                }\n            },\n            j_poke_litwick = {\n                name = \"Litwick\",\n                text = {\n                    \"{C:mult}+#4#{} Mult\",\n                    \"{C:attention}Triplicado{} se este Joker tiver\",\n                    \"{C:money}$#5#{} ou mais de valor de venda\",\n                    \"{br:3.5}ERRO - CONTATE STEAK\",\n                    \"{C:attention}Drena {C:money}$#1#{} dos Jokers\",\n                    \"adjacentes no final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui em {C:money,s:0.8}$#3#{C:inactive,s:0.8} / $#2# Valor de Venda)\"\n                }\n            },\n            j_poke_lampent = {\n              name = \"Lampent\",\n              text = {\n                \"Adiciona o valor de venda deste Joker ao Mult\",\n                \"{br:3.5}ERRO - CONTATE STEAK\",\n                \"{C:attention}Drena {C:money}$#1#{} de todos os outros\",\n                \"Jokers no final da rodada\",\n                \"{C:inactive}(Atualmente {C:mult}+#2#{C:inactive} Mult){}\",\n                \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Crepúsculo{C:inactive,s:0.8})\"\n              }\n            },\n            j_poke_chandelure = {\n                name = \"Chandelure\",\n                text = {\n                    \"Adiciona o valor de venda deste Joker ao Mult\",\n                    \"{br:3.5}ERRO - CONTATE STEAK\",\n                    \"Cada Joker com valor de venda de {C:money}1${}\",\n                    \"dá {X:mult,C:white} X#1# {} Mult\",\n                    \"{C:inactive}(Atualmente {C:mult}+#2#{C:inactive} Mult){}\",\n                }\n            },\n            j_poke_golett = {\n                name = \"Golett\",\n                text = {\n                  \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                  \"Cada {C:attention}quarta{} carta {C:attention}segurada{} na mão\",\n                  \"dá {X:mult,C:white}X#3#{} Mult\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#4#{C:inactive,s:0.8} rodadas)\"\n                }\n            },\n            j_poke_golurk = {\n                name = \"Golurk\",\n                text = {\n                  \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                  \"Cada {C:attention}terceira{} carta {C:attention}segurada{} na mão\",\n                  \"dá {X:mult,C:white}X#3#{} Mult\",\n                }\n            },\n            j_poke_zweilous = {\n                name = \"Zweilous\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} Mult se a mão jogada\",\n                  \"for uma {C:attention}Trinca{}\",\n                  \"{C:inactive,s:0.8}(Evolui após ativar {C:attention,s:0.8}#2#{C:inactive,s:0.8} vezes){}\"\n                }\n            },\n            j_poke_hydreigon = {\n                name = \"Hydreigon\",\n                text = {\n                  \"Se a mão jogada for uma {C:attention}Trinca{}\",\n                  \"cada carta não pontuadora é destruída\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Ganha {X:mult,C:white} X#2# {} Mult quando uma\",\n                  \"{C:attention}carta de jogo{} é destruída\",\n                  \"{C:inactive}(Atualmente {X:mult,C:white} X#1# {C:inactive} Mult){}\"\n                }\n            },\n            j_poke_deino = {\n                name = \"Deino\",\n                text = {\n                  \"{X:mult,C:white} X#1# {} Mult se a mão jogada\",\n                  \"for uma {C:attention}Trinca{}\",\n                  \"{C:inactive,s:0.8}(Evolui após ativar {C:attention,s:0.8}#2#{C:inactive,s:0.8} vezes){}\"\n                }\n            },\n            j_poke_litleo = {\n                name = \"Litleo\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas se a mão jogada\",\n                    \"contiver um {C:attention}Flush{}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_pyroar = {\n                name = \"Pyroar\",\n                text = {\n                    \"{C:chips}+#1#{} Fichas se a mão jogada contiver um {C:attention}Flush{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"Cria uma carta {C:pink}Energia{} se ela\",\n                    \"também contiver um {C:attention}Rei{} ou {C:attention}Rainha{}\"\n                }\n            },\n            j_poke_sylveon = {\n                name = 'Sylveon',\n                text = {\n                    \"Se a {C:attention}primeira mão{} for\",\n                    \"exatamente {C:attention}1{} carta não aprimorada,\",\n                    \"adiciona {C:dark_edition}Foil{}, {C:dark_edition}Holográfico{},\",\n                    \"ou {C:dark_edition}Policromado{} a ela\",\n                }\n            },\n            j_poke_grubbin = {\n                name = 'Grubbin',\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"{C:attention}Triplicado{} se você tiver\",\n                    \"um Joker {X:lightning, C:black}Raio{}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_charjabug = {\n                name = 'Charjabug',\n                text = {\n                    \"{C:mult}+#1#{} Mult para cada\",\n                    \"Joker {X:lightning, C:black}Raio{} que você tem\",\n                    \"{C:inactive}(Atualmente {C:mult}+#2#{C:inactive} Mult)\",\n                    \"{C:inactive,s:0.8}(Evolui com uma {C:attention,s:0.8}Pedra do Trovão{C:inactive,s:0.8})\"\n                }\n            },\n            j_poke_vikavolt = {\n                name = 'Vikavolt',\n                text = {\n                    \"{C:mult}+#3#{} Mult\",\n                    \"{X:mult,C:white} X#1# {} Mult para cada outro\",\n                    \"Joker {X:lightning, C:black}Raio{} que você tem\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white} X#2# {C:inactive} Mult)\",\n                }\n            },\n            j_poke_mimikyu = {\n                name = \"Mimikyu\",\n                text = {\n                  \"{C:chips}+#1#{} Fichas se a mão\",\n                  \"jogada não tiver {C:hearts}#2#{} de pontuação\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Previne a Morte se as fichas pontuadas forem\",\n                  \"pelo menos {C:attention}50%{} das fichas necessárias\",\n                  \"{C:inactive}(#3#){}\"\n                }\n            },\n\t\t\tj_poke_nickit = {\n                name = \"Nickit\",\n                text = {\n                    \"Ganhe {C:money}$#1#{} no\",\n                    \"final da rodada\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\"\n                }\n            },\n            j_poke_thievul = {\n                name = \"Thievul\",\n                text = {\n                    \"Ganhe {C:money}${} no final da rodada\",\n                    \"igual ao {C:attention}dobro{} do valor de venda\",\n                    \"do {C:attention}Joker{} mais à esquerda\",\n                    \"{C:inactive,s:0.8}(Exceto ele mesmo)\",\n                    \"{C:inactive}(Atualmente {C:money}$#1#{C:inactive}, Máx. de {C:money}$15{C:inactive})\",\n                }\n            },\n            j_poke_yamper = {\n                name = 'Yamper',\n                text = {\n                    \"{C:mult}+#1#{} Mult e ganhe {C:money}$#2#{}\",\n                    \"se a mão jogada contiver\",\n                    \"uma {C:attention}Sequência{}\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_boltund = {\n                name = 'Boltund',\n                text = {\n                    \"{X:mult,C:white}X#1#{} Mult e ganhe {C:money}$#2#{}\",\n                    \"se a mão jogada contiver\",\n                    \"uma {C:attention}Sequência{}\",\n                }\n            },\n            j_poke_dreepy = {\n                name = \"Dreepy\",\n                text = {\n                  \"Quando vendido, adiciona {C:money}$#1#{} do valor de venda\",\n                  \"a cada carta Joker e {C:attention}converte{}\",\n                  \"todas as cartas seguras na mão para {C:spades}#2#{}\",\n                  \"{C:inactive,s:0.8}(Evolui quando uma sequência de flush é jogada)\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"Drakloak\",\n                text = {\n                  \"{X:mult,C:white} X#4# {} Mult para cada {C:money}${} de\",\n                  \"valor de venda de todos os {C:attention}Jokers{} possuídos\",\n                  \"{br:4}ERRO - CONTATE STEAK\",\n                  \"Se a mão jogada for uma {C:attention}Sequência de Flush{}\",\n                  \"adiciona {C:money}$#1#{} do valor de venda a cada carta Joker\",\n                  \"{C:inactive}(Atualmente {X:mult,C:white} X#5# {C:inactive} Mult){}\",\n                  \"{C:inactive,s:0.8}(Evolui em $#2#/{C:money,s:0.8}$#3#{C:inactive,s:0.8} de valor de venda total dos Jokers)\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"Dragapult\",\n                text = {\n                  \"{X:mult,C:white} X#2# {} Mult para cada {C:money}${} de\",\n                  \"valor de venda de todos os {C:attention}Jokers{} possuídos\",\n                  \"{br:4}ERRO - CONTATE STEAK\",\n                  \"Se a mão jogada for uma {C:attention}Sequência de Flush{}\",\n                  \"e você não tiver {C:attention}Dardos Dreepy{}\",\n                  \"crie {C:attention}2 Dardos Dreepy{} com {C:dark_edition}Negativo{}\",\n                  \"{C:inactive}(Atualmente {X:mult,C:white} X#3# {C:inactive} Mult){}\"\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"Dardo Dreepy\",\n                text = {\n                    \"Quando vendido, adiciona {C:money}$#1#{} do valor de venda\",\n                    \"a cada carta Joker e {C:attention}converte{}\",\n                    \"todas as cartas seguras na mão para {C:spades}#2#{}\",\n                }\n            },\n            j_poke_hisuian_qwilfish = {\n                name = \"Qwilfish (de Hisui)\",\n                text = {\n                    \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                    \"Ganhe {C:chips}+#3#{} Fichas quando uma\",\n                    \"{C:attention}Carta de Perigo{} é comprada\",\n                    \"{C:inactive}(Evolui em {C:chips}+#4#{C:inactive} / +#5# Fichas)\",\n                }\n            },\n            j_poke_overqwil = {\n                name = \"Overqwil\",\n                text = {\n                    \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                    \"Ganhe {C:chips}+#3#{} Fichas quando uma\",\n                    \"{C:attention}Carta de Perigo{} é comprada\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"{C:attention}Reduz pela metade{} as Fichas após a mão jogada\",\n                    \"{C:inactive}(Atualmente {C:chips}+#4#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_wyrdeer = {\n                name = \"Wyrdeer\",\n                text = {\n                    \"{C:purple}+#1# Visão Futura\",\n                    \"Adiciona o {C:attention}dobro{} do rank da carta\",\n                    \"{C:attention}Prevista{} de {C:attention}maior{} rank ao Mult\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"Ganhe {C:purple}+#2# Visão Futura{} quando a mão é jogada\",\n                    \"{C:inactive,s:0.8}(Reinicia no final da rodada)\",\n                    \n                }\n            },\n            j_poke_kleavor = {\n                name = 'Kleavor',\n                text = {\n                    \"Quando uma Blind é selecionada, destrói\",\n                    \"o Joker à direita e ganha {C:mult}+#2#{} Mult\",\n                    \"Adiciona uma carta {C:attention}Pedra{} ao baralho com\",\n                    \"{C:dark_edition}Foil{}, {C:dark_edition}Holográfico{}, ou {C:dark_edition}Policromado{} se\",\n                    \"ele era {C:green}Incomum{} ou superior\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n                }\n            },\n            j_poke_ursaluna = {\n              name = \"Ursaluna\",\n              text = {\n                \"Ganha {C:mult}+#2#{} Mult e cria\",\n                \"um {C:item}Item{} com {C:dark_edition}Policromado{} quando qualquer\",\n                \"{C:attention}Pacote de Reforços{} é pulado {C:inactive,s:0.8}(Precisa ter espaço)\",\n                \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\",\n              }\n            },\n            j_poke_tarountula = {\n                name = \"Tarountula\",\n                text = {\n                    \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                    \"Cria uma carta {C:planet}Planeta{} para cada\",\n                    \"{C:attention}#4# Cartas de Perigo seguras{} na mão\",\n                    \"no final da rodada\",\n                    \"{C:inactive}(Precisa ter espaço)\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#3#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_spidops = {\n                name = \"Spidops\",\n                text = {\n                    \"{C:purple}+#1# Perigos {C:inactive}(1 a cada #2# cartas)\",\n                    \"Adiciona um {C:chips}Selinho Azul{} a cada terceira\",\n                    \"{C:attention}Carta de Perigo segurada{} na mão\",\n                    \"no final da rodada\",\n                }\n            },\n            j_poke_fidough = {\n                name = \"Fidough\",\n                text = {\n                  \"Ganha {C:chips}+#2#{} Fichas se a mão pontuada contiver um {C:attention}#3#{}\",\n                  \"O {C:attention}rank{} necessário aumenta a cada ativação\",\n                  \"{C:inactive,s:0.8}(Se o rank for o mais alto, ele se torna o mais baixo)\",\n                  \"{C:inactive}(Atualmente {C:chips}+#1#{C:inactive} Fichas)\",\n                  \"{C:inactive,s:0.8}(Evolui quando você tem um Joker {X:fire,C:white,s:0.8}Fogo{C:inactive,s:0.8})\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"Dachsbun\",\n                text = {\n                  \"Ganha {C:chips}+#2#{} Fichas se a mão pontuada contiver um {C:attention}#3#{}\",\n                  \"O {C:attention}rank{} necessário aumenta a cada ativação\",\n                  \"{br:4}ERRO - CONTATE STEAK\",\n                  \"Aumenta o ganho de Fichas em {C:chips}+2{} para cada\",\n                  \"Joker {X:fire,C:white}Fogo{} que você tem\",\n                  \"{C:inactive,s:0.8}(Se o rank for o mais alto, ele se torna o mais baixo)\",\n                  \"{C:inactive}(Atualmente {C:chips}+#1#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_tinkatink = {\n                name = \"Tinkatink\",\n                text = {\n                  \"Cartas jogadas dão {C:mult}+#1#{} Mult\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Quando {C:attention}Blind{} é selecionada, debuffa\",\n                  \"{C:attention}#3#{} cartas não-{C:attention}Aço{} no seu baralho\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"Tinkatuff\",\n                text = {\n                  \"Cartas jogadas dão {C:mult}+#1#{} Mult\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Quando {C:attention}Blind{} é selecionada, debuffa\",\n                  \"{C:attention}#3#{} cartas não-{C:attention}Aço{} no seu baralho\",\n                  \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#2#{C:inactive,s:0.8} rodadas)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"Tinkaton\",\n                text = {\n                  \"Cartas jogadas dão {C:mult}+#1#{} Mult\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Quando {C:attention}Blind{} é selecionada, debuffa\",\n                  \"{C:attention}#3#{} cartas não-{C:attention}Aço{} no seu baralho\",\n                  \"{br:4}ERRO - CONTATE STEAK\",\n                  \"Cartas {C:attention}Aço{} jogadas se comportam como cartas {C:attention}Vidro{}\"\n                }\n            },\n            j_poke_wiglett = {\n                name = \"Wiglett\",\n                text = {\n                    \"{C:mult}+#3#{} Mult se a mão jogada\",\n                    \"contiver uma {C:attention}Trinca{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:chips}+#2#{} Fichas se a mão jogada\",\n                    \"contiver um {C:attention}5{}, {C:attention}6{}, ou {C:attention}7{} de pontuação\",\n                    \"{C:inactive,s:0.8}(Evolui após {C:attention,s:0.8}#1#{C:inactive,s:0.8} rodadas)\"\n                }\n            },\n            j_poke_wugtrio = {\n                name = \"Wugtrio\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Mult se a mão jogada\",\n                    \"contiver uma {C:attention}Trinca{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:chips}+#2#{} Fichas se a mão jogada\",\n                    \"contiver um {C:attention}5{}, {C:attention}6{}, ou {C:attention}7{} de pontuação\",\n                }\n            },\n            j_poke_annihilape = {\n                name = 'Annihilape',\n                text = {\n                    \"Cada {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, ou {C:attention}7{} jogado dá\",\n                    \"{C:mult}+#1#{} Mult e {C:chips}+#2#{} Fichas quando pontuado\",\n                    \"para cada mão jogada nesta rodada\",\n                    \"{C:inactive}(Atualmente {C:mult}+#3#{} {C:inactive}Mult {C:chips}+#4#{C:inactive} Fichas)\",\n                }\n            },\n            j_poke_dudunsparce = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}+#1#{} espaço de carta disponível na loja\",\n                  \"{C:attention}+#1#{} espaço de Pacote de Reforços disponível na loja\",\n                  \"{C:attention}+#1#{} espaço de Voucher disponível na loja\",\n                }\n            },\n            j_poke_dudunsparce2 = {\n                name = 'Dudunsparce',\n                text = {\n                  \"{C:attention}Segurando Tag de Cupom{}\",\n                  \"{C:attention}+#1#{} espaço de carta disponível na loja\",\n                  \"{C:attention}+#1#{} espaço de Pacote de Reforços disponível na loja\",\n                  \"{C:attention}+#1#{} espaço de Voucher disponível na loja\",\n                }\n            },\n            j_poke_farigiraf = {\n              name = \"Farigiraf\",\n              text = {\n                \"{C:attention}Segurando{} {C:spectral}Criptídeo{}\",\n                \"Primeira e última carta {C:attention}face{}\",\n                \"dão {X:mult,C:white}X#1#{} Mult quando pontuadas\",\n                \"se a mão jogada contiver um {C:attention}Dois Pares{}\",\n              }\n            },\n            j_poke_gimmighoul = {\n                name = \"Gimmighoul (Baú)\",\n                text = {\n                  \"Cartas {C:attention}Ouro{} jogadas ganham {C:money}$#1#{} quando pontuadas\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Pular um {C:attention}Pacote de Reforços{} para...?\",\n                  \"{C:inactive,s:0.8}(Evolui após ganhar ou gastar {C:money,s:0.8}$#2#{C:inactive,s:0.8}/$#3#)\"\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"Gimmighoul (Itinerante)\",\n                text = {\n                  \"Ganhe algum {C:money}${}\",\n                  \"{S:1.1,C:red,E:2}autodestrói{}\",\n                }\n            },\n            j_poke_gholdengo = {\n                name = \"Gholdengo\",\n                text = {\n                  \"Cartas {C:attention}Ouro{} jogadas {C:red}gastam{} {C:money}$#2#{}\",\n                  \"quando pontuadas e multiplicam\",\n                  \"o {X:mult,C:white}X{} Mult deste Joker por {X:mult,C:white}X#3#\",\n                  \"{br:3}ERRO - CONTATE STEAK\",\n                  \"Este Joker não pode ser debuffado\",\n                  \"{C:inactive}(Atualmente {X:mult,C:white}X#1#{C:inactive} Mult)\",\n                  \"{C:inactive,s:0.8}(Reinicia no final da rodada)\",\n                }\n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"Cria consumíveis\",\n                    \"quando obtido?\",\n                    \"Cria {C:attention}#1#{}? {C:attention}Tags{}?\",\n                }\n            },\n            j_poke_pokedex = {\n                name = 'Pokedex',\n                text = {\n                    \"{C:mult}+#2#{} Mult para cada Joker\",\n                    \"que você tem que tem um {C:pink}Tipo{}\",\n                    \"{br:3}ERRO - CONTATE STEAK\",\n                    \"{C:attention}Pokémon{} da mesma\",\n                    \"linha evolutiva podem aparecer\",\n                    \"{C:inactive}(Atualmente {C:mult}+#1#{C:inactive} Mult)\"\n                }\n            },\n            j_poke_everstone = {\n                name = 'Everstone',\n                text = {\n                    \"Pokémon {C:attention}não podem{} evoluir ou transformar\",\n                    \"{br:3.5}ERRO - CONTATE STEAK\",\n                    \"{C:attention}Básico{} e {C:attention}Bebê{} dão {X:mult,C:white} X#1# {} Mult cada\",\n                }\n            },\n            j_poke_tall_grass = {\n                name = 'Grama Alta',\n                text = {\n                    \"Chance de {C:green}#1# em #2#{} para criar um Joker\",\n                    \"Pokémon {C:chips}Comum{} quando a mão é jogada\",\n                    \"Garantido com uma carta {C:attention}Wild{} de pontuação\",\n                    \"{C:inactive}(Precisa ter espaço){}\",\n                }\n            },\n            j_poke_jelly_donut = {\n                name = \"Rosquinha de Geléia\",\n                text = {\n                  \"Cria uma {C:colorless}Incolor {C:pink}Energia{}\",\n                  \"quando uma blind é selecionada\",\n                  \"{C:inactive}({C:attention}#1#{C:inactive} rodadas restantes){}\"\n                }\n            },\n            j_poke_ruins_of_alph = {\n                name = \"Ruínas de Alph\",\n                text = {\n                  \"Quando {C:attention}Blind{} é selecionada,\",\n                  \"cria {C:attention}3{} {C:dark_edition}Negativo{} {C:attention}Unown\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Após um {C:attention}Unown{} ativar\",\n                  \"mescle-o e ganhe {C:mult}+#1#{} Mult\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Venda isto por uma {C:attention}recompensa{}\",\n                  \"baseada nos Unown {C:attention}mesclados\",\n                  \"{C:inactive}(Atualmente {C:mult}+#3#{C:inactive} Mult e {C:attention}#2#{C:inactive} Unown)\",\n                }\n            },\n            j_poke_unown_swarm = {\n                name = \"Enxame de Unown\",\n                text = {\n                  \"Cada Joker {C:purple}Lendário{} dá\",\n                  \"{C:mult}+#1#{} Mult e {X:mult,C:white}X#2#{} Mult\"\n                }\n            },\n            j_poke_treasure_eatery = {\n                name = \"Tesouro Comilão\",\n                text = {\n                  \"{C:attention}Modificador de Tipo{}\",\n                  \"{br:2}ERRO - CONTATE STEAK\",\n                  \"Converte o {C:pink}tipo{} do Joker mais à esquerda\",\n                  \"no {C:pink}tipo{} do Joker mais à direita\",\n                  \"quando uma blind é selecionada\",\n                  \"{C:inactive}({C:attention}#1#{C:inactive} rodadas restantes){}\"\n                }\n            },\n            j_poke_rival = {\n                name = \"Rival\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"Se a pontuação for {C:attention}>#3#X{} do Requisito da Blind\",\n                    \"{S:1.1,C:red,E:2}autodestrói{} e ganha {C:money}$#2#\",\n                }\n            },\n            j_poke_bitter_rival = {\n                name = \"Rival Amargo\",\n                text = {\n                    \"{C:mult}+#1#{} Mult\",\n                    \"Se a pontuação for {C:attention}>#3#X{} do Requisito da Blind\",\n                    \"{S:1.1,C:red,E:2}autodestrói{} e ganha {C:money}$#2#\",\n                }\n            },\n            j_poke_champion = {\n                name = \"Campeão\",\n                text = {\n                    \"{X:mult,C:white}X#1#{} Mult\",\n                    \"Se a pontuação for {C:attention}>#3#X{} do Requisito da Blind\",\n                    \"{S:1.1,C:red,E:2}autodestrói{} e ganha {C:money}$#2#\",\n                }\n            },\n            j_poke_mystery_egg = {\n                name = \"Ovo Misterioso\",\n                text = {\n                  \"Eclode em um Joker {C:attention}Básico{} ou\",\n                  \"{C:attention}Bebê{} após {C:attention}#1#{} rodadas\",\n                  \"que está {C:pink}Energizado{} se aplicável\"\n                }\n            },\n            j_poke_billion_lions = {\n                name = 'Um Bilhão de Leões',\n                text = {\n                    \"Quando uma blind é selecionada\",\n                    \"destrói cada Joker {C:pink}tipado{} que você tem\",\n                    \"então ganha {X:mult,C:white}X#2#{} Mult para cada\",\n                    \"{S:1.1,C:red,E:2}autodestrói{} quando ficar sem leões\",\n                    \"{C:inactive}(Atualmente {X:mult,C:white}X#1#{C:inactive} Mult, {C:attention}#3#{C:inactive} leões)\"\n                }\n            },\n            --[[ Texto dinâmico do ovo, não usado atualmente\n            j_poke_mystery_egg = {\n                name = \"Ovo Misterioso\",\n                text = {\n                    \"Este Ovo precisa de mais tempo para eclodir.\",\n                    \"Mantenha-o em segredo. Mantenha-o seguro.\",\n                    \"Parece frio e solitário.\",\n                    \"Siga aquele ovo!\",\n                    \"É para ele brilhar?\",\n                    \"O que será que tem dentro?\",\n                    \"Ele se mexe dentro às vezes.\",\n                    \"É um segrito para todo mundo.\",\n                    \"Não deve ser colocado num sanduíche.\",\n                }\n            },--]]\n        },\n\t\tPlanet = {\n           --O que será que um planeta Pokémon faria?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Sleeve de Treinador\",\n                text = {\n                    \"Comece a partida com o\",\n                    \"voucher {C:tarot,T:v_poke_goodrod}#1#{}\",\n                    \"e uma carta {C:tarot,T:c_poke_pokeball}#2#{}\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Sleeve de Obituário\",\n                text = {\n                    \"Todas as cartas têm uma {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_revenantsleeve = {\n                name = \"Sleeve de Revenante\",\n                text = {\n                    \"Todas as cartas têm uma {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Sleeve Luminosa\",\n                text = {\n                    \"Todos os Jokers são criados\",\n                    \"com {C:pink}Tipos{} aleatórios\",\n                    \"e são {C:pink}Energizados{} uma vez\",\n                },\n            },\n            sleeve_poke_telekineticsleeve = {\n                name = \"Sleeve Telecinética\",\n                text = {\n                    \"Comece a partida com o\",\n                    \"voucher {C:tarot,T:v_crystal_ball}#1#{}\",\n                    \"e {C:attention}2{} cópias\",\n                    \"de {C:item,T:c_poke_twisted_spoon}#2#\"\n                }\n            },\n            sleeve_poke_ampedsleeve = {\n                name = \"Sleeve Carregada\",\n                text = {\n                    \"Comece a partida com o\",\n                    \"voucher {C:tarot,T:v_poke_energysearch}#1#{}\",\n                    \"e uma cópia de\",\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                }\n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Ultra Bola\",\n                text = {\n                    \"Cria uma carta de\",\n                    \"Joker {C:attention}Estágio 2{} aleatória\",\n                    \"{C:inactive}(Precisa ter espaço)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Master Ball\",\n                text = {\n                    \"Cria um Joker\",\n                    \"Pokémon {C:legendary,E:1}Lendário{C:attention}\",\n                    \"{C:inactive}(Precisa ter espaço)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Transformação\",\n                text = {\n                    \"Evolui o Pokémon mais à esquerda ou selecionado para\",\n                    \"o {C:attention}estágio{} mais alto e o {C:pink}Energiza{}\",\n                },\n            },\n            c_poke_megastone = {\n                name = \"Pedra Mega\",\n                text = {\n                    \"{C:attention}Reutilizável{}\",\n                    \"{br:2}ERRO - CONTATE STEAK\",\n                    \"{C:attention}Mega Evolui{} um Pokémon\",\n                    \"ou {C:attention}reverte{} uma Mega\",\n                    \"{C:attention}Reverte{} Mega se vendida\",\n                    \"{C:inactive}(Usável uma vez por rodada)\",\n                },\n            },\n            c_poke_obituary = {\n                name = \"Obituário\",\n                text = {\n                    \"Adiciona um selo {C:pink}Rosa{}\",\n                    \"a {C:attention}1{} carta selecionada\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Pesadelo\",\n                text = {\n                    \"Destrói o Joker selecionado com um {C:pink}Tipo{}\",\n                    \"e cria {C:attention}2{} {C:pink}Energias{} {C:dark_edition}Negativas{}\",\n                    \"do {C:pink}tipo{} daquele Joker\"\n                },\n            },\n            c_poke_revenant = {\n                name = \"Revenante\",\n                text = {\n                    \"Adiciona um selo {C:item}Prata{}\",\n                    \"a {C:attention}1{} carta selecionada\",\n                }\n            },\n            c_poke_double_rainbow_energy = {\n                name = \"Energia Duplo Arco-Íris\",\n                text = {\n                    \"{C:pink}Energiza{} o Joker mais à esquerda ou\",\n                    \"selecionado de qualquer {C:pink}Tipo{} {C:red}d{C:attention}u{C:green}a{C:blue}s{C:purple} vezes{}\",\n                    \"Não ganhe juros esta rodada\",\n                    \"{C:inactive}(Máx. de {C:attention}#1#{C:inactive} aumentos por Joker)\",\n                },\n            },\n            c_poke_fake_banker = {\n                name = 'Desejo de Dinheiro',\n                text = {\n                    \"{C:dark_edition}Deseje por Dinheiro!\",\n                }\n            },\n            c_poke_fake_booster = {\n                name = 'Desejo de Reforços',\n                text = {\n                    \"{C:dark_edition}Deseje por Opções!\",\n                }\n            },\n            c_poke_fake_power = {\n                name = 'Desejo de Poder',\n                text = {\n                    \"{C:dark_edition}Deseje por Poder!\",\n                }\n            },\n            c_poke_fake_negging = {\n                name = 'Desejo de Negativos',\n                text = {\n                    \"{C:dark_edition}Deseje por Amigos!\",\n                }\n            },\n            c_poke_fake_copy = {\n                name = 'Desejo de Cópia',\n                text = {\n                    \"{C:dark_edition}Deseje por uma Mão Amiga!\",\n                }\n            },\n            c_poke_fake_fixer = {\n                name = 'Desejo de Purificação',\n                text = {\n                    \"{C:dark_edition}Deseje por um Baralho Melhor!\",\n                }\n            },\n            c_poke_fake_masterball = {\n                name = 'Desejo de Invocação',\n                text = {\n                    \"{C:dark_edition}Deseje invocar um Pokermon Lendário!\",\n                }\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Tag de Bolso\",\n                text = {\n                    \"Dá um {C:pink}Pacote de Bolso Mega{} grátis\",\n                    \"Chance de {C:green}#1#%{} do pacote conter\",\n                    \"uma {C:attention}Pedra Mega{} no {C:attention}Ante 5+{}\",\n                    \"{C:inactive,s:0.8}(Chances não podem ser aumentadas){}\",\n                },\n            },\n            tag_poke_shiny_tag = {\n                name = \"Tag Brilhante\",\n                text = {\n                    \"Próximo Joker de edição base\",\n                    \"na loja é grátis e\",\n                    \"se torna {C:colorless}Shiny{}\",\n                },\n            },\n            tag_poke_stage_one_tag = {\n                name = \"Tag Estágio 1\",\n                text = {\n                    \"A loja tem um\",\n                    \"Joker {C:attention}Estágio 1{} grátis\",\n                },\n            },\n            tag_poke_safari_tag = {\n                name = \"Tag de Safari\",\n                text = {\n                    \"A loja tem um\",\n                    \"Joker {C:safari}Safari{} grátis\",\n                },\n            },\n        },\n        Tarot = {\n            c_poke_pokeball = {\n                name = \"Pokébola\",\n                text = {\n                    \"Cria uma carta de\",\n                    \"Joker {C:attention}Básico{} aleatória\",\n                    \"{C:inactive}(Precisa ter espaço)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Greatball\",\n                text = {\n                    \"Cria uma carta de\",\n                    \"Joker {C:attention}Estágio 1{} aleatória\",\n                    \"{C:inactive}(Precisa ter espaço)\"\n                },\n            },\n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Busca de Energia\",\n                text = {\n                    \"{C:pink}+2{} Limite de Energia\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Pesquisa de Energia\",\n                text = {\n                    \"{C:pink}+3{} Limite de Energia\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Boa Vara\",\n                text = {\n                    \"Pacotes {C:attention}de Reforços{} têm\",\n                    \"{C:attention}1{} carta a mais neles\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Super Vara\",\n                text = {\n                    \"Você pode {C:pink}Salvar{} cartas\",\n                    \"de todos os pacotes {C:attention}consumíveis{}\",\n                },\n            },\n        },\n\t\tOther = {\n\t\t\n\t\t\tGrass = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:grass,C:white}Grama{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tFire = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:fire,C:white}Fogo{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tWater = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:water,C:white}Água{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tLightning = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:lightning,C:black}Elétrico{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tPsychic = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:psychic,C:white}Psíquico{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tFighting = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:fighting,C:white}Lutador{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tColorless = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:colorless,C:white}Incolor{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tDark = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:dark,C:white}Sombrio{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tMetal = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:metal,C:white}Metálico{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tFairy = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:fairy,C:white}Fada{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tDragon = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:dragon,C:white}Dragão{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tEarth = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:earth,C:white}Terrestre{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\t--Have you Heard? Bird is the wordddd\n\t\t\tBird = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{X:bird,C:white}Pássaro{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\t--infoqueue used for things like kabuto and omanyte\n\t\t\tancient = {\n\t\t\t\tname = \"Antigo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Efeito baseado no\",\n\t\t\t\t\t\"número de {C:attention}#1#s{}\",\n\t\t\t\t\t\"na mão de pôquer\",\n\t\t\t\t\t\"{C:inactive}(Os efeitos são {C:attention}cumulativos{C:inactive})\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tenergize = {\n\t\t\t\tname = \"Energizar\",\n\t\t\t\ttext = {\n\t\t\t\t  \"Aumenta permanentemente os\",\n\t\t\t\t  \"valores de {C:mult}Mult{}, {C:chips}Fichas{}, {C:money}${} e {X:mult,C:white}X{} Mult\",\n\t\t\t\t  \"de um Curinga\"\n\t\t\t\t}\n\t\t\t},\n\t\t\teitem = {\n\t\t\t\tname = \"Carta de Evolução\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Quando consumida, evolui\",\n\t\t\t\t\t\"o Curinga {C:attention}elegível{} mais à\",\n\t\t\t\t\t\"esquerda ou selecionado no\",\n\t\t\t\t\t\"final da próxima rodada\",\n\t\t\t\t}\n\t\t\t},\n\t\t\t--Infoqueue used by some Consumables\n\t\t\thitem = {\n\t\t\t\tname = \"Carta Segurada\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Usado por {C:attention}#1#{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\ttypechanger = {\n\t\t\t\tname = \"Modificador de Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Aplica um adesivo {V:1}#1#{}\",\n\t\t\t\t\t\"ao Curinga mais à esquerda ou selecionado\"\n\t\t\t\t}\n\t\t\t},\n\t\t\ttypechangerother = {\n\t\t\t\tname = \"Modificador de Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Aplica um adesivo {V:1}#1#{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\ttypechangerpoke = {\n\t\t\t\tname = \"Modificador de Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Aplica um adesivo {V:1}#1#{}\",\n\t\t\t\t\t\"a si mesmo na criação\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tbasic = {\n\t\t\t\tname = \"Básico\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Um Curinga Pokémon\",\n\t\t\t\t\t\"que não {C:attention}Evoluiu{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Ignorando Pokémon {C:attention,s:0.8}Bebê{C:inactive,s:0.8} e {C:purple,s:0.8}Lendário{C:inactive,s:0.8})\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tstage1 = {\n\t\t\t\tname = \"Estágio 1\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Um Curinga Pokémon\",\n\t\t\t\t\t\"que {C:attention}Evoluiu{} uma vez\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tstage2 = {\n\t\t\t\tname = \"Estágio 2\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Um Curinga Pokémon\",\n\t\t\t\t\t\"que {C:attention}Evoluiu{} duas vezes\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tenergy = {\n\t\t\t\tname = \"Energia Usada\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:attention}#1#{}/#2#\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tmoney_chance = {\n\t\t\t\tname = \"Chance de Dinheiro\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:attention}#1#%{} de chance de\",\n\t\t\t\t\t\"ganhar {C:money}$1{} adicional\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tmult_progress = {\n\t\t\t\tname = \"Progresso de Ganho de Mult\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:attention}#1#%{} de progresso\",\n\t\t\t\t\t\"para o Ganho de {C:mult}Mult{}\",\n\t\t\t\t\t\"aumentar em {C:mult}+1{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tchip_progress = {\n\t\t\t\tname = \"Progresso de Ganho de Fichas\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:attention}#1#%{} de progresso\",\n\t\t\t\t\t\"para o Ganho de {C:chips}Fichas{}\",\n\t\t\t\t\t\"aumentar em {C:chips}+1{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tmoney_progress = {\n\t\t\t\tname = \"Progresso de Ganho de Dinheiro\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:attention}#1#%{} de progresso\",\n\t\t\t\t\t\"para o Ganho de {C:money}${}\",\n\t\t\t\t\t\"aumentar em {C:money}1${}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tavailability = {\n\t\t\t\tname = \"Disponibilidade\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Não disponível se\",\n\t\t\t\t\t\"{C:attention}#1#{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tbaby = {\n\t\t\t\tname = \"Bebê\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Quando a mão é jogada\",\n\t\t\t\t\t\"se houver Curingas {C:attention}não-Bebê{}\",\n\t\t\t\t\t\"à direita deste Curinga,\",\n\t\t\t\t\t\"{C:attention}debuffa{} este Curinga\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tnature = {\n\t\t\t\tname = \"Natureza\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Um {C:attention}#1#{} único ou conjunto de {C:attention}#1#s{}\",\n\t\t\t\t\t\"que ativa este Curinga\",\n\t\t\t\t\t\"Definido uma vez na criação do Curinga\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tmerge = {\n\t\t\t\tname = \"Fundir\",\n\t\t\t\ttext = {\n\t\t\t\t  \"Remove a carta e a adiciona\",\n\t\t\t\t  \"a este Curinga\",\n\t\t\t\t  \"Clique com o botão direito para ver\",\n\t\t\t\t  \"cartas fundidas\",\n\t\t\t\t  \"{C:inactive}(Curingas Fundidos não podem ser copiados){}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\trewards_ruins_of_alph = {\n\t\t\t\tname = \"Recompensas\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{C:attention}#1#{} - Curinga {C:attention}Safári{}\",\n\t\t\t\t  \"{C:attention}#2#{} - {C:attention}Duplicar{} um Curinga aleatório\",\n\t\t\t\t  \"{C:attention}#3#{} - {C:attention}Brainstorm{}\",\n\t\t\t\t  \"{C:attention}#4#{} - {C:attention}Enxame de Unown e A Alma\",\n\t\t\t\t  \"{C:inactive}(As recompensas não são cumulativas){}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tscry_cards = {\n\t\t\t\tname = \"Previsão\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Veja as primeiras cartas\",\n\t\t\t\t\t\"do seu deck\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tmega_rule = {\n\t\t\t\tname = \"Restrição\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Apenas 1 Curinga pode\",\n\t\t\t\t\t\"{C:attention}Mega Evoluir{} por\",\n\t\t\t\t\t\"{C:attention}Pedra Mega{} que você tem\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tmega_poke = {\n\t\t\t\tname = \"Mega Evolução\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Pode {C:attention}Mega Evoluir{}\",\n\t\t\t\t\t\"com uma {C:attention}Pedra Mega{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tmega_used_on = {\n\t\t\t\tname = \"Usado Em\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:attention}#1#{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tsplit_mega = {\n\t\t\t\tname = \"Mega XY\",\n\t\t\t\ttext = {\n\t\t\t\t  \"{C:attention}Mega Evolui{} baseado na posição\",\n\t\t\t\t  \"Mais à esquerda - {C:attention}#1#{}\",\n\t\t\t\t  \"Mais à direita - {C:attention}#2#{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tplaying_card_to_evolve = {\n\t\t\t\tname = \"Requisito\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Deve ser usado em\",\n\t\t\t\t\t\"uma {C:attention}carta de jogo{}\",\n\t\t\t\t\t\"para evoluir\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tdeli_gift = {\n\t\t\t\tname = \"Presentes\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:green}35%{} - {C:money}$8{}\",\n\t\t\t\t\t\"{C:green}30%{} - {C:item}Carta{} de {C:item}Item{}\",\n\t\t\t\t\t\"{C:green}20%{} - Etiqueta de {C:attention}Cupom{}\",\n\t\t\t\t\t\"{C:green}15%{} - {C:dark_edition}Policromática{} {C:attention}Carta de Presente{}\",\n\t\t\t\t}\n\t\t\t},\n\t\t\tpickup = {\n\t\t\t  name = \"Coletar\",\n\t\t\t  text = {\n\t\t\t\t\"{C:green}34%{} - {C:item}Item{}\",\n\t\t\t\t\"{C:green}25%{} - {C:item}Item de Evolução{}\",\n\t\t\t\t\"{C:green}20%{} - {C:item}Sobras{}\",\n\t\t\t\t\"{C:green}20%{} - {C:item}Colher Torcida{}\",\n\t\t\t\t\"{C:green}1%{} - {C:spectral}Transformação{}\",\n\t\t\t  }\n\t\t\t},\n\t\t\tpokeballs_group = {\n\t\t\t  name = \"Pokébolas\",\n\t\t\t  text = {\n\t\t\t\t\"Cria um Curinga aleatório\",\n\t\t\t\t\"com uma certa qualidade\",\n\t\t\t  }\n\t\t\t},\n\t\t\tholding = {\n\t\t\t\tname = \"Segurando\",\n\t\t\t\ttext = {\n\t\t\t\t  \"Este Curinga vem com\",\n\t\t\t\t  \"uma carta {C:attention}#1#{}\",\n\t\t\t\t  \"{C:inactive}(Deve ter espaço){}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tholding_an = {\n\t\t\t\tname = \"Segurando\",\n\t\t\t\ttext = {\n\t\t\t\t  \"Este Curinga vem com\",\n\t\t\t\t  \"uma carta {C:attention}#1#{}\",\n\t\t\t\t  \"{C:inactive}(Deve ter espaço){}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\teeveelution = {\n\t\t\t\tname = \"Evoluções\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:attention}Pedra da Água{} - {X:water,C:white}Vaporeon{}\",\n\t\t\t\t\t\"{C:attention}Pedra do Trovão{} - {X:lightning,C:black}Jolteon{}\",\n\t\t\t\t\t\"{C:attention}Pedra do Fogo{} - {X:fire,C:white}Flareon{}\",\n\t\t\t\t\t\"{C:attention}Pedra do Sol{} - {X:psychic,C:white}Espeon{}\",\n\t\t\t\t\t\"{C:attention}Pedra da Lua{} - {X:dark,C:white}Umbreon{}\",\n\t\t\t\t\t\"{C:attention}Pedra da Folha{} - {X:grass,C:white}Leafeon{}\",\n\t\t\t\t\t\"{C:attention}Pedra do Gelo{} - {X:water,C:white}Glaceon{}\",\n\t\t\t\t\t\"{C:attention}Pedra Brilhante{} - {X:fairy,C:white}Sylveon{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tpoke_egg_tip = {\n\t\t\t  name = \"Ovo Misterioso\",\n\t\t\t  text = {\n\t\t\t\t\"Parece frio e solitário.\"\n\t\t\t  }\n\t\t\t},\n\t\t\tpoke_top_cards = {\n\t\t\t  name = \"Cartas Superiores\",\n\t\t\t  text = {\n\t\t\t\t\"{C:attention}#1#{}\",\n\t\t\t\t\"{C:attention}#2#{}\",\n\t\t\t  }\n\t\t\t},\n\t\t\tpoke_drain = {\n\t\t\t  name = \"Drenar\",\n\t\t\t  text = {\n\t\t\t\t\"Remove o valor de venda de\",\n\t\t\t\t\"um Curinga e adiciona a si mesmo\",\n\t\t\t\t\"se o Curinga tiver mais de\",\n\t\t\t\t\"{C:money}$1{} de valor de venda\"\n\t\t\t  }\n\t\t\t},\n\t\t\tpoke_drain_item = {\n\t\t\t  name = \"Drenar\",\n\t\t\t  text = {\n\t\t\t\t\"Remove o valor de venda de\",\n\t\t\t\t\"um Curinga se o Curinga tiver\",\n\t\t\t\t\"mais de {C:money}$1{} de valor de venda\",\n\t\t\t  }\n\t\t\t},\n\t\t\tpoke_volatile_left = {\n\t\t\t  name = \"Volátil Esquerda\",\n\t\t\t  text = {\n\t\t\t\t\"A seguinte habilidade só é acionada\",\n\t\t\t\t\"quando este é o Curinga mais à esquerda\",\n\t\t\t\t\"{C:inactive}(Ignorando Pokémon {C:attention}Voláteis{C:inactive})\"\n\t\t\t  }\n\t\t\t},\n\t\t\tpoke_volatile_right = {\n\t\t\t  name = \"Volátil Direita\",\n\t\t\t  text = {\n\t\t\t\t\"A seguinte habilidade só é acionada\",\n\t\t\t\t\"quando este é o Curinga mais à direita\",\n\t\t\t\t\"{C:inactive}(Ignorando Pokémon {C:attention}Voláteis{C:inactive})\"\n\t\t\t  }\n\t\t\t},\n\t\t\tsketch = {\n\t\t\t  name = \"Esboço\",\n\t\t\t  text = {\n\t\t\t\t\"Copia o Curinga até ser vendido,\",\n\t\t\t\t\"destruído ou copiar outra habilidade\",\n\t\t\t\t\"A cópia aparece como uma dica\",\n\t\t\t\t\"e no menu Pokédex\",\n\t\t\t\t\"Esboço é reiniciado quando o Curinga é copiado\"\n\t\t\t  }\n\t\t\t},\n\t\t\tunlimited_energy_tooltip = {\n\t\t\t  name = \"Energia Ilimitada\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas podem ter {C:pink}Energia{} usada\",\n\t\t\t\t\"neles qualquer número de vezes\"\n\t\t\t  }\n\t\t\t},\n\t\t\tprecise_energy_tooltip = {\n\t\t\t\tname = \"Escala de Energia Precisão\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{s:0.8}Usa {C:attention,s:0.8}decimais{} para todos os valores ao aplicar bônus de {C:pink,s:0.8}Energia{}{s:0.8}\",\n\t\t\t\t\t\"{s:0.8}Com esta opção {C:attention,s:0.8}desligada{}{s:0.8} o seguinte ocorrerá para o bônus:{}\",\n\t\t\t\t\t\"{C:attenion}1. {X:mult,C:white,s:0.8}X{} {s:0.8}Mult - Usa Decimais\",\n\t\t\t\t\t\"{C:attenion}2. {s:0.8}{C:mult,s:0.8}Mult{} Fixo{s:0.8} e {C:chips,s:0.8}Fichas{s:0.8} - Arredonda para o número inteiro mais próximo\",\n\t\t\t\t\t\"{C:attenion}3. {s:0.8}Ganho de {C:mult,s:0.8}Mult{s:0.8} e Ganho de {C:chips,s:0.8}Fichas{s:0.8} - Componente decimal exibido\",\n\t\t\t\t\t\"{s:0.8}como uma porcentagem, usado para aplicar bônus à base de {C:mult,s:0.8}Mult{s:0.8} e {C:chips,s:0.8}Fichas{}\",\n\t\t\t\t\t\"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - Componente decimal exibido como uma porcentagem,\",\n\t\t\t\t\t\"{s:0.8}usado como chance para ganhar {C:money,s:0.8}${}{s:0.8} extra{}\",\n\t\t\t\t\t\"{C:inactive,s:0.8}(Curingas não-Pokémon sempre usarão escala precisa){}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tdiscovery_tooltip = {\n\t\t\t  name = \"Descoberta\",\n\t\t\t  text = {\n\t\t\t\t\"Objetos do mod Pokermon não são descobertos\",\n\t\t\t\t\"por padrão. Desligar esta opção de configuração\",\n\t\t\t\t\"descobrirá todos os objetos do mod\",\n\t\t\t\t\"{C:red}Descobrir todos os objetos não pode ser desfeito{}\"\n\t\t\t  }\n\t\t\t},\n\t\t\tpokemononly_tooltip = {\n\t\t\t  name = \"Apenas Pokémon\",\n\t\t\t  text = {\n\t\t\t\t\"Apenas Curingas {C:attention}Pokémon{} aparecerão\",\n\t\t\t  }\n\t\t\t},\n\t\t\tgen1_tooltip = {\n\t\t\t  name = \"Geração 1 Permitida\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} da primeira\",\n\t\t\t\t\"geração aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\tgen2_tooltip = {\n\t\t\t  name = \"Geração 2 Permitida\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} da segunda\",\n\t\t\t\t\"geração aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\tgen3_tooltip = {\n\t\t\t  name = \"Geração 3 Permitida\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} da terceira\",\n\t\t\t\t\"geração aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\tgen4_tooltip = {\n\t\t\t  name = \"Geração 4 Permitida\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} da quarta\",\n\t\t\t\t\"geração aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\tgen5_tooltip = {\n\t\t\t  name = \"Geração 5 Permitida\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} da quinta\",\n\t\t\t\t\"geração aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\tgen6_tooltip = {\n\t\t\t  name = \"Geração 6 Permitida\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} da sexta\",\n\t\t\t\t\"geração aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\tgen7_tooltip = {\n\t\t\t  name = \"Geração 7 Permitida\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} da sétima\",\n\t\t\t\t\"geração aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\tgen8_tooltip = {\n\t\t\t  name = \"Geração 8 Permitida\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} da oitava\",\n\t\t\t\t\"geração aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\tgen9_tooltip = {\n\t\t\t  name = \"Geração 9 Permitida\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} da nona\",\n\t\t\t\t\"geração aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\thazards_on_tooltip = {\n\t\t\t  name = \"Riscos Permitidos\",\n\t\t\t  text = {\n\t\t\t\t\"Curingas {C:attention}Pokémon{} com\",\n\t\t\t\t\"{C:purple}Riscos{} aparecerão\"\n\t\t\t  }\n\t\t\t},\n\t\t\tshinyplayingcard_tooltip = {\n\t\t\t  name = \"Shiny em Cartas de Jogo\",\n\t\t\t  text = {\n\t\t\t\t\"Permite que {C:attention}cartas de jogo{}\",\n\t\t\t\t\"tenham a edição {C:dark_edition}Shiny{}\"\n\t\t\t  }\n\t\t\t},\n\t\t\tdetailed_tooltips_tooltip = {\n\t\t\t  name = \"Dicas Detalhadas\",\n\t\t\t  text = {\n\t\t\t\t\"Todas as dicas serão exibidas\",\n\t\t\t\t\"Desligar isso removerá a maioria\",\n\t\t\t\t\"das dicas dos Curingas Pokémon\",\n\t\t\t  }\n\t\t\t},\n\t\t\tlegacycontent_tooltip = {\n\t\t\t  name = \"Conteúdo Legado\",\n\t\t\t  text = {\n\t\t\t\t\"Habilita conteúdo que\",\n\t\t\t\t\"foi removido\"\n\t\t\t  }\n\t\t\t},\n\t\t\tjokecontent_tooltip = {\n\t\t\t  name = \"Conteúdo de Piada\",\n\t\t\t  text = {\n\t\t\t\t\"Habilita conteúdo que é\",\n\t\t\t\t\"feito para ser humorístico\"\n\t\t\t  }\n\t\t\t},\n\t\t\tsplashcard_tooltip = {\n\t\t\t  name = \"Carta de Abertura Pokémon\",\n\t\t\t  text = {\n\t\t\t\t\"Substitui a carta de abertura usual\",\n\t\t\t\t\"por um Curinga Pokémon aleatório\",\n\t\t\t  }\n\t\t\t},\n\t\t\ttitle_tooltip = {\n\t\t\t  name = \"Tela de Título Pokémon\",\n\t\t\t  text = {\n\t\t\t\t\"Substitui a tela de título usual\",\n\t\t\t\t\"pela versão Pokermon\",\n\t\t\t  }\n\t\t\t},\n\t\t\taltart_tooltip = {\n\t\t\t  name = \"Arte Alternativa\",\n\t\t\t  text = {\n\t\t\t\t\"Usa sprites alternativos para\",\n\t\t\t\t\"certos Curingas Pokémon\",\n\t\t\t  }\n\t\t\t},\n\t\t\tanimation_tooltip = {\n\t\t\t  name = \"Habilitar Animações\",\n\t\t\t  text = {\n\t\t\t\t\"Habilita sprites animados para\",\n\t\t\t\t\"certos Curingas Pokémon\",\n\t\t\t  }\n\t\t\t},\n\t\t\tallowpokeballs_tooltip = {\n\t\t\t  name = \"Permitir Pokébolas\",\n\t\t\t  text = {\n\t\t\t\t\"Permite que {C:item}itens{} de Pokébola apareçam\",\n\t\t\t  }\n\t\t\t},\n\t\t\tpokemaster_tooltip = {\n\t\t\t  name = \"Modo Mestre Pokémon\",\n\t\t\t  text = {\n\t\t\t\t\"Configuração Apenas Pokémon aplicada\",\n\t\t\t\t\"Apostas Adicionais estão disponíveis\"\n\t\t\t  }\n\t\t\t},\n\t\t\tdesigned_by = {\n\t\t\t  name = \"Desenhado Por\",\n\t\t\t  text = {\n\t\t\t\t\"{C:dark_edition}#1#{}\"\n\t\t\t  }\n\t\t\t},\n\t\t\tendless = {\n\t\t\t  name = \"Reutilizável\",\n\t\t\t  text = {\n\t\t\t\t\"Não é consumido quando usado\",\n\t\t\t\t\"{C:inactive,s:0.8}(Excluído por {C:attention,s:0.8}Colher Torcida{C:inactive,s:0.8})\"\n\t\t\t  }\n\t\t\t},\n\t\t\tsylveon_tag_pool = {\n\t\t\t  name = \"Conjunto de Etiquetas\",\n\t\t\t  text = {\n\t\t\t\t\"{C:attention}#1#\",\n\t\t\t\t\"{C:tarot}#2#\",\n\t\t\t\t\"{C:attention}#3#\",\n\t\t\t  }\n\t\t\t},\n\t\t\tomastar_tag_pool = {\n\t\t\t  name = \"Conjunto de Etiquetas\",\n\t\t\t  text = {\n\t\t\t\t\"{C:money}#1#\",\n\t\t\t\t\"{C:money}#2#\",\n\t\t\t\t\"{C:money}#3#\",\n\t\t\t\t\"{C:money}#4#\",\n\t\t\t\t\"{C:money}#5#\",\n\t\t\t  }\n\t\t\t},\n\t\t\tsafaridesc = {\n\t\t\t\tname = \"Safári\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Só pode ser obtido\",\n\t\t\t\t\t\"através de {C:attention}Evolução{}\",\n\t\t\t\t\t\"ou certos {C:attention}Itens de Pokébola{}\"\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t--this key is extremely cursed xd\n\t\t\tpoke_pink_seal_seal = {\n\t\t\t\tname = \"Selo Rosa\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Cria uma carta de {C:pink}Energia{}\",\n\t\t\t\t\t\"correspondente ao {C:attention}tipo{} de um Curinga possuído\",\n\t\t\t\t\t\"se ele pontuar na\",\n\t\t\t\t\t\"{C:attention}primeira mão{} da rodada\",\n\t\t\t\t\t\"{C:inactive}(Deve ter espaço){}\"\n\t\t\t\t},\n\t\t\t},\n\n\t\t\t--less cursed\n\t\t\tpoke_silver_seal = {\n\t\t\t\tname = \"Selo Prateado\",\n\t\t\t\ttext = {\n\t\t\t\t  \"Cria uma carta de {C:item}Item{}\",\n\t\t\t\t  \"e é {C:attention}descartada{} se {C:attention}segurada{}\",\n\t\t\t\t  \"na mão quando as cartas são pontuadas\"\n\t\t\t\t}\n\t\t\t},\n\t\t\t--[[\n\t\t\tgrass_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:grass,C:white}Grama{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tfire_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:fire,C:white}Fogo{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\twater_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:water,C:white}Água{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tlightning_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:lightning,C:white}Elétrico{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tpsychic_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:psychic,C:white}Psíquico{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tfighting_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:fighting,C:white}Lutador{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tcolorless_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:colorless,C:white}Incolor{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tdark_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:dark,C:white}Sombrio{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tmetal_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:metal,C:white}Metálico{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tfairy_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:fairy,C:white}Fada{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tdragon_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:dragon,C:white}Dragão{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tearth_sticker = {\n\t\t\t\tname = \"Tipo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{X:earth,C:white}Terrestre{}\"\n\t\t\t\t}\n\t\t\t},\n\t\t\t--]]\n\t\t\t--Since these are normally discovered by default these will probably not matter\n\t\t\t--But they COULD matter? Right? Right??????\n\t\t\tundiscovered_energy = {\n\t\t\t\tname = \"Não Descoberto\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Compre ou use\",\n\t\t\t\t\t\"esta carta em uma\",\n\t\t\t\t\t\"partida não-semeadada para\",\n\t\t\t\t\t\"saber o que ela faz\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tundiscovered_item = {\n\t\t\t\tname = \"Não Descoberto\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Compre ou use\",\n\t\t\t\t\t\"esta carta em uma\",\n\t\t\t\t\t\"partida não-semeadada para\",\n\t\t\t\t\t\"saber o que ela faz\"\n\t\t\t\t}\n\t\t\t},\n\t\t\tp_poke_pokepack_normal_1 = {\n\t\t\t\tname = \"Pacote de Bolso\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Escolha {C:attention}#1#{} entre\",\n\t\t\t\t\t\"{C:attention}#2#{} Cartas de {C:item}Item{} e\",\n\t\t\t\t\t\"{C:attention}#3#{} Carta de {C:pink}Energia{}\",\n\t\t\t\t},\n\t\t\t},\n\t\t\tp_poke_pokepack_normal_2 = {\n\t\t\t\tname = \"Pacote de Bolso\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Escolha {C:attention}#1#{} entre\",\n\t\t\t\t\t\"{C:attention}#2#{} Cartas de {C:item}Item{} e\",\n\t\t\t\t\t\"{C:attention}#3#{} Carta de {C:pink}Energia{}\",\n\t\t\t\t},\n\t\t\t},\n\t\t\tp_poke_pokepack_jumbo_1 = {\n\t\t\t\tname = \"Pacote de Bolso Jumbo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Escolha {C:attention}#1#{} entre\",\n\t\t\t\t\t\"{C:attention}#2#{} Cartas de {C:item}Item{} e\",\n\t\t\t\t\t\"{C:attention}#3#{} Carta de {C:pink}Energia{}\",\n\t\t\t\t},\n\t\t\t},\n\t\t\tp_poke_pokepack_mega_1 = {\n\t\t\t\tname = \"Pacote de Bolso Mega\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Escolha {C:attention}#1#{} entre\",\n\t\t\t\t\t\"{C:attention}#2#{} Cartas de {C:item}Item{} e\",\n\t\t\t\t\t\"{C:attention}#3#{} Carta de {C:pink}Energia{}\",\n\t\t\t\t},\n\t\t\t},\n\t\t\tp_poke_pokepack_normal_3 = {\n\t\t\t\tname = \"Pacote de Bolso\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Escolha {C:attention}#1#{} entre\",\n\t\t\t\t\t\"{C:attention}#2#{} Cartas de {C:item}Item{} e\",\n\t\t\t\t\t\"{C:attention}#3#{} Carta de {C:pink}Energia{}\",\n\t\t\t\t},\n\t\t\t},\n\t\t\tp_poke_pokepack_normal_4 = {\n\t\t\t\tname = \"Pacote de Bolso\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Escolha {C:attention}#1#{} entre\",\n\t\t\t\t\t\"{C:attention}#2#{} Cartas de {C:item}Item{} e\",\n\t\t\t\t\t\"{C:attention}#3#{} Carta de {C:pink}Energia{}\",\n\t\t\t\t},\n\t\t\t},\n\t\t\tp_poke_pokepack_jumbo_2 = {\n\t\t\t\tname = \"Pacote de Bolso Jumbo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Escolha {C:attention}#1#{} entre\",\n\t\t\t\t\t\"{C:attention}#2#{} Cartas de {C:item}Item{} e\",\n\t\t\t\t\t\"{C:attention}#3#{} Carta de {C:pink}Energia{}\",\n\t\t\t\t},\n\t\t\t},\n\t\t\tp_poke_pokepack_mega_2 = {\n\t\t\t\tname = \"Pacote de Bolso Mega\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Escolha {C:attention}#1#{} entre\",\n\t\t\t\t\t\"{C:attention}#2#{} Cartas de {C:item}Item{} e\",\n\t\t\t\t\t\"{C:attention}#3#{} Carta de {C:pink}Energia{}\",\n\t\t\t\t},\n\t\t\t},\n\t\t\tp_poke_pokepack_wish_pack = {\n\t\t\t\tname = \"Pacote do Desejo\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"{C:dark_edition}Faça um Pedido!{}\",\n\t\t\t\t},\n\t\t\t},\n\t\t\tpoke_hazards = {\n\t\t\t\tname = \"Riscos\",\n\t\t\t\ttext = {\n\t\t\t\t\t\"Quando um {C:attention}Blind{} é selecionado,\",\n\t\t\t\t\t\"adiciona {C:attention}Cartas de Risco{} ao deck\",\n\t\t\t\t\t\"baseado no tamanho do deck\",\n\t\t\t\t},\n\t\t\t},\n\t\t},\n\t},\n\tmisc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Mestre Pokémon\",\n            c_poke_nuzlocke = \"Nuzlocke\",\n            c_poke_goodasgold = \"Bom Como Ouro\",\n            c_poke_parenthood = \"Paternidade\",\n            c_poke_littlecup = \"Copinha\",\n            c_poke_hammertime = \"Hora do Martelo\",\n            c_poke_lonesome = \"Solitário\",\n            c_poke_randomizer = \"Randomizador\"\n        },\n        dictionary = {\n            k_energy = \"Energia\",\n            k_item = \"Item\",\n            k_poke_pocket_pack = \"Pacote de Bolso\",\n            k_poke_wish_pack = \"Pacote do Desejo\",\n            \n            k_poke_baby = \"Bebê\",\n            k_poke_safari = \"Safári\",\n            k_poke_mega = \"Mega\",\n\n            b_save = \"SALVAR\",\n            b_energy_cards = \"Cartas de Energia\",\n            b_item_cards = \"Cartas de Item\",\n            \n            --Mod Menu stuff\n            poke_settings_header_required = \"Reinício Necessário:\",\n            poke_settings_header_norequired = \"Reinício Não Necessário:\",\n            poke_settings_pokemon_only = \"Apenas Pokémon?\",\n            poke_settings_unlimited_energy = \"Energia Ilimitada?\",\n            poke_settings_shiny_playing_cards = \"Shiny em cartas de jogo?\",\n            poke_settings_pokemon_detailed_tooltips = \"Dicas Detalhadas?\",\n            poke_settings_jokers_only = \"Apenas Curingas?\",\n            poke_settings_no_evolutions = \"Sem Evoluções?\",\n            poke_settings_pokeballs = \"Permitir Pokébolas?\",\n            poke_settings_pokedex_number = \"Números da Pokédex?\",\n            poke_settings_pokemon_splash = \"Carta de Abertura Pokémon?\",\n            poke_settings_pokemon_title = \"Título Pokémon?\",\n            poke_settings_pokemon_gen_one = \"Geração 1 Permitida?\",\n            poke_settings_pokemon_gen_two = \"Geração 2 Permitida?\",\n            poke_settings_pokemon_gen_three = \"Geração 3 Permitida?\",\n            poke_settings_pokemon_gen_four = \"Geração 4 Permitida?\",\n            poke_settings_pokemon_gen_five = \"Geração 5 Permitida?\",\n            poke_settings_pokemon_gen_six = \"Geração 6 Permitida?\",\n            poke_settings_pokemon_gen_seven = \"Geração 7 Permitida?\",\n            poke_settings_pokemon_gen_eight = \"Geração 8 Permitida?\",\n            poke_settings_pokemon_gen_nine = \"Geração 9 Permitida?\",\n            poke_settings_pokemon_hazards_on = \"Riscos Permitidos?\",\n            poke_settings_pokemon_precise_energy = \"Usar Escala de Energia Precisão?\",\n            poke_settings_pokemon_discovery = \"! Descoberta?\",\n            poke_settings_pokemon_altart = \"Arte Alternativa?\",\n            poke_settings_pokemon_aprilfools = \"Conteúdo de Piada?\",\n            poke_settings_pokemon_legacy = \"Conteúdo Legado?\",\n            poke_settings_enable_animations = \"Habilitar Animações?\",\n            poke_settings_pokemon_master = \"Modo Mestre Pokémon?\",\n            poke_settings_pokemon_spritesheet = \"Folha de Sprites Padrão\",\n            poke_settings_pokemon_spritesheet_classic = \"Clássico\",\n            poke_settings_pokemon_spritesheet_seriesa = \"Série A\",\n            \n            poke_credits_actualcredits = \"Créditos\",\n            poke_credits_thanks = \"Agradecimentos a\",\n            poke_credits_lead = \"Desenvolvedor Líder: \",\n            poke_credits_graphics = \"Design Gráfico: \",\n            poke_credits_quality_assurance_main = \"QA: \",\n            poke_credits_developer = \"Desenvolvedores: \",\n            poke_credits_designer = \"Assistentes de Design: \",\n            poke_credits_community_manager = \"Gerentes de Comunidade: \",\n            poke_credits_special_thanks = \"Agradecimentos Especiais: \",\n            poke_credits_localization = \"Localização: \",\n            poke_credits_sound = \"Engenheiro de Áudio: \",\n\n            poke_plus_pokeitem = \"+1 Item\",\n            poke_plus_energy = \"+1 Energia\",\n            poke_plus_shop = \"+1 Carta na Loja\",\n            poke_destroyed_ex = \"Destruído!\",\n            poke_evolve_success = \"Evoluiu!\",\n            poke_transform_success = \"Transformado!\",\n            poke_evolve_level = \"Subiu de Nível!\",\n            poke_tera = \"Tera\",\n            poke_tera_ex = \"Tera!\",\n            poke_metal_ex = \"Metálico!\",\n            poke_dragon_ex = \"Dragão!\",\n            poke_energized_ex = \"Energizado!\",\n            poke_round_plus_ex = \"Rodada Passada!\",\n            poke_unlimited_energy = \"Infinito\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Farfetch'd\",\n            cubone_marowak_infoqueue = \"Cubone e Marowak\",\n            snorlax_infoqueue = \"Snorlax\",\n            pokeball_variable = \"Pokébola\",\n            goodrod_variable = \"Vara Boa\",\n            pinkseal_variable = \"Selo Rosa\",\n            silverseal_variable = \"Selo Prateado\",\n            twisted_spoon_variable = \"Colher Torcida\",\n            double_rainbow_energy_variable = \"Energia Duplo Arco-Íris\",\n\n            --From Gastly Line\n            poke_lick_ex = \"Lambida!\",\n            poke_lick = \"Lambida\",\n            --From Kingler\n            poke_surf_ex = \"Surfar!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"BOOM!\",\n            --From Exeggutor\n            poke_solar_ex = \"Solar!\",\n            poke_solar = \"Solar\",\n            --From Pinsir\n            poke_pinsir_pin = \"Afixado!\",\n            poke_pinsir_remove_pin = \"Desafixado!\",\n            --From Tangela line\n            poke_tangela_bonus = \"Todos!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"Skree!\",\n            --Hoppip Line\n            poke_hop_ex = \"Pular!\",\n            poke_skip_ex = \"Pular!\",\n            poke_jump_ex = \"Saltar!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"Pétala!\",\n            poke_petal_dance = \"Pétala\",\n            --From Scizor\n            poke_x_scissor_ex = \"X Tesoura!\",\n            poke_x_scissor = \"X Tesoura\",\n            --From Kingdra\n            poke_twister_ex = \"Twister!\",\n            --From Mime Jr.\n            poke_mime_ex = \"Mímica!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"Explosão de Fogo!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"Trovão!\",\n            poke_gift_ex = \"Presente!\",\n            poke_faint_ex = \"Desmaiou!\",\n            poke_reveal_ex = \"Revelado!\",\n            poke_nido_ex = \"Nido!\",\n            poke_disguise_intact = \"Disfarce Intacto! Morte Evitada!\",\n            poke_disguise_broken = \"Disfarce Quebrado! Morte Não Evitada!\",\n            poke_dig_ex = \"Cavar!\",\n            poke_blazekick_ex = \"Chute Ardente!\",\n            poke_darts_ex = \"Dardos!\",\n            poke_none = \"Nenhum\",\n            poke_dawn_info1 = \"(Próxima mão jogada define o tipo de mão)\",\n            poke_dawn_info2 = \"(Tipo de mão definido!)\",\n            poke_make_it_rain = \"Faça Chover!\",\n            poke_val_down = \"Valor Diminuído!\",\n            poke_powder_ex = \"Neve em Pó!\",\n            poke_future_sight = \"Visão Futura!\",\n            poke_smell_ya = \"Te Cheiro Mais Tarde!\",\n            poke_wowthree = \"Uau! Três!\",\n            poke_illusion = \"...?\",\n            poke_crack_ex = \"CRACK!\",\n            poke_shake_ex = \"Sacudir!\",\n            poke_closed_ex = \"Fechado!\",\n            poke_reload_ex = \"Recarregar!\",\n            poke_shadow_tag_ex = \"Etiqueta Sombria!\",\n            poke_flees_ex = \"Foge!\",\n            poke_hidden_power_ex = \"Poder Oculto!\",\n            poke_nasty_plot_ex = \"Trama Maldosa!\",\n            poke_iron_tail_ex = \"Cauda de Ferro!\",\n            poke_autotomize_ex = \"Autotomizar!\",\n            poke_highjumpkick_ex = \"Chute do Alto!\",\n            \n            poke_grass_badge = \"Grama\",\n            poke_fire_badge = \"Fogo\",\n            poke_water_badge = \"Água\",\n            poke_lightning_badge = \"Elétrico\",\n            poke_psychic_badge = \"Psíquico\",\n            poke_fighting_badge = \"Lutador\",\n            poke_colorless_badge = \"Incolor\",\n            poke_dark_badge = \"Sombrio\",\n            poke_metal_badge = \"Metálico\",\n            poke_fairy_badge = \"Fada\",\n            poke_dragon_badge = \"Dragão\",\n            poke_earth_badge = \"Terrestre\",\n            poke_bird_badge = \"Pássaro\",\n            \n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"Selo Rosa\",\n            poke_silver_seal = \"Selo Prateado\",\n\n            poke_shiny = \"Shiny\",\n\n            grass_sticker = \"Tera\",\n            fire_sticker = \"Tera\",\n            water_sticker = \"Tera\",\n            lightning_sticker = \"Tera\",\n            psychic_sticker = \"Tera\",\n            fighting_sticker = \"Tera\",\n            colorless_sticker = \"Tera\",\n            dark_sticker = \"Tera\",\n            metal_sticker = \"Tera\",\n            fairy_sticker = \"Tera\",\n            dragon_sticker = \"Tera\",\n            earth_sticker = \"Tera\",\n\n            k_poke_safari = \"Safári\",\n            k_poke_mega = \"Mega\",\n        },\n        tutorial = {\n          poke_intro_1 = {\n          \"Olá, sou o {C:attention}Professor Jimbo{}!\",\n          \"Bem-vindo ao mundo de {C:attention}Pokermon{}!\",\n          },\n        },\n        v_dictionary = {\n          poke_discards = \"+#1# Descartes\",\n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"{C:attention}+1{} Slot de Curinga quando Chefe cego derrotado {C:inactive}(até 5)\"},\n           ch_c_poke_nuzlocke = {\"Primeira loja de cada Ante contém um {C:attention}Pacote de Bufão\"},\n           ch_c_apply_randomizer = {\"Curingas Pokémon evoluem para Curingas Pokémon aleatórios\"},\n        },\n    }\n}"
  },
  {
    "path": "localization/ru.lua",
    "content": "-- Welcome to ru.lua\n\n--Progress report:\n--Update this as you go! Or don't, I know Cryptid doesn't (lmfao)\n\n--[[\nDecks: No\nJokers: No\nSettings/Mod: No\nItems: No\nEnergy: No\nDeck Sleeves (requires Decksleeves Mod): No\nBoss Blinds: No\nChallenges: No\nSpectrals: No\nTarots: Yes (there aren't any lmao)\nStickers: No\nPlanets: Yes (there aren't any lmao)\nDictonary: No\nEditions: No\nVouchers: No\nTags: No\nMisc Infoqueues (ancient, baby, eitem, Type, etc): No\nOther (packs, stickers, etc): No\nMisc: No\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"Тренерская колода\",\n                text = {\n                    \"Начните забег с\",\n                    \"ваучером {C:tarot,T:v_poke_goodrod}#1#{}\",\n                    \"и картой {C:tarot,T:c_poke_pokeball}#2#{}\",\n                } \n            },\n            b_poke_obituarydeck = {\n                name = \"Ритуальная колода\",\n                text = {\n                    \"У ВСЕХ карт есть {C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"Самоцветная колода\",\n                text = {\n                    \"ВСЕ Покемоны создаются\",\n                    \"со случайным {C:pink}типом{}\",\n                    \"и {C:attention}+1{} {C:pink}энергией{}\"\n                }\n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"Камера Шартрез\",\n                text = {\n                    \"Случайный стихийный тип ослаблен\",\n                    \"с каждой рукой\",\n                }, \n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"Покеболл\",\n                text = {\n                    \"Создаёт случайную\",\n                    \"карту {C:attention}Базового Джокера{}\",\n                    \"{C:inactive}(Должно быть место)\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"Большой Покеболл\",\n                text = {\n                    \"Создаёт случайную\",\n                    \"карту {C:attention}Джокера 1 стадии{}\",\n                    \"{C:inactive}(Должно быть место)\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"Камень Луны\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Создаёт карту {C:attention}Луна{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"Камень Солнца\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Создаёт карту {C:attention}Солнце{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                },\n            },\n            c_poke_waterstone = {\n                name = \"Камень Воды\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Создаёт карту {C:attention}Иерофант{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"Камень Молнии\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Создаёт карту {C:attention}Дьявол{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                },\n            },\n            c_poke_firestone = {\n                name = \"Камень Огня\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Создаёт карту {C:attention}Влюблённые{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                },\n            },\n            c_poke_leafstone = {\n                name = \"Камень Листа\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Создаёт карту {C:attention}Мир{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                },\n            },\n            c_poke_linkcable = {\n                name = \"Шнур Связи\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Создаёт карту {C:attention}Смерть{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                },\n            },\n            c_poke_leftovers = {\n                name = \"Объедки\",\n                text = {\n                    \"{C:attention}Удерживаемая карта{}\",\n                    \"Создаёт карту {C:attention}Висельник{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                }\n            },\n            c_poke_leek = {\n                name = \"Лук\",\n                text = {\n                    \"{C:attention}Удерживаемая карта{}\",\n                    \"создаёт карту {C:attention}Колесо Фортуны{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                }\n            },\n            c_poke_thickclub = {\n                name = \"Увесистая Дубинка\",\n                text = {\n                    \"{C:attention}Удерживаемая карта{}\",\n                    \"Создаёт карту {C:attention}Сила{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                }\n            },\n            c_poke_teraorb = {\n                name = \"Tera Orb\",\n                text = {\n                    \"Даёт случайный\",\n                    \"стикер {C:pink}типа{}\",\n                    \"самому левому Джокеру{}\", \n                    \"и {C:attention}+1{} {C:pink}Энергию{}\"\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"Металлический плащ\",\n                text = {\n                    \"Даёт {C:metal}Металлический{} стикер\",\n                    \"Самому левому Джокеру\",\n                    \"Создаёт карту {C:attention}Колесница{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"Чешуя Дракона\",\n                text = {\n                    \"Даёт {C:dragon}Драконий{} стикер\",\n                    \"самому левому Джокеру\",\n                    \"Создаёт карту {C:attention}Император{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"Камень Короля\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Превращает {C:attention}#1#{} выбранную карту\",\n                    \"в карту {C:attention}Короля{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"Улучшение\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Добавляет {C:attention}#1#{} выбранным картам\",\n                    \"случайные {C:attention}Улучшения{}\",\n                }\n            },\n            c_poke_dubious_disc = {\n                name = \"Скучный диск\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Перемешивает или удаляет {C:attention}улучшения{}\",\n                    \"всех карт в руке\",\n                    \"{C:inactive}(Включая карты без улучшений){}\"\n                }\n            },\n\n            c_poke_icestone = {\n                name = \"Камень Льда\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Создаёт карту {C:attention}Правосудие{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                }\n            },\n            c_poke_shinystone = {\n                name = \"Блестящий Камень\",\n                text = {\n                    \"{C:attention}Карта Эволюции{}\",\n                    \"Создаёт карту {C:attention}Звезда{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"Согнутая Ложка\",\n                text = {\n                    \"Создаёт последнюю\",\n                    \"использованную вами карту\",\n                    \"{C:item}Предмета{} или {C:pink}Энергии{}\",\n                    \"Кроме {s:0.8,C:item}Согнутой Ложки{s:0.8}\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"Энергия Травы\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Траявного{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"Энергия Огня\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Огненного{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"Энергия Воды\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Водного{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"Энергия Молнии\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Электрического{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"Психическая Энергия\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Психического{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"Боевая Энергия\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Боевого{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"Бесцветная Энергия\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера, если это возможно\",\n                    \"Вполовину эффективно для\",\n                    \"не-{C:attention}Бесцветных{} Джокеров\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\"\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"Энергия Тьмы\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Тёмного{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"Энергия Металла\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Металлического{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"Энергия Волшебства\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Волшебного{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"Энергия Дракона\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Драконьего{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"Энергия Земли\",\n                text = {\n                    \"Увеличивает значения {C:attention}подсчёта{} и {C:money}${}\",\n                    \"выбранного или самого левого Джокера {C:attention}Земляного{} типа\",\n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличения за Джокера)\",\n                    \"{C:inactive}(И скорее всего силу земли)\",\n                },\n            },\n            c_poke_emergy = {\n                name = \"Emergy\",\n                text = {\n                    \"Create {C:attention}1{} random {C:green}Energy\",\n                    \"card with {C:dark_edition}Negative{} for each\",\n                    \"{C:attention}Jolly Joker{} or {C:legendary}M Joker{}\"\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"Блестящий\",\n                label = \"Блестящий\",\n                text = {\n                    \"{C:attention}+1{} дополнительный набор\",\n                    \"в магазине\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"Бульбазавр\",\n                text = {\n                    \"{C:attention}+#4#{} размер руки\",\n                    \"Получите {C:money}$#1#{} за каждую {C:attention}#3#{}\",\n                    \"в вашей руке, значение\",\n                    \"меняется каждый раунд\",\n                    \"{C:inactive}(Сейчас: {C:money}$#2#{C:inactive} получено)\",\n                    \"{C:inactive}(Эволюционирует, когда получено {C:money}$16{}{C:inactive})\"\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"Ивизавр\",\n                text = {\n                    \"{C:attention}+#3#{} размер руки\",\n                    \"Получите {C:money}$#1#{} или {C:money}$#5#{} за каждую {C:attention}#4#{}\",\n                    \"в руке, значение\",\n                    \"меняется каждый раунд\",\n                    \"{C:inactive}(Сейчас: {C:money}$#2#{C:inactive} получено)\",\n                    \"{C:inactive}(Эволюционирует, когда получено {C:money}$16{}{C:inactive})\"\n                } \n            },\n            j_poke_venusaur = {\n                name = \"Венузавр\",\n                text = {\n                    \"{C:attention}+#3#{} размер руки\",\n                    \"Получите {C:money}$#1#{} за каждую {C:attention}#4#{}\",\n                    \"в руке, значение\",\n                    \"меняется каждый раунд\",\n                    \"{C:inactive}(Сейчас: {C:money}$#2#{C:inactive} получено)\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"Чармандер\",\n                text = {\n                    \"{C:red}+#4#{} сброс\",\n                    \"Получает {C:mult}+#2#{} к множ. за сыгранную руку\",\n                    \"при {C:attention}#3#{} оставшихся сбросов\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:mult}+16{}{C:inactive} множ.)\"\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"Чармелеон\",\n                text = {\n                    \"{C:red}+#4#{} сброс\",\n                    \"Получает {C:mult}+#2#{} к множ. за сыгранную руку\",\n                    \"при {C:attention}#3#{} оставшихся сбросов\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:mult}+36{}{C:inactive} множ.)\"\n                } \n            },\n            j_poke_charizard = {\n                name = \"Чаризард\",\n                text = {\n                    \"{C:red}+#4#{} сброс, {C:mult}+#1#{} множ.\",\n                    \"{X:mult,C:white} X#2# {} множ. при {C:attention}#3#{} оставшихся сбросов\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"Сквиртл\",\n                text = {\n                    \"{C:chips}+#3#{} рука\",\n                    \"Получает {C:chips}+#2#{} шт. фишек за каждую оставшуюся\",\n                    \"руку в конце раунда\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#1#{C:inactive} шт. фишек)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:chips}+16{} {C:inactive} шт. фишек)\"\n                } \n            },\n            j_poke_wartortle = {\n                name = \"Вартортл\",\n                text = {\n                    \"{C:chips}+#3#{} рука\",\n                    \"Получает {C:chips}+#2#{} шт. фишек за каждую оставшуюся\",\n                    \"руку в конце раунда\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#1#{C:inactive} шт. фишек)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:chips}+36{} {C:inactive}шт. фишек)\"\n                } \n            },\n            j_poke_blastoise = {\n                name = \"Бластойз\",\n                text = {\n                    \"{C:chips}+#3#{} руки, {C:chips}+#1#{} шт. фишек\",\n                    \"{C:chips}+#2#{} шт. фишек за каждую\",\n                    \"оставшуюся руку\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"Катерпи\",\n                text = {\n                    \"{C:mult}+#1#{} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_metapod = {\n                name = \"Метапод\",\n                text = {\n                    \"{C:mult}+#1#{} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_butterfree = {\n                name = \"Баттерфри\",\n                text = {\n                    \"{C:mult}+#1#{} множ.\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"Видл\",\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_kakuna = {\n                name = \"Какуна\",\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_beedrill = {\n                name = \"Бидрилл\",\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"Пиджи\",\n                text = {\n                    \"Все карты {C:planet}Планет{} и\",\n                    \"{C:planet}Небесные наборы{} в\",\n                    \"магазине стоят на {C:money}$2{} дешевле\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#1#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"Пиджеотто\",\n                text = {\n                    \"Все карты {C:planet}Планет{} и\",\n                    \"{C:planet}Небесные наборы{} в\",\n                    \"магазине стоят на {C:money}$3{} дешевле\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#1#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"Пиджеот\",\n                text = {\n                    \"Все карты {C:planet}Планет{} и\",\n                    \"{C:planet}Небесные наборы{} в\",\n                    \"магазине {C:attention}бесплатны{}, используя\",\n                    \"карты {C:planet}Планет{} вы получаете {C:money}$#1#{}\"\n                } \n            },\n            j_poke_rattata = {\n                name = \"Раттата\",\n                text = {\n                    \"Повторите {C:attention}первую{} сыгранную\",\n                    \"при подсчете карту\",\n                    \"ещё {C:attention}#1#{} раз\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_raticate = {\n                name = \"Ратикэйт\",\n                text = {\n                    \"Повторите {C:attention}первую{} и {C:attention}вторую{}\",\n                    \"сыгранные при подсчете карты\",\n                    \"ещё {C:attention}#1#{} раз\",\n                } \n            },\n            j_poke_spearow = {\n                name = \"Спироу\",\n                text = {\n                    \"После подсчитывания {C:attention}#2#{} карт,\",\n                    \"улучшает уровень следующей разыгранной {C:attention}покерной руки{}\",\n                    \"{C:inactive}(Сейчас: {C:attention}#3#{}{C:inactive}/#2#) {C:inactive}#4#{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#1#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"Фироу\",\n                text = {\n                    \"После подсчитывания {C:attention}#1#{} карт,\",\n                    \"улучшает уровень следующей разыгранной {C:attention}покерной руки{}\",\n                    \"{C:inactive}(Сейчас: {C:attention}#2#{}{C:inactive}/#1#) {C:inactive}#3#{}\",\n                } \n            },\n            j_poke_ekans = {\n                name = \"Эканс\",\n                text = {\n                    \"{C:mult}+#1#{} множ. если\",\n                    \"сыгранная рука содержит\",\n                    \"{C:attention}Стрит{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_arbok = {\n                name = \"Арбок\",\n                text = {\n                    \"{C:mult}+#1#{} множ. если сыгранная рука\",\n                    \"содержит {C:attention}Стрит{}\",\n                    \"Создаёт карту Таро, если в ней\",\n                    \"также есть {C:attention}Туз{}\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"Пикачу\",\n                text = {\n                    \"Получайте {C:money}$#1#{} в\",\n                    \"конце каждого раунда\",\n                    \"за каждого Джокера у вас\",\n                    \"{C:inactive}(Макс. {C:money}$10{C:inactive})\",\n                    \"{C:inactive}(Эволюционирует с {C:inactive}картой {C:attention}Камня Молнии{})\"\n                } \n            },\n            j_poke_raichu = {\n                name = \"Райчу\",\n                text = {\n                    \"Становится {C:dark_edition}Негативным{}\",\n                    \"в конце раунда, если у вас\",\n                    \"есть хотя бы {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(Увеличивается за каждого Райчу){}\",\n                    \"Получайте {C:money}$#1#{} в конце\",\n                    \"раунда за каждого Джокера у вас\",\n                    \"{C:inactive}(Макс. {C:money}$10{C:inactive})\"\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"Сэндшрю\",\n                text = {\n                    \"{C:chips}+#2#{} шт. фишек за каждую {C:attention}стеклянную{}\",\n                    \"карту в вашей полной колоде\",\n                    \"Первая разбившаяся {C:attention}стеклянная{} карта каждый\",\n                    \"раунд создаёт свою копию в руке\",\n                    \"{C:inactive}(Cейчас: {C:chips}+#3#{}{C:inactive} шт. фишек){C:inactive}#4#{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#1#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"Сэндслэш\",\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек за каждую {C:attention}стеклянную{}\",\n                    \"карту в вашей полной колоде\",\n                    \"Первая разбившаяся {C:attention}стеклянная{} карта каждый\",\n                    \"раунд создаёт свою копию в руке\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#2#{}{C:inactive} шт. фишек){C:inactive}#3#{}\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"Нидоран Ж\",\n                text = {\n                    \"Каждая {C:attention}Королева{}\",\n                    \"в руке\",\n                    \"даёт {C:chips}+#1#{} шт. фишек\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_nidorina = {\n                name = \"НеДарина\",\n                text = {\n                    \"Каждая {C:attention}Королева{}\",\n                    \"в руке\",\n                    \"даёт {C:chips}+#1#{} шт. фишек\",\n                    \"{C:inactive}(Эволюционирует с картой {} {C:attention}Камень Луны{}{C:inactive})\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"Нидоквин\",\n                text = {\n                    \"{C:attention}+#2#{} размер руки\",\n                    \"Каждая {C:attention}Королева{}\",\n                    \"в руке\",\n                    \"даёт {C:chips}+#1#{} шт. фишек\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"Нидоран М\",\n                text = {\n                    \"Каждый {C:attention}Король{}\",\n                    \"в руке\",\n                    \"даёт {C:mult}+#1#{} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_nidorino = {\n                name = \"Нидорино\",\n                text = {\n                    \"Каждый {C:attention}Король{}\",\n                    \"в руке\",\n                    \"даёт {C:mult}+#1#{} множ.\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Камень Луны{}{C:inactive})\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"Нидокинг\",\n                text = {\n                    \"{C:attention}+#2#{} размер руки\",\n                    \"Каждый {C:attention}Король{}\",\n                    \"в руке\",\n                    \"даёт {C:mult}+#1#{} множ.\",\n                } \n            },\n            j_poke_clefairy = {\n                name = \"Клефэйри\",\n                text = {\n                    \"Сыгранные карты с\",\n                    \"мастью {C:clubs}#2#{} дают\",\n                    \"{C:mult}+#1#{} множ. при подсчёте\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Камень Луны{}{C:inactive})\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"Клефэйбл\",\n                text = {\n                    \"Сыгранные карты с мастью {C:clubs}#2#{} дают\",\n                    \"\",\n                    \"{C:mult}+#1#{} множ. за каждую карту {C:clubs}#2#{}\",\n                    \"уже подсчитанную в этом раунде\",\n                    \"{C:inactive,s:0.8}(Если было сыграно 5 трефовых карт, это  {C:mult,s:0.8}+5{} {C:inactive,s:0.8}множ.){}\",\n                    \"{C:inactive}(Сейчас: {C:mult}#3#{}{C:inactive} множ.){}\"\n                } \n            },\n            j_poke_vulpix = {\n                name = \"Вульпикс\",\n                text = {\n                    \"{C:green}#1# из #2#{} для каждой\",\n                    \"сыгранной {C:attention}9{} создать\",\n                    \"карту {C:attention}Таро{} при подсчёте\",\n                    \"{C:inactive}(Должно быть место)\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Камень Огня{}{C:inactive})\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"Найнтэйлс\",\n                text = {\n                    \"{C:attention}Держит карту Медиум{}\",\n                    \"{C:green}#1# из #2#{} шанс для каждой\",\n                    \"сыгранной {C:attention}9{} создать\",\n                    \"карту {C:attention}Таро{} или {C:planet}Планеты{} при подсчёте\",\n                    \"{C:inactive}(Должно быть место)\"\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"Джигглипафф\",\n                text = {\n                    \"Сыгранные карты с\",\n                    \"мастью {C:spades}#2#{} дают\",\n                    \"{C:mult}+#1#{} множ. при подсчёте\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Камень Луны{}{C:inactive})\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"Вигглитафф\",\n                text = {\n                    \"Сыгранные карты с мастью\",\n                    \"{C:spades}#3#{} дают\",\n                    \"{C:mult}+#1#{} множ. и\",\n                    \"{C:chips}+#2#{} шт. фишек, а также\",\n                    \"общее число фишек этой карты при подсчёте\",\n                } \n            },\n            j_poke_zubat = {\n                name = \"Зубат\",\n                text = {\n                    \"{C:mult}+#1#{} множ. за каждую {C:attention}улучшенную{}\",\n                    \"карту в вашей полной колоде\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#2#{}{C:inactive} множ., {C:attention}#4#{}{C:inactive} улучшений)\",\n                    \"{C:inactive}(Эволюционирует при {C:mult}#3#{C:inactive} улучшениях)\"\n                } \n            },\n            j_poke_golbat = {\n                name = \"Голбат\",\n                text = {\n                    \"Лишает улучшений карты при подсчёте\",\n                    \"Получает {C:mult}+#2#{} за карты {C:attention}множ.{} и {C:attention}дикие{} карты\",\n                    \"{C:chips}+#4#{} за {C:attention}бонусные{} и {C:attention}каменные{} карты,\",\n                    \"{X:red,C:white}X#6#{} за {C:attention}стальные{} и {C:attention}стеклянные{} карты,\",\n                    \"{C:money}$#8#{} за {C:attention}золотые{} и {C:attention}счастливые{} карты\",\n                    \"{C:inactive}(Эволюционирует, поглотив {C:attention}#9#{}{C:inactive}/20 улучшений)\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} в конце раунда)\"\n                } \n            },\n            j_poke_oddish = {\n                name = \"Оддиш\",\n                text = {\n                    \"Сыгранные {C:attention}нечётные{} карты\",\n                    \"дают {C:mult}+#1#{} или {C:mult}+#2#{} множ. при подсчёте\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_gloom = {\n                name = \"Глум\",\n                text = {\n                    \"Сыгранные {C:attention}нечётные{} карты\",\n                    \"дают {C:mult}+#1#{} или {C:mult}+#2#{} множ. при подсчёте\",\n                    \"{C:inactive}(Эволюционирует с картами {} {C:attention}Камень Листа/Солнца{}{C:inactive})\"\n                } \n            },\n            j_poke_vileplume = {\n                name = \"Вайлплум\",\n                text = {\n                    \"Сыгранные {C:attention}нечётные{} карты\",\n                    \"дают {C:mult}+#2#{} множ. или\",\n                    \"{X:mult,C:white} X#1# {} множ. при подсчёте\"\n                } \n            },\n            j_poke_paras = {\n                name = \"Парас\",\n                text = {\n                    \"{C:mult}+#2#{} к множ. за каждую руку,\",\n                    \"содержащую {C:attention}Две пары{}\", \n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{} {C:inactive}множ.)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:mult}+8{}{C:inactive} множ.)\"\n                }  \n            },\n            j_poke_parasect = {\n                name = \"Парасект\",\n                text = {\n                    \"{C:mult}+#2#{} к множ. за каждую сыгранную руку,\",\n                    \"содержащую {C:attention}Две Пары{}\",\n                    \"{C:mult}-#3#{} к множ. за каждую руку,\",\n                    \"в которой их нет\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{} {C:inactive}множ.)\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"Венонат\",\n                text = {\n                    \"Добавляет {C:attention}#1#{} ко всем {C:attention}указанным\",\n                    \"{C:green,E:1,S:1.1}вероятностям\",\n                    \"{C:inactive}(Например: {C:green}1 из 6{C:inactive} -> {C:green}2 из 6{C:inactive})\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_venomoth = {\n                name = \"Веномот\",\n                text = {\n                    \"Добавляет {C:attention}#1#{} ко всем {C:attention}указанным\",\n                    \"{C:green,E:1,S:1.1}вероятностям\",\n                    \"{C:inactive}(Например: {C:green}1 из 6{C:inactive} -> {C:green}3 из 6{C:inactive})\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"Diglett\",\n                text = {\n                    \"{C:chips}+#2#{} шт. фишек, если сыгранная рука\",\n                    \"содержит {C:attention}Сет{}\",\n                    \"{C:mult}+#3#{} множ., если сыгранная рука\",\n                    \"содержит {C:attention}2{}, {C:attention}3{}, или {C:attention}4{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#1#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"Дагтрио\",\n                text = {\n                    \"{C:chips}+#2#{} шт. фишек, если сыгранная рука\",\n                    \"содержит {C:attention}Сет{}\",\n                    \"{X:red,C:white} X#1# {} множ. если сыгранная рука\",\n                    \"содержит {C:attention}2{}, {C:attention}3{}, или {C:attention}4{}\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"Мяут\",\n                text = {\n                    \"Получайте {C:money}$#1#{} в\",\n                    \"конце раунда\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_persian = {\n                name = \"Персиан\",\n                text = {\n                    \"Получите {C:money}${} в конце раунда,\",\n                    \"равное {C:attention}удвоенной{} стоимости\", \n                    \"продажи самого левого {C:attention}Джокера{}\",\n                    \"{C:inactive}(Кроме самого себя){}\",\n                    \"{C:inactive}(Сейчас: {C:money}$#1#{C:inactive}, макс. {C:money}$15{C:inactive})\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"Псайдак\",\n                text = {\n                    \"Если разыгранная рука это\",\n                    \"единственная {C:attention}карта с лицом{}, получите {C:money}$#1#{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_golduck = {\n                name = \"Голдак\",\n                text = {\n                    \"Если разыгранная рука это\",\n                    \"единственная {C:attention}карта с лицом{}, получите {C:money}$#1#{}\",\n                    \"и она становится {C:attention}золотой{} при подсчёте\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"Манки\",\n                text = {\n                    \"Каждая сыгранная {C:attention}2{},\",\n                    \"{C:attention}3{}, {C:attention}5{} даёт\",\n                    \"{C:mult}+#1#{} множ. и {C:chips}+#2#{} шт. фишек\",\n                    \"при подсчёте\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_primeape = {\n                name = \"Праймейп\",\n                text = {\n                    \"Каждая сыгранная {C:attention}2{},\",\n                    \"{C:attention}3{}, {C:attention}5{} даёт\",\n                    \"{C:mult}+#1#{} множ. и {C:chips}+#2#{} шт. фишек\",\n                    \"при подсчёте\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive}/25 срабатываний){}\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"Гроулит\",\n                text = {\n                    \"{C:mult}+#1#{} множ. если сыгранная\",\n                    \"рука содержит {C:attention}Флэш{}\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Камень Огня{}{C:inactive})\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"Арканайн\",\n                text = {\n                    \"{X:red,C:white} X#1# {} множ. если сыгранная\",\n                    \"рука содержит {C:attention}Флэш{}.\",\n                    \"Создаёт карту {C:attention}Влюблённые{}\",\n                    \"когда выбирается {C:attention}Блайнд{}\"\n                } \n            },\n            j_poke_poliwag = {\n                name = \"Поливаг\",\n                text = {\n                    \"Сыгранные карты с мастью {V:1}#3#{}\",\n                    \"дают {C:mult}+#1#{} множ. при подсчете\",\n                    \"Масть меняется после каждой\",\n                    \"сыгранной руки в строгом порядке\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"Поливирл\",\n                text = {\n                    \"Сыгранные карты с мастью {V:1}#2#{}\",\n                    \"дают {C:mult}+#1#{} множ. при подсчете,\",\n                    \"Масть меняется после каждой\",\n                    \"сыгранной руки в строгом порядке\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}(Эволюционирует с картами{} {C:attention,s:0.8}Камня Воды{}{C:inactive,s:0.8} или {C:attention,s:0.8}Камнем Короля{}{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"Поливрат\",\n                text = {\n                    \"Сыгранные карты с мастью {V:1}#2#{}\",\n                    \"дают {C:mult}+#7#{} множ.\",\n                    \"и {X:mult,C:white} X#1# {} множ. при подсчёте,\",\n                    \"Масть меняется после каждой\",\n                    \"сыгранной руки в строгом порядке\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\"\n                } \n            },\n            j_poke_abra = {\n                name = \"Абра\",\n                text = {\n                    \"{C:green}#1# из #2#{} шанс\",\n                    \"создать карту {C:attention}Дурак{},\",\n                    \"если сыгранная {C:attention}покерная рука{}\",\n                    \"уже игралась в этом раунде\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_kadabra = {\n                name = \"Кадабра\",\n                text = {\n                    \"{C:green}#1# из #2#{} шанс\",\n                    \"создать карту {C:attention}Дурак{} или {C:item}Согнутая Ложка{},\",\n                    \"если сыгранная {C:attention}покерная рука{}\",\n                    \"уже игралась в этом раунде\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Шнур Связи{}{C:inactive})\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"Алаказам\",\n                text = {\n                    \"{C:attention}+#3#{} слот расходуемого\",\n                    \"{C:green}#1# из #2#{} шанс\",\n                    \"создать карту {C:attention}Дурак{} или {C:item}Согнутая Ложка{},\",\n                    \"если сыгранная {C:attention}покерная рука {}\",\n                    \"уже игралась в этом раунде\",\n                } \n            },\n            j_poke_machop = {\n                name = \"Мачоп\",\n                text = {\n                    \"{C:chips}+#1#{} рука\",\n                    \"{C:mult}-#2# сброса{}\",\n                    \"{C:mult}+#4#{} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_machoke = {\n                name = \"Мачок\",\n                text = {\n                    \"{C:chips}+#1#{} руки\",\n                    \"{C:mult}-#2# сброса{}\",\n                    \"{C:mult}+#3#{} множ.\",\n                    \"{C:inactive}(Эволюционирует с картой {} {C:attention}Шнур Связи{}{C:inactive})\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"Мачамп\",\n                text = {\n                    \"{C:chips}+#1#{} руки\",\n                    \"{C:mult}-#2# сброса{}\",\n                    \"{C:mult}+#3#{} множ.\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"Беллспраут\",\n                text = {\n                    \"Сыгранные {C:attention}чётные{} карты\",\n                    \"дают {C:chips}+#1#{} шт. фишек при подсчёте\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"Випинбелл\",\n                text = {\n                    \"Сыгранные {C:attention}чётные{} карты\",\n                    \"дают {C:chips}+#1#{} шт. фишек при подсчёте\",\n                    \"{C:inactive}(Эволюционирует с картой {} {C:attention}Камень Листа{}{C:inactive})\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"Виктрибел\",\n                text = {\n                    \"Сыгранные {C:attention}чётные{} карты\",\n                    \"дают {C:chips}+#1#{} шт. фишек при подсчёте\",\n                    \"и подсчитываются {C:attention}ещё раз{}\"\n                } \n            },\n            j_poke_tentacool = {\n                name = \"Тентакул\",\n                text = {\n                    \"Если сыгранная рука содержит\",\n                    \"только {C:attention}10{}, каждая из них\",\n                    \"даёт {C:mult}+#1#{} множ. при подсчёте\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"Тентакруэль\",\n                text = {\n                    \"Каждая сыгранная {C:attention}10{}\",\n                    \"даёт {C:mult}+#1#{} множ. при подсчёте\",\n                    \"{C:attention}10 не могут{} быть ослаблены\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"Геодуд\",\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек,\",\n                    \"{C:attention}-#2#{} размер руки\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_graveler = {\n                name = \"Гравелер\",\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек,\",\n                    \"{C:attention}-#2#{} размер руки\",\n                    \"{C:inactive}(Эволюционирует с картой {} {C:attention}Шнур Связи{}{C:inactive})\"\n                } \n            },\n            j_poke_golem = {\n                name = \"Голем\",\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек,\",\n                    \"{C:attention}-#2#{} размер руки\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"Понита\",\n                text = {\n                    \"Получает {C:chips}#2#{} шт. фишек если сыгранная\", \n                    \"рука содержит {C:attention}Стрит{}\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#1#{C:inactive} шт. фишек)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:chips}+60{} {C:inactive}шт. фишек)\"\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"Рапидаш\",\n                text = {\n                    \"Получает {C:chips}#2#{} шт. фишек если\", \n                    \"сыгранная рука содержит {C:attention}Стрит{}\",\n                    \"Даёт {C:attention}Короткий путь{} для первой руки раунда\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#1#{C:inactive} шт. фишек)\",\n                } \n            },\n            j_poke_slowpoke = {\n                name = \"Слоупок\",\n                text = {\n                    \"{X:red,C:white} X#1# {} множ. на {C:attention}последней {C:attention}руке{} раунда\",\n                    \"{C:inactive}(Эволюционирует после того, как сработал {C:attention}#2#{}{C:inactive}/#3# раза)\",\n                    \"{C:inactive}(Эволюционирует с картой {C:attention}Камень Короля{} {C:inactive})\"\n                } \n            },\n            j_poke_slowpoke2 = {\n                name = \"Слоупок\",\n                text = {\n                    \"{X:red,C:white} X#1# {} множ. на {C:attention}последней {C:attention}руке{} раунда\",\n                    \"{C:green}#3# из #4#{} шанс создать\",\n                    \"карту {C:attention}Камень Короля{} в\",\n                    \"конце раунда {C:inactive,s:0.8}(Должно быть место){}\",\n                    \"{C:inactive,s:0.8}(Эволюционирует после {C:attention,s:0.8}#2#{}{C:inactive,s:0.8} раундов или с картой {C:attention,s:0.8}Камень Короля{}{C:inactive,s:0.8})\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"Слоубро\",\n                text = {\n                    \"Получает {X:red,C:white} X#1# {} к множ.\",\n                    \"за каждую сыгранную руку.\",\n                    \"Сбрасывается в конце раунда\",\n                    \"{C:inactive}(Сейчас: {X:red,C:white} X#2# {}{C:inactive} множ.)\"\n                } \n            },\n            j_poke_magnemite = {\n                name = \"Магнемайт\",\n                text = {\n                    \"Сыгранные {C:attention}стальные{} карты\",\n                    \"дают {X:red,C:white}X#1#{} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_magneton = {\n                name = \"Магнетон\",\n                text = {\n                    \"Сыгранные {C:attention}стальные{} карты дают {X:red,C:white}X#1#{} множ.\",\n                    \"и {X:red,C:white}X#2#{} множ. за каждого\",\n                    \"{X:metal,C:white}Металлического{} Джокера рядом с этим Джокером\",\n                    \"{C:inactive}(Сейчас: {X:red,C:white}X#3#{}{C:inactive} множ.){}\",\n                    \"{C:inactive}(Эволюционирует с картой {C:attention}Камень Молнии{}{C:inactive})\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = 'Фарфетч\\'д',      \n                text = {\n                    \"{C:attention}Держит Лук{}\",\n                    \"{C:green}#2# из #3#{} шанс для {X:red,C:white}X#1#{} множ.\",\n                    \"Шанс удваивается за\",\n                    \"каждую карту {C:attention}Лук{} у вас\",\n                } \n            },\n            j_poke_doduo = {\n                name = 'Додуо',      \n                text = {\n                    \"{C:mult}+#1#{} множ. если сыгранная рука\",\n                    \"содержит хотя бы {C:attention}2{} карты с лицом\",\n                    \"{C:mult}+#1#{} множ. если сыгранная рука\",\n                    \"содержит {C:attention}Фулл Хаус{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_dodrio = {\n                name = 'Додрио',      \n                text = {\n                    \"{C:mult}+#1#{} множ., если сыгранная рука\",\n                    \"содержит хотя бы {C:attention}3{} карты с лицом\",\n                    \"{C:mult}+#1#{} множ., если сыгранная рука\",\n                    \"содержит {C:attention}Фулл Хаус{}\",\n                } \n            },\n            j_poke_seel = {\n                name = 'Сил',      \n                text = {\n                    \"{C:green}#1# из #2#{} шанс\",\n                    \"дать случайную {C:attention}печать{} самой\",\n                    \"левой подсчитанной карте\",\n                    \"в {C:attention}первой руке{} раунда\",\n                    \"{C:inactive,s:0.75}(Эволюционирует, когда в вашей полной колоде есть хотя бы {C:attention,s:0.75}#3#{}{C:inactive,s:0.75} {C:attention,s:0.75}печатей{C:inactive,s:0.75})\"\n                } \n            },\n            j_poke_dewgong = {\n                name = 'Дьюгонг',      \n                text = {\n                    \"Добавляет случайную {C:attention}печать{} самой\",\n                    \"левой подсчитанной карте\",\n                    \"в {C:attention}первой руке{} раунда\",\n                } \n            },\n            j_poke_grimer = {\n                name = 'Гример',      \n                text = {\n                    \"{C:mult}+#1#{} множ.\",\n                    \"если размер колоды > {C:attention}#3#{}\",\n                    \"Добавляет случайную игральную карту\",\n                    \"в вашу колоду в конце раунда\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_muk = {\n                name = 'Мак',      \n                text = {\n                    \"{C:mult}+#1#{} к множ. за каждую карту\",\n                    \"больше {C:attention}#3#{} в вашей полной колоде\",\n                    \"{X:mult,C:white} X#2# {} множ. если размер колоды > {C:attention}#4#{}\",\n                    \"{C:inactive,s:0.8}(Сейчас: {C:mult,s:0.8}+#5#{} {C:inactive,s:0.8}множ.){}\",\n                    \"Добавляет две случайные и удаляет одну\",\n                    \"игральные карты в вашей колоде\",\n                    \"в конце раунда\"\n                } \n            },\n            j_poke_shellder = {\n                name = 'Шеллдер',      \n                text = {\n                    \"Если в сыгранной руке есть подсчитанные {C:attention}5{},\",\n                    \"у каждой из них {C:green}#1# из #2#{}\",\n                    \"шанс повториться\",\n                    \"{C:inactive}(Эволюционирует с картой {} {C:attention}Камень Воды{}{C:inactive})\"\n                } \n            },\n            j_poke_cloyster = {\n                name = 'Клойстер',      \n                text = {\n                    \"Если в сыгранной руке есть подсчитанные {C:attention}5{},\",\n                    \"у каждой из них {C:green}#1# из #2#{}\",\n                    \"шанс повториться\",\n                } \n            },\n            j_poke_gastly = {\n                name = 'Гастли',      \n                text = {\n                    \"{C:green}#1# из #2#{} шанс\",\n                    \"{C:attention}заменить{} выпуск\",\n                    \"случайного {C:attention}Джокера{} на {C:dark_edition}Негативный{}\",\n                    \"{S:1.1,C:red,E:2}Самоуничтожается{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_haunter = {\n                name = 'Хонтер',      \n                text = {\n                    \"{C:green}#1# из #2#{} шанс\",\n                    \"{C:attention}заменить{} выпуск\",\n                    \"случайного {C:attention}Джокера{} на {C:dark_edition}Негативный{}\",\n                    \"{S:1.1,C:red,E:2}Самоуничтожается{}\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Шнур Связи{}{C:inactive})\"\n                } \n            },\n            j_poke_gengar = {\n                name = 'Генгар',      \n                text = {\n                    \"{C:green}Процентный шанс{}\",\n                    \"Иногда {C:attention}заменяет{} выпуск\",\n                    \"случайного {C:attention}Джокера{} на\",\n                    \"{C:dark_edition}негативный{} в конце раунда\",\n                    \"{C:inactive,s:0.8}(Кроме Генгаров){}\"\n                } \n            },\n            j_poke_onix = {\n                name = 'Оникс',      \n                text = {\n                    \"Самая левая карта в\",\n                    \"{C:attention}первой руке{} раунда\",\n                    \"становится {C:attention}каменной{} при подсчёте\",\n                    \"{C:inactive}(Эволюционирует, получив {C:metal}Металлический{} {C:inactive}стикер){}\"\n                } \n            },\n            j_poke_drowzee = {\n                name = 'Дроузи',      \n                text = {\n                    \"{C:mult}+#2#{} к множ. за каждую\",\n                    \"уникальную карту {C:planet}Планеты{}\",\n                    \"использованную в этом забеге\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:mult}+28{C:inactive} множ.)\"\n                } \n            },\n            j_poke_hypno = {\n                name = 'Гипно',      \n                text = {\n                    \"{C:attention}Держит карту Транс{}\",\n                    \"{C:mult}+#2#{} к множ. за каждую уникальную\",\n                    \"карту {C:planet}Планеты{} использованную в этом забеге\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\",\n                } \n            },\n            j_poke_krabby = {\n                name = 'Крабби',      \n                text = {\n                    \"Сыгранные карты {C:attention}с лицом{}\",\n                    \"дают {C:chips}+#1#{} шт. фишек\",\n                    \"при подсчёте\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_kingler = {\n                name = 'Кинглер',      \n                text = {\n                    \"Все сыгранные карты {C:attention}с лицом{}\",\n                    \"становятся {C:attention}бонусными{}\",\n                    \"и дают {C:chips}+#1#{} шт. фишек\",\n                    \"при подсчёте\",\n                } \n            },\n            j_poke_voltorb = {\n                name = 'Вольторб',      \n                text = {\n                    \"Если это {C:attention}самый левый{}\",\n                    \"Джокер, получите {C:mult}+#1#{} множ.\",\n                    \"и ослабьте его\",\n                    \"до конца раунда\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_electrode = {\n                name = 'Электрод',      \n                text = {\n                    \"Если это {C:attention}самый левый{}\",\n                    \"Джокер, получите {C:mult}+#1#{} множ. и {C:money}$#2#{}\",\n                    \"и ослабьте его\",\n                    \"до конца раунда\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = 'Эксегкьют',      \n                text = {\n                    \"Сыгранные карты с\",\n                    \"мастью {C:hearts}#2#{} дают\",\n                    \"{C:mult}+#1#{} множ. при подсчёте\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Камень Листа{}{C:inactive})\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = 'Экзеггутор',      \n                text = {\n                    \"{C:green}#4# из #5#{} шанс\",\n                    \"сыгранные карты с мастью\",\n                    \"{C:hearts}#3#{} дадут\",\n                    \"{C:mult}+#1#{} множ. и {X:mult,C:white}X#2#{} множ.\",\n                    \"при подсчёте\", \n                } \n            },\n            j_poke_cubone = {\n                name = 'Кубон',      \n                text = {\n                    \"{C:attention}Держит Увесистую Дубинку{}\",\n                    \"Даёт {C:mult}+#1#{} множ. за каждый\",\n                    \"заполненный слот расходуемого\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Увесистые Дубинки{}{C:inactive,s:0.75} считаются как 2 слота){}\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#3#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует после использования {C:attention}#4#{}{C:inactive}/#5# расходуемых карт)\"\n                } \n            },\n            j_poke_marowak = {\n                name = 'Маровак',      \n                text = {\n                    \"{C:attention}+#2#{} слот расходуемого\",\n                    \"Даёт {X:mult,C:white} X#1# {} множ. за каждый\",\n                    \"заполненный слот расходуемого\",\n                    \"{C:inactive,s:0.75}({C:attention,s:0.75}Увесистые Дубинки{}{C:inactive,s:0.75} считаются как 2 слота){}\",\n                    \"{C:inactive}(Сейчас: {X:mult,C:white} X#3# {}{C:inactive} множ.)\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = 'Хитмонли',      \n                text = {\n                    \"{X:red,C:white}X#1#{} множ. за каждую карту\",\n                    \"ниже {C:attention}#2#{} в вашей полной колоде\",\n                    \"{C:inactive}(Сейчас: {X:red,C:white}X#3#{C:inactive} множ.)\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = 'Хитмончан',      \n                text = {\n                    \"{X:red,C:white}X#1#{} множ. за каждую карту\",\n                    \"выше {C:attention}#2#{} в вашей полной колоде\",\n                    \"{C:inactive}(Сейчас: {X:red,C:white}X#3#{C:inactive} множ.)\",\n                } \n            },\n            j_poke_lickitung = {\n                name = 'Ликитунг',      \n                text = {\n                    \"Первый и второй сыгранные\",\n                    \"{C:attention}Валеты{} дают {X:mult,C:white} X#1# {} множ.\",\n                    \"каждый при подсчёте\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive}/20 срабатываний){}\"\n                } \n            },\n            j_poke_koffing = {\n                name = 'Коффинг',      \n                text = {\n                    \"Продайте эту карту, чтобы снизить\",\n                    \"количество необходимых для победы фишек\",\n                    \"текущего {C:attention}Босс Блайнда{} в {C:attention}2 раза{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#1#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_weezing = {\n                name = 'Визинг',      \n                text = {\n                    \"Продайте эту карту, чтобы снизить\",\n                    \"количество необходимых для победы фишек\",\n                    \"текущего {C:attention}Босс Блайнда{} в {C:attention}2 раза{}\",\n                    \"и отключить его\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = 'Райхорн',      \n                text = {\n                    \"Каждая сыгранная {C:attention}каменная{} карта\",\n                    \"навсегда получает\",\n                    \"{C:chips}+#1#{} шт. фишек при подсчёте\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_rhydon = {\n                name = 'Райдон',      \n                text = {\n                    \"Каждая сыгранная {C:attention}каменная{} карта\",\n                    \"навсегда получает\",\n                    \"{C:chips}+#1#{} шт. фишек при подсчёте\",\n                    \"{C:inactive}(Эволюционирует с картой {} {C:attention}Шнур Связи{}{C:inactive})\"\n                } \n            },\n            j_poke_chansey = {\n                name = 'Ченси',      \n                text = {\n                    \"Когда первые {C:attention}#1#{} раза\",\n                    \"{C:attention}счастливые{} карты срабатывают каждый раунд,\",\n                    \"добавьте их постоянные копии в\",\n                    \"колоду и возьмите их в {C:attention}руку\",\n                    \"{C:inactive}(Сейчас: {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\",\n                    \"{C:inactive}(Эволюционирует, когда колода состоит на >= 25% из {C:attention}счастливых{C:inactive} карт)\"\n                } \n            },\n            j_poke_tangela = {\n                name = 'Тангела',      \n                text = {\n                    \"Сыгранные {C:attention}дикие{} карты дают\",\n                    \"{C:mult}+#1#{} множ., {C:chips}+#2#{} шт. фишек, или {C:money}$#3#{}\",\n                    \"{C:green}#4# из #5#{} шанс для {C:attention}всех трёх{}\",\n                    \"{C:inactive}(Эволюционирует, когда колода состоит на >= 20% из {C:attention}диких{C:inactive} карт)\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = 'Кангасхан',      \n                text = {\n                    \"{C:attention}+#1#{} слот расходуемого\",\n                    \"{C:chips}-#2#{} рука\",\n                } \n            },\n            j_poke_horsea = {\n                name = 'Хорси',      \n                text = {\n                    \"Получает {C:mult}+#2#{} множ.\",\n                    \"за каждую подсчитанную\",\n                    \"{C:attention}6{}\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует, получив {C:mult}+12{} {C:inactive}множ.)\"\n                } \n            },\n            j_poke_seadra = {\n                name = 'Сидра',      \n                text = {\n                    \"Получает {C:mult}+#2#{} к множ.\",\n                    \"когда одсчитывается {C:attention}6{}\",\n                    \"Это значение удваивается, если в руке\",\n                    \"есть {C:attention}Король{}\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует, получив {C:dragon}Драконий{} {C:inactive}стикер){}\"\n                } \n            },\n            j_poke_goldeen = {\n                name = 'Голдин',      \n                text = {\n                    \"Повторите каждую {C:attention}золотую{}\",\n                    \"карту в руке ещё {C:attention}#1#{} раз\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_seaking = {\n                name = 'Сикинг',      \n                text = {\n                    \"Повторите каждую {C:attention}золотую{}\",\n                    \"карту в руке {C:attention}#1#{} раза\",\n                } \n            },\n            j_poke_staryu = {\n                name = 'Старью',      \n                text = {\n                    \"Сыгранные карты с\",\n                    \"мастью {C:diamonds}#2#{} дают\",\n                    \"{C:mult}+#1#{} множ. при подсчёте\",\n                    \"{C:inactive}(Эволюционирует с картой {} {C:attention}Камень Воды{}{C:inactive})\"\n                } \n            },\n            j_poke_starmie = {\n                name = 'Старми',      \n                text = {\n                    \"Сыгранные карты с\",\n                    \"мастью {C:diamonds}#3#{} дают\",\n                    \"{C:mult}+#1#{} множ. и\",\n                    \"{C:money}$#2#{} при подсчёте\",\n                } \n            },\n            j_poke_mrmime = {\n                name = 'Мистер Майм',      \n                text = {\n                    \"Повторите эффект самой левой карты\",\n                    \"в руке {C:attention}#1#{} раза\"\n                } \n            },\n            j_poke_scyther = {\n                name = 'Сайтер',      \n                text = {\n                    \"При выборе блайнда, уничтожает\",\n                    \"джокера справа и получает {C:mult}+#2#{} к множ.\",\n                    \"Получает {C:attention}Фольговый{}, {C:attention}Голографический{}, или {C:attention}Полихромный{}\",\n                    \"выпуск, если Джокер был {C:red}Редким{} или выше\",\n                    \"{C:inactive}(Эволюционирует, получив {C:metal}Металлический{} {C:inactive}стикер){}\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\"\n                } \n            },\n            j_poke_jynx = {\n                name = 'Джинкс',      \n                text = {\n                    \"{C:attention}Игральные карты{}, добавленные в вашу\",\n                    \"колоду из {C:attention}магазина{}, {C:attention}стандартных{} наборов,\",\n                    \"{C:spectral}Криптида{} и от некоторых Джокеров,\",\n                    \"{C:attention}дублируются{}\"\n                } \n            },\n            j_poke_electabuzz = {\n                name = 'Электабазз',      \n                text = {\n                    \"Когда карта {C:attention}продаётся{}\",\n                    \"или в конце раунда,\",\n                    \"получает {C:money}$#1#{} к {C:attention}стоимости продажи{}\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Шнур Связи{}{C:inactive})\"\n                } \n            },\n            j_poke_magmar = {\n                name = 'Магмар',      \n                text = {\n                    \"Если в {C:attention}первом{} сбросе\",\n                    \"раунда только одна {C:attention}1{} карта,\",\n                    \"уничтожает её и получает {C:mult}+#2#{} к множ.\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует с картой {} {C:attention}Шнур Связи{}{C:inactive})\"\n                } \n            },\n            j_poke_pinsir = {\n                name = 'Пинсир',\n                text = {\n                    \"{X:mult,C:white} X#1# {} множ., если {C:attention}самая левая{}\",\n                    \"карта в сыгранной руке\",\n                    \"sтого же {C:attention}значения{}, что и {C:attention}самая правая{}\",\n                    \"карта в руке\"\n                } \n            },\n            j_poke_tauros = {\n                name = 'Таурос (Лидер)',\n                text = {\n                    \"Джокеры {C:attention}Тароус{} дают {X:mult,C:white} X#1# {} множ. каждый\",\n                    \"Каждый переброс имеет\",\n                    \"{C:green}#2# из #3#{} шанс добавить карту\",\n                    \"{C:attention}Таурос (Табун){} в магазин\",\n                } \n            },\n            j_poke_taurosh = {\n                name = 'Таурос (Табун)',\n                text = {\n                    \"{C:mult}+#1#{} множ.\",\n                } \n            },\n            j_poke_magikarp = {\n                name = 'Магикарп',\n                text = {\n                    \"{C:chips}+#2#{} шт. фишек\",\n                    \"Накладывает {C:attention}Всплеск{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#1#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_gyarados = {\n                name = 'Гаяродос',\n                text = {\n                    \"{X:red,C:white} X#1# {} множ.\",\n                } \n            },\n            j_poke_lapras = {\n                name = 'Лапрас',\n                text = {\n                    \"{C:chips}+#2#{} шт. фишек за каждый\",\n                    \"{C:attention}Блайнд{}, пропущенный в этом забеге\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#1# {C:inactive}шт. фишек)\"\n                } \n            },\n            j_poke_ditto = {\n                name = 'Дитто',\n                text = {\n                    \"Продайте этого Джокера чтобы скопировать\",\n                    \"самого левого Джокера\",\n                    \"с {C:attention}Портящимся{} стикером\",\n                    \"и {C:attention}Бесцветным{} типом\",\n                    \"{C:inactive}(Кроме других Дитто, удаляет Вечный стикер){}\",\n                } \n            },\n            j_poke_eevee = {\n                name = 'Иви',\n                text = {\n                    \"Получите {C:money}$#1#{} за\",\n                    \"первые {C:attention}5{} {C:green}перебросов{}\",\n                    \"{C:inactive}(Эволюционирует с... кучей всего){}\",\n                    \"{C:inactive}Сейчас: {C:attention}#2#{C:inactive}/#3#\"\n                } \n            },\n            j_poke_vaporeon = {\n                name = 'Вапореон',\n                text = {\n                    \"Получает {C:chips}+#2#{} шт. фишек\",\n                    \"за каждые {C:attention}3{} {C:green}переброса{}\",\n                    \"{C:inactive}(Сейчас: {C:attention}#3#{}{C:inactive}/3 перебросов)\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#1#{C:inactive} шт. фишек)\",\n                } \n            },\n            j_poke_jolteon = {\n                name = 'Джолтеон',\n                text = {\n                    \"Получите {C:money}$#1#{}\",\n                    \"за каждые {C:attention}3{} {C:green}переброса{}\",\n                    \"{C:inactive}(Сейчас: {C:attention}#2#{}{C:inactive}/3 перебросов)\"\n                } \n            },\n            j_poke_flareon = {\n                name = 'Флареон',\n                text = {\n                    \"Получает {X:red,C:white} X#2# {} к множ.\",\n                    \"за каждые {C:attention}3{} {C:green}переброса{}\",\n                    \"{C:inactive}(Сейчас: {C:attention}#3#{}{C:inactive}/3 перебросов)\",\n                    \"{C:inactive}(Сейчас: {X:red,C:white} X#1# {}{C:inactive} множ.)\"\n                } \n            },\n            j_poke_porygon = {\n                name = 'Поригон',\n                text = {\n                    \"{C:pink}+1{} к лимиту Энергии\",\n                    \"Создаёт карту {C:pink}Энергии{}\",\n                    \"когда открывается любой\",\n                    \"{C:attention}Набор{}\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Улучшение{}{C:inactive})\"\n                } \n            },\n            j_poke_omanyte = {\n                name = 'Оманайт',\n                text = {\n                    \"{C:attention}Древние #1#{}\",\n                    \"{X:attention,C:white}1{} : Получает {C:money}$#2#{} к стоимости продажи\",\n                    \"{X:attention,C:white}2{} : Получите {C:money}$#3#{}\",\n                    \"{X:attention,C:white}3+{} : Создаёт случайную карту {C:attention}Таро{}\",\n                    \"{C:inactive}(Должно быть место)\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#4#{}{C:inactive}/#5# срабатываний третьего уровня)\"\n                } \n            },\n            j_poke_omastar = {\n                name = 'Омастар',\n                text = {\n                    \"{C:attention}Древние #1#{}\",\n                    \"{X:attention,C:white}1{} : Получает {C:money}$#2#{} к стоимости продажи\",\n                    \"{X:attention,C:white}2{} : Получите {C:money}$#3#{}\",\n                    \"{X:attention,C:white}3{} : Создаёт случайную карту {C:attention}Таро{}\",\n                    \"{X:attention,C:white}4+{} : Создаёт случайную карту {C:item}Предмета{}\",\n                    \"{C:inactive}(Должно быть место){}\"\n                } \n            },\n            j_poke_kabuto = {\n                name = 'Кабуто',\n                text = {\n                    \"{C:attention}Древние #1#{}\",\n                    \"{X:attention,C:white}1{} : {C:chips}+#2#{} шт. фишек\",\n                    \"{X:attention,C:white}2{} : Подсчитанные {C:attention}#1#s{} навсегда получают {C:chips}+#3#{} шт. фишек\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{} шт. фишек\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#5#{}{C:inactive}/#6# срабатываний третьего уровня)\"\n                } \n            },\n            j_poke_kabutops = {\n                name = 'Кабутопс',\n                text = {\n                    \"{C:attention}Древние #1#{}\",\n                    \"{X:attention,C:white}1{} : {C:chips}+#2#{} шт. фишек\",\n                    \"{X:attention,C:white}2{} : Подсчитанные {C:attention}#1#{} навсегда получают {C:chips}+#3#{} шт. фишек\",\n                    \"{X:attention,C:white}3{} : {C:chips}+#4#{} шт.фишек\",\n                    \"{X:attention,C:white}4+{} : {C:attention}Первая{} и {C:attention}вторая{}\",\n                    \"сыгранные карты повторяются ещё {C:attention}#5#{} раз\"\n                } \n            },\n            j_poke_aerodactyl = {\n                name = 'Аэродактиль',\n                text = {\n                    \"{C:attention}Древние #1#ы{}\",\n                    \"{X:attention,C:white}1{} : {C:mult}+#2#{} множ.\",\n                    \"{X:attention,C:white}2{} : {C:mult}+#3#{} множ. и {C:chips}+#4#{} шт. фишек\",\n                    \"{X:attention,C:white}3{} : {X:red,C:white}X#5#{} множ.\",\n                    \"{X:attention,C:white}4+{} : Этот Джокер {C:attention}удваивает{} свои значения подсчёта\"\n                } \n            },\n            j_poke_snorlax = {\n                name = 'Снорлакс',\n                text = {\n                    \"{C:attention}Держит Объедки{}\",\n                    \"В конце раунда получите {X:red,C:white}X#1#{} множ. \",\n                    \"за каждую карту {C:attention}Объедки{} у вас\",\n                    \"{C:inactive}(Сейчас: {X:red,C:white} X#2# {}{C:inactive} множ.)\"\n                } \n            },\n            j_poke_articuno = {\n                name = 'Артикуно',\n                text = {\n                    \"Добавляет {C:attention}фольговый{},\",\n                    \"случайное {C:attention}улучшение{}, и\",\n                    \"случайную {C:attention}печать{} неподсчитанным картам\",\n                    \"в {C:attention}первой{} руке раунда\"\n                } \n            },\n            j_poke_zapdos = {\n                name = 'Запдос',\n                text = {\n                    \"{X:mult,C:white} X#1# {} множ. за\",\n                    \"каждые {C:money}$#2#{} у вас\",\n                    \"{C:inactive}(Сейчас: {X:red,C:white}X#3#{}{C:inactive} множ.)\",\n                } \n            },\n            j_poke_moltres = {\n                name = 'Молтрес',\n                text = {\n                    \"Повышает уровень\",\n                    \"первых {C:attention}3 сброшенных{}\",\n                    \"покерных рук в каждом раунде\"\n                } \n            },\n            j_poke_dratini = {\n                name = 'Дратини',\n                text = {\n                    \"Получает {C:mult}+#2#{} к множ.,\",\n                    \"если сыгранная рука содержит\",\n                    \"{C:attention}#3#{} или менее карт\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:mult}+10{}{C:inactive} множ.)\"\n                } \n            },\n            j_poke_dragonair = {\n                name = 'Драгонэйр',\n                text = {\n                    \"Получает {C:mult}+#2#{} к множ.,\",\n                    \"если сыгранная рука содержит\",\n                    \"{C:attention}#3#{} или менее карт\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:mult}+30{}{C:inactive} множ.)\"\n                } \n            },\n            j_poke_dragonite = {\n                name = 'Драгонайт',\n                text = {\n                    \"{C:mult}+#1#{} множ.\",\n                    \"Если сыгранная рука содержит\",\n                    \"только {C:attention}1{} карту\",\n                    \"повторите её ещё {C:attention}#2#{} раз\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = 'Мьюту',\n                text = {\n                    \"В конце магазина создайте\",\n                    \"{C:dark_edition}полихромную{} {C:attention}копию{}\",\n                    \"самого левого {C:attention}Джокера{} с {C:attention}+1{} {C:pink}энергией{},\",\n                    \"а затем уничтожьте самого левого {C:attention}Джокера{}\",\n                    \"{C:dark_edition}Полихромные{} Джокеры дают {X:mult,C:white} X#1# {} множ.\",\n                    \"{C:inactive}(Не может уничтожить себя)\",\n                } \n            },\n            j_poke_mew = {\n                name = 'Мью',\n                text = {\n                    \"В конце магазина создаёт\",\n                    \"случайную {C:dark_edition}негативную{} карту {C:attention}Таро{},\",\n                    \"{C:spectral}спектральную{} карту или карту {C:item}предмета{}\",\n                    \"Иногда создаёт случайного\",\n                    \"{C:dark_edition}негативного{} Джокера {C:attention}вместо этого{}\",\n                } \n            },\n            j_poke_sentret = {\n                name = 'Сентрет',\n                text = {\n                    \"{C:mult}+#2#{} к множ. за каждую {C:attention}последовательную{}\",\n                    \"покерную руку, не повторяющую предыдущую\",\n                    \"{C:inactive}(Последняя рука: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{} {C:inactive}множ.)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:mult}+10{} {C:inactive}множ.)\"\n                }  \n            },\n            j_poke_furret = {\n                name = 'Фуррет',\n                text = {\n                    \"Получает {C:mult}+#2#{} к множ. если сыгранная рука\",\n                    \"это не последняя сыгранная рука\",\n                    \"{C:inactive}(Последняя рука: {C:attention}#3#{}{C:inactive})\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{} {C:inactive}множ.)\",\n                }  \n            },\n            j_poke_crobat = {\n                name = 'Кробат',\n                text = {\n                    \"{C:attention}Перемешивает{} текущие улучшения карт при подсчёте\",\n                    \"Получает {C:mult}+#2#{} за {C:attention}карты множ.{} и {C:attention}дикие{} карты\",\n                    \"{C:chips}+#4#{} за {C:attention}бонусные{} и {C:attention}каменные{} карты,\",\n                    \"{X:red,C:white}X#6#{} за {C:attention}стальные{} и {C:attention}стеклянные{} карты,\",\n                    \"{C:money}$#8#{} за {C:attention}золотые{} и {C:attention}счастливые{} карты\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{}, {C:chips}+#3#{}, {X:red,C:white}X#5#{}, {C:money}$#7#{}{C:inactive} в конце раунда)\"\n                } \n            },\n            j_poke_pichu = {\n                name = 'Пичу',\n                text = {\n                    \"{C:attention}Малыш{}\",\n                    \"Получайте {C:money}$#1#{} в\",\n                    \"конце раунда\",\n                    \"{X:red,C:white} X#2# {} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_cleffa = {\n                name = 'Клеффа',\n                text = {\n                    \"{C:attention}Малыш{}\",\n                    \"Создаёт {C:dark_edition}негативную{} карту\",\n                    \"{C:attention}Луна{} в конце раунда\",\n                    \"{X:red,C:white} X#1# {} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                }\n            },\n            j_poke_igglybuff = {\n                name = 'Игглибафф',\n                text = {\n                    \"{C:attention}Малыш{}\",\n                    \"Создаёт {C:dark_edition}негативную{} карту\",\n                    \"{C:attention}Мир{} в конце раунда\",\n                    \"{X:red,C:white} X#1# {} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                }\n            },\n            j_poke_bellossom = {\n                name = 'Беллоссом',\n                text = {\n                    \"Сыгранные {C:attention}нечетные{} карты\",\n                    \"дают {C:mult}+#1#{} множ., либо становятся\",\n                    \"{C:attention}дикими{} при подсчёте\",\n                    \"Если они уже {C:attention}дикие{}, то становятся {C:dark_edition}полихромными\"\n                } \n            },\n            j_poke_politoed = {\n                name = 'Политод',\n                text = {\n                    \"Сыгранные карты с мастью {V:1}#2#{} дают\",\n                    \"{C:mult}+#1#{} множ. при подсчёте\",\n                    \"Эти карты повторяются ещё раз за каждого\",\n                    \"{X:water,C:white}Водного{} Джокера у вас\",\n                    \"{C:inactive,s:0.8}({C:attention,s:0.8}#7#{}{C:inactive,s:0.8} повторов разделяются поровну между сыгранными картами){}\",\n                    \"Масть меняется в строгом порядке {C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                } \n            },\n            j_poke_espeon = {\n                name = 'Эспеон',\n                text = {\n                    \"Создаёт карту {C:attention}Солнце{}\",\n                    \"каждые {C:attention}3{} {C:green}переброса{}\",\n                    \"Повторите все сыгранные карты с\",\n                    \"мастью {C:hearts}Черви{} в {C:attention}первой руке{} раунда\",\n                    \"{C:inactive}(Должно быть место)\",\n                    \"{C:inactive}(Сейчас: {C:attention}#1#{}{C:inactive}/3 перебросов)\"\n                } \n            },\n            j_poke_umbreon = {\n                name = 'Амбреон',\n                text = {\n                    \"Создаёт карту {C:attention}Луна{} каждые\",\n                    \"{C:attention}3{} {C:green}переброса{}, повторяет\",\n                    \"все способности карт с мастью {C:clubs}#2#{}\",\n                    \"{C:attention}в руке{} на {C:attention}финальной руке{} раунда\",\n                    \"{C:inactive}(Должно быть место)\",\n                    \"{C:inactive}(Сейчас: {C:attention}#1#{}{C:inactive}/3 перебросов)\"\n                } \n            },\n            j_poke_slowking = {\n                name = 'Слоукинг',\n                text = {\n                    \"Сыгранные {C:attention}Короли{} дают {X:red,C:white}X#1#{} множ.\",\n                    \"при подсчёте, увеличиваясь на {X:red,C:white}X#2#{} множ.\",\n                    \"за каждую сыгранную руку после первой\",\n                    \"Сбрасывается в конце раунда\",      \n                }\n            },\n            j_poke_steelix = {\n                name = 'Стиликс',\n                text = {\n                    \"Самая левая подсчитанная карта в\",\n                    \"{C:attention}первой руке{} раунда\",\n                    \"становится {C:attention}стальной{}\",\n                    \"{C:attention}Каменные{} карты {C:attention}в руке{}\",\n                    \"становятся {C:attention}стальными{}\"\n                } \n            },\n            j_poke_scizor = {\n                name = 'Сизор',\n                text = {\n                    \"При выборе блайнда, уничтожает Джокера справа\",\n                    \"и получает {C:mult}+#4#{} множ. Получает {C:attention}фольговый{}, {C:attention}голографический{},\",\n                    \"или {C:attention}полихромный{} выпуски, если уничтоженный Джокер не был {C:attention}Обычной{} редкости\",\n                    \"Эти выпуски могут {C:attention}накапливаться{} на этом Джокере\",\n                    \"{C:inactive,s:0.75}(Соответствует выпуску уничтоженного Джокера, если это возможно){}\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{} {C:inactive}множ., {C:chips}+#2#{} {C:inactive}шт. фишек, {X:red,C:white}X#3#{} {C:inactive}множ.)\"\n                } \n            },\n            j_poke_delibird = {\n                name = \"Делибёрд\",\n                text = {\n                  \"В конце раунда\",\n                  \"получите {S:1.1,C:green,E:2}Подарок{}\",\n                  \"{C:inactive}(Должно быть место)\"\n                }\n            },\n            j_poke_mantine = {\n                name = \"Мантайн\",\n                text = {\n                  \"Получает {C:chips}+#2#{} шт. фишек когда\",\n                  \"в руке есть{C:attention}золотая{} карта\",\n                  \"или когда {C:attention}золотая{} карта подсчитывается\",\n                  \"{C:inactive}(Сейчас: {C:chips}+#1#{C:inactive} шт. фишек)\",\n                }\n            },\n            j_poke_kingdra = {\n                name = 'Кингдра',\n                text = {\n                    \"Получает {C:mult}+#2#{} к множ.\",\n                    \"когда подсчитывается {C:attention}6{}\",\n                    \"Получает {C:attention}вместо этого{} {X:red,C:white}X#4#{} к множ., если\",\n                    \"в руке есть {C:attention}Король{}\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ., {X:red,C:white}X#3#{} множ.{C:inactive})\",\n                } \n            },\n            j_poke_porygon2 = {\n                name = 'Поригон2',\n                text = {\n                    \"{C:pink}+2{} к лимиту Энергии\",\n                    \"Создайте карту {C:pink}Энергии{}\",\n                    \"соответствующей {C:pink}Типу{}\",\n                    \"самого левого Джокера, когда\",\n                    \"открывается любой {C:attention}Набор{}\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Улучшение{}{C:inactive})\"\n                } \n            },\n            j_poke_stantler = {\n                name = \"Стэнтлер\",\n                text = {\n                  \"Если сыгранная рука содержит {C:attention}пару{},\",\n                  \"даёт {C:chips}+#1#{} шт. фишек, умножен. на количество\",\n                  \"{C:attention}базовых{} фишек первой подсчитанной карты\",\n                  \"Фишки {C:attention}удваиваются{} на {C:attention}последней руке{} раунда\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = 'Тайрог',\n                text = {\n                    \"{C:attention}Малыш{}, {X:red,C:white} X#1# {} множ.\",\n                    \"Если {C:attention}первые рука или сброс{} раунда\",\n                    \"это ровно {C:attention}5{} карт, одна из них,\",\n                    \"выбранная случайно,\",\n                    \"копируется, если сыграна, и уничтожается, если сброшена\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                }  \n            },\n            j_poke_hitmontop = {\n                name = 'Хитмонтоп',\n                text = {\n                    \"{X:red,C:white} X#1# {} множ.\",\n                    \"При выборе Блайнда,\",\n                    \"получает {X:red,C:white} X#3# {} к множ., если\",\n                    \"размер колоды ровно {C:attention}#2#{}\",\n                } \n            },\n            j_poke_smoochum = {\n                name = 'Смучам',\n                text = {\n                    \"{C:attention}Малыш{}\",\n                    \"Получите {C:attention}Стандартный{} тэг,\",\n                    \"когда этот Джокер эволюционирует\",\n                    \"{X:red,C:white} X#1# {} множ.\",\n                    \"{C:inactive}(Да, она {C:attention}уменьшает{C:inactive} ваш множ.)\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                }\n            },\n            j_poke_elekid = {\n                name = 'Элекид',\n                text = {\n                    \"{C:attention}Малыш{}\",\n                    \"Получите тег {C:attention}Купона{},\",\n                    \"когда этот Джокер эволюционирует\",\n                    \"{X:red,C:white} X#1# {} множ.\",\n                    \"{C:inactive}(Да, он {C:attention}уменьшает{C:inactive} ваш множ.)\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                }\n            },\n            j_poke_magby = {\n                name = 'Магби',\n                text = {\n                    \"{C:attention}Малыш{}\",\n                    \"{C:red}+#2#{} сброс\",\n                    \"{X:red,C:white} X#1# {} множ.\",\n                    \"{C:inactive}(Да, он {C:attention}уменьшает{C:inactive} ваш множ.)\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive} раундов)\"\n                }\n            },\n            j_poke_blissey = {\n                name = 'Блисси',\n                text = {\n                    \"Когда первые {C:attention}#1#{} раза {C:attention}счастливая{}\",\n                    \"карта срабатывает каждый раунд, добавьте\",\n                    \"её {C:dark_edition}полихромную{} копию в вашу\",\n                    \"колоду и возьмите её в {C:attention}руку\",\n                    \"{C:inactive}(Сейчас: {C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive})\"\n                } \n            },\n            j_poke_treecko = {\n                name = \"Трикко\",\n                text = {\n                    \"{C:attention}+#3#{} размер руки, {C:attention}Природа{}\",\n                    \"Сыгранные {C:attention}#6#, #7# или #8#{} с шансом\",\n                    \"{C:green}#4# из #5#{} дают {C:money}$#1#{}\",\n                    \"Шанс гарантирован, если у вас есть другие {X:grass,C:white}Травяные{} карты\",\n                    \"{C:inactive,s:0.8}(Включая карты Джокеров и Энергии){}\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:money}$#2#/16{})\"\n                } \n            },\n            j_poke_grovyle = {\n                name = \"Гровайл\",\n                text = {\n                    \"{C:attention}+#3#{} размер руки, {C:attention}Природа{}\",\n                    \"Сыгранные {C:attention}#6#, #7# or #8#{} с шансом\",\n                    \"{C:green}#4# из #5#{} дают {C:money}$#1#{}\",\n                    \"Шанс гарантирован, если у вас есть другие {X:grass,C:white}Травяные{} карты\",\n                    \"{C:inactive,s:0.8}(Включая карты Джокеров и Энергии){}\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:money}$#2#/32{})\"\n                } \n            },\n            j_poke_sceptile = {\n                name = \"Септайл\",\n                text = {\n                    \"{C:attention}+#3#{} размер руки, {C:attention}Природа{}\",\n                    \"Сыгранные {C:attention}#5#, #6# или #7#{} дают {C:money}$#1#{}\",\n                    \"Получайте {C:money}$#1#{} в конце раунда за\",\n                    \"каждую другую {X:grass,C:white}Травяную{} карту у вас\",\n                    \"{C:inactive,s:0.8}(Включая карты Джокеров и Энергии){}\",\n                    \"{C:inactive}(Сейчас: {C:money}$#4#{}, макс. {C:money}$14{}{C:inactive}){}\"\n                } \n            },\n            j_poke_torchic = {\n                name = \"Торчик\",\n                text = {\n                    \"{C:mult}+#3#{} сброс, {C:attention}Природа{}\",\n                    \"{C:mult}+#1#{} множ. за каждые {C:attention}#5#, #6# или #7#{} сброшенные в этом раунде\",\n                    \"Множ. удваивается, если у вас есть другие {X:fire,C:white}Огненные{} или {X:earth,C:white}Боевые{} карты\",\n                    \"{C:inactive,s:0.8}(Включая карты Джокеров и Энергии){}\",\n                    \"{C:inactive}(Сейчас: {C:mult}#4#{}{C:inactive} множ.){}\",\n                    \"{C:inactive}(Эволюционирует, подсчитав {C:mult}#2#/60{} {C:inactive}множ.)\"\n                } \n            },\n            j_poke_combusken = {\n                name = \"Комбаскен\",\n                text = {\n                    \"{C:mult}+#3#{} сброс, {C:attention}Природа{}\",\n                    \"{C:mult}+#1#{} множ. за каждые {C:attention}#5#, #6# или #7#{} сброшенные в этом раунде\",\n                    \"Множ. удваивается, если у вас есть другие {X:fire,C:white}Огненные{} или {X:earth,C:white}Боевые{} карты\",\n                    \"{C:inactive,s:0.8}(Включая карты Джокеров и Энергии){}\",\n                    \"{C:inactive}(Сейчас: {C:mult}#4#{}{C:inactive} множ.){}\",\n                    \"{C:inactive}(Эволюционирует, подсчитав {C:mult}#2#/150{} {C:inactive}множ.)\"\n                } \n            },\n            j_poke_blaziken = {\n                name = \"Блэйзикен\",\n                text = {\n                    \"{C:mult}+#2#{} сброс, {C:attention}Природа{}\",\n                    \"{C:mult}+#4#{} множ., {X:red,C:white} X#1# {} множ. за каждую {C:attention}#6#, #7# or #8#{}\",\n                    \"сброшенную в этом раунде. {X:red,C:white} X {} Множ. удваивается,\",\n                    \"если у вас есть другие {X:fire,C:white}Огненные{} или {X:earth,C:white}Боевые{} карты\",\n                    \"{C:inactive,s:0.8}(Включая карты Джокеров и Энергии){}\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#5#{}{C:inactive} множ., {X:red,C:white} X#3# {}{C:inactive} множ.){}\",\n                } \n            },\n            j_poke_mudkip = {\n                name = \"Мадкип\",\n                text = {\n                    \"{C:chips}+#3#{} рука, {C:attention}Природа{}\",\n                    \"Сыгранные {C:attention}#4#, #5# или #6#{} дают {C:chips}+#1#{} шт. фишек\",\n                    \"Значение фишек удваивается, если у вас есть\",\n                    \"другие {X:water,C:white}Водные{} или {X:earth,C:white}Земляные{}карты\",\n                    \"{C:inactive,s:0.8}(Включая карты Джокеров и Энергии){}\",\n                    \"{C:inactive}(Эволюционирует, подсчитав {C:chips}#2#/400{} {C:inactive}шт. фишек)\"\n                } \n            },\n            j_poke_marshtomp = {\n                name = \"Марштомп\",\n                text = {\n                    \"{C:chips}+#3#{} рука, {C:attention}Природа{}\",\n                    \"Сыгранные {C:attention}#4#, #5# или #6#{} дают {C:chips}+#1#{} шт. фишек\",\n                    \"Значение фишек удваивается, если у вас есть\",\n                    \"другие {X:water,C:white}Водные{} или {X:earth,C:white}Земляные{}карты\",\n                    \"{C:inactive,s:0.8}(Включая карты Джокеров и Энергии){}\",\n                    \"{C:inactive}(Эволюционирует, подсчитав {C:chips}#2#/960{} {C:inactive}шт. фишек)\"\n                } \n            },\n            j_poke_swampert = {\n                name = \"Свамперт\",\n                text = {\n                    \"{C:chips}+#3#{} рука, {C:attention}Природа{}\",\n                    \"Сыгранные {C:attention}#5#, #6# или #7#{} дают {C:chips}+#1#{} шт. фишек\",\n                    \"Дают ещё {C:chips}+#5#{} шт. фишек за каждую\",\n                    \"другую {X:water,C:white}Водную{} или {X:earth,C:white}Земляную{} карту\",\n                    \"{C:inactive,s:0.8}(Включая карты Джокеров и Энергии){}\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#4#{}{C:inactive} в общем)\"\n                } \n            },\n            j_poke_beldum = {\n                name = 'Белдум',\n                text = {\n                    \"Получает {C:chips}+#2#{} шт. фишек\",\n                    \"если сыгранная рука содержит хотя бы\",\n                    \"один подсчитанный {C:attention}Туз{}, значение удваивается,\",\n                    \"если эта рука {C:attention}Каре{}\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#1#{}{C:inactive} шт. фишек)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:chips}+64{}{C:inactive} шт. фишек)\"\n                } \n            },\n            j_poke_metang = {\n                name = 'Метанг',\n                text = {\n                    \"Получает {C:chips}+#2#{} шт. фишек\",\n                    \"если сыгранная рука содержит хотя бы\",\n                    \"два подсчитанных {C:attention}Туза{}, значение растёт\",\n                    \"в 4 раза, если эта рука {C:attention}Каре{}\",\n                    \"{C:inactive}(Сейчас: {C:chips}+#1#{}{C:inactive} шт. фишек)\",\n                    \"{C:inactive}(Эволюционирует, накопив {C:chips}+256{}{C:inactive} шт. фишек)\"\n                } \n            },\n            j_poke_metagross = {\n                name = 'Метагросс',\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек\",\n                    \"Если сыгранная рука это {C:attention}Каре{},\",\n                    \"каждая карта даёт {X:mult,C:white}X{} множ.,\",\n                    \"равный {C:attention}квадратному корню{} \",\n                    \"общему числу фишек этой карты\",\n                } \n            },\n            j_poke_buizel = {\n                name = 'Буизель',\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек за\",\n                    \"каждую {C:attention}неподсчитанную{} карту\",\n                    \"в сыгранной руке\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = 'Флоатзель',\n                text = {\n                    \"{C:chips}+#1#{} шт. фишек\",\n                    \"за каждую {C:attention}неподсчитанную{} карту\",\n                    \"в сыгранной руке\",\n                }  \n            },\n            j_poke_mimejr = {\n                name = 'Майм Джуниор',\n                text = {\n                    \"{C:attention}Малыш{}\",\n                    \"Добавляет {C:attention}красную{} или {C:attention}синюю{} печать\",\n                    \"случайной карте в колоде\",\n                    \"в конце раунда\",\n                    \"{X:red,C:white} X#1# {} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                }\n            },\n            j_poke_happiny = {\n                name = 'Хэппини',\n                text = {\n                    \"{C:attention}Малыш{}\",\n                    \"Подсчитанные карты в\",\n                    \"{C:attention}последней руке{} раунда становятся {C:attention}счастливыми{}\",\n                    \"если это самый правый Джокер\",\n                    \"{X:red,C:white} X#1# {} множ.\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                }\n            },\n            j_poke_munchlax = {\n                name = 'Манчлакс',\n                text = {\n                    \"{C:attention}Малыш{}\",\n                    \"Создайте случайную {C:dark_edition}негативную{}\",\n                    \"карту {C:item}Предмета{} в конце раунда\",\n                    \"{X:red,C:white} X#1# {} множ.\",\n                    \"{C:inactive}(Да, он {C:attention}уменьшает{C:inactive} ваш множ.)\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                }\n            },\n            j_poke_mantyke = {\n                name = \"Мэнтайк\",\n                text = {\n                  \"{C:attention}Малыш{}, {X:red,C:white}X#2#{} множ.\",\n                  \"В конце раунда, случайная\",\n                  \"карта в {C:attention}колоде{} становится {C:attention}золотой{}.\",\n                  \"{C:attention}Золотые{} карты в {C:attention}руке{}\",\n                  \"дают {C:chips}+#1#{} шт. фишек\",\n                  \"{C:inactive}(Эволюционирует после {C:attention}#3#{C:inactive} раундов)\",\n                }\n            },\n            j_poke_magnezone = {\n                name = 'Магнезон',\n                text = {\n                    \"Сыгранные {C:attention}стальные{} карты дают {X:red,C:white}X#1#{} множ.\",\n                    \"и {X:red,C:white}X#2#{} множ. за каждого\",\n                    \"{X:metal,C:white}Металлического{} Джокера у вас\",\n                    \"{C:inactive}(Сейчас: {X:red,C:white}X#3#{}{C:inactive} множ.){}\",\n                } \n            },\n            j_poke_lickilicky = {\n                name = 'Ликилики',\n                text = {\n                    \"Первые два сыгранных\",\n                    \"{C:attention}Валета{} дают {X:mult,C:white} X#1# {} множ.\",\n                    \"при подсчёте и все остальные {C:attention}Валеты{}\",\n                    \"дают {X:mult,C:white} X#2# {} множ. при подсчёте\"\n                } \n            },\n            j_poke_rhyperior = {\n                name = 'Райпериор',\n                text = {\n                    \"Каждая сыгранная {C:attention}каменная{} карта\",\n                    \"навсегда получает\",\n                    \"{C:chips}+#1#{} шт. фишек при подсчёте\",\n                    \"{C:attention}Каменные{} карты повторяются ещё раз за каждого\",\n                    \"{X:earth,C:white}Земляного{} Джокера у вас\",\n                    \"{C:inactive}(Сейчас #2# повторений)\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = 'Тангроуф',\n                text = {\n                    \"Сыгранные {C:attention}дикие{} карты дают\",\n                    \"{C:mult}+#1#{} множ., {C:chips}+#2#{} шт. фишек или {C:money}$#3#{}\",\n                    \"{C:green}#4# из #5#{} шанс для {C:attention}всех трёх{}\",\n                    \"Дикие карты {C:attention}не могут{} быть ослаблены\"\n                } \n            },\n            j_poke_electivire = {\n                name = 'Элективайр',\n                text = {\n                    \"Когда {C:attention}продаётся{} карта\",\n                    \"и в конце раунда\",\n                    \"получает {C:money}$#1#{} к {C:attention}стоимости продажи{}\",\n                    \"Получает {X:mult,C:white}X#2#{} множ. за каждый\",\n                    \"доллар стоимости продажи у этого Джокера\",\n                    \"{C:inactive}(Currently {X:mult,C:white}X#3#{}{C:inactive} Mult)\",\n                } \n            },\n            j_poke_magmortar = {\n                name = 'Магмортар',\n                text = {\n                    \"Если в {C:attention}первом{} сбросе\",\n                    \"раунда только {C:attention}1{} карта,\",\n                    \"уничтожает её и получает {C:mult}+#2#{} к множ.\",\n                    \"Получает {X:mult,C:white}X#4#{} к множ. за каждую\",\n                    \"сброшенную карту\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ., {X:mult,C:white}X#3#{}{C:inactive} множ.)\",\n                } \n            },\n            j_poke_leafeon = {\n                name = 'Лифеон',\n                text = {\n                    \"Создаёт карту {C:attention}Мир{}\",\n                    \"каждые {C:attention}3{} {C:green}переброса{}\",\n                    \"Каждая сыгранная карта с мастью {C:spades}#2#{}\",\n                    \"навсегда получает {C:chips}+#3#{} шт. фишек\",\n                    \"{C:inactive}(Должно быть место)\",\n                    \"{C:inactive}(Сейчас: {C:attention}#1#{}{C:inactive}/3 перебросов)\"\n                } \n            },\n            j_poke_glaceon = {\n                name = 'Гласеон',\n                text = {\n                    \"Создаёт случайную карту {C:attention}Таро{}\",\n                    \"каждые {C:attention}3{} {C:green}переброса{}\",\n                    \"{C:green}#2#{} из {C:green}#3#{} шанс для {C:attention}двух карт{}\",\n                    \"{C:inactive}(Должно быть место)\",\n                    \"{C:inactive}(Сейчас: {C:attention}#1#{}{C:inactive}/3 перебросов)\"\n                } \n            },\n            j_poke_porygonz = {\n                name = 'Поригон-Z',\n                text = {\n                    \"{C:pink}+3{} к Лимиту Энергии\",\n                    \"Этот Джокер получает\",\n                    \"{X:red,C:white} X#2# {} к множ. за каждую использованную\",\n                    \"карту {C:pink}Энергии{} в этом {C:attention}забеге{}\",\n                    \"{C:inactive}(Сейчас: {X:red,C:white} X#1# {}{C:inactive} множ.)\"\n                } \n            },\n            j_poke_sylveon = {\n                name = 'Сильвеон',\n                text = {\n                    \"Создаёт карту {C:attention}Звезда{}\",\n                    \"каждые {C:attention}3{} {C:green}переброса{}\",\n                    \"Каждая карта с мастью {C:diamonds}#2#{}\",\n                    \"в руке даёт {X:mult,C:white} X#3# {} множ.\",\n                    \"{C:inactive}(Должно быть место)\",\n                    \"{C:inactive}(Сейчас: {C:attention}#1#{}{C:inactive}/3 перебросов)\"\n                } \n            },\n            j_poke_elgyem = {\n                name = \"Элгием\",\n                text = {\n                  \"Создаёт {C:dark_edition}негативную{} карту {C:planet}Планеты{}\",\n                  \"одной из {C:attention}#1#{} ваших {}покерных рук{}\",\n                  \"наиболее высокого уровня\",\n                  \"когда выбирается {C:attention}Блайнд{}\",\n                  \"{C:inactive,s:0.8}(Эволюционирует, если вы держите {C:planet,s:0.8}#2#{C:inactive,s:0.8}/#3# разных карт Планет){}\"\n                }\n              },\n              j_poke_beheeyem = {\n                  name = \"Бихием\",\n                  text = {\n                    \"Создайте {C:dark_edition}негативную{} карту {C:planet}Планеты{}\",\n                    \"одной из {C:attention}#1#{} ваших {}покерных рук{}\",\n                    \"наиболее высокого уровня когда выбирается {C:attention}Блайнд{}\",\n                    \"Когда открываетсяя любой {C:attention}Набор{}, создайте\",\n                    \"{C:attention}Телескоп{} или {C:attention}Обсерваторию{}, если возможно\"\n                  }\n              },\n            j_poke_grubbin = {\n                name = 'Граббин',\n                text = {\n                    \"{C:mult}+#1#{} множ.\",\n                    \"Это значение вырастает в {C:attention} 3 раза{},\",\n                    \"если у вас есть\",\n                    \"{X:lightning, C:black}Электрический{} Джокер\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#2#{}{C:inactive} раундов)\"\n                }  \n            },\n            j_poke_charjabug = {\n                name = 'Чарджабаг',\n                text = {\n                    \"{C:mult}+#1#{} множ.\",\n                    \"за каждого {X:lightning, C:black}Электрического{} Джокера\",\n                    \"у вас {C:inactive}(включая себя){}\",\n                     \"{C:inactive}(Сейчас: {C:mult}#2#{C:inactive} множ.)\",\n                    \"{C:inactive}(Эволюционирует с картой{} {C:attention}Камень Молнии{}{C:inactive})\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = 'Викавольт',\n                text = {\n                    \"{C:mult}+#3#{} множ.\",\n                    \"{X:red,C:white} X#1# {} множ. за каждого\",\n                    \"другого {X:lightning, C:black}Электрического{} Джокера\",\n                    \"у вас{}\",\n                     \"{C:inactive}(Сейчас: {X:red,C:white} X#2# {}{C:inactive} множ.)\",\n                }  \n            },\n            j_poke_mimikyu = {\n                name = \"Мимикью\",\n                text = {\n                  \"{C:chips}+#1#{} шт. фишек, если подсчитанная\",\n                  \"рука не имеет масти {C:hearts}#2#{}\",\n                  \"Предотвращает смерть, если фишки с очками составляют\",\n                  \"минимум {C:attention}50%{} от необходимых фишек\",\n                  \"{C:inactive}(#3#){}\"\n                }\n            },\n            j_poke_yamper = {\n                name = 'Ямпер',\n                text = {\n                    \"{C:mult}+#1#{} множ. и получите {C:money}$#2#{},\",\n                    \"если сыгранная рука содержит\",\n                    \"{C:attention}Стрит{}\",\n                    \"{C:inactive}(Эволюционирует после {C:attention}#3#{}{C:inactive} раундов)\"\n                } \n            },\n            j_poke_boltund = {\n                name = 'Болтанд',\n                text = {\n                    \"{X:red,C:white}X#1#{} множ. и получите {C:money}$#2#{},\",\n                    \"если сыгранная рука содержит\",\n                    \"{C:attention}Стрит{}\",\n                } \n            },\n            j_poke_dreepy = {\n                name = \"Дрипи\",\n                text = {\n                  \"Когда этот Джокер продаётся, добавьте {C:money}$#1#{} стоимости продажи\",\n                  \"к каждой карте Джокера и\",\n                  \"превратите все карты {C:attention}в руке\",\n                  \"в {C:spades}#2#{}\",\n                  \"{C:inactive}(Эволюционирует когда разыгрывается Стрит-флэш){}\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"Драклоак\",\n                text = {\n                  \"Добавляет стоимость продажи всех ваших\",\n                  \"{C:attention}Джокеров{} к множ. {C:inactive}({C:mult}+#2#{C:inactive})\",\n                  \"Если сыгранная рука это {C:attention}Стрит-флэш{},\",\n                  \"добавляет {C:money}$#1#{} к стоимости продажи каждого Джокера у вас\",\n                  \"{C:inactive}(Эволюционирует при {C:money}$#2#{}{C:inactive}/#3# общей стоимости всех Джокеров)\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"Драгапульт\",\n                text = {\n                  \"{X:red,C:white} X#2# {} множ. за каждый {C:money}${}\",\n                  \"стоимости продажи всех ваших {C:attention}Джокеров{}\",\n                  \"Если сыгранная рука это {C:attention}Стрит-флэш{}\",\n                  \"и у вас нет {C:attention}Дрипи Дротиков{},\",\n                  \"создаёт 2 {C:dark_edition}негативных{} {C:attention}Дрипи Дротика{}\",\n                  \"{C:inactive}(Сейчас: {X:red,C:white} X#3# {C:inactive} множ.){}\"\n                }\n            },\n            j_poke_fidough = {\n                name = \"Файдо\",\n                text = {\n                  \"Получает {C:chips}+#2#{} шт. фишек, если сыгранная рука содержит {C:attention}#3#{}\",\n                  \"Требуемое {C:attention}значение{} повышается с каждым срабатыванием\",\n                  \"{C:inactive,s:0.8}(Если значение было наивысшим, оно становится самым низким)\",\n                  \"{C:inactive}(Сейчас: {C:chips}+#1#{C:inactive} шт. фишек)\",\n                  \"{C:inactive}(Эволюционирует, если у вас есть {X:fire,C:white}Огненный{}{C:inactive} Джокер)\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"Даксбан\",\n                text = {\n                  \"Получает {C:chips}+#2#{} шт. фишек, если сыгранная рука содержит {C:attention}#3#{}\",\n                  \"Требуемое {C:attention}значение{} повышается с каждым срабатыванием\",\n                  \"Получаемые фишки увеличиваются на {C:chips}+1{} за\",\n                  \"каждого {X:fire,C:white}Огненного{} Джокера у вас\",\n                  \"{C:inactive,s:0.8}(Если значение было наивысшим, оно становится самым низким)\",\n                  \"{C:inactive}(Сейчас: {C:chips}+#1#{C:inactive} шт.фишек)\",\n                }\n            },\n            j_poke_tinkatink = {\n                name = \"Тинкатинк\",\n                text = {\n                  \"Сыгранные карты дают {C:mult}+#1#{} множ.\",\n                  \"При выборе блайнда,\",\n                  \"ослабляет {C:attention}#3#{} карт в вашей колоде,\",\n                  \"не являющихся {C:attention}стальными{}\",\n                  \"{C:inactive}(Эволюционирует после {C:attention}#2#{C:inactive} раундов)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"Тинкатафф\",\n                text = {\n                  \"Сыгранные карты дают {C:mult}+#1#{} множ.\",\n                  \"При выборе блайнда,\",\n                  \"ослабляет {C:attention}#3#{} карт в вашей колоде,\",\n                  \"не являющихся {C:attention}стальными{}\",\n                  \"{C:inactive}(Эволюционирует после {C:attention}#2#{C:inactive} раундов)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"Тинкатон\",\n                text = {\n                  \"Сыгранные карты дают {C:mult}+#1#{} множ.\",\n                  \"При выборе блайнда\",\n                  \"ослабляет {C:attention}#3#{} карт в вашей колоде,\",\n                  \"не являющихся {C:attention}стальными{}\",\n                  \"Сыгранные {C:attention}стальные{} карты\",\n                  \"ведут себя как {C:attention}стеклянные{} карты\"\n                }\n            },\n            j_poke_annihilape = {\n                name = 'Аннигилейп',\n                text = {\n                    \"Каждая сыгранная {C:attention}2{}, {C:attention}3{}, {C:attention}5{}, или {C:attention}7{} даёт\",\n                    \"{C:mult}+#1#{} множ. и {C:chips}+#2#{} шт. фишек при подсчёте\",\n                    \"за каждую сыгранную в этом раунде руку\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#3#{} {C:inactive}множ. и {C:chips}+#4#{C:inactive} шт. фишек)\",\n                } \n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"Создает расходуемые карты\",\n                    \"при получении?\",\n                    \"Создаёт {C:attention}#1#{}? {C:attention}Тэга{}?\",\n                } \n            },\n            j_poke_pokedex = {\n                name = 'Покедекс',\n                text = {\n                    \"{C:mult}+#2#{} множ. за каждого\",\n                    \"Джокера с {C:pink}Типом{}\",\n                    \"{C:attention}Покемоны{} могут появляться\",\n                    \"многократно\",\n                    \"{C:inactive}(Сейчас: {C:mult}+#1#{C:inactive} множ.)\"\n                } \n            },\n            j_poke_everstone = {\n                name = 'Эверстоун',\n                text = {\n                    \"Покемоны {C:attention}не могут{} эволюционировать\",\n                    \"{C:attention}Базовые{} Покемоны и {C:attention}Малыши{} дают {X:mult,C:white} X#1# {} множ. каждый\",\n                } \n            },\n            j_poke_tall_grass = {\n                name = 'Высокая Трава',\n                text = {\n                    \"{C:green}#1# из #2#{} шанс создать\",\n                    \"{C:chips}Базового{} Джокера {C:attention}Покемона{}\",\n                    \"когда разыгрывается рука\",\n                    \"Шанс гарантирован, если сыгранная рука\",\n                    \"содержит {C:attention}дикую{} карту\",\n                } \n            },\n            j_poke_jelly_donut = {\n                name = \"Мармеладный Пончик\",\n                text = {\n                  \"Создайте карту {C:colorless}Бесцветной\",\n                  \"{C:pink}Энергии{}, когда выбирается\",\n                  \"блайнд\",\n                  \"{C:inactive}({C:attention}#1#{}{C:inactive} раунда){}\"\n                }\n            },\n\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"Trainer Sleeve\",\n                text = {\n                    \"Start run with the\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{} voucher\",\n                    \"and a {C:tarot,T:c_poke_pokeball}#2#{} card\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"Obituary Sleeve\",\n                text = {\n                    \"All cards have a {C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"Luminous Sleeve\",\n                text = {\n                    \"All Jokers are created\",\n                    \"with random {C:pink}Type{} stickers\",\n                },\n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"Ультраболл\",\n                text = {\n                    \"Создаёт карту\",\n                    \"случайного {C:attention}Джокера 2 Стадии{}\",\n                    \"{C:inactive}(Должно быть место)\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"Мастерболл\",\n                text = {\n                    \"Создаёт случайную карту\",\n                    \"{C:attention}Легендарного Джокера Покемона{}\",\n                    \"{C:inactive}(Должно быть место)\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"Трансформация\",\n                text = {\n                    \"Эволюционирует выбранного или самого левого\",\n                    \"Джокера до высшей {C:attention}стадии{}\",\n                    \"и увеличивает его значения {C:attention}подсчёта{} и {C:money}${}\", \n                    \"навсегда, если это возможно\",\n                    \"{C:inactive}(Макс. {C:attention}#1#{}{C:inactive} увеличений за Джокера)\"\n                },\n            },\n            c_poke_obituary = {\n                name = \"Обряд\",\n                text = {\n                    \"Добавляет {C:pink}розовую{} печать\",\n                    \"{C:attention}1{} выбранной карте\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"Кошмар\",\n                text = {\n                    \"Уничтожает случайного Джокера\",\n                    \"Покемона и создаёт {C:attention}3{}\",\n                    \"случайные {C:dark_edition}Негативные{} карты {C:pink}Энергии{}\"\n                },\n            },\n            c_poke_revenant = {\n                name = \"Ревенант\",\n                text = {\n                    \"Добавляет {C:item}серебряную{} печать\",\n                    \"к {C:attention}1{} выбранной карте\",\n                }\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"Поке тэг\",\n                text = {\n                    \"Даёт бесплатный\",\n                    \"{C:pink}Мега Поке набор\",\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"Блестящий тэг\",\n                text = {\n                    \"Следующий Джокер базового выпуска\",\n                    \"из магазина бесплатен\",\n                    \"и становится {C:colorless}Блестящим{}\",\n                }, \n            },\n            tag_poke_stage_one_tag = {\n                name = \"Тэг 1 стадии\",\n                text = {\n                    \"В магазине есть бесплатный\",\n                    \"Джокер {C:attention}1 Стадии{}\",\n                }, \n            },\n            tag_poke_safari_tag = {\n                name = \"Тэг Сафари\",\n                text = {\n                    \"В магазине есть бесплатный\",\n                    \"{C:safari}Сафари{} Джокер\",\n\n                }, \n            },\n        },\n        Tarot = {\n           \n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"Поиск Энергии\",\n                text = {\n                    \"{C:pink}+2{} к лимиту энергии\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"Технология Энергии\",\n                text = {\n                    \"{C:pink}+3{} к лимиту энергии\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"Надежная удочка\",\n                text = {\n                    \"{C:attention}Поке{} наборы получают\",\n                    \"ещё {C:attention}1{} дополнительную карту на выбор\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"Супер удочка\",\n                text = {\n                    \"{C:attention}Поке{} наборы получают\",\n                    \"ещё {C:attention}1{} дополнительную карту на выбор\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"Тип\",\n                text = {\n                  \"{X:grass,C:white}Травяной{}\",\n                }\n            },\n            Fire = {\n                name = \"Тип\",\n                text = {\n                  \"{X:fire,C:white}Огненный{}\",\n                }\n            },\n            Water = {\n                name = \"Тип\",\n                text = {\n                  \"{X:water,C:white}Водный{}\",\n                }\n            },\n            Lightning = {\n                name = \"Тип\",\n                text = {\n                  \"{X:lightning,C:black}Электрический{}\",\n                }\n            },\n            Psychic = {\n                name = \"Тип\",\n                text = {\n                  \"{X:psychic,C:white}Психический{}\",\n                }\n            },\n            Fighting = {\n                name = \"Тип\",\n                text = {\n                  \"{X:fighting,C:white}Боевой{}\",\n                }\n            },\n            Colorless = {\n                name = \"Тип\",\n                text = {\n                  \"{X:colorless,C:white}Бесцветный{}\",\n                }\n            },\n            Dark = {\n                name = \"Тип\",\n                text = {\n                  \"{X:dark,C:white}Тёмный{}\",\n                }\n            },\n            Metal = {\n                name = \"Тип\",\n                text = {\n                  \"{X:metal,C:white}Металлический{}\",\n                }\n            },\n            Fairy = {\n                name = \"Тип\",\n                text = {\n                  \"{X:fairy,C:white}Волшебный{}\",\n                }\n            },\n            Dragon = {\n                name = \"Тип\",\n                text = {\n                  \"{X:dragon,C:white}Драконий{}\",\n                }\n            },\n            Earth = {\n                name = \"Тип\",\n                text = {\n                  \"{X:earth,C:white}Земляной{}\",\n                }\n            },\n            Bird = {\n                name = \"Тип\",\n                text = {\n                  \"{X:bird,C:white}Летающий{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"Древний\",\n                text = {\n                    \"Эффект, зависящий от\",\n                    \"количества {C:attention}#1#{}\",\n                    \"в сыгранной руке\",\n                    \"{C:inactive}(Эффекты {C:attention}кумулятивны{}{C:inactive})\"\n                }\n            },\n            eitem = {\n                name = \"Карта Эволюции\",\n                text = {\n                    \"Эволюционирует самого левого\",\n                    \"{C:attention}возможного{} Джокера\",\n                    \"в конце следующего раунда\"\n                }\n            },\n            --Infoqueue used by some Consumables\n            holding = {\n                name = \"Держит\",\n                text = {\n                  \"Этот Джокер появляется\",\n                  \"с картой {C:attention}#1#{}\",\n                  \"{C:inactive}(Должно быть место){}\"\n                }\n            },\n            basic = {\n                name = \"Базовый\",\n                text = {\n                    \"Джокер Покемон\",\n                    \"который не {C:attention}эволюционировал{}\"\n                }\n            },\n            stage1 = {\n                name = \"Стадия 1\",\n                text = {\n                    \"Джокер Покемон\",\n                    \"который {C:attention}эволюционировал{} единыжды\"\n                }\n            },\n            stage2 = {\n                name = \"Стадия 2\",\n                text = {\n                    \"Джокер Покемон\",\n                    \"который {C:attention}эволюционировал{} дважды\"\n                }\n            },\n            energy = {\n                name = \"Использованная Энергия\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            money_chance = {\n                name = \"Денежный шанс\",\n                text = {\n                    \"{C:attention}#1#%{} шанс\",\n                    \"получения дополнительных {C:money}$1{}\"\n                }\n            },\n            mult_progress = {\n                name = \"Прогресс получаемого множ.\",\n                text = {\n                    \"{C:attention}#1#%{} прогресс\",\n                    \"к получаемому {C:mult}множ.{}\",\n                    \"увеличивается на {C:mult}+1{}\"\n                }\n            },\n            chip_progress = {\n                name = \"Прогресс получаемых фишек\",\n                text = {\n                    \"{C:attention}#1#%{} прогресс\",\n                    \"к получаемым {C:chips}фишкам{}\",\n                    \"увеличивается на {C:chips}+1{}\"\n                }\n            },\n            money_progress = {\n                name = \"Прогресс получаемых денег\",\n                text = {\n                    \"{C:attention}#1#%{} прогресс\",\n                    \"к получаемым {C:money}${}\",\n                    \"увеличивается на {C:money}1${}\"\n                }\n            },\n            availability = {\n                name = \"Доступность\",\n                text = {\n                    \"Не доступно если\",\n                    \"{C:attention}#1#{}\",\n                }\n            },\n            nature = {\n                name = \"Природа\",\n                text = {\n                    \"Нужные {C:attention}карты{}\",\n                    \"выбираются случайно\",\n                    \"при создании Джокера\"\n                }\n            },\n            deli_gift = {\n                name = \"Подарки\",\n                text = {\n                    \"{C:green}35%{} - {C:money}$8{}\",\n                    \"{C:green}30%{} - {C:attention}карта {C:item}Предмета{}\",\n                    \"{C:green}20%{} - {C:attention}Тэг купона\",\n                    \"{C:green}15%{} - {C:dark_edition}полихромная{} {C:attention}Подарочная Карта\",\n                }\n            },\n            percent_chance = {\n                name = \"Процентный шанс\",\n                text = {\n                  \"{C:green}#1#%{} шанс\",\n                  \"срабатывания {C:attention}эффекта{}\",\n                  \"{C:inactive}(Шанс не может быть увеличен){}\"\n                }\n            },\n            eeveelution = {\n                name = \"Эволюции\",\n                text = {\n                    \"{C:attention}Камень Воды{} - {X:water,C:white}Вапореон{}\",\n                    \"{C:attention}Камень Молнии{} - {X:lightning,C:black}Джолтеон{}\",\n                    \"{C:attention}Камень Огня{} - {X:fire,C:white}Флареон{}\",\n                    \"{C:attention}Камень Солнца{} - {X:psychic,C:white}Эспеон{}\",\n                    \"{C:attention}Камень Луны{} - {X:dark,C:white}Амбреон{}\",\n                    \"{C:attention}Камень Листа{} - {X:grass,C:white}Лифион{}\",\n                    \"{C:attention}Камень Льда{} - {X:water,C:white}Гласеон{}\",\n                    \"{C:attention}Блестящий Камень{} - {X:fairy,C:white}Сильвеон{}\"\n                }\n            },\n            precise_energy_tooltip = {\n                name = \"Точные значения Энергии\",\n                text = {\n                    \"{s:0.8}Использует {C:attention,s:0.8}дробные{} для всех значений, изменяемых {C:pink,s:0.8}Энергией{}\",\n                    \"{s:0.8}Если галочка будет {C:attention,s:0.8}снята{}{s:0.8}, бонусы Энергии изменятся следующим образом:{}\",\n                    \"{C:attenion}1. {X:mult,C:white,s:0.8}X{} {s:0.8}Mult - использует дробные\",\n                    \"{C:attenion}2. {s:0.8}Прямые значения {C:mult,s:0.8}множ.{}{s:0.8} и {C:chips,s:0.8}фишек{}{s:0.8} - округляются до ближайшего полного значения\",\n                    \"{C:attenion}3. {s:0.8}{C:mult,s:0.8}Получаемый множ.{}{s:0.8} и {C:chips,s:0.8}Получаемые фишки{}{s:0.8} - Дробный компонент отображается\", \n                    \"{s:0.8}как процент, используемый как бонус для базовых  {C:mult,s:0.8}множ.{}{s:0.8} и {C:chips,s:0.8}фишек{}\",\n                    \"{C:attenion}4. {C:money,s:0.8}${}{s:0.8} - Дробный компонент отображается как процент,\",\n                    \"{s:0.8}используемый как шанс для получения дополнительных {C:money,s:0.8}${}{s:0.8}{}\",\n                    \"{C:inactive,s:0.8}(Не Джокеры-Покемоны всегда используют точные значения){}\"\n                }\n            },\n            baby = {\n                name = \"Малыш\",\n                text = {\n                    \"Когда разыгрывается рука:\",\n                    \"если этот Джокер\",\n                    \"слева от любого Джокера,\",\n                    \"не являющегося {C:attention}Малышом{}\",\n                    \"{C:attention}ослабьте{} его\"\n                }\n            },\n            designed_by = {\n                name = \"Автор идеи:\",\n                text = {\n                  \"{C:dark_edition}#1#{}\"\n                }\n              },\n            safaridesc = {\n                name = \"Сафари\",\n                text = {\n                    \"Может быть получен только\",\n                    \"через {C:attention}Эволюцию{}\",\n                    \"либо некоторые {C:attention}Покеболлы{}\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"Розовая печать\",\n                text = {\n                    \"Создаёт карту {C:pink}Энергии{}\",\n                    \"если засчитывается в\",\n                    \"{C:attention}первой руке{} раунда\"\n                },\n            },\n            poke_silver_seal = {\n                name = \"Серебряная печать\",\n                text = {\n                  \"Создаёт карту {C:item}Предмета{},\",\n                  \"но{C:attention}сбрасывается{}, если осталась {C:attention}в руке{},\",\n                  \"когда подсчитываются карты\"\n                }\n            },\n            grass_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:grass,C:white}Травяной{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:fire,C:white}Огненный{}\"\n                } \n            },\n            water_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:water,C:white}Водный{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:lightning,C:white}Электрический{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:psychic,C:white}Психический{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:fighting,C:white}Боевой{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:colorless,C:white}Бесцветный{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:dark,C:white}Тёмный{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:metal,C:white}Металлический{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:fairy,C:white}Волшебный{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:dragon,C:white}Драконий{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"Тип\",\n                text = {\n                    \"{X:earth,C:white}Земляной{}\"\n                } \n            },\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"Not Discovered\",\n                text = {\n                    \"Purchase or use\",\n                    \"this card in an\",\n                    \"unseeded run to\",\n                    \"learn what it does\"\n                }\n            },\n            undiscovered_item = {\n                name = \"Не открыто\",\n                text = {\n                    \"Purchase or use\",\n                    \"this card in an\",\n                    \"unseeded run to\",\n                    \"learn what it does\"\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"Поке набор\",\n                text = {\n                    \"Выберите {C:attention}#1#{}\",\n                    \"из {C:attention}#2# карт\",\n                    \"{C:pink}Энергии{} или {C:item}Предмета{}\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"Поке набор\",\n                text = {\n                    \"Выберите {C:attention}#1#{}\",\n                    \"из {C:attention}#2# карт\",\n                    \"{C:pink}Энергии{} или {C:item}Предмета{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"Поке набор Джамбо\",\n                text = {\n                    \"Выберите {C:attention}#1#{}\",\n                    \"из {C:attention}#2# карт\",\n                    \"{C:pink}Энергии{} или {C:item}Предмета{}\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"Мега Поке набор\",\n                text = {\n                    \"Выберите {C:attention}#1#{}\",\n                    \"из {C:attention}#2# карт\",\n                    \"{C:pink}Энергии{} или {C:item}Предмета{}\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"Поке набор\",\n                text = {\n                    \"Выберите {C:attention}#1#{}\",\n                    \"из {C:attention}#2# карт\",\n                    \"{C:pink}Энергии{} или {C:item}Предмета{}\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"Поке набор\",\n                text = {\n                    \"Выберите {C:attention}#1#{}\",\n                    \"из {C:attention}#2# карт\",\n                    \"{C:pink}Энергии{} или {C:item}Предмета{}\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"Поке набор Джамбо\",\n                text = {\n                    \"Выберите {C:attention}#1#{}\",\n                    \"из {C:attention}#2# карт\",\n                    \"{C:pink}Энергии{} или {C:item}Предмета{}\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"Мега Поке набор\",\n                text = {\n                    \"Выберите {C:attention}#1#{}\",\n                    \"из {C:attention}#2# карт\",\n                    \"{C:pink}Энергии{} или {C:item}Предмета{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"Мастер Покемонов\",\n            c_poke_nuzlocke = \"Испытание Назлока\",\n        },\n        dictionary = {\n            k_energy = \"Энергия\",\n            k_item = \"Предмет\",\n            k_poke_pocket_pack = \"Поке набор\",\n\n            k_poke_safari = \"Сафари\",\n\n            b_save = \"Приберечь\",\n            b_energy_cards = \"Карты Энергии\",\n            b_item_cards = \"Карты Предметов\",\n            \n            --Mod Menu stuff\n            poke_settings_header_required = \"Требуется перезапуск:\",\n            poke_settings_header_norequired = \"Не требуется перезапуск:\",\n            poke_settings_pokemon_only = \"Только Покемоны?\",\n            poke_settings_unlimited_energy = \"Неограниченная Энергия?\",\n            poke_settings_shiny_playing_cards = \"Блестящий на играемых картах?\",\n            poke_settings_jokers_only = \"Только Джокеры?\",\n            poke_settings_no_evolutions = \"Без эволюций?\",\n            poke_settings_pokeballs = \" Покеболлы?\",\n            poke_settings_pokedex_number = \"Номера Покедекса?\",\n            poke_settings_pokemon_splash = \"Карта Покемона при загрузке\",\n            poke_settings_pokemon_gen_one = \"Только первое поколение?\",\n            poke_settings_pokemon_precise_energy = \"Использовать точные значения Энергии?\",\n            poke_credits_actualcredits = \"Титры\",\n            poke_credits_thanks = \"Спасибо:\",\n            poke_credits_lead = \"Главный разработчик: \",\n            poke_credits_graphics = \"Графический дизайн: \",\n            poke_credits_quality_assurance_main = \"QA Лид: \",\n            poke_credits_developer = \"Разработчики: \",\n            poke_credits_designer = \"Помощники в дизайне: \",\n            poke_credits_community_manager = \"Менеджеры сообщества: \",\n            poke_credits_promotion_producer = \"Промоушен продюсер: \",\n            poke_credits_localization = \"Локализация: \",\n\n            poke_plus_pokeitem = \"+1 Предмет\",\n            poke_plus_energy = \"+1 Энергия\",\n            poke_destroyed_ex = \"Уничтожен!\",\n            poke_evolve_success = \"Эволюция!\",\n            poke_evolve_level = \"Повышение!\",\n            poke_tera_ex = \"Тера!\",\n            poke_metal_ex = \"Металл!\",\n            poke_dragon_ex = \"Дракон!\",\n            poke_energized_ex = \"Усилен!\",\n            poke_unlimited_energy = \"Бесконечность\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"Фарфетч'дом\",\n            cubone_marowak_infoqueue = \"Кубоном и Мароваком\",\n            snorlax_infoqueue = \"Снорлаксом\",\n            pokeball_variable = \"Покеболл\",\n            goodrod_variable = \"Надежная удочка\",\n            pinkseal_variable = \"Розовая печать\",\n\n            --From Gastly Line\n            poke_lick_ex = \"Лизь!\",\n            poke_lick = \"Лизь\",\n            --From Kingler\n            poke_surf_ex = \"Surf!\",\n            --From Voltorb Line\n            poke_explosion_ex = \"BOOM!\",\n            --From Exeggutor\n            poke_solar_ex = \"Солнечно!\",\n            poke_solar = \"Солнечно!\",\n            --From Pinsir\n            poke_pinsir_pin = \"Закреплен!\",\n            poke_pinsir_remove_pin = \"Откреплен!\",\n            --From Tangela line\n            poke_tangela_bonus = \"Все!\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"Скрии!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"Petal!\",\n            poke_petal_dance = \"Petal\",\n            --From Scizor\n            poke_x_scissor_ex = \"X Scissor!\",\n            poke_x_scissor = \"X Scissor\",\n            --From Kingdra\n            poke_twister_ex = \"Твистер!\",\n            --From Mime Jr.\n            poke_mime_ex = \"Майм!\",\n            --From Magmortar\n            poke_fire_blast_ex = \"Fire Blast!\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"Молния!\",\n            poke_gift_ex = \"Подарок!\",\n            poke_faint_ex = \"Fainted!\",\n            poke_nido_ex = \"Нидо!\",\n            poke_disguise_intact = \"Маскировка сработала! Смерть предотвращена!\",\n            poke_disguise_broken = \"Маскировака подвела! Смерть не предотвращена!\",\n            poke_dig_ex = \"Копать!\",\n            poke_blazekick_ex = \"Blaze Kick!\",\n            poke_darts_ex = \"Дротики!\"\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"Розовая печать\",\n            poke_silver_seal = \"Серебряная печать\",\n\n            poke_shiny = \"Блестящий\",\n\n            grass_sticker = \"Тера\",\n            fire_sticker = \"Тера\",\n            water_sticker = \"Тера\",\n            lightning_sticker = \"Тера\",\n            psychic_sticker = \"Тера\",\n            fighting_sticker = \"Тера\",\n            colorless_sticker = \"Тера\",\n            dark_sticker = \"Тера\",\n            metal_sticker = \"Тера\",\n            fairy_sticker = \"Тера\",\n            dragon_sticker = \"Тера\",\n            earth_sticker = \"Тера\",\n\n            k_poke_safari = \"Сафари\",\n        },\n        v_dictionary = {\n            \n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"{C:attention}+1{} Слот Джокера после победы над Босс-Блайндом {C:inactive}(До 5)\"},\n           ch_c_poke_nuzlocke = {\"Первый магазин каждого анте имеет {C:attention}Набор Шута\"}\n        },\n    }\n}"
  },
  {
    "path": "localization/vi.lua",
    "content": "﻿return {\n    descriptions = {\n        Joker = {\n            j_joker = {\n                name = \"Joker\",\n                text = {\n                    \"{C:red,s:1.1}+#1#{} Nhân\"\n                }\n            },\n            j_jolly = {\n                name = \"Joker Vui Nhộn\",\n                text = {\n                    \"{C:red}+#1#{} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                }\n            },\n            j_zany = {\n                name = \"Joker Hài Hước\",\n                text = {\n                    \"{C:red}+#1#{} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                }\n            },\n            j_mad = {\n                name = \"Joker Điên Cuồng\",\n                text = {\n                    \"{C:red}+#1#{} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                }\n            },\n            j_crazy = {\n                name = \"Joker Điên Dại\",\n                text = {\n                    \"{C:red}+#1#{} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\",\n                }\n            },\n            j_droll = {\n                name = \"Joker Khôi Hài\",\n                text = {\n                    \"{C:red}+#1#{} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                }\n            },\n            j_sly = {\n                name = \"Joker Láu Cá\",\n                text = {\n                    \"{C:chips}+#1#{} Chip nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                }\n            },\n            j_wily = {\n                name = \"Joker Xảo Quyệt\",\n                text = {\n                    \"{C:chips}+#1#{} Chip nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                }\n            },\n            j_clever = {\n                name = \"Joker Khéo Léo\",\n                text = {\n                    \"{C:chips}+#1#{} Chip nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                }\n            },\n            j_devious = {\n                name = \"Joker Ranh Ma\",\n                text = {\n                    \"{C:chips}+#1#{} Chip nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                }\n            },\n            j_crafty = {\n                name = \"Joker Xảo Trá\",\n                text = {\n                    \"{C:chips}+#1#{} Chip nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                }\n            },\n            j_half = {\n                name = \"Nửa Joker\",\n                text = {\n                    \"{C:red}+#1#{} Nhân nếu\",\n                    \"tay bài đã chơi chứa\",\n                    \"{C:attention}#2#{} lá hoặc ít hơn\"\n                }\n            },\n            j_fortune_teller = {\n                name = \"Nhà Tiên Tri\",\n                text = {\n                    \"{C:red}+#1#{} Nhân mỗi lá {C:purple}Tarot\",\n                    \"đã sử dụng trong trận này\",\n                    \"{C:inactive}(Hiện tại là {C:red}+#2#{C:inactive})\"\n                }\n            },\n            j_juggler = {\n                name = \"Người Tung Hứng\",\n                text = {\n                    \"{C:attention}+#1#{} lá giữ trong tay\"\n                }\n            },\n            j_drunkard = {\n                name = \"Sâu Rượu\",\n                text = {\n                    \"{C:red}+#1#{} lượt bỏ bài\",\n                    \"mỗi ván\"\n                }\n            },\n            j_stone = {\n                name = \"Joker Đá\",\n                text = {\n                    \"Thêm {C:chips}+#1#{} Chip với\",\n                    \"mỗi {C:attention}Lá Đá{} trong\",\n                    \"{C:attention}cả bộ bài{} của bạn\",\n                    \"{C:inactive}(Hiên tại là {C:chips}+#2#{C:inactive} Chip)\",\n                }\n            },\n            j_golden = {\n                name = \"Joker Vàng\",\n                text = {\n                    \"Nhận {C:money}$#1#{} ở\",\n                    \"cuối ván\"\n                }\n            },\n            j_stencil = {\n                name = \"Khuôn Tô Joker\",\n                text = {\n                    \"{X:red,C:white} X1 {} Nhân cho mỗi\",\n                    \"ô {C:attention}Joker{} trống\",\n                    \"{s:0.8}Kể cả Khuôn Tô Joker\",\n                    \"{C:inactive}(Hiên tại là {X:red,C:white} X#1# {C:inactive})\"\n                }\n            },\n            j_four_fingers = {\n                name = \"Bốn Ngón Tay\",\n                text = {\n                    \"Mọi {C:attention}Thùng{} và\",\n                    \"{C:attention}Sảnh{} có thể được\",\n                    \"tạo ra bằng {C:attention}4{} lá\"\n                }\n            },\n            j_mime = {\n                name = \"Kịch Câm\",\n                text = {\n                    \"Tái kích khả năng\",\n                    \"của mọi lá bài {C:attention}giữ\",\n                    \"{C:attention}trong tay\"\n                }\n            },\n            j_credit_card = {\n                name = \"Thẻ Tín Dụng\",\n                text = {\n                    \"Ghi nợ\",\n                    \"tối đa {C:red}$#1#\"\n                }\n            },\n            j_greedy_joker = {\n                name = \"Joker Tham Lam\",\n                text = {\n                    \"Lá bài đã chơi\",\n                    \"có chất {C:diamonds}#2#{} ghi thêm\",\n                    \"{C:mult}+#1#{} Nhân khi ghi điểm\", \n                }\n            },\n            j_lusty_joker = {\n                name = \"Joker Dục Vọng\",\n                text = {\n                    \"Lá bài đã chơi\",\n                    \"có chất {C:hearts}#2#{} ghi thêm\",\n                    \"{C:mult}+#1#{} Nhân khi ghi điểm\", \n                }\n            },\n            j_wrathful_joker = {\n                name = \"Joker Phẫn Nộ\",\n                text = {\n                    \"Lá bài đã chơi\",\n                    \"có chất {C:spades}#2#{} ghi thêm\",\n                    \"{C:mult}+#1#{} Nhân khi ghi điểm\", \n                }\n            },\n            j_gluttenous_joker = {\n                name = \"Joker Háu Ăn\",\n                text = {\n                    \"Lá bài đã chơi\",\n                    \"có chất {C:clubs}#2#{} ghi thêm\",\n                    \"{C:mult}+#1#{} Nhân khi ghi điểm\", \n                }\n            },\n            j_ceremonial = {\n                name = \"Dao Găm Hiến Tế\",\n                text = {\n                    \"Khi {C:attention}Blind{} được chọn,\",\n                    \"phá huỷ Joker liền phải\",\n                    \"và vĩnh viễn thêm {C:attention}hai lần\",\n                    \"giá bán của nó vào hệ số {C:red}Nhân\",\n                    \"{C:inactive}(Hiện tại là {C:mult}+#1#{C:inactive} Nhân)\"\n                }\n            },\n            j_banner = {\n                name = \"Ngọn Cờ\",\n                text = {\n                    \"{C:chips}+#1#{} Chip cho\",\n                    \"mỗi {C:attention}lượt bỏ bài\",\n                    \"còn lại\"\n                }\n            },\n            j_mystic_summit = {\n                name = \"Đỉnh Kì Bí\",\n                text = {\n                    \"{C:mult}+#1#{} Nhân\",\n                    \"khi còn {C:attention}#2#\",\n                    \"lượt bỏ bài\"\n                }\n            },\n            j_marble = {\n                name = \"Joker Cẩm Thạch\",\n                text = {\n                    \"Thêm một lá {C:attention}Đá\",\n                    \"vào bộ bài khi\",\n                    \"{C:attention}Blind{} được chọn\",\n                }\n            },\n            j_loyalty_card = {\n                name = \"Thẻ Hội Viên\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Nhân mỗi\",\n                    \"{C:attention}#2#{} tay bài đã chơi\",\n                    \"{C:inactive}#3#\"\n                }\n            },\n            j_8_ball = {\n                name = \"Bi 8\",\n                text = {\n                    \"Xác suất {C:green}#1# trên #2#{} cho mỗi\",\n                    \"lá {C:attention}8{} đã chơi để tạo ra\",\n                    \"lá {C:tarot}Tarot{} khi ghi điểm\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            j_dusk = {\n                name = \"Hoàng Hôn\",\n                text = {\n                    \"Tái kích mọi lá bài\",\n                    \"đã chơi trong {C:attention}tay bài\",\n                    \"{C:attention}cuối cùng{} của ván\"\n                }\n            },\n            j_chaos = {\n                name = \"Hề Chaos\",\n                text = {\n                    \"{C:attention}#1#{} {C:green}lượt Gieo lại\",\n                    \"miễn phí mỗi shop\"\n                }\n            },\n            j_misprint = {\n                name = \"Lỗi In\",\n                text = {\n                    \"\"\n                }\n            },\n            j_raised_fist = {\n                name = \"Nắm Đấm Giơ Cao\",\n                text = {\n                    \"Thêm {C:attention}hai lần{} bậc\",\n                    \"của lá bài có số {C:attention}nhỏ nhất\",\n                    \"giữ trong tay vào hệ số Nhân\"\n                }\n            },\n            j_fibonacci = {\n                name = \"Fibonacci\",\n                text = {\n                    \"Mỗi lá {C:attention}Át{}, {C:attention}2{}, {C:attention}3{}, {C:attention}5\",\n                    \"hoặc {C:attention}8{} đã chơi ghi thêm\",\n                    \"{C:mult}+#1#{} Nhân khi ghi điểm\",\n                }\n            },\n            j_steel_joker = {\n                name = \"Joker Thép\",\n                text = {\n                    \"Thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"cho mỗi {C:attention}Lá Thép\",\n                    \"trong {C:attention}cả bộ bài{} của bạn\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\",\n                }\n            },\n            j_scary_face = {\n                name = \"Gương Mặt Đáng Sợ\",\n                text = {\n                    \"Lá {C:attention}mặt{} đã chơi\",\n                    \"ghi thêm {C:chips}+#1#{} Chip\",\n                    \"khi ghi điểm\"\n                }\n            },\n            j_abstract = {\n                name = \"Joker Trừu Tượng\",\n                text = {\n                    \"{C:mult}+#1#{} Nhân cho\",\n                    \"mỗi lá {C:attention}Joker\",\n                    \"{C:inactive}(Hiện tại là {C:red}+#2#{C:inactive} Nhân)\"\n                }\n            },\n            j_delayed_grat = {\n                name = \"Thù Lao Chậm Trễ\",\n                text = {\n                    \"Nhận {C:money}$#1#{} mỗi {C:attention}lượt bỏ bài{} nếu\",\n                    \"không dùng lượt bỏ bài nào\",\n                    \"cho đến cuối ván\"\n                }\n            },\n            j_pareidolia = {\n                name = \"Ảo Giác Gương Mặt\",\n                text = {\n                    \"Mọi lá bài đều được\",\n                    \"coi như lá {C:attention}mặt\"\n                }\n            },\n            j_hack = {\n                name = \"Hài Nhảm\",\n                text = {\n                    \"Tái kích mỗi lá\",\n                    \"{C:attention}2{}, {C:attention}3{}, {C:attention}4{} hoặc {C:attention}5\",\n                    \"đã chơi\",\n                }\n            },\n            j_gros_michel = {\n                name = \"Gros Michel\",\n                text = {\n                    \"{C:mult}+#1#{} Nhân\",\n                    \"xác suất {C:green}#2# trên #3#\",\n                    \"lá này bị phá huỷ\",\n                    \"ở cuối ván\"\n                }\n            },\n            j_even_steven = {\n                name = \"Chẵn Chín Chắn\",\n                text = {\n                    \"Lá đã chơi với\",\n                    \"bậc {C:attention}chẵn{} ghi thêm\",\n                    \"{C:mult}+#1#{} Nhân khi ghi điểm\",\n                    \"{C:inactive}(10, 8, 6, 4, 2)\"\n                }\n            },\n            j_odd_todd = {\n                name = \"Lẻ Lanh Lẹ\",\n                text = {\n                    \"Lá đã chơi với\",\n                    \"bậc {C:attention}lẻ{} ghi thêm\",\n                    \"{C:chips}+#1#{} Chip khi ghi điểm\",\n                    \"{C:inactive}(A, 9, 7, 5, 3)\"\n                }\n            },\n            j_scholar = {\n                name = \"Học Giả\",\n                text = {\n                    \"Lá {C:attention}Át{} đã chơi\",\n                    \"ghi thêm {C:chips}+#2#{} Chip\",\n                    \"và {C:mult}+#1#{} Nhân\",\n                    \"khi ghi điểm\"\n                }\n            },\n            j_business = {\n                name = \"Danh Thiếp\",\n                text = {\n                    \"Lá {C:attention}mặt{} đã chơi có\",\n                    \"xác suất {C:green}#1# trên #2#{} để\",\n                    \"cho {C:money}$2{} khi ghi điểm\"\n                }\n            },\n            j_supernova = {\n                name = \"Siêu Tân Tinh\",\n                text = {\n                    \"Thêm số lần {C:attention}tay poker\",\n                    \"đã được chơi trong trận này\",\n                    \"vào hệ số Nhân\"\n                }\n            },\n            j_superposition = {\n                name = \"Chồng Chất Lượng Tử\",\n                text = {\n                    \"Tạo ra một lá {C:tarot}Tarot{} nếu\",\n                    \"tay poker chứa lá {C:attention}Át\",\n                    \"và {C:attention}Sảnh\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            j_ride_the_bus = {\n                name = \"Đi Xe Buýt\",\n                text = {\n                    \"Joker này thêm {C:mult}+#1#{} Nhân\",\n                    \"mỗi tay bài đã chơi {C:attention}liên tiếp\",\n                    \"mà không chứa lá {C:attention}mặt\",\n                    \"ghi điểm\",\n                    \"{C:inactive}(Hiện tại là {C:mult}+#2#{C:inactive} Nhân)\"\n                }\n            },\n            j_space = {\n                name = \"Joker Vũ Trụ\",\n                text = {\n                    \"Xác suất {C:green}#1# trên #2#\",\n                    \"để nâng level của\",\n                    \"{C:attention}tay poker{} đã chơi\"\n                }\n            },\n            j_egg = {\n                name = \"Trứng\",\n                text = {\n                    \"Tăng {C:money}$#1#\",\n                    \"{C:attention}giá bán\",\n                    \"ở cuối ván\"\n                }\n            },\n            j_burglar = {\n                name = \"Kẻ Trộm\",\n                text = {\n                    \"Khi {C:attention}Blind{} được chọn,\",\n                    \"thêm {C:blue}+#1#{} Tay bài và\",\n                    \"{C:attention}mất toàn bộ lượt bỏ bài\"\n                }\n            },\n            j_blackboard = {\n                name = \"Bảng Đen\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Nhân nếu mọi lá\",\n                    \"giữ trong tay có chất\",\n                    \"{C:spades}#2#{} hoặc {C:clubs}#3#\"\n                }\n            },\n            j_runner = {\n                name = \"Chạy Việt Dã\",\n                text = {\n                    \"Thêm {C:chips}+#2#{} Chip\",\n                    \"nếu tay bài đã chơi\",\n                    \"chứa {C:attention}Sảnh\",\n                    \"{C:inactive}(Hiện tại là {C:chips}+#1#{C:inactive} Chip)\"\n                }\n            },\n            j_ice_cream = {\n                name = \"Kem Ốc Quế\",\n                text = {\n                    \"{C:chips}+#1#{} Chip\",\n                    \"{C:chips}-#2#{} Chip cho\",\n                    \"mỗi tay bài đã chơi\"\n                }\n            },\n            j_dna = {\n                name = \"DNA\",\n                text = {\n                    \"Nếu {C:attention}tay đầu tiên{} của ván\",\n                    \"chỉ có {C:attention}1{} lá, thêm một\",\n                    \"bản sao vĩnh viễn vào bộ bài\",\n                    \"và bốc nó lên {C:attention}tay\"\n                }\n            },\n            j_splash = {\n                name = \"Bắn Toé\",\n                text = {\n                    \"Mọi {C:attention}lá bài đã chơi\",\n                    \"đều ghi điểm\"\n                }\n            },\n            j_blue_joker = {\n                name = \"Joker Lam\",\n                text = {\n                    \"{C:chips}+#1#{} Chip cho mỗi\",\n                    \"lá bài còn lại trong {C:attention}bộ bài\",\n                    \"{C:inactive}(Hiện tại là {C:chips}+#2#{C:inactive} Chip)\"\n                }\n            },\n            j_sixth_sense = {\n                name = \"Giác Quan Thứ Sáu\",\n                text = {\n                    \"Nếu {C:attention}tay đầu tiên{} của ván\",\n                    \"là một lá {C:attention}6{}, phá huỷ nó và\",\n                    \"tạo ra một lá {C:spectral}Siêu Linh\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            j_constellation = {\n                name = \"Chòm Sao\",\n                text = {\n                    \"Joker này thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"mỗi khi một lá {C:planet}Hành Tinh{}\",\n                    \"được sử dụng\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                }\n            },\n            j_hiker = {\n                name = \"Người Leo Núi\",\n                text = {\n                    \"Mỗi {C:attention}lá bài{} đã chơi\",\n                    \"vĩnh viễn thêm\",\n                    \"{C:chips}+#1#{} Chip khi ghi điểm\"\n                }\n            },\n            j_faceless = {\n                name = \"Joker Vô Diện\",\n                text = {\n                    \"Nhận {C:money}$#1#{} nếu\",\n                    \"{C:attention}#2# lá mặt{} hoặc hơn\",\n                    \"bị bỏ cùng một lúc\"\n                }\n            },\n            j_todo_list = {\n                name = \"Danh Sách Công Việc\",\n                text = {\n                    \"Nhận {C:money}$#1#{} nếu {C:attention}tay poker\",\n                    \"là {C:attention}#2#{},\",\n                    \"tay poker thay đổi\",\n                    \"ở cuối ván\"\n                }\n            },\n            j_ticket = {\n                name = \"Tấm Vé Vàng\",\n                text = {\n                    \"Lá {C:attention}Vàng{} đã chơi nhận\",\n                    \"thêm {C:money}$#1#{} khi ghi điểm\",\n                },\n                unlock = {\n                    \"Chơi 1 tay 5 lá\",\n                    \"mà chỉ chứa\",\n                    \"lá {C:attention,E:1}Vàng\"\n                }\n            },\n            j_mr_bones = {\n                name = \"Ông Bones\",\n                text = {\n                    \"Ngăn thua trận\",\n                    \"nếu chip đạt được\",\n                    \"ít nhất {C:attention}25%{} so với\",\n                    \"chip yêu cầu, rối {S:1.1,C:red,E:2}tự huỷ\"\n                },\n                unlock = {\n                    \"Thua {C:attention,E:1}#1#{} trận\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            j_acrobat = {\n                name = \"Diễn Xiếc\",\n                text = {\n                    \"{X:red,C:white} X#1# {} Nhân cho {C:attention}tay bài\",\n                    \"{C:attention}cuối cùng{} của ván\"\n                },\n                unlock = {\n                    \"Chơi {C:attention,E:1}#1#{} tay bài\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            j_sock_and_buskin = {\n                name = \"Hài Bi Kịch\",\n                text = {\n                    \"Tái kích mọi\",\n                    \"lá {C:attention}mặt{} đã chơi\"\n                },\n                unlock = {\n                    \"Chơi tổng cộng\",\n                    \"{C:attention,E:1}#1#{} lá mặt\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            j_green_joker = {\n                name = \"Joker Lục\",\n                text = {\n                    \"{C:mult}+#1#{} Nhân mỗi tay bài đã chơi\",\n                    \"{C:mult}-#2#{} Nhân mỗi lần bỏ bài\",\n                    \"{C:inactive}(Hiện tại là {C:mult}+#3#{C:inactive} Nhân)\"\n                }\n            },\n            j_swashbuckler = {\n                name = \"Hảo Hán\",\n                text = {\n                    \"Thêm tổng giá bán của các\",\n                    \"{C:attention}Joker{} khác đã sở hữu\",\n                    \"vào hệ số Nhân\",\n                    \"{C:inactive}(Hiện tại là {C:mult}+#1#{C:inactive} Nhân)\"\n                },\n                unlock = {\n                    \"Bán tổng cộng\",\n                    \"{C:attention,E:1}#1#{} lá Joker\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            j_troubadour = {\n                name = \"Người Hát Rong\",\n                text = {\n                    \"{C:attention}+#1#{} lá giữ trong tay,\",\n                    \"{C:blue}-#2#{} tay bài mỗi ván\"\n                },\n                unlock = {\n                    \"Thắng {C:attention,E:1}#1#{} ván\",\n                    \"liên tiếp chỉ bằng\",\n                    \"1 tay bài duy nhất\"\n                }\n            },\n            j_certificate = {\n                name = \"Chứng Chỉ\",\n                text = {\n                    \"Khi ván bắt đầu, thêm\",\n                    \"một {C:attention}lá bài{} ngẫu nhiên với\",\n                    \"một {C:attention}con dấu{} ngẫu nhiên\",\n                    \"vào tay của bạn\"\n                },\n                unlock = {\n                    \"Sở hữu một\",\n                    \"lá bài Vàng với\",\n                    \"một {C:attention,E:1}con dấu Vàng\"\n                }\n            },\n            j_smeared = {\n                name = \"Joker Bị Nhoè\",\n                text = {\n                    \"{C:hearts}Cơ{} và {C:diamonds}Rô{} được\",\n                    \"xem như cùng một chất,\",\n                    \"{C:spades}Bích{} và {C:clubs}Tép{} được\",\n                    \"xem như cùng một chất\"\n                },\n                unlock = {\n                    \"Sở hữu ít nhất {C:attention}#1#\",\n                    \"{E:1,C:attention}#2#{} trong\",\n                    \"bộ bài của bạn\"\n                }\n            },\n            j_throwback = {\n                name = \"Hồi Tổ\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân cho mỗi {C:attention}Blind\",\n                    \"đã bỏ qua trong trận này\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                },\n                unlock = {\n                    \"Tiếp tục một trận đã lưu\",\n                    \"từ menu chính\"\n                }\n            },\n            j_hanging_chad = {\n                name = \"Phiếu Đục Lỗ\",\n                text = {\n                    \"Tái kích lá ghi điểm\",\n                    \"{C:attention}đầu tiên{} trong tay bài\",\n                    \"thêm {C:attention}#1#{} lần\"\n                },\n                unlock = {\n                    \"Đánh bại một Boss Blind\",\n                    \"bằng {E:1,C:attention}#1#\"\n                }\n            },\n            j_rough_gem = {\n                name = \"Đá Quý\",\n                text = {\n                    \"Lá bài đã chơi\",\n                    \"có chất {C:diamonds}Rô{} ghi thêm\",\n                    \"{C:money}$#1#{} khi ghi điểm\", \n                },\n                unlock = {\n                    \"Sở hữu ít nhất {E:1,C:attention}#1#\",\n                    \"lá bài chất {E:1,C:attention}#2#\",\n                    \"trong bộ bài của bạn\"\n                }\n            },\n            j_bloodstone = {\n                name = \"Đá Đốm Đỏ\",\n                text = {\n                    \"Xác suất {C:green}#1# trên #2#\",\n                    \"để lá bài đã chơi\",\n                    \"có chất {C:hearts}Cơ{} ghi thêm \",\n                    \"{X:mult,C:white} X#3# {} Nhân khi ghi điểm\", \n                },\n                unlock = {\n                    \"Sở hữu ít nhất {E:1,C:attention}#1#\",\n                    \"lá bài chất {E:1,C:attention}#2#\",\n                    \"trong bộ bài của bạn\"\n                }\n            },\n            j_arrowhead = {\n                name = \"Đá Mũi Mác\",\n                text = {\n                    \"Lá bài đã chơi\",\n                    \"có chất {C:spades}Bích{} ghi thêm\",\n                    \"{C:chips}+#1#{} Chip khi ghi điểm\",\n                },\n                unlock = {\n                    \"Sở hữu ít nhất {E:1,C:attention}#1#\",\n                    \"lá bài chất {E:1,C:attention}#2#\",\n                    \"trong bộ bài của bạn\"\n                }\n            },\n            j_onyx_agate = {\n                name = \"Đá Mã Não\",\n                text = {\n                    \"Lá bài đã chơi\",\n                    \"có chất {C:clubs}Tép{} ghi thêm\",\n                    \"{C:mult}+#1#{} Nhân khi ghi điểm\", \n                },\n                unlock = {\n                    \"Sở hữu ít nhất {E:1,C:attention}#1#\",\n                    \"lá bài chất {E:1,C:attention}#2#\",\n                    \"trong bộ bài của bạn\"\n                }\n            },\n            j_glass = {\n                name = \"Joker Kính\",\n                text = {\n                    \"Joker này thêm\",\n                    \"{X:mult,C:white} X#1# {} Nhân cho mỗi\",\n                    \"{C:attention}Lá Kính{} bị phá huỷ\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                },\n                unlock = {\n                    \"Sở hữu ít nhất {E:1,C:attention}#1#\",\n                    \"{E:1,C:attention}#2#\",\n                    \"trong bộ bài của bạn\"\n                }\n            },\n            j_ring_master = {\n                name = \"Ông Bầu\",\n                text = {\n                    \"Lá {C:attention}Joker{}, {C:tarot}Tarot{},\",\n                    \"{C:planet}Hành Tinh{}, và {C:spectral}Siêu Linh\",\n                    \"có thể xuất hiện nhiều lần\"\n                },\n                unlock = {\n                    \"Đạt Ante\",\n                    \"level {E:1,C:attention}#1#\"\n                }\n            },\n            j_flower_pot = {\n                name = \"Bình Hoa\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân nếu\",\n                    \"tay poker chứa một\",\n                    \"lá {C:diamonds}Rô{}, lá {C:clubs}Tép{},\",\n                    \"lá {C:hearts}Cơ{} và lá {C:spades}Bích\"\n                },\n                unlock = {\n                    \"Đạt Ante\",\n                    \"level {E:1,C:attention}#1#\"\n                }\n            },\n            j_blueprint = {\n                name = \"Bản Thiết Kế\",\n                text = {\n                    \"Sao chép khả năng\",\n                    \"của {C:attention}Joker{} liền phải\"\n                },\n                unlock = {\n                    \"Thắng một trận\"\n                }\n            },\n            j_wee = {\n                name = \"Joker Nhỏ\",\n                text = {\n                    \"Joker này thêm\",\n                    \"{C:chips}+#2#{} Chip mỗi lá {C:attention}2\",\n                    \"đã chơi ghi điểm\",\n                    \"{C:inactive}(Hiện tại là {C:chips}+#1#{C:inactive} Chip)\"\n                },\n                unlock = {\n                    \"Thắng một trận trong {E:1,C:attention}#1#\",\n                    \"màn hoặc ít hơn\"\n                }\n            },\n            j_merry_andy = {\n                name = \"Văn Vui Vẻ\",\n                text = {\n                    \"{C:red}+#1#{} lượt bỏ bài\",\n                    \"mỗi ván,\",\n                    \"{C:red}#2#{} lá giữ trong tay\"\n                },\n                unlock = {\n                    \"Thắng một trận trong {E:1,C:attention}#1#\",\n                    \"màn hoặc ít hơn\"\n                }\n            },\n            j_oops = {\n                name = \"Úi! Toàn 6\",\n                text = {\n                    \"Nhân đôi toàn bộ\",\n                    \"{C:green,E:1,S:1.1}xác suất {C:attention}được liệt kê\",\n                    \"{C:inactive}(VD: {C:green}1 trên 3{C:inactive} -> {C:green}2 trên 3{C:inactive})\"\n                },\n                unlock = {\n                    \"Trong một tay bài,\",\n                    \"đạt ít nhất\",\n                    \"{E:1,C:attention}#1#{} chip\"\n                }\n            },\n            j_idol = {\n                name = \"Thần Tượng\",\n                text = {\n                    \"Mỗi lá {C:attention}#2# {V:1}#3#\",\n                    \"ghi thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"khi ghi điểm\",\n                    \"{s:0.8}Lá bài thay đổi sau mỗi ván\"\n                },\n                unlock = {\n                    \"Trong một tay bài,\",\n                    \"đạt ít nhất\",\n                    \"{E:1,C:attention}#1#{} chip\"\n                }\n            },\n            j_seeing_double = {\n                name = \"Nhất Kiến Vi Lưỡng\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân nếu\",\n                    \"tay bài đã chơi chứa\",\n                    \"một lá {C:clubs}Tép{} ghi điểm và\",\n                    \"một lá {C:attention}chất{} khác ghi điểm\",\n                },\n                unlock = {\n                    \"Chơi một tay chứa\",\n                    \"{E:1,C:attention}#1#\"\n                }\n            },\n            j_matador = {\n                name = \"Người Đấu Bò Tót\",\n                text = {\n                    \"Nhận {C:money}$#1#{} nếu tay bài\",\n                    \"đã chơi kích hoạt khả năng\",\n                    \"của {C:attention}Boss Blind\"\n                },\n                unlock = {\n                    \"Đánh bại một Boss Blind\",\n                    \"bằng {E:1,C:attention}1 tạy{} mà\",\n                    \"không dùng lượt bỏ bài nào\"\n                }\n            },\n            j_hit_the_road = {\n                name = \"Lên Đường\",\n                text = {\n                    \"Joker này thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"cho mỗi lá {C:attention}Bồi\",\n                    \"bị bỏ trong ván này\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                },\n                unlock = {\n                    \"Bỏ {E:1,C:attention}5{} lá {E:1,C:attention}Bồi\",\n                    \"cùng một lúc\"\n                }\n            },\n            j_duo = {\n                name = \"Chuẩn Nhị\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                },\n                unlock = {\n                    \"Thắng một trận\",\n                    \"mà không chơi\",\n                    \"{E:1,C:attention}#1#{} nào\"\n                }\n            },\n            j_trio = {\n                name = \"Chuẩn Tam\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                },\n                unlock = {\n                    \"Thắng một trận\",\n                    \"mà không chơi\",\n                    \"{E:1,C:attention}#1#{} nào\"\n                }\n            },\n            j_family = {\n                name = \"Chuẩn Tứ\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                },\n                unlock = {\n                    \"Thắng một trận\",\n                    \"mà không chơi\",\n                    \"{E:1,C:attention}#1#{} nào\"\n                }\n            },\n            j_order = {\n                name = \"Chuẩn Dãy\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                },\n                unlock = {\n                    \"Thắng một trận\",\n                    \"mà không chơi\",\n                    \"{E:1,C:attention}#1#{} nào\"\n                }\n            },\n            j_tribe = {\n                name = \"Chuẩn Tộc\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân nếu\",\n                    \"tay bài đã chơi\",\n                    \"chứa {C:attention}#2#\"\n                },\n                unlock = {\n                    \"Thắng một trận\",\n                    \"mà không chơi\",\n                    \"{E:1,C:attention}#1#{} nào\"\n                }\n            },\n            j_cavendish = {\n                name = \"Cavendish\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân\",\n                    \"xác suất {C:green}#2# trên #3#\",\n                    \"lá này bị phá huỷ\",\n                    \"ở cuối ván\"\n                }\n            },\n            j_card_sharp = {\n                name = \"Bài Thủ Gian\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân nếu\",\n                    \"{C:attention}tay poker{} đã chơi\",\n                    \"đã được chơi trước đó\",\n                    \"trong ván này\"\n                }\n            },\n            j_red_card = {\n                name = \"Thẻ Đỏ\",\n                text = {\n                    \"Joker này thêm\",\n                    \"{C:red}+#1#{} Nhân khi bất kì\",\n                    \"{C:attention}Gói Bài{} nào bị bỏ qua\",\n                    \"{C:inactive}(Hiện tại là {C:red}+#2#{C:inactive} Nhân)\"\n                }\n            },\n            j_madness = {\n                name = \"Điên Loạn\",\n                text = {\n                    \"Khi {C:attention}Small Blind{} hoặc {C:attention}Big Blind\",\n                    \"được chọn, thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"và {C:attention}phá huỷ{} một Joker ngẫu nhiên\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                }\n            },\n            j_square = {\n                name = \"Joker Vuông\",\n                text = {\n                    \"Joker này thêm {C:chips}+#2#{} Chip\",\n                    \"nếu tay bài đã chơi\",\n                    \"chứa đúng {C:attention}4{} lá\",\n                    \"{C:inactive}(Hiện tại là {C:chips}#1#{C:inactive} Chip)\"\n                }\n            },\n            j_seance = {\n                name = \"Gọi Hồn\",\n                text = {\n                    \"Nếu {C:attention}tay poker{} là\",\n                    \"{C:attention}#1#{}, tạo ra một\",\n                    \"lá {C:spectral}Siêu Linh{} ngẫu nhiên\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            j_riff_raff = {\n                name = \"Hạ Lưu\",\n                text = {\n                    \"Khi {C:attention}Blind{} được chọn,\",\n                    \"tạo ra {C:attention}#1# Joker {C:blue}Thường\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            j_vampire = {\n                name = \"Ma Cà Rồng\",\n                text = {\n                    \"Joker này thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"mỗi {C:attention}lá Cường Hoá{} đã chơi ghi điểm,\",\n                    \"loại bỏ {C:attention}Cường Hoá\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                }\n            },\n            j_shortcut = {\n                name = \"Đường Tắt\",\n                text = {\n                    \"Cho phép tạo ra {C:attention}Sảnh\",\n                    \"bị khuyết {C:attention}1 bậc\",\n                    \"{C:inactive}(VD: {C:attention}10 8 6 5 3{C:inactive})\"\n                }\n            },\n            j_hologram = {\n                name = \"Ảnh Ba Chiều\",\n                text = {\n                    \"Joker này thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"mỗi khi một {C:attention}lá bài thường\",\n                    \"được thêm vào bộ bài\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                }\n            },\n            j_vagabond = {\n                name = \"Kẻ Lang Thang\",\n                text = {\n                    \"Tạo ra một lá {C:purple}Tarot\",\n                    \"nếy tay bài được chơi\",\n                    \"khi có {C:money}$#1#{} hoặc ít hơn\",\n                }\n            },\n            j_baron = {\n                name = \"Nam Tước\",\n                text = {\n                    \"Mỗi lá {C:attention}Già{} giữ\",\n                    \"trong tay ghi thêm\",\n                    \"{X:mult,C:white} X#1# {} Nhân\",\n\n                }\n            },\n            j_cloud_9 = {\n                name = \"Chín Tầng Mây\",\n                text = {\n                    \"Nhận {C:money}$#1#{} cho mỗi lá {C:attention}9\",\n                    \"trong {C:attention}cả bộ bài{} của bạn\",\n                    \"ở cuối ván\",\n                    \"{C:inactive}(Hiện tại là {C:money}$#2#{}{C:inactive})\"\n                }\n            },\n            j_rocket = {\n                name = \"Tên Lửa\",\n                text = {\n                    \"Nhận {C:money}$#1#{} ở cuối ván\",\n                    \"Tiền thưởng tăng thêm {C:money}$#2#\",\n                    \"khi {C:attention}Boss Blind{} bị đánh bại\",\n                }\n            },\n            j_obelisk = {\n                name = \"Đài Tưởng Niệm\",\n                text = {\n                    \"Joker này thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"mỗi tay poker {C:attention}liên tiếp{} đã chơi\",\n                    \"mà không chơi {C:attention}tay poker\",\n                    \"có nhiều lần chơi nhất\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                }\n            },\n            j_midas_mask = {\n                name = \"Mặt Nạ Midas\",\n                text = {\n                    \"Mọi lá {C:attention}mặt{} đã chơi\",\n                    \"trở thành lá {C:attention}Vàng\",\n                    \"khi ghi điểm\",\n                }\n            },\n            j_luchador = {\n                name = \"Đô Vật\",\n                text = {\n                    \"Bán lá này để\",\n                    \"vô hiệu hoá khả năng của\",\n                    \"{C:attention}Boss Blind{} hiện tại\",\n                }\n            },\n            j_photograph = {\n                name = \"Bức Ảnh\",\n                text = {\n                    \"Lá {C:attention}mặt{} đầu tiên\",\n                    \"ghi thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"khi ghi điểm\",\n                }\n            },\n            j_gift = {\n                name = \"Thẻ Quà Tặng\",\n                text = {\n                    \"Thêm {C:money}$#1#{} {C:attention}giá bán\",\n                    \"vào mỗi lá {C:attention}Joker\",\n                    \"và lá {C:attention}Tiêu Thụ\",\n                    \"ở cuối ván\"\n                }\n            },\n            j_turtle_bean = {\n                name = \"Đậu Đen\",\n                text = {\n                    \"{C:attention}+#1#{} lá giữ trong tay,\",\n                    \"giảm đi {C:red}#2#{} mỗi ván\"\n                }\n            },\n            j_erosion = {\n                name = \"Xói Mòn\",\n                text = {\n                    \"{C:red}+#1#{} Nhân cho mỗi\",\n                    \"lá bài dưới mức {C:attention}#3#{} lá\",\n                    \"trong cả bộ bài\",\n                    \"{C:inactive}(Hiện tại là {C:red}+#2#{C:inactive} Nhân)\"\n                }\n            },\n            j_reserved_parking = {\n                name = \"Bãi Đỗ Xe Riêng\",\n                text = {\n                    \"Mỗi lá {C:attention}mặt\",\n                    \"giữ trong tay có\",\n                    \"xác suất {C:green}#2# trên #3#\",\n                    \"để nhận thêm {C:money}$#1#\",\n                    \n                }\n            },\n            j_mail = {\n                name = \"Tiền Hoàn Thư\",\n                text = {\n                    \"Nhận {C:money}$#1#{} cho mỗi\",\n                    \"lá {C:attention}#2#{} bị bỏ,\",\n                    \"bậc thay đổi mỗi ván\"\n                }\n            },\n            j_to_the_moon = {\n                name = \"Lên Thẳng Cung Trăng\",\n                text = {\n                    \"Nhận thêm {C:money}$#1#\",\n                    \"{C:attention}tiền lãi{} cho mỗi {C:money}$5{} bạn có\",\n                    \"ở cuối ván\"\n                }\n            },\n            j_hallucination = {\n                name = \"Ảo Giác\",\n                text = {\n                    \"Xác suất {C:green}#1# trên #2#{} để tạo\",\n                    \"ra một lá {C:tarot}Tarot{} khi bất kì\",\n                    \"{C:attention}Gói Bài{} nào được mở\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            j_lucky_cat = {\n                name = \"Mèo Thần Tài\",\n                text = {\n                    \"Joker này thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"mỗi khi một lá {C:attention}May Mắn\",\n                    \"kích {C:green}thành công\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                }\n            },\n            j_baseball = {\n                name = \"Thẻ Bóng Chày\",\n                text = {\n                    \"Mỗi Joker {C:green}Ít Phổ Biến\",\n                    \"ghi thêm {X:mult,C:white} X#1# {} Nhân\",\n                }\n            },\n            j_bull = {\n                name = \"Bò Đực\",\n                text = {\n                    \"{C:chips}+#1#{} Chip cho\",\n                    \"mỗi {C:money}$1{} bạn có\",\n                    \"{C:inactive}(Hiện tại là {C:chips}+#2#{C:inactive} Chip)\"\n                }\n            },\n            j_diet_cola = {\n                name = \"Cola Không Đường\",\n                text = {\n                    \"Bán lá này để\",\n                    \"tạo ra một\",\n                    \"{C:attention}#1#{} miễn phí\"\n                }\n            },\n            j_trading = {\n                name = \"Thẻ Trao Đổi\",\n                text = {\n                    \"Nếu {C:attention}lượt bỏ bài đầu tiên\",\n                    \"của ván chỉ có {C:attention}1{} lá, phá huỷ\",\n                    \"nó và nhận {C:money}$#1#\"\n                }\n            },\n            j_flash = {\n                name = \"Thẻ Ghi Nhớ\",\n                text = {\n                    \"Joker này thêm {C:mult}+#1#{} Nhân\",\n                    \"mỗi lượt {C:attention}gieo lại{} trong shop\",\n                    \"{C:inactive}(Hiện tại là {C:mult}+#2#{C:inactive} Nhân)\"\n                }\n            },\n            j_popcorn= {\n                name = \"Bỏng Ngô\",\n                text = {\n                    \"{C:mult}+#1#{} Nhân\",\n                    \"{C:mult}-#2#{} Nhân mỗi\",\n                    \"ván đã chơi\"\n                }\n            },\n            j_ramen= {\n                name = \"Ramen\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân,\",\n                    \"mất đi {X:mult,C:white} X#2# {} Nhân\",\n                    \"mỗi {C:attention}lá bài{} bị bỏ\",\n                }\n            },\n            j_trousers= {\n                name = \"Quần Dài Dư\",\n                text = {\n                    \"Joker này thêm {C:mult}+#1#{} Nhân\",\n                    \"nếu tay đã chơi\",\n                    \"chứa {C:attention}#2#\",\n                    \"{C:inactive}(Hiện tại là {C:red}+#3#{C:inactive} Nhân)\"\n                }\n            },\n            j_ancient= {\n                name = \"Joker Cổ Đại\",\n                text = {\n                    \"Mỗi lá đã chơi có\",\n                    \"chất {V:1}#2#{} ghi thêm\",\n                    \"{X:mult,C:white} X#1# {} Nhân khi ghi điểm,\",\n                    \"{s:0.8}chất thay đổi ở cuối ván\"\n                }\n            },\n            j_walkie_talkie = {\n                name = \"Bộ Đàm\",\n                text = {\n                    \"Mỗi lá {C:attention}10{} hoặc {C:attention}4{} đã chơi\",\n                    \"ghi thêm {C:chips}+#1#{} Chip và\", \n                    \"{C:mult}+#2#{} Nhân khi ghi điểm\"\n                },\n            },\n            j_selzer= {\n                name = \"Khoáng Có Ga\",\n                text = {\n                    \"Tái kích mọi lá bài\",\n                    \"đã chơi cho\",\n                    \"{C:attention}#1#{} tay sắp tới\",\n                }\n            },\n            j_castle = {\n                name = \"Lâu Đài\",\n                text = {\n                    \"Joker này thêm {C:chips}+#1#{} Chip\",\n                    \"mỗi lá {V:1}#2#{} bị bỏ,\",\n                    \"chất thay đổi mỗi ván\",\n                    \"{C:inactive}(Hiện tại là {C:chips}+#3#{C:inactive} Chip)\"\n                },\n            },\n            j_smiley = {\n                name = \"Mặt Cười\",\n                text = {\n                    \"Lá {C:attention}mặt{} đã chơi\",\n                    \"ghi thêm {C:mult}+#1#{} Nhân\",\n                    \"khi ghi điểm\"\n                }\n            },\n            j_campfire = {\n                name = \"Lửa Trại\",\n                text = {\n                    \"Joker Này thêm {X:mult,C:white}X#1#{} Nhân\",\n                    \"cho mỗi lá bài {C:attention}đã bán{}, đặt\",\n                    \"lại khi {C:attention}Boss Blind{} bị đánh bại\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                }\n            },\n\n\n            j_stuntman = {\n                name = \"Người Đóng Thế\",\n                text = {\n                    \"{C:chips}+#1#{} Chip, {C:attention}-#2#{} lá\",\n                    \"giữ trong tay\"\n                },\n                unlock = {\n                    \"Trong một tay bài,\",\n                    \"đạt ít nhất\",\n                    \"{E:1,C:attention}#1#{} chip\"\n                }\n            },\n            j_invisible = {\n                name = \"Joker Tàng Hình\",\n                text = {\n                    \"Sau {C:attention}#1#{} ván,\",\n                    \"bán lá này để {C:attention}Nhân bản\",\n                    \"một Joker ngẫu nhiên\",\n                    \"{C:inactive}(Hiện tại là {C:attention}#2#{C:inactive}/#1#)\"\n                },\n                unlock = {\n                    \"Thắng một trận mà\",\n                    \"không sở hữu nhiều hơn\",\n                    \"{E:1,C:attention}4 Joker\"\n                }\n            },\n            j_brainstorm = {\n                name = \"Động Não\",\n                text = {\n                    \"Sao chép khả năng của\",\n                    \"{C:attention}Joker{} ở tít bên trái\"\n                },\n                unlock = {\n                    \"Bỏ bộ 5 lá bài thuộc\",\n                    \"{E:1,C:attention}Sảnh Chúa\"\n                }\n            },\n            j_satellite = {\n                name = \"Vệ Tinh\",\n                text = {\n                    \"Nhận {C:money}$#1#{} ở cuối mỗi ván\",\n                    \"cho mỗi lá {C:planet}Hành Tinh{} khác loại\",\n                    \"đã dùng trong trận này\",\n                    \"{C:inactive}(Hiện tại là {C:money}$#2#{C:inactive})\"\n                },\n                unlock = {\n                    \"Sở hữu {E:1,C:money}$#1#\",\n                    \"hoặc hơn\"\n                }\n            },\n            j_shoot_the_moon = {\n                name = \"Shoot the Moon\",\n                text = {\n                    \"Mỗi lá {C:attention}Đầm\",\n                    \"giữ trong tay\",\n                    \"ghi thêm {C:mult}+#1#{} Nhân\",\n                },\n                unlock = {\n                    \"Chơi toàn bộ lá {E:1,C:attention}Cơ\",\n                    \"trong bộ bài của bạn\",\n                    \"trong một ván duy nhất\"\n                }\n            },\n            j_drivers_license = {\n                name = \"Giấy Phép Lái Xe\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân nếu bạn sở hữu\",\n                    \"ít nhất {C:attention}16{} lá Cường Hoá\",\n                    \"trong cả bộ bài\",\n                    \"{C:inactive}(Hiện tại là {C:attention}#2#{C:inactive})\"\n                },\n                unlock = {\n                    \"Cường hoá {E:1,C:attention}#1#{} lá bài\",\n                    \"trong bộ bài của bạn\"\n                }\n            },\n            j_cartomancer = {\n                name = \"Thầy Bói\",\n                text = {\n                    \"Tạo ra một lá {C:tarot}Tarot\",\n                    \"khi {C:attention}Blind{} được chọn\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                },\n                unlock = {\n                    \"Khám phá toàn bộ\",\n                    \"lá {E:1,C:tarot}Tarot\"\n                }\n            },\n            j_astronomer = {\n                name = \"Nhà Thiên Văn Học\",\n                text = {\n                    \"Mọi lá {C:planet}Hành Tinh{} và\",\n                    \"{C:planet}Gói Thiên Thể{} trong\",\n                    \"shop đều {C:attention}miễn phí\"\n                },\n                unlock = {\n                    \"Khám phá toàn bộ\",\n                    \"lá {E:1,C:planet}Hành Tinh\"\n                }\n            },\n            j_burnt = {\n                name = \"Joker Cháy Sém\",\n                text = {\n                    \"Nâng level cho\",\n                    \"tay poker {C:attention}bị bỏ\",\n                    \"đầu tiên của mỗi ván\",\n                },\n                unlock = {\n                    \"Bán tổng cộng\",\n                    \"{E:1,C:attention}#1#{} lá bài\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            j_bootstraps = {\n                name = \"Tự Vươn Lên\",\n                text = {\n                    \"{C:mult}+#1#{} Nhân cho mỗi\",\n                    \"{C:money}$#2#{} bạn có\",\n                    \"{C:inactive}(Hiện tại là {C:mult}+#3#{C:inactive} Nhân)\"\n                },\n                unlock = {\n                    \"Sở hữu ít nhất {E:1,C:attention}#1#\",\n                    \"Joker {C:dark_edition}Đa Sắc\"\n                }\n            },\n            j_caino = {\n                name = \"Canio\",\n                text = {\n                    \"Joker này thêm {X:mult,C:white} X#1# {} Nhân\",\n                    \"khi một lá {C:attention}mặt{} bị phá huỷ\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#2# {C:inactive} Nhân)\"\n                },\n                unlock = {\n                    \"{E:1,s:1.3}?????\"\n                }\n            },\n            j_triboulet = {\n                name = \"Triboulet\",\n                text = {\n                    \"Mỗi lá {C:attention}Già{} và {C:attention}Đầm{}\",\n                    \"đã chơi ghi thêm\",\n                    \"{X:mult,C:white} X#1# {} Nhân khi ghi điểm\"\n                },\n                unlock = {\n                    \"{E:1,s:1.3}?????\"\n                }\n            },\n            j_yorick = {\n                name = \"Yorick\",\n                text = {\n                    \"Joker này thêm\",\n                    \"{X:mult,C:white} X#1# {} Nhân cho mỗi\",\n                    \"{C:attention}#2#{C:inactive} [#3#]{} lá bài bị bỏ\",\n                    \"{C:inactive}(Hiện tại là {X:mult,C:white} X#4# {C:inactive} Nhân)\"\n                },\n                unlock = {\n                    \"{E:1,s:1.3}?????\"\n                }\n            },\n            j_chicot = {\n                name = \"Chicot\",\n                text = {\n                    \"Vô hiệu hoá khả năng\",\n                    \"của mọi {C:attention}Boss Blind\"\n                },\n                unlock = {\n                    \"{E:1,s:1.3}?????\"\n                }\n            },\n            j_perkeo = {\n                name = \"Perkeo\",\n                text = {\n                    \"Tạo ra một bản sao {C:dark_edition}Âm Bản\",\n                    \"của {C:attention}1{} lá {C:attention}Tiêu Thụ{} ngẫu nhiên\",\n                    \"thuộc sở hữu của bạn\",\n                    \"ở cuối {C:attention}shop\",\n                },\n                unlock = {\n                    \"{E:1,s:1.3}?????\"\n                }\n            }\n        },\n        Voucher = {\n            v_overstock_norm = {\n                name = \"Quá Trữ\",\n                text = {\n                    \"{C:attention}+1{} ô lá bài\",\n                    \"có sẵn trong shop\"\n                }\n            },\n            v_clearance_sale = {\n                name = \"Bán Hạ Giá\",\n                text = {\n                    \"Mọi lá bài và gói bài trong\",\n                    \"shop được giảm {C:attention}#1#%{} giá\"\n                }\n            },\n            v_tarot_merchant = {\n                name = \"Thương Gia Tarot\",\n                text = {\n                    \"Lá {C:tarot}Tarot{} xuất hiện\",\n                    \"thường xuyên hơn {C:attention}#1# lần\",\n                    \"trong shop\"\n                }\n            },\n            v_planet_merchant = {\n                name = \"Thương Gia Hành Tinh\",\n                text = {\n                    \"Lá {C:planet}Hành Tinh{} xuất hiện\",\n                    \"thường xuyên hơn {C:attention}#1# lần\",\n                    \"trong shop\"\n                }\n            },\n            v_hone = {\n                name = \"Cải Tiến\",\n                text = {\n                    \"Lá {C:dark_edition}Ánh Kim{}, {C:dark_edition}Lấp Lánh{} và\",\n                    \"{C:dark_edition}Đa Sắc{} xuất hiện\",\n                    \"thường xuyên hơn {C:attention}#1# lần\"\n                }\n            },\n            v_reroll_surplus = {\n                name = \"Gieo Thặng Dư\",\n                text = {\n                    \"Mỗi lượt gieo lại tiết kiệm\",\n                    \"được {C:money}$#1#\"\n                }\n            },\n            v_crystal_ball = {\n                name = \"Cầu Pha Lê\",\n                text = {\n                    \"{C:attention}+1{} ô tiêu thụ\"\n                }\n            },\n            v_telescope = {\n                name = \"Kính Thiên Văn\",\n                text = {\n                    \"{C:attention}Gói Thiên Thể{} luôn\",\n                    \"chứa lá {C:planet}Hành Tinh\",\n                    \"cho {C:attention}tay poker\",\n                    \"chơi nhiều nhất\"\n                }\n            },\n            v_grabber = {\n                name = \"Tay Cầm\",\n                text = {\n                    \"Vĩnh viễn thêm\",\n                    \"{C:blue}+#1#{} tay bài\",\n                    \"mỗi ván\"\n                }\n            },\n            v_wasteful = {\n                name = \"Phung Phí\",\n                text = {\n                    \"Vĩnh viễn thêm\",\n                    \"{C:red}+#1#{} lượt bỏ bài\",\n                    \"mỗi ván\"\n                }\n            },\n            v_seed_money = {\n                name = \"Tiền Hạt Giống\",\n                text = {\n                    \"Tăng giới hạn lãi\",\n                    \"thu được mỗi ván\",\n                    \"lên {C:money}$#1#\"\n                }\n            },\n            v_blank = {\n                name = \"Trống\",\n                text = {\n                    \"{C:inactive}Vô dụng?\"\n                }\n            },\n            v_magic_trick = {\n                name = \"Ảo Thuật\",\n                text = {\n                    \"{C:attention}Lá bài thường{} có thể\",\n                    \"được mua trong {C:attention}shop\"\n                }\n            },\n            v_hieroglyph = {\n                name = \"Chữ Tượng Hình\",\n                text = {\n                    \"{C:attention}-#1#{} Ante,\",\n                    \"{C:blue}-#1#{} tay bài\",\n                    \"mỗi ván\"\n                }\n            },\n            v_directors_cut = {\n                name = \"Nguyên Bản Đạo Diễn\",\n                text = {\n                    \"Gieo lại Boss Blind\",\n                    \"{C:attention}1{} lần mỗi Ante,\",\n                    \"{C:money}$#1#{} mỗi lượt gieo\"\n                }\n            },\n            v_paint_brush = {\n                name = \"Cọ Vẽ\",\n                text = {\n                    \"{C:attention}+#1#{} lá giữ trong tay\",\n                }\n            },\n            v_overstock_plus = {\n                name = \"Siêu Quá Trữ\",\n                text = {\n                    \"{C:attention}+1{} ô lá bài\",\n                    \"có sẵn trong shop\"\n                },\n                unlock = {\n                    \"Tiêu tổng cộng\",\n                    \"{C:money}$#1#{} trong shop\",\n                    \"{C:inactive}($#2#)\"\n                }\n            },\n            v_liquidation = {\n                name = \"Bán Thanh Lý\",\n                text = {\n                    \"Mọi lá bài và gói bài trong\",\n                    \"shop được giảm {C:attention}#1#%{} giá\"\n                },\n                unlock = {\n                    \"Đổi ra ít nhất\",\n                    \"{C:attention}#1#{C:voucher} Phiếu\",\n                    \"trong một trận\"\n                }\n            },\n            v_tarot_tycoon = {\n                name = \"Trùm Tarot\",\n                text = {\n                    \"Lá {C:tarot}Tarot{} xuất hiện\",\n                    \"thường xuyên hơn {C:attention}#1# lần\",\n                    \"trong shop\"\n                },\n                unlock = {\n                    \"Mua tổng cộng\",\n                    \"{C:attention}#1#{} lá {C:tarot}Tarot\",\n                    \"từ shop\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_planet_tycoon = {\n                name = \"Trùm Hành Tinh\",\n                text = {\n                    \"Lá {C:planet}Hành Tinh{} xuất hiện\",\n                    \"thường xuyên hơn {C:attention}#1# lần\",\n                    \"trong shop\"\n                },\n                unlock = {\n                    \"Mua tổng cộng\",\n                    \"{C:attention}#1#{} lá {C:planet}Hành Tinh\",\n                    \"từ shop\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_glow_up = {\n                name = \"Biến Hoá\",\n                text = {\n                    \"Lá {C:dark_edition}Ánh Kim{}, {C:dark_edition}Lấp Lánh{} và\",\n                    \"{C:dark_edition}Đa Sắc{} xuất hiện\",\n                    \"thường xuyên hơn {C:attention}#1# lần\"\n                },\n                unlock = {\n                    \"Sở hữu ít nhất {C:attention}#1#\",\n                    \"lá {C:attention}Joker{} với ấn bản\",\n                    \"{C:dark_edition}Ánh Kim{}, {C:dark_edition}Lấp Lánh\",\n                    \"hoặc {C:dark_edition}Đa Sắc\"\n                }\n            },\n            v_reroll_glut = {\n                name = \"Gieo Thừa Thãi\",\n                text = {\n                    \"Mỗi lượt gieo lại tiết kiệm\",\n                    \"được {C:money}$#1#\"\n                },\n                unlock = {\n                    \"Gieo lại shop\",\n                    \"tổng cộng {C:attention}#1#{} lần\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_omen_globe = {\n                name = \"Cầu Chỉ Điểm\",\n                text = {\n                    \"Lá {C:spectral}Siêu Linh{} có thể\",\n                    \"xuất hiện trong\",\n                    \"các {C:attention}Gói Thần Bí\"\n                },\n                unlock = {\n                    \"Dùng tổng cộng {C:attention}#1#\",\n                    \"lá {C:tarot}Tarot{} từ bất kì\",\n                    \"{C:tarot}Gói Thần Bí{} nào\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_observatory = {\n                name = \"Đài Thiên Văn\",\n                text = {\n                    \"Lá {C:planet}Hành Tinh{} ở trong\",\n                    \"ô {C:attention}tiêu thụ{} ghi thêm\",\n                    \"{X:red,C:white} X#1# {} Nhân cho {C:attention}tay poker\",\n                    \"chuyên hoá của nó\"\n                },\n                unlock = {\n                    \"Dùng tổng cộng {C:attention}#1#\",\n                    \"Lá {C:planet}Hành Tinh{} từ bất kì\",\n                    \"{C:planet}Gói Thiên Thể{} nào\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_nacho_tong = {\n                name = \"Kẹp Gắp Nacho\",\n                text = {\n                    \"Vĩnh viễn thêm\",\n                    \"{C:blue}+#1#{} tay bài\",\n                    \"mỗi ván\"\n                },\n                unlock = {\n                    \"Chơi tổng cộng\",\n                    \"{C:attention}#1#{} lá bài\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_recyclomancy = {\n                name = \"Tái Chế\",\n                text = {\n                    \"Vĩnh viễn thêm\",\n                    \"{C:red}+#1#{} lượt bỏ bài\",\n                    \"mỗi ván\"\n                },\n                unlock = {\n                    \"Bỏ đi tổng cộng\",\n                    \"{C:attention}#1#{} lá bài\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_money_tree = {\n                name = \"Cây Hái Ra Tiền\",\n                text = {\n                    \"Tăng giới hạn lãi\",\n                    \"thu được mỗi ván\",\n                    \"lên {C:money}$#1#\"\n                },\n                unlock = {\n                    \"Đạt tiền lãi tối đa\",\n                    \"mỗi ván trong\",\n                    \"{C:attention}#1#{} ván liên tiếp\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_antimatter = {\n                name = \"Phản Vật Chất\",\n                text = {\n                    \"{C:dark_edition}+1{} ô Joker\"\n                },\n                unlock = {\n                    \"Đổi ra phiếu {C:voucher}Trống\",\n                    \"tổng cộng {C:attention}#1#{} lần\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_illusion = {\n                name = \"Siêu Ảo Thuật\",\n                text = {\n                    \"{C:attention}Lá bài thường{} trong shop\",\n                    \"có thể có {C:enhanced}Cường Hoá{},\",\n                    \"{C:dark_edition}Ấn Bản{}, và/hoặc {C:attention}Con Dấu\"\n                },\n                unlock = {\n                    \"Mua tổng cộng\",\n                    \"{C:attention}#1#{} lá bài thường\",\n                    \"từ shop\",\n                    \"{C:inactive}(#2#)\"\n                }\n            },\n            v_petroglyph = {\n                name = \"Tranh Khắc Đá\",\n                text = {\n                    \"{C:attention}-#1#{} Ante,\",\n                    \"{C:red}-#1#{} lượt bỏ bài\",\n                    \"mỗi ván\"\n                },\n                unlock = {\n                    \"Đạt Ante\",\n                    \"level {E:1,C:attention}#1#\"\n                }\n            },\n            v_retcon = {\n                name = \"Trinh Sát\",\n                text = {\n                    \"Gieo lại Boss Blind\",\n                    \"{C:attention}không giới hạn{} số lần,\",\n                    \"{C:money}$#1#{} mỗi lượt gieo\"\n                },\n                unlock = {\n                    \"Khám phá\",\n                    \"{C:attention}#1#{} loại Blind\"\n                }\n            },\n            v_palette = {\n                name = \"Bảng Màu\",\n                text = {\n                    \"{C:attention}+#1#{} lá giữ trong tay\",\n                },\n                unlock = {\n                    \"giảm số lá giữ trong tay\",\n                    \"xuống còn {C:attention}#1#{} lá\"\n                }\n            }\n        },\n        Tarot = {\n            c_fool = {\n                name = \"Kẻ Ngốc\",\n                text = {\n                    \"Tạo ra lá {C:tarot}Tarot\",\n                    \"hoặc lá {C:planet}Hành Tinh\",\n                    \"được dùng gần nhất\",\n                    \"trong trận này\",\n                    \"{s:0.8}không bao gồm {s:0.8,C:tarot}Kẻ Ngốc\"\n                }\n            },\n            c_magician = {\n                name = \"Pháp Sư\",\n                text = {\n                    \"Cường hoá {C:attention}#1#\",\n                    \"lá đã chọn thành\",\n                    \"{C:attention}#2#\"\n                }\n            },\n            c_high_priestess = {\n                name = \"Đại Tư Tế\",\n                text = {\n                    \"Tạo ra tối đa {C:attention}#1#\",\n                    \"lá {C:planet}Hành Tinh{} ngẫu nhiên\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            c_empress = {\n                name = \"Hoàng Hậu\",\n                text = {\n                    \"Cường hoá {C:attention}#1#\",\n                    \"lá đã chọn thành\",\n                    \"{C:attention}#2#\"\n                }\n            },\n            c_emperor = {\n                name = \"Hoàng Đế\",\n                text = {\n                    \"Tạo ra tối đa {C:attention}#1#\",\n                    \"lá {C:tarot}Tarot{} ngẫu nhiên\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            c_heirophant = {\n                name = \"Giáo Hoàng\",\n                text = {\n                    \"Cường hoá {C:attention}#1#\",\n                    \"lá đã chọn thành\",\n                    \"{C:attention}#2#\"\n                }\n            },\n            c_lovers = {\n                name = \"Tình Nhân\",\n                text = {\n                    \"Cường hoá {C:attention}#1#\",\n                    \"lá đã chọn thành\",\n                    \"{C:attention}#2#\"\n                }\n            },\n            c_chariot = {\n                name = \"Chiến Xa\",\n                text = {\n                    \"Cường hoá {C:attention}#1#\",\n                    \"lá đã chọn thành\",\n                    \"{C:attention}#2#\"\n                }\n            },\n            c_justice = {\n                name = \"Công Lý\",\n                text = {\n                    \"Cường hoá {C:attention}#1#\",\n                    \"lá đã chọn thành\",\n                    \"{C:attention}#2#\"\n                }\n            },\n            c_hermit = {\n                name = \"Ẩn Sĩ\",\n                text = {\n                    \"Nhân đôi số tiền bạn có\",\n                    \"{C:inactive}(Tối đa {C:money}$#1#{C:inactive})\"\n                }\n            },\n            c_wheel_of_fortune = {\n                name = \"Bánh Xe Số Phận\",\n                text = {\n                    \"Xác suất {C:green}#1# trên #2#{} để thêm\",\n                    \"ấn bản {C:dark_edition}Ánh Kim{}, {C:dark_edition}Lấp Lánh\",\n                    \"hoặc {C:dark_edition}Đa Sắc{} cho một {C:attention}Joker\",\n                    \"ngẫu nhiên\"\n                }\n            },\n            c_strength = {\n                name = \"Sức Mạnh\",\n                text = {\n                    \"Tăng bậc\",\n                    \"cho tối đa {C:attention}#1#{} lá bài\",\n                    \"đã chọn lên {C:attention}1\"\n                }\n            },\n            c_hanged_man = {\n                name = \"Kẻ Treo Ngược\",\n                text = {\n                    \"Phá huỷ tối đa\",\n                    \"{C:attention}#1#{} lá bài đã chọn\"\n                }\n            },\n            c_death = {\n                name = \"Tử Thần\",\n                text = {\n                    \"Chọn {C:attention}#1#{} lá,\",\n                    \"biến lá {C:attention}bên trái\",\n                    \"thành lá {C:attention}bên phải\",\n                    \"{C:inactive}(Kéo thả để sắp xếp thứ tự)\"\n                }\n            },\n            c_temperance = {\n                name = \"Hoà Hợp\",\n                text = {\n                    \"Nhận tổng giá bán của\",\n                    \"toàn bộ Joker đang sở hữu\",\n                    \"{C:inactive}(Tối đa {C:money}$#1#{C:inactive})\",\n                    \"{C:inactive}(Hiện tại là {C:money}$#2#{C:inactive})\"\n                }\n            },\n            c_devil = {\n                name = \"Ác Quỷ\",\n                text = {\n                    \"Cường hoá {C:attention}#1#\",\n                    \"lá đã chọn thành\",\n                    \"{C:attention}#2#\"\n                }\n            },\n            c_tower = {\n                name = \"Toà Tháp\",\n                text = {\n                    \"Cường hoá {C:attention}#1#\",\n                    \"lá đã chọn thành\",\n                    \"{C:attention}#2#\"\n                }\n            },\n            c_star = {\n                name = \"Tinh Tú\",\n                text = {\n                    \"Biến đổi tối đa\",\n                    \"{C:attention}#1#{} đã chọn thành\",\n                    \"chất {V:1}#2#\"\n                }\n            },\n            c_moon = {\n                name = \"Ánh Nguyệt\",\n                text = {\n                    \"Biến đổi tối đa\",\n                    \"{C:attention}#1#{} đã chọn thành\",\n                    \"chất {V:1}#2#\"\n                }\n            },\n            c_sun = {\n                name = \"Thái Dương\",\n                text = {\n                    \"Biến đổi tối đa\",\n                    \"{C:attention}#1#{} đã chọn thành\",\n                    \"chất {V:1}#2#\"\n                }\n            },\n            c_judgement = {\n                name = \"Phán Quyết\",\n                text = {\n                    \"Tạo ra một lá\",\n                    \"{C:attention}Joker{} ngẫu nhiên\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            c_world = {\n                name = \"Thế Giới\",\n                text = {\n                    \"Biến đổi tối đa\",\n                    \"{C:attention}#1#{} đã chọn thành\",\n                    \"chất {V:1}#2#\"\n                }\n            }\n        },\n        Planet = {\n            c_mercury = {\n                name = \"Thuỷ Tinh\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_venus = {\n                name = \"Kim Tinh\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_earth = {\n                name = \"Trái Đất\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_mars = {\n                name = \"Hoả Tinh\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_jupiter = {\n                name = \"Mộc Tinh\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_saturn = {\n                name = \"Thổ Tinh\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_uranus = {\n                name = \"Thiên Vương Tinh\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_neptune = {\n                name = \"Hải Vương Tinh\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_pluto = {\n                name = \"Diêm Vương Tinh\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_ceres = {\n                name = \"Ceres\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_planet_x = {\n                name = \"Hành Tinh X\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n            c_eris = {\n                name = \"Eris\",\n                text = {\n                    \"{S:0.8}({S:0.8,V:1}lv.#1#{S:0.8}){} Nâng level\",\n                    \"{C:attention}#2#\",\n                    \"{C:mult}+#3#{} Nhân and\",\n                    \"{C:chips}+#4#{} chip\"\n                }\n            },\n        },\n        Spectral = {\n            c_familiar = {\n                name = \"Quen Thuộc\",\n                text = {\n                    \"Phá huỷ {C:attention}1{} lá ngẫu nhiên\",\n                    \"trong tay, thêm {C:attention}#1#{} lá\",\n                    \"{C:attention} mặt Cường Hoá\",\n                    \"ngẫu nhiên vào tay\"\n                }\n            },\n            c_grim = {\n                name = \"Tàn Nhẫn\",\n                text = {\n                    \"Phá huỷ {C:attention}1{} lá ngẫu nhiên\",\n                    \"trong tay, thêm {C:attention}#1#{} lá\",\n                    \"{C:attention} Át Cường Hoá\",\n                    \"ngẫu nhiên vào tay\"\n                }\n            },\n            c_incantation = {\n                name = \"Nguyền Chú\",\n                text = {\n                    \"Phá huỷ {C:attention}1{} lá ngẫu nhiên\",\n                    \"trong tay, thêm {C:attention}#1#{} lá\",\n                    \"{C:attention} số Cường Hoá\",\n                    \"ngẫu nhiên vào tay\"\n                }\n            },\n            c_talisman = {\n                name = \"Bùa May\",\n                text = {\n                    \"Thêm một {C:attention}Con Dấu Vàng\",\n                    \"lên {C:attention}1{} lá đã chọn\",\n                    \"trong tay\"\n                }\n            },\n            c_aura = {\n                name = \"Hào Quang\",\n                text = {\n                    \"Thêm ấn bản {C:dark_edition}Ánh Kim{},\",\n                    \"{C:dark_edition}Lấp Lánh{} hoặc {C:dark_edition}Đa Sắc{} vào\",\n                    \"{C:attention}1{} lá đã chọn trong tay\"\n                }\n            },\n            c_wraith = {\n                name = \"Hồn Ma\",\n                text = {\n                    \"Tạo ra một {C:attention}Joker\",\n                    \"{C:red}Hiếm{} ngẫu nhiên,\",\n                    \"đặt số tiền về {C:money}$0\"\n                }\n            },\n            c_sigil = {\n                name = \"Ấn Ký\",\n                text = {\n                    \"Biến đổi toàn bộ lá bài\",\n                    \"trong tay thành một\",\n                    \"{C:attention}chất{} ngẫu nhiên\"\n                }\n            },\n            c_ouija = {\n                name = \"Cầu Cơ\",\n                text = {\n                    \"Biến đổi toàn bộ lá bài\",\n                    \"trong tay thành một\",\n                    \"{C:attention}bậc{} ngẫu nhiên\",\n                    \"{C:red}-1{} lá giữ trong tay\"\n                }\n            },\n            c_ectoplasm = {\n                name = \"Ngoại Chất\",\n                text = {\n                    \"Thêm {C:dark_edition}Âm Bản{} cho\",\n                    \"một {C:attention}Joker{} ngẫu nhiên,\",\n                    \"{C:red}-#1#{} lá giữ trong tay\"\n                }\n            },\n            c_immolate = {\n                name = \"Hiến Tế\",\n                text = {\n                    \"Phá huỷ {C:attention}#1#{} lá\",\n                    \"ngẫu nhiên trong tay,\",\n                    \"nhận {C:money}$#2#\"\n                }\n            },\n            c_ankh = {\n                name = \"Ankh\",\n                text = {\n                    \"Tạo ra bản sao của\",\n                    \"một {C:attention}Joker{} ngẫu nhiên,\",\n                    \"phá huỷ toàn bộ Joker khác\"\n                }\n            },\n            c_deja_vu = {\n                name = \"Deja Vu\",\n                text = {\n                    \"Thêm một {C:red}Con Dấu Đỏ\",\n                    \"lên {C:attention}1{} lá đã chọn\",\n                    \"trong tay\"\n                }\n            },\n            c_hex = {\n                name = \"Hắc Thuật\",\n                text = {\n                    \"Thêm ấn bản {C:dark_edition}Đa Sắc{} cho\",\n                    \"một {C:attention}Joker{} ngẫu nhiên,\",\n                    \"phá huỷ toàn bộ Joker khác\"\n                }\n            },\n            c_trance = {\n                name = \"Thôi Miên\",\n                text = {\n                    \"Thêm một {C:blue}Con Dấu Xanh\",\n                    \"lên {C:attention}1{} lá đã chọn\",\n                    \"trong tay\"\n                }\n            },\n            c_medium = {\n                name = \"Thầy Đồng\",\n                text = {\n                    \"Thêm một {C:purple}Con Dấu Tím\",\n                    \"lên {C:attention}1{} lá đã chọn\",\n                    \"trong tay\"\n                }\n            },\n            c_cryptid = {\n                name = \"Dị Chủng\",\n                text = {\n                    \"Tạo ra {C:attention}#1#{} bản sao\",\n                    \"của {C:attention}1{} lá đã chọn\",\n                    \"trong tay\"\n                }\n            },\n            c_soul = {\n                name = \"Linh Hồn\",\n                text = {\n                    \"Tạo ra một Joker\",\n                    \"{C:legendary,E:1}Huyền Thoại\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            c_black_hole = {\n                name = \"Hố Đen\",\n                text = {\n                    \"Nâng mọi\",\n                    \"{C:legendary,E:1}tay poker\",\n                    \"thêm {C:attention}1{} level\"\n                }\n            }\n        },\n        Edition = {\n            e_base = {\n                name = \"Tiêu Chuẩn\",\n                text = {\n                    \"Không có hiệu ứng thêm\"\n                }\n            },\n            e_foil = {\n                name = \"Ánh Kim\",\n                text = {\n                    \"{C:chips}+#1#{} chip\"\n                }\n            },\n            e_holo = {\n                name = \"Lấp Lánh\",\n                text = {\n                    \"{C:mult}+#1#{} Nhân\"\n                }\n            },\n            e_polychrome = {\n                name = \"Đa Sắc\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân\"\n                }\n            },\n            e_negative = {\n                name = \"Âm Bản\",\n                text = {\n                    \"{C:dark_edition}+#1#{} ô Joker\"\n                }\n            },\n            e_negative_consumable = {\n                name = \"Âm Bản\",\n                text = {\n                    \"{C:dark_edition}+#1#{} ô tiêu thụ\"\n                }\n            },\n            ----------------------------------------------- Phần dùng cho Steamodded -----------------------------------------------\n            e_negative_playing_card = {\n                name = \"Âm Bản\",\n                text = {\n                    \"{C:dark_edition}+#1#{} lá giữ trong tay\"\n                }\n            }\n            ------------------------------------------------------------------------------------------------------------------------\n        },\n        Enhanced = {\n            m_bonus = {\n                name = \"Lá Thưởng\",\n                text = {}\n            },\n            m_mult = {\n                name = \"Lá Nhân\",\n                text = {\n                    SMODS and \"{C:mult}#1#{} Nhân\" or \"{C:mult}+#1#{} Nhân\"\n                }\n            },\n            m_wild = {\n                name = \"Lá Tuỳ Chất\",\n                text = {\n                    \"Có thể được dùng\",\n                    \"như bất kì chất nào\"\n                }\n            },\n            m_glass = {\n                name = \"Lá Kính\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân\",\n                    \"Xác suất {C:green}#2# trên #3#{}\",\n                    \"để phá huỷ lá bài\"\n                }\n            },\n            m_steel = {\n                name = \"Lá Thép\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} Nhân\",\n                    \"khi lá này\",\n                    \"nằm trong tay\"\n                }\n            },\n            m_stone = {\n                name = \"Lá Đá\",\n                text = {\n                    SMODS and \"{C:chips}#1#{} Chip\" or \"{C:chips}+#1#{} Chip\",\n                    \"không có bậc hay chất\"\n                }\n            },\n            m_gold = {\n                name = \"Lá Vàng\",\n                text = {\n                    SMODS and \"{C:money}#1#{} nếu lá này\" or \"{C:money}$#1#{} nếu lá này\",\n                    \"được giữ trong tay\",\n                    \"ở cuối ván\"\n                }\n            },\n            m_lucky = {\n                name = \"Lá May Mắn\",\n                text = {\n                    \"Xác suất {C:green}#1# trên #3#\",\n                    \"để được {C:mult}+#2#{} Nhân\",\n                    \"Xác suất {C:green}#1# trên #5#\",\n                    \"để nhận {C:money}$#4#\"\n                }\n            }\n        },\n        Stake = {\n            stake_white = {\n                name = \"Cược Trắng\",\n                text = {\n                    \"Độ khó tiêu chuẩn\"\n                }\n            },\n            stake_red = {\n                name = \"Cược Đỏ\",\n                text = {\n                    \"{C:attention}Small Blind\",\n                    \"không có tiền thưởng\",\n                    \"{s:0.8}Áp dụng các loại Cược trước đó\"\n                }\n            },\n            stake_green = {\n                name = \"Cược Lục\",\n                text = {\n                    \"Điểm yêu cầu tăng\",\n                    \"nhanh hơn sau mỗi {C:attention}Ante\",\n                    \"{s:0.8}Áp dụng các loại Cược trước đó\"\n                }\n            },\n            stake_blue = {\n                name = \"Cược Lam\",\n                text = {\n                    \"{C:red}-1{} Lượt bỏ bài\",\n                    \"{s:0.8}Áp dụng các loại Cược trước đó\"\n                }\n            },\n            stake_black = {\n                name = \"Cược Đen\",\n                text = {\n                    \"Shop có thể có Joker {C:attention}Vĩnh Hằng\",\n                    \"{C:inactive,s:0.8}(Không thể bán hoặc bị phá huỷ)\",\n                    \"{s:0.8}Áp dụng các loại Cược trước đó\"\n                }\n            },\n            stake_purple = {\n                name = \"Cược Tím\",\n                text = {\n                    \"Điểm yêu cầu tăng\",\n                    \"nhanh hơn sau mỗi {C:attention}Ante\",\n                    \"{s:0.8}Áp dụng các loại Cược trước đó\"\n                }\n            },\n            stake_orange = {\n                name = \"Cược Cam\",\n                text = {\n                    \"Shop có thể có Joker {C:attention}Ngắn Hạn\",\n                    \"{C:inactive,s:0.8}(Vô hiệu hoá sau 5 Ván)\",\n                    \"{s:0.8}Áp dụng các loại Cược trước đó\"\n                }\n            },\n            stake_gold = {\n                name = \"Cược Vàng\",\n                text = {\n                    \"Shop có thể có Joker {C:attention}Cho Thuê\",\n                    \"{C:inactive,s:0.8}(Tốn {C:money,s:0.8}$3{C:inactive,s:0.8} mỗi ván)\",\n                    \"{s:0.8}Áp dụng các loại Cược trước đó\"\n                }\n            }\n        },\n        Tag = {\n            tag_uncommon = {\n                name = \"Nhãn Ít Phổ Biến\",\n                text = {\n                    \"Shop có một {C:green}Joker\",\n                    \"{C:green}Ít Phổ Biến{} miễn phí\"\n                }\n            },\n            tag_rare = {\n                name = \"Nhãn Hiếm\",\n                text = {\n                    \"Shop có một\",\n                    \"{C:red}Joker Hiếm{} miễn phí\"\n                }\n            },\n            tag_negative = {\n                name = \"Nhãn Âm Bản\",\n                text = {\n                    \"Joker bản chuẩn tiếp theo\",\n                    \"trong shop thì miễn phí\",\n                    \"và trở thành {C:dark_edition}Âm Bản\"\n                }\n            },\n            tag_foil = {\n                name = \"Nhãn Ánh Kim\",\n                text = {\n                    \"Joker tiêu chuẩn tiếp theo\",\n                    \"trong shop thì miễn phí\",\n                    \"và trở thành {C:dark_edition}Ánh Kim\"\n                }\n            },\n            tag_holo = {\n                name = \"Nhãn Lấp Lánh\",\n                text = {\n                    \"Joker tiêu chuẩn tiếp theo\",\n                    \"trong shop thì miễn phí\",\n                    \"và trở thành {C:dark_edition}Lấp Lánh\"\n                }\n            },\n            tag_polychrome = {\n                name = \"Nhãn Đa Sắc\",\n                text = {\n                    \"Joker tiêu chuẩn tiếp theo\",\n                    \"trong shop thì miễn phí\",\n                    \"và trở thành {C:dark_edition}Đa Sắc\"\n                }\n            },\n            tag_investment = {\n                name = \"Nhãn Đầu Tư\",\n                text = {\n                    \"Sau khi đánh bại\",\n                    \"Boss Blind,\",\n                    \"nhận {C:money}$#1#\"\n                }\n            },\n            tag_voucher = {\n                name = \"Nhãn Phiếu\",\n                text = {\n                    \"Thêm một {C:voucher}Phiếu\",\n                    \"vào shop tiếp theo\"\n                }\n            },\n            tag_boss = {\n                name = \"Nhãn Boss\",\n                text = {\n                    \"Gieo lại {C:attention}Boss Blind\",\n                    \"của hiện tại\"\n                }\n            },\n            tag_standard = {\n                name = \"Nhãn Tiêu Chuẩn\",\n                text = {\n                    \"Nhận một\",\n                    \"{C:attention}Gói Tiêu Chuẩn Đại{} miễn phí\"\n                }\n            },\n            tag_charm = {\n                name = \"Nhãn Bùa Chú\",\n                text = {\n                    \"Nhận một\",\n                    \"{C:tarot}Gói Thần Bí Đại{} miễn phí\"\n                }\n            },\n            tag_meteor = {\n                name = \"Nhãn Sao Băng\",\n                text = {\n                    \"Nhận một\",\n                    \"{C:planet}Gói Thiên Thể Đại{} miễn phí\"\n                }\n            },\n            tag_buffoon = {\n                name = \"Nhãn Hề\",\n                text = {\n                    \"Nhận một\",\n                    \"{C:attention}Gói Hề Đại{} miễn phí\"\n                }\n            },\n            tag_handy = {\n                name = \"Nhẫn Khéo Tay\",\n                text = {\n                    \"Nhận {C:money}$#1#{} mỗi {C:blue}tay\",\n                    \"đã chơi trận này\",\n                    \"{C:inactive}(Sẽ nhận {C:money}$#2#{C:inactive})\"\n                }\n            },\n            tag_garbage = {\n                name = \"Nhãn Phế Thải\",\n                text = {\n                    \"Nhận {C:money}$#1#{} mỗi {C:red}lượt bỏ bài\",\n                    \"chưa sử dụng trận này\",\n                    \"{C:inactive}(Sẽ nhận {C:money}$#2#{C:inactive})\",\n                }\n            },\n            tag_coupon = {\n                name = \"Nhãn Phiếu Thưởng\",\n                text = {\n                    \"Những lá bài đầu tiên\",\n                    \"và gói bài trong shop\",\n                    \"tiếp theo thì miễn phí\"\n                }\n            },\n            tag_double = {\n                name = \"Nhãn Kép\",\n                text = {\n                    \"Tạo ra bản sao của\",\n                    \"{C:attention}Nhãn{} đã chọn tiếp theo\",\n                    \"{s:0.8}không bao gồm {s:0.8,C:attention}Nhãn Kép\"\n                }\n            },\n            tag_juggle = {\n                name = \"Nhãn Tung Hứng\",\n                text = {\n                    \"{C:attention}+#1#{} lá giữ trong tay\",\n                    \"cho ván tiếp theo\"\n                }\n            },\n            tag_d_six = {\n                name = \"Nhãn Xúc Sắc số 6\",\n                text = {\n                    \"Lượt gieo lại trong shop\",\n                    \"tiếp theo bắt đầu từ {C:money}$0\"\n                }\n            },\n            tag_top_up = {\n                name = \"Nhãn Tiếp Tế\",\n                text = {\n                    \"Tạo ra tối đa {C:attention}#1#\",\n                    \"Joker {C:blue}Thường\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            tag_skip = {\n                name = \"Nhãn Tăng Tốc\",\n                text = {\n                    \"Nhận {C:money}$#1#{} mỗi Blind\",\n                    \"đã bỏ qua trong trận này\",\n                    \"{C:inactive}(Sẽ nhận {C:money}$#2#{C:inactive})\"\n                }\n            },\n            tag_orbital = {\n                name = \"Nhãn Quỹ Đạo\",\n                text = {\n                    \"Nâng {C:attention}#1#\",\n                    \"thêm {C:attention}#2# level\"\n                }\n            },\n            tag_economy = {\n                name = \"Nhãn Kinh Tế\",\n                text = {\n                    \"Nhân đôi số tiền của bạn\",\n                    \"{C:inactive}(Tối đa {C:money}$#1#{C:inactive})\"\n                }\n            },\n            tag_ethereal = {\n                name = \"Nhãn Siêu Trần\",\n                text = {\n                    \"Nhận một\",\n                    \"{C:spectral}Gói Siêu Linh{} miễn phí\"\n                }\n            }\n        },\n        Blind = {\n            bl_small = {\n                name = \"Small Blind\",\n                text = {}\n            },\n            bl_big = {\n                name = \"Big Blind\",\n                text = {}\n            },\n            bl_hook = {\n                name = \"The Hook\",\n                text = {\n                    \"Bỏ đi 2 lá ngẫu nhiên\",\n                    \"mỗi tay bài đã chơi\"\n                }\n            },\n            bl_wall = {\n                name = \"The Wall\",\n                text = {\n                    \"Blind rất lớn\"\n                }\n            },\n            bl_wheel = {\n                name = \"The Wheel\",\n                text = {\n                    \"#1# trên 7 lá bài\",\n                    \"bị bốc sấp\"\n                }\n            },\n            bl_arm = {\n                name = \"The Arm\",\n                text = {\n                    \"Hạ level của\",\n                    \"tay poker đã chơi\"\n                }\n            },\n            bl_psychic = {\n                name = \"The Psychic\",\n                text = {\n                    \"Phải chơi đủ 5 lá\"\n                }\n            },\n            bl_goad = {\n                name = \"The Goad\",\n                text = {\n                    \"Mọi Lá Bích\",\n                    \"bị vô hiệu hoá\"\n                }\n            },\n            bl_water = {\n                name = \"The Water\",\n                text = {\n                    \"Bắt đầu chơi\",\n                    \"với 0 lượt bỏ bài\"\n                }\n            },\n            bl_eye = {\n                name = \"The Eye\",\n                text = {\n                    \"Không chơi lại tay poker\",\n                    \"đã chơi trong ván này\"\n                }\n            },\n            bl_mouth = {\n                name = \"The Mouth\",\n                text = {\n                    \"Chỉ chơi 1 loại\",\n                    \"tay poker trong ván này\"\n                }\n            },\n            bl_plant = {\n                name = \"The Plant\",\n                text = {\n                    \"Mọi lá mặt\",\n                    \"bị vô hiệu hoá\"\n                }\n            },\n            bl_needle = {\n                name = \"The Needle\",\n                text = {\n                    \"Chỉ chơi 1 tay duy nhất\"\n                }\n            },\n            bl_head = {\n                name = \"The Head\",\n                text = {\n                    \"Mọi lá Cơ\",\n                    \"bị vô hiệu hoá\"\n                }\n            },\n            bl_tooth = {\n                name = \"The Tooth\",\n                text = {\n                    \"Mất $1 mỗi lá\",\n                    \"đã chơi\"\n                }\n            },\n            bl_final_leaf = {\n                name = \"Verdant Leaf\",\n                text = {\n                    \"Mọi lá bị vô hiệu hoá\",\n                    \"cho đến khi bán đi 1 Joker\"\n                }\n            },\n            bl_final_vessel = {\n                name = \"Violet Vessel\",\n                text = {\n                    \"Blind siêu lớn\"\n                }\n            },\n            bl_ox = {\n                name = \"The Ox\",\n                text = {\n                    \"Chơi #1#\",\n                    \"đặt tiền về $0\"\n                }\n            },\n            bl_house = {\n                name = \"The House\",\n                text = {\n                    \"Đợt bốc đầu tiên\",\n                    \"bị bốc sấp\"\n                }\n            },\n            bl_club = {\n                name = \"The Club\",\n                text = {\n                    \"Mọi lá Tép\",\n                    \"bị vô hiệu hoá\"\n                }\n            },\n            bl_fish = {\n                name = \"The Fish\",\n                text = {\n                    \"Lá bài bị bốc sấp\",\n                    \"sau mỗi tay đã chơi\"\n                }\n            },\n            bl_window = {\n                name = \"The Window\",\n                text = {\n                    \"Mọi lá Rô\",\n                    \"bị vô hiệu hoá\"\n                }\n            },\n            bl_manacle = {\n                name = \"The Manacle\",\n                text = {\n                    \"-1 lá giữ trong tay\"\n                }\n            },\n            bl_serpent = {\n                name = \"The Serpent\",\n                text = {\n                    \"Sau khi Chơi hoặc Bỏ bài,\",\n                    \"luôn bốc 3 lá\"\n                }\n            },\n            bl_pillar = {\n                name = \"The Pillar\",\n                text = {\n                    \"Lá bài đã chơi trong\",\n                    \"Ante này bị vô hiệu hoá\"\n                }\n            },\n            bl_flint = {\n                name = \"The Flint\",\n                text = {\n                    \"Chip và Nhân chuẩn\",\n                    \"bị cắt đi một nửa\"\n                }\n            },\n            bl_mark = {\n                name = \"The Mark\",\n                text = {\n                    \"Mọi lá mặt\",\n                    \"đều bị bốc sấp\"\n                }\n            },\n            bl_final_acorn = {\n                name = \"Amber Acorn\",\n                text = {\n                    \"Lật và trộn\",\n                    \"các lá Joker\"\n                }\n            },\n            bl_final_heart = {\n                name = \"Crimson Heart\",\n                text = {\n                    \"Một lá Joker ngẫu nhiên\",\n                    \"bị vô hiệu hoá mỗi tay bài\"\n                }\n            },\n            bl_final_bell = {\n                name = \"Cerulean Bell\",\n                text = {\n                    \"Ép 1 lá luôn ở trong\",\n                    \"tình trạng đã chọn\"\n                }\n            }\n        },\n        Back = {\n            b_red = {\n                name = \"Bộ Bài Đỏ\",\n                text = {\n                    \"{C:red}+#1#{} lượt bỏ bài\",\n                    \"mỗi ván\"\n                }\n            },\n            b_blue = {\n                name = \"Bộ Bài Lam\",\n                text = {\n                    \"{C:blue}+#1#{} tay bài\",\n                    \"mỗi ván\"\n                }\n            },\n            b_yellow = {\n                name = \"Bộ Bài Vàng\",\n                text = {\n                    \"Bắt đầu trận với\",\n                    \"{C:money}$#1#{} bổ sung\"\n                }\n            },\n            b_green = {\n                name = \"Bộ Bài Lục\",\n                text = {\n                    \"Ở cuối mỗi Ván:\",\n                    \"{C:money}$#1#{s:0.85} mỗi {C:blue}Tay bài{} còn lại\",\n                    \"{C:money}$#2#{s:0.85} mỗi {C:red}Lượt bỏ bài{} còn lại\",\n                    \"Không nhận {C:attention}Lãi\"\n                }\n            },\n            b_black = {\n                name = \"Bộ Bài Đen\",\n                text = {\n                    \"{C:attention}+#1#{} ô Joker\",\n                    \"{C:blue}-#2#{} tay bài\",\n                    \"mỗi ván\"\n                }\n            },\n            b_magic = {\n                name = \"Bộ Bài Ma Pháp\",\n                text = {\n                    \"Bắt đầu trận với\",\n                    \"phiếu {C:tarot,T:v_crystal_ball}#1#\",\n                    \"và {C:attention}2{} bản sao\",\n                    \"của {C:tarot,T:c_fool}#2#\"\n                }\n            },\n            b_nebula = {\n                name = \"Bộ Bài Tinh Vân\",\n                text = {\n                    \"Bắt đầu trận với\",\n                    \"phiếu {C:planet,T:v_telescope}#1#\",\n                    \"\",\n                    \"{C:red}#2#{} ô tiêu thụ\"\n                }\n            },\n            b_ghost = {\n                name = \"Bộ Bài Bóng Ma\",\n                text = {\n                    \"Lá {C:spectral}Siêu Linh{} có thể\",\n                    \"xuất hiện trong shop,\",\n                    \"bắt đầu trận với lá {C:spectral,T:c_hex}Hắc Thuật\",\n                }\n            },\n            b_abandoned = {\n                name = \"Bộ Bài Bỏ Hoang\",\n                text = {\n                    \"Bắt đầu trận với\",\n                    \"bộ bài không chứa\",\n                    \"{C:attention}Lá Mặt{} nào\"\n                }\n            },\n            b_checkered = {\n                name = \"Bộ Bài Sọc Carô\",\n                text = {\n                    \"Bắt đầu trận với\",\n                    \"{C:attention}26{} lá {C:spades}Bích{} và\",\n                    \"{C:attention}26{} lá {C:hearts}Cơ{} trong bộ bài\"\n                }\n            },\n            b_zodiac = {\n                name = \"Bộ Bài Hoàng Đạo\",\n                text = {\n                    \"Bắt đầu trận với\",\n                    \"{C:tarot,T:v_tarot_merchant}#1#{},\",\n                    \"{C:planet,T:v_planet_merchant}#2#\",\n                    \"và {C:attention,T:v_overstock_norm}#3#\"\n                }\n            },\n            b_painted = {\n                name = \"Bộ Bài Sơn Màu\",\n                text = {\n                    \"{C:attention}+#1#{} lá giữ trong tay,\",\n                    \"{C:red}#2#{} ô Joker\"\n                }\n            },\n            b_anaglyph = {\n                name = \"Bộ Bài Chạm Nổi\",\n                text = {\n                    \"Sau khi đánh bại mỗi\",\n                    \"{C:attention}Boss Blind{}, nhận một\",\n                    \"{C:attention,T:tag_double}#1#\"\n                }\n            },\n            b_plasma = {\n                name = \"Bộ Bài Plasma\",\n                text = {\n                    \"Cân bằng {C:blue}Chip{} và\",\n                    \"hệ số {C:red}Nhân{} khi tính điểm\",\n                    \"cho tay đã chơi\",\n                    \"{C:red}X#1#{} điểm Blind sàn\"\n                }\n            },\n            b_erratic = {\n                name = \"Bộ Bài Hỗn Loạn\",\n                text = {\n                    \"Toàn bộ {C:attention}Bậc{} và {C:attention}Chất\",\n                    \"trong bộ bài đều được\",\n                    \"ngẫu nhiên hoá\"\n                }\n            },\n            b_challenge = {\n                name = \"Bộ Bài Thử Thách\",\n                text = {\n                    \"\"\n                }\n            }\n        },\n        Other = {\n            gold_seal = {\n                name = \"Con Dấu Vàng\",\n                text = {\n                    \"Nhận {C:money}$3{} khi lá này\",\n                    \"được chơi và\",\n                    \"ghi điểm\"\n                }\n            },\n            red_seal = {\n                name = \"Con Dấu Đỏ\",\n                text = {\n                    \"Tái kích lá bài\",\n                    \"này {C:attention}1{} lần\"\n                }\n            },\n            blue_seal = {\n                name = \"Con Dấu Lam\",\n                text = {\n                    \"Tạo ra một lá {C:planet}Hành Tinh{} cho\",\n                    \"{C:attention}tay poker{} cuối cùng của ván\",\n                    \"nếu được {C:attention}giữ{} trong tay\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            purple_seal = {\n                name = \"Con Dấu Tím\",\n                text = {\n                    \"Tạo ra một lá {C:tarot}Tarot\",\n                    \"khi {C:attention}bị bỏ\",\n                    \"{C:inactive}(Phải có ô trống)\"\n                }\n            },\n            eternal = {\n                name = \"Vĩnh Hằng\",\n                text = {\n                    \"Không thể bán\",\n                    \"hoặc bị phá huỷ\"\n                }\n            },\n            perishable = {\n                name = \"Ngắn Hạn\",\n                text = {\n                    \"Vô hiệu hoá sau\",\n                    \"{C:attention}#1#{} ván\",\n                    \"{C:inactive}(còn {C:attention}#2#{C:inactive} ván)\"\n                }\n            },\n            rental = {\n                name = \"Cho Thuê\",\n                text = {\n                    \"Mất {C:money}$#1#{} ở\",\n                    \"cuối ván\"\n                }\n            },\n            white_sticker = {\n                name = \"Nhãn Trắng\",\n                text = {\n                    \"Đã dùng Joker này\",\n                    \"để thắng ở độ khó\",\n                    \"{C:attention}Cược Trắng\"\n                }\n            },\n            red_sticker = {\n                name = \"Nhãn Đỏ\",\n                text = {\n                    \"Đã dùng Joker này\",\n                    \"để thắng ở độ khó\",\n                    \"{C:attention}Cược Đỏ\"\n                }\n            },\n            green_sticker = {\n                name = \"Nhãn Lục\",\n                text = {\n                    \"Đã dùng Joker này\",\n                    \"để thắng ở độ khó\",\n                    \"{C:attention}Cược Lục\"\n                }\n            },\n            blue_sticker = {\n                name = \"Nhãn Lam\",\n                text = {\n                    \"Đã dùng Joker này\",\n                    \"để thắng ở độ khó\",\n                    \"{C:attention}Cược Lam\"\n                }\n            },\n            black_sticker = {\n                name = \"Nhãn Đen\",\n                text = {\n                    \"Đã dùng Joker này\",\n                    \"để thắng ở độ khó\",\n                    \"{C:attention}Cược Đen\"\n                }\n            },\n            purple_sticker = {\n                name = \"Nhãn Tím\",\n                text = {\n                    \"Đã dùng Joker này\",\n                    \"để thắng ở độ khó\",\n                    \"{C:attention}Cược Tím\"\n                }\n            },\n            orange_sticker = {\n                name = \"Nhãn Cam\",\n                text = {\n                    \"Đã dùng Joker này\",\n                    \"để thắng ở độ khó\",\n                    \"{C:attention}Cược Cam\"\n                }\n            },\n            gold_sticker = {\n                name = \"Nhãn Vàng\",\n                text = {\n                    \"Đã dùng Joker này\",\n                    \"để thắng ở độ khó\",\n                    \"{C:attention}Cược Vàng\"\n                }\n            },\n            playing_card = {\n                text = {\n                    \" {C:light_black}#1# {V:1}#2# \"\n                }\n            },\n            card_chips = {\n                text = {\n                    \"{C:chips}+#1#{} chip\"\n                }\n            },\n            card_extra_chips = {\n                text = {\n                    SMODS and \"{C:chips}#1#{} chip thêm\" or \"{C:chips}+#1#{} chip thêm\"\n                }\n            },\n            ----------------------------------------------- Phần dùng cho Steamodded -----------------------------------------------\n            card_x_chips = {\n                text = {\n                    \"{X:chips,C:white}X#1#{} chip\"\n                }\n            },\n            card_extra_x_chips = {\n                text = {\n                    \"{X:chips,C:white}X#1#{} chip thêm\"\n                }\n            },\n            card_extra_mult = {\n                text = {\n                    \"{C:mult}#1#{} Nhân thêm\"\n                }\n            },\n            card_x_mult = {\n                text = {\n                    \"{X:mult,C:white}X#1#{} Nhân\"\n                }\n            },\n            card_extra_x_mult = {\n                text = {\n                    \"{X:mult,C:white}X#1#{} Nhân thêm\"\n                }\n            },\n            card_extra_p_dollars = {\n                text = {\n                    \"{C:money}#1#{} khi ghi điểm\",\n                }\n            },\n            card_extra_h_chips = {\n                text = {\n                    \"{C:chips}#1#{} chip khi\",\n                    \"cầm trong tay\",\n                }\n            },\n            card_h_x_chips = {\n                text = {\n                    \"{X:chips,C:white}X#1#{} chip khi\",\n                    \"cầm trong tay\",\n                }\n            },\n            card_extra_h_x_chips = {\n                text = {\n                    \"{X:chips,C:white}X#1#{} chip thêm\",\n                    \"khi cầm trong tay\",\n                }\n            },\n            card_extra_h_mult = {\n                text = {\n                    \"{C:mult}#1#{} Nhân thêm\",\n                    \"khi cầm trong tay\",\n                }\n            },\n            card_h_x_mult = {\n                text = {\n                    \"{X:mult,C:white}X#1#{} Nhân khi\",\n                    \"cầm trong tay\",\n                }\n            },\n            card_extra_h_x_mult = {\n                text = {\n                    \"{X:mult,C:white}X#1#{} Nhân thêm\",\n                    \"khi cầm trong tay\",\n                }\n            },\n            card_extra_h_dollars = {\n                text = {\n                    \"{C:money}#1#{} nếu giữ trong\",\n                    \"tay ở cuối ván\",\n                },\n            },\n            ------------------------------------------------------------------------------------------------------------------------\n            remove_negative = {\n                name = \"n\",\n                text = {\n                    \"{C:inactive,s:0.9}(Loại bỏ {C:dark_edition,s:0.9}Âm Bản{C:inactive,s:0.9} khỏi bản sao)\"\n                }\n            },\n            locked = {\n                name = \"Bị Khoá\",\n                text = {}\n            },\n            debuffed_default = {\n                name = \"Vô Hiệu\",\n                text = {\n                    \"Mọi khả năng\",\n                    \"bị vô hiệu hoá\"\n                }\n            },\n            debuffed_playing_card = {\n                name = \"Vô Hiệu\",\n                text = {\n                    \"Không ghi chip nào\",\n                    \"và mọi khả năng\",\n                    \"bị vô hiệu hoá\"\n                }\n            },\n            demo_locked = {\n                name = \"Bị Khoá\",\n                text = {\n                    \"Không có sẵn\",\n                    \"trong bản demo này\"\n                }\n            },\n            challenge_locked = {\n                name = \"Bị Khoá\",\n                text = {\n                    \"Thắng trận với ít nhất\",\n                    \"#1# bộ bài khác nhau để mở khoá\",\n                    \"Chế độ Thử Thách\",\n                    \"{C:attention,s:2}#2#/#1#\"\n                }\n            },\n            demo_shop_locked = {\n                name = \"Bị Khoá\",\n                text = {\n                    \"Lá Bài từ bộ sưu tập\",\n                    \"cá nhân của {C:attention}Jimbo{},\",\n                    \"có sẵn trong bản đầy đủ\",\n                    \"của {E:1,C:red}Balatro\"\n                }\n            },\n            wip_locked = {\n                name = \"Bị Khoá\",\n                text = {\n                    \"Đang được\",\n                    \"phát triển\"\n                }\n            },\n            deck_locked_win = {\n                name = \"Bị Khoá\",\n                text = {\n                    \"Thắng một trận bằng\",\n                    \"{C:attention}#1#\",\n                    \"ở bất kì độ khó nào\"\n                }\n            },\n            deck_locked_discover = {\n                name = \"Bị Khoá\",\n                text = {\n                    \"Khám phá ít nhất\",\n                    \"{C:attention}#1#{} vật phẩm từ\",\n                    \"bộ sưu tập của bạn\"\n                }\n            },\n            deck_locked_stake = {\n                name = \"Bị Khoá\",\n                text = {\n                    \"Thắng một trận bằng\",\n                    \"bất kì bộ bài nào ở\",\n                    \"độ khó {V:1}#1#\"\n                }\n            },\n            joker_locked_legendary = {\n                name = \"Bị Khoá\",\n                text = {\n                    \"Tìm lá Joker này\",\n                    \"từ lá {C:spectral}Linh Hồn\"\n                }\n            },\n            undiscovered_joker = {\n                name = \"Chưa Khám Phá\",\n                text = {\n                    \"Mua hoặc dùng\",\n                    \"lá này trong một\",\n                    \"trận ngẫu nhiên\",\n                    \"để biết tác dụng của nó\"\n                }\n            },\n            undiscovered_tarot = {\n                name = \"Chưa Khám Phá\",\n                text = {\n                    \"Mua hoặc dùng\",\n                    \"lá này trong một\",\n                    \"trận ngẫu nhiên\",\n                    \"để biết tác dụng của nó\"\n                }\n            },\n            undiscovered_planet = {\n                name = \"Chưa Khám Phá\",\n                text = {\n                    \"Mua hoặc dùng\",\n                    \"lá này trong một\",\n                    \"trận ngẫu nhiên\",\n                    \"để biết tác dụng của nó\"\n                }\n            },\n            undiscovered_spectral = {\n                name = \"Chưa Khám Phá\",\n                text = {\n                    \"Mua hoặc dùng\",\n                    \"lá này trong một\",\n                    \"trận ngẫu nhiên\",\n                    \"để biết tác dụng của nó\"\n                }\n            },\n            undiscovered_voucher = {\n                name = \"Chưa Khám Phá\",\n                text = {\n                    \"Đổi ra phiếu\",\n                    \"này trong một\",\n                    \"trận ngẫu nhiên\",\n                    \"để biết tác dụng của nó\"\n                }\n            },\n            undiscovered_booster = {\n                name = \"Chưa Khám Phá\",\n                text = {\n                    \"Mở gói bài này\",\n                    \"trong một trận ngẫu nhiên\",\n                    \"để biết tác dụng của nó\"\n                }\n            },\n            undiscovered_edition = {\n                name = \"Chưa Khám Phá\",\n                text = {\n                    \"Tìm ấn bản này\",\n                    \"trong một trận ngẫu nhiên\",\n                    \"để biết tác dụng của nó\"\n                }\n            },\n            undiscovered_tag = {\n                name = \"Chưa Khám Phá\",\n                text = {\n                    \"Dùng nhãn bỏ qua này\",\n                    \"trong một trận ngẫu nhiên\",\n                    \"để biết tác dụng của nó\"\n                }\n            },\n            p_arcana_normal = {\n                name = \"Gói Thần Bí\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:tarot}Tarot\",\n                    \"để dùng ngay\"\n                }\n            },\n            p_arcana_jumbo = {\n                name = \"Gói Thần Bí Lớn\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:tarot}Tarot\",\n                    \"để dùng ngay\"\n                }\n            },\n            p_arcana_mega = {\n                name = \"Gói Thần Bí Đại\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:tarot}Tarot\",\n                    \"để dùng ngay\"\n                }\n            },\n            p_celestial_normal = {\n                name = \"Gói Thiên Thể\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:planet}Hành Tinh\",\n                    \"để dùng ngay\"\n                }\n            },\n            p_celestial_jumbo = {\n                name = \"Gói Thiên Thể Lớn\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:planet}Hành Tinh\",\n                    \"để dùng ngay\"\n                }\n            },\n            p_celestial_mega = {\n                name = \"Gói Thiên Thể Đại\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:planet}Hành Tinh\",\n                    \"để dùng ngay\"\n                }\n            },\n            p_spectral_normal = {\n                name = \"Gói Siêu Linh\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:spectral}Siêu Linh\",\n                    \"để dùng ngay\"\n                }\n            },\n            p_spectral_jumbo = {\n                name = \"Gói Siêu Linh Lớn\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:spectral}Siêu Linh\",\n                    \"để dùng ngay\"\n                }\n            },\n            p_spectral_mega = {\n                name = \"Gói Siêu Linh Đại\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:spectral}Siêu Linh\",\n                    \"để dùng ngay\"\n                }\n            },\n            p_standard_normal = {\n                name = \"Gói Tiêu Chuẩn\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{C:attention} lá bài Thường\",\n                    \"để thêm vào bộ bài\"\n                }\n            },\n            p_standard_jumbo = {\n                name = \"Gói Tiêu Chuẩn Lớn\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{C:attention} lá bài Thường\",\n                    \"để thêm vào bộ bài\"\n                }\n            },\n            p_standard_mega = {\n                name = \"Gói Tiêu Chuẩn Đại\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{C:attention} lá bài Thường\",\n                    \"để thêm vào bộ bài\"\n                }\n            },\n            p_buffoon_normal = {\n                name = \"Gói Hề\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:joker}Joker\"\n                }\n            },\n            p_buffoon_jumbo = {\n                name = \"Gói Hề Lớn\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:joker}Joker\"\n                }\n            },\n            p_buffoon_mega = {\n                name = \"Gói Hề Đại\",\n                text = {\n                    \"Chọn {C:attention}#1#{} trong tối đa\",\n                    \"{C:attention}#2#{} lá {C:joker}Joker\"\n                }\n            },\n            pinned_left = {\n                name = \"Bị Ghim\",\n                text = {\n                    \"Joker này bị ghim\",\n                    \"ở ô tận cùng\",\n                    \"bên trái\"\n                }\n            },\n            ----------------------------------------------- Phần dùng cho Steamodded -----------------------------------------------\n            load_success = {\n\t\t\t\ttext = {\n\t\t\t\t\t'Mod đã tải',\n\t\t\t\t\t'{C:green}thành công!'\n\t\t\t\t}\n\t\t\t},\n\t\t\tload_failure_d = {\n\t\t\t\ttext = {\n\t\t\t\t\t'Thiếu {C:attention}Mod phụ thuộc!',\n\t\t\t\t\t'#1#',\n\t\t\t\t}\n\t\t\t},\n\t\t\tload_failure_c = {\n\t\t\t\ttext = {\n\t\t\t\t\t'Chưa giải quyết {C:attention}xung đột Mod!',\n\t\t\t\t\t'#1#'\n\t\t\t\t}\n\t\t\t},\n\t\t\tload_failure_d_c = {\n\t\t\t\ttext = {\n\t\t\t\t\t'Thiếu {C:attention}Mod phụ thuộc!',\n\t\t\t\t\t'#1#',\n\t\t\t\t\t'Chưa giải quyết {C:attention}xung đột Mod!',\n\t\t\t\t\t'#2#'\n\t\t\t\t}\n\t\t\t},\n\t\t\tload_failure_o = {\n\t\t\t\ttext = {\n\t\t\t\t\t'Steamodded {C:attention}quá cũ!',\n\t\t\t\t\t'phiên bản từ {C:money}0.9.8{} trở xuống',\n\t\t\t\t\t'không còn được hỗ trợ.'\n\t\t\t\t}\n\t\t\t},\n\t\t\tload_failure_i = {\n\t\t\t\ttext = {\n\t\t\t\t\t'{C:attention}Không tương thích!{}',\n\t\t\t\t\t'Cần Steamodded phiên bản #1#,',\n\t\t\t\t\t'nhưng đang dùng #2#.'\n\t\t\t\t}\n\t\t\t},\n            load_failure_p = {\n\t\t\t\ttext = {\n\t\t\t\t\t'{C:attention}Xung đột tiền tố!{}',\n\t\t\t\t\t'Tiền tố của mod này',\n\t\t\t\t\t'bị trùng với 1 mod khác.',\n\t\t\t\t\t'({C:attention}#1#{})'\n\t\t\t\t}\n\t\t\t},\n            load_failure_m = {\n                text = {\n                    '{C:attention}Tệp Chính Không Tìm Thấy!{}',\n                    'Tệp chính của mod này',\n                    'không thể được tìm thấy.',\n                    '({C:attention}#1#{})'\n                }\n            },\n\t\t\tload_disabled = {\n                text = {\n                    'Mod này đã',\n                    '{C:attention}vô hiệu hoá!{}'\n                }\n            }\n            ------------------------------------------------------------------------------------------------------------------------\n        },\n        Mod = {\n            VNBalatro = {\n                name = \"Balatro tiếng Việt\",\n                text = {\n                   \"{s:1.3}Thêm bản dịch {s:1.3,C:red}tiếng {s:1.3,C:money}Việt{} {s:1.3}cho Balatro và cung cấp font m6x11plus đã\",\n                   \"{s:1.3}được tinh chỉnh lại để hỗ trợ ngôn ngữ này.\",\n                   \" \",\n                   \"Hiện đang cung cấp bản dịch cho game gốc và các mod sau:\",\n                   \"CardSleeves, Cryptid, Galdur, Incantation,\",\n                   \"JokerDisplay, Jokermon, Multiplayer và Ortalab.\",\n                },\n            },\n            ---------------------------------------------- Phần dùng cho JokerDisplay -----------------------------------------------\n            [\"JokerDisplay\"] = {\n                name = \"JokerDisplay\",\n                text = {\n                    \"Hiển thị thông tin hữu ích ngay bên dưới lá Joker\",\n\t\t\t\t\t\" \",\n                    \"{C:attention}Phím tắt:{}\",\n                    \"{C:blue}Chuột phải hoặc B:{} ẩn/hiện\",\n                    \"{C:blue}Chuột trái hoặc Mũi tên lên:{} đóng sập/mở rộng\",\n\t\t\t\t\t\" \",\n\t\t\t\t\t\"Lời cảm ơn chân thành đến {C:green}Eremel{} và {C:green}OppositeWolf770{}\",\n\t\t\t\t\t\" \",\n\t\t\t\t\t\"Bản dịch tiếng Nga bởi: {C:green}WholeHorse{}\",\n\t\t\t\t\t\"Bản dịch tiếng Pháp bởi: {C:green}SDM_0{}\",\n                },\n            }\n            -------------------------------------------------------------------------------------------------------------------------\n        },\n    },\n    UI = {},\n    tutorial = {},\n    misc = {\n        suits_singular = {\n            Spades = \"Bích\",\n            Hearts = \"Cơ\",\n            Clubs = \"Tép\",\n            Diamonds = \"Rô\"\n        },\n        suits_plural = {\n            Spades = \"Bích\",\n            Hearts = \"Cơ\",\n            Clubs = \"Tép\",\n            Diamonds = \"Rô\"\n        },\n        blind_states = {\n            Select = \"Chọn\",\n            Skipped = \"Đã bỏ qua\",\n            Current = \"Hiện tại\",\n            Defeated = \"Đã đánh bại\",\n            Upcoming = \"Sắp tới\",\n            Selected = \"Đã chọn\"\n        },\n        ranks = {\n            Ace = \"Át\",\n            King = \"Già\",\n            Queen = \"Đầm\",\n            Jack = \"Bồi\",\n            ['10'] = \"10\",\n            ['9'] = \"9\",\n            ['8'] = \"8\",\n            ['7'] = \"7\",\n            ['6'] = \"6\",\n            ['5'] = \"5\",\n            ['4'] = \"4\",\n            ['3'] = \"3\",\n            ['2'] = \"2\"\n        },\n        collabs = {\n            Spades = {\n                ['1'] = 'Mặc Định', \n                ['2'] = 'The Witcher',\n                ['3'] = 'Cyberpunk 2077',\n                ['4'] = 'Shovel Knight',\n                ['5'] = 'Don\\'t Starve',\n            },\n            Hearts = {\n                ['1'] = 'Mặc Định', \n                ['2'] = 'Among Us',\n                ['3'] = 'The Binding of Isaac',\n                ['4'] = 'Cult of the Lamb',\n                ['5'] = 'Divinity Original Sin 2',\n            },\n            Clubs = {\n                ['1'] = 'Mặc Định', \n                ['2'] = 'Vampire Survivors',\n                ['3'] = 'Slay the Spire',\n                ['4'] = 'Potion Craft',\n                ['5'] = 'Warframe',\n            },\n            Diamonds = {\n                ['1'] = 'Mặc Định', \n                ['2'] = 'Dave the Diver',\n                ['3'] = 'Stardew Valley',\n                ['4'] = 'Enter the Gungeon',\n                ['5'] = '1000xRESIST',\n            },\n        },\n        high_scores = {\n            hand = \"Tay Tốt Nhất\",\n            furthest_round = \"Ván Cao Nhất\",\n            furthest_ante = \"Ante Cao Nhất\",\n            most_money = \"Mức Tiền Cao Nhất\",\n            boss_streak = \"Boss liên tiếp nhiều nhất\",\n            collection = \"Bộ Sưu Tập\",\n            win_streak = \"Chuỗi Thắng Dài Nhất\",\n            current_streak = \"\",\n            poker_hand = \"Tay Chơi Nhiều Nhất\"\n        },\n        achievement_names = {\n            ante_up = \"Ante Thăng Tiến!\",\n            ante_upper = \"Ante Thăng Tiến Tiếp!\",\n            heads_up = \"Tiên Đoán\",\n            low_stakes = \"Cược Thấp\",\n            mid_stakes = \"Cược Trung Bình\",\n            high_stakes = \"Cược Cao\",\n            card_player = \"Kẻ Chơi Bài\",\n            card_discarder = \"Kẻ Bỏ Bài\",\n            nest_egg = \"Tổ Trứng\",\n            flushed = \"Thùng Trôi\",\n            speedrunner = \"Speedrunner\",\n            roi = \"Hoàn Vốn\",\n            shattered = \"Tan Vỡ\",\n            royale = \"Hoàng Gia\",\n            retrograde = \"Nghịch Hành\",\n            _10k = \"10K\",\n            _1000k = \"1.000K\",\n            _100000k = \"100.000K\",\n            tiny_hands = \"Tay Bé\",\n            big_hands = \"Tay Lớn\",\n            you_get_what_you_get = \"Có Gì Xài Nấy\",\n            rule_bender = \"Kẻ Uốn Luật\",\n            rule_breaker = \"Kẻ Phá Luật\",\n            legendary = \"Huyền Thoại\",\n            astronomy = \"Thiên Văn Học\",\n            cartomancy = \"Bói Toán\",\n            clairvoyance = \"Thần Nhãn\",\n            extreme_couponer = \"Tín Đồ Mua Sắm\",\n            completionist = \"Kẻ Chinh Phục\",\n            completionist_plus = \"Kẻ Chinh Phục+\",\n            completionist_plus_plus = \"Kẻ Chinh Phục++\",\n            ----------------------------------------------- Phần dùng cho Steamodded -----------------------------------------------\n            hidden_achievement = \"???\",\n            ------------------------------------------------------------------------------------------------------------------------\n        },\n        achievement_descriptions = {\n            ante_up = \"Đạt Ante 4\",\n            ante_upper = \"Đạt Ante 8\",\n            heads_up = \"Thắng một Trận\",\n            low_stakes = \"Thắng một trận ở độ khó Cược Đỏ trở lên\",\n            mid_stakes = \"Thắng một trận ở độ khó Cược Đen trở lên\",\n            high_stakes = \"Thắng một trận ở độ khó Cược Vàng trở lên\",\n            card_player = \"Chơi ít nhất 2500 Lá bài\",\n            card_discarder = \"Bỏ ít nhất 2500 Lá bài\",\n            nest_egg = \"Trữ $400 hoặc hơn trong một trận duy nhất\",\n            flushed = \"Chơi Thùng bằng 5 Lá Tuỳ Chất\",\n            speedrunner = \"Thắng một trận bằng 12 màn hoặc ít hơn\",\n            roi = \"Mua 5 phiếu ở Ante 4\",\n            shattered = \"Đập vỡ 2 Lá Kính trong một tay bài\",\n            royale = \"Chơi Sảnh Chúa\",\n            retrograde = \"Nâng một tay poker đến level 10\",\n            _10k = \"Đạt 10.000 Chip bằng một tay bài duy nhất\",\n            _1000k = \"Đạt 1.000.000 Chip bằng một tạy chơi duy nhất\",\n            _100000k = \"Đạt 100.000.000 Chip bằng một tay bài duy nhất\",\n            tiny_hands = \"Làm mỏng bộ bài xuống 20 lá hoặc ít hơn\",\n            big_hands = \"Sở hữu hơn 80 lá trong bộ bài\",\n            you_get_what_you_get = \"Thắng một trận mà không gieo lại shop lần nào\",\n            rule_bender = \"Hoàn thành bất kì trận thử thách nào\",\n            rule_breaker = \"Hoàn thành mọi trận thử thách\",\n            legendary = \"Khám phá một Joker Huyền Thoại\",\n            astronomy = \"Khám phá mọi lá Hành Tinh\",\n            cartomancy = \"Khám phá mọi lá Tarot\",\n            clairvoyance = \"Khám phá mọi lá Siêu Linh\",\n            extreme_couponer = \"Khám phá mọi loại phiếu\",\n            completionist = \"Khám phá 100% bộ sưu tập\",\n            completionist_plus = \"Thắng mọi bộ bài ở độ khó Cược Vàng\",\n            completionist_plus_plus = \"Dán Nhãn Vàng lên mọi Joker\",\n            ----------------------------------------------- Phần dùng cho Steamodded -----------------------------------------------\n            hidden_achievement = \"Hãy chơi thêm để khám phá!\",\n            ------------------------------------------------------------------------------------------------------------------------\n        },\n        challenge_names = {\n            c_omelette_1 = \"Trứng Ốp Lết\",\n            c_city_1 = \"Viếng Thành Phố 15 phút\",\n            c_rich_1 = \"Nhà Tài Phiệt\",\n            c_knife_1 = \"Mài Dao\",\n            c_xray_1 = \"Đôi Mắt Xuyên Thấu\",\n            c_mad_world_1 = \"Thế Giới Điên Loạn\",\n            c_luxury_1 = \"Thuế Xa Xỉ\",\n            c_non_perishable_1 = \"Không Thể Tan Biến\",\n            c_medusa_1 = \"Medusa\",\n            c_double_nothing_1 = \"Được Ăn Cả Ngã Về Không\",\n            c_typecast_1 = \"Thực Tập Hoá Lành Nghề\",\n            c_inflation_1 = \"Lạm Phát\",\n            c_bram_poker_1 = \"Bram Poker\",\n            c_fragile_1 = \"Dễ Vỡ\",\n            c_monolith_1 = \"Cột Đá\",\n            c_blast_off_1 = \"Phóng Lên Vũ Trụ\",\n            c_five_card_1 = \"Bốc Năm Lá\",\n            c_golden_needle_1 = \"Cây Kim Vàng\",\n            c_cruelty_1 = \"Ác Nghiệt\",\n            c_jokerless_1 = \"Không Joker\",\n        },\n        poker_hands = {\n            ['Flush Five'] = \"Thùng Ngũ Quý\",\n            ['Flush House'] = \"Thùng Cù Lũ\",\n            ['Five of a Kind'] = \"Ngũ Quý\",\n            ['Royal Flush'] = \"Sảnh Chúa\",\n            ['Straight Flush'] = \"Thùng Phá Sảnh\",\n            ['Four of a Kind'] = \"Tứ Quý\",\n            ['Full House'] = \"Cù Lũ\",\n            ['Flush'] = \"Thùng\",\n            ['Straight'] = \"Sảnh\",\n            ['Three of a Kind'] = \"Sám Chi\",\n            ['Two Pair'] = \"Thú\",\n            ['Pair'] = \"Đôi\",\n            ['High Card'] = \"Mậu Thầu\"\n        },\n        poker_hand_descriptions = {\n            ['Flush Five'] = {\n                \"5 lá đồng bậc và đồng chất\"\n            },\n            ['Flush House'] = {\n                \"Một Bộ Ba và một Đôi\",\n                \"mà tất cả đều đồng chất\"\n            },\n            ['Five of a Kind'] = {\n                \"5 lá đồng bậc\"\n            },\n            ['Royal Flush'] = {\n                \"5 lá thẳng hàng (bậc liên tiếp)\",\n                \"mà tất cả đều đồng chất\"\n            },\n            ['Straight Flush'] = {\n                \"5 lá thẳng hàng (bậc liên tiếp)\",\n                \"mà tất cả đều đồng chất\"\n            },\n            ['Four of a Kind'] = {\n                \"4 lá đồng bậc. Có thể chơi\",\n                \"thêm 1 lá không ghi điểm\"\n            },\n            ['Full House'] = {\n                \"Một Bộ Ba và một Đôi\"\n            },\n            ['Flush'] = {\n                \"5 lá đồng chất\"\n            },\n            ['Straight'] = {\n                \"5 lá thẳng hàng (bậc liên tiếp)\"\n            },\n            ['Three of a Kind'] = {\n                \"3 lá đồng bậc. Có thể chơi\",\n                \"thêm tối đa 2 lá không ghi điểm\"\n            },\n            ['Two Pair'] = {\n                \"2 đôi bài với 2 bậc khác nhau, có thể\",\n                \"chơi thêm 1 lá không ghi điểm\"\n            },\n            ['Pair'] = {\n                \"2 lá đồng bậc. Có thể chơi\",\n                \"thêm tối đa 3 lá không ghi điểm\"\n            },\n            ['High Card'] = {\n                \"Nếu tay đã chơi không thuộc tay nào ở trên,\",\n                \"chỉ lá bài với bậc cao nhất ghi điểm\"\n            }\n        },\n        labels = {\n            common = \"Thường\",\n            uncommon = \"Ít Phổ Biến\",\n            rare = \"Hiếm\",\n            legendary = \"Huyền Thoại\",\n            tarot = \"Tarot\",\n            planet = \"Hành Tinh\",\n            pluto_planet = \"Hành Tinh Lùn\",\n            voucher = \"Phiếu\",\n            foil = \"Ánh Kim\",\n            holographic = \"Lấp Lánh\",\n            polychrome = \"Đa Sắc\",\n            negative = \"Âm Bản\",\n            gold_seal = \"Con Dấu Vàng\",\n            blue_seal = \"Con Dấu Xanh\",\n            red_seal = \"Con Dấu Đỏ\",\n            purple_seal = \"Con Dấu Tím\",\n            locked = \"Bị Khoá\",\n            eternal = \"Vĩnh Hằng\",\n            perishable = \"Ngắn Hạn\",\n            rental = \"Cho Thuê\",\n            pinned_left = \"Bị Ghim\",\n        },\n        dictionary = {\n            b_sell = \"BÁN\",\n            b_use = \"DÙNG\",\n            b_select = \"CHỌN\",\n            b_buy = \"MUA\",\n            b_redeem = \"ĐỔI\",\n            b_open = \"MỞ\",\n            b_and_use = \"& DÙNG\",\n            b_next_round_1 = \"Ván\",\n            b_next_round_2 = \"Kế Tiếp\",\n            b_play_hand = \"Chơi Tay Bài\",\n            b_discard = \"Bỏ Bài\",\n            b_sort_hand = \"Sắp Xếp\",\n            b_run_info_1 = \"T.tin\",\n            b_run_info_2 = \"Trận Này\",\n            b_options = \"Tuỳ Chọn\",\n            b_reroll_boss = \"Gieo lại Boss\",\n            b_skip_blind = \"Bỏ Qua Blind\",\n            b_skip_reward = \"Thưởng Bỏ Qua\",\n            b_skip = \"Bỏ Qua\",\n            b_start_new_run = \"Trận Mới\",\n            b_main_menu = \"Menu Chính\",\n            b_collection = \"Bộ Sưu Tập\",\n            b_seed = \"Giống\",\n            b_copy_seed = \"Sao Chép Giống\",\n            b_copy = \"Sao Chép\",\n            b_credits = \"Danh Đề\",\n            b_stats = \"Thống Kê\",\n            b_customize_deck = \"Tuỳ Chỉnh Lá Bài\",\n            b_settings = \"Cài Đặt\",\n            b_set_game = \"Trò Chơi\",\n            b_set_video = \"Hiển Thị\",\n            b_set_graphics = \"Đồ Hoạ\",\n            b_set_audio = \"Âm Thanh\",\n            b_set_gamespeed = \"Tốc Độ Trò Chơi\",\n            b_set_play_discard_pos = \"Vị Trí Nút Chơi/Bỏ\",\n            b_set_screenshake = \"Rung Lắc Màn Hình\",\n            b_high_contrast_cards = \"Lá Tương Phản Cao\",\n            b_reduced_motion = \"Giảm Chuyển Động\",\n            b_set_rumble = \"Độ Rung Điều Khiển\",\n            b_set_crash_reports = \"Báo Cáo Tình Trạng Crash\",\n            b_set_monitor = \"Màn Hình Hiển Thị\",\n            b_set_windowmode = \"Chế Độ Hiển Thị\",\n            b_set_apply = \"Áp Dụng\",\n            b_set_master_vol = \"Âm Lượng Tổng\",\n            b_set_music_vol = \"Âm Lượng Nhạc\",\n            b_set_game_vol = \"Âm Lượng Trò Chơi\",\n            b_set_shadows = \"Đổ Bóng\",\n            b_set_pixel_smoothing = \"Làm Mượt Pixel\",\n            b_set_CRT = \"CRT\",\n            b_set_CRT_bloom = \"Nhoè CRT\",\n            b_stat_jokers = \"Lá Joker\",\n            b_stat_consumables = \"Lá Tiêu Thụ\",\n            b_stat_tarots = \"Lá Tarot\",\n            b_stat_planets = \"Lá Hành Tinh\",\n            b_stat_spectrals = \"Lá Siêu Linh\",\n            b_stat_vouchers = \"Phiếu\",\n            b_next = \"Tiếp Theo\",\n            b_endless = \"Chế Độ Vô Hạn\",\n            b_wishlist = \"Thêm vào Danh Sách Ước trên Steam\",\n            b_playbalatro = \"Đến trang playbalatro.com\",\n            b_remaining = \"Bộ Còn Lại\",\n            b_full_deck = \"Bộ Đầy Đủ\",\n            b_poker_hands = \"Tay Poker\",\n            b_blinds = \"Blind\",\n            b_vouchers = \"Phiếu\",\n            b_stake = \"Cược\",\n            b_jokers = \"Joker\",\n            b_tarot_cards = \"Lá Tarot\",\n            b_planet_cards = \"Lá Hành Tinh\",\n            b_spectral_cards = \"Lá Siêu Linh\",\n            b_enhanced_cards = \"Lá Cường Hoá\",\n            b_editions = \"Ấn Bản\",\n            b_booster_packs = \"Gói Bài\",\n            b_tags = \"Nhãn Bỏ Qua\",\n            b_decks = \"Bộ Bài\",\n            b_seals = \"Con Dấu\",\n            b_continue = \"Tiếp Tục\",\n            b_back = \"Trở Lại\",\n            b_music = \"Âm Nhạc\",\n            b_sounds = \"Âm Thanh\",\n            b_imagery = \"Hình Ảnh\",\n            b_new_run = \"Trận Mới\",\n            b_challenges = \"Thử Thách\",\n            b_new_challenge = \"Bắt Đầu Trận Thử Thách Mới\",\n            b_current_profile = \"Hồ Sơ Hiện Tại\",\n            b_load_profile = \"Tải Hồ Sơ\",\n            b_create_profile = \"Tạo Hồ Sơ\",\n            b_delete_profile = \"Xoá Hồ Sơ\",\n            b_reset_profile = \"Đặt Lại Hồ Sơ\",\n            b_rules = \"Luật\",\n            b_restrictions = \"Hạn Chế\",\n            b_deck = \"Bộ Bài\",\n            b_play_cap = \"CHƠI\",\n            b_options_cap = \"TUỲ CHỌN\",\n            b_collection_cap = \"BỘ SƯU TẬP\",\n            b_quit_cap = \"THOÁT\",\n            b_cash_out = \"Nhận Tiền\",\n            b_unlock_all = \"Mở Khoá Toàn Bộ\",\n            k_unknown = \"?????\",\n            k_compatible = \"tương thích\",\n            k_incompatible = \"không tương thích\",\n            k_active = \"có hiệu lực\",\n            k_round = \"Ván\",\n            k_ante = \"Ante\",\n            k_seed = \"Giống\",\n            k_reroll = \"Gieo lại\",\n            k_mult = \"Nhân\",\n            k_rank = \"Bậc\",\n            k_suit = \"Chất\",\n            k_stake = \"Cược\",\n            k_common = \"Thường\",\n            k_uncommon = \"Ít Phổ Biến\",\n            k_rare = \"Hiếm\",\n            k_legendary = \"Huyền Thoại\",\n            k_debuffed = \"Vô Hiệu\",\n            k_locked = \"Bị Khoá\",\n            k_undisovered = \"Chưa Khám Phá\",\n            k_joker = \"Joker\",\n            k_voucher = \"Phiếu\",\n            k_tarot = \"Tarot\",\n            k_planet = \"Hành Tinh\",\n            k_deck = \"Bộ Bài\",\n            k_dwarf_planet = \"Hành Tinh Lùn\",\n            k_planet_q = \"Hành Tinh?\",\n            k_spectral = \"Siêu Linh\",\n            k_booster = \"Gói Bài\",\n            k_edition = \"Ấn Bản\",\n            k_hud_hands = \"Tay Bài\",\n            k_hud_discards = \"Lượt Bỏ\",\n            k_lower_score = \"Điểm\",\n            k_arcana_pack = \"Gói Thần Bí\",\n            k_celestial_pack = \"Gói Thiên Thể\",\n            k_spectral_pack = \"Gói Siêu Linh\",\n            k_standard_pack = \"Gói Tiêu Chuẩn\",\n            k_buffoon_pack = \"Gói Hề\",\n            k_enter_text = \"Nhập Văn Bản\",\n            k_defeated_by = \"Bị Đánh Bại Bởi\",\n            k_level_prefix = \"lv.\",\n            k_also_applied = \"Cũng áp dụng\",\n            k_base_cards = \"Lá Chuẩn\",\n            k_effective = \"Hiệu Quả\",\n            k_aces = \"Át\",\n            k_face_cards = \"Lá Mặt\",\n            k_numbered_cards = \"Lá Số\",\n            k_cap_consumables = \"LÁ TIÊU THỤ\",\n            k_page = \"Trang\",\n            k_ante_cap = \"ANTE\",\n            k_base_cap = \"ĐIỂM SÀN\",\n            k_jokers_cap = \"JOKER\",\n            k_vouchers_cap = \"PHIẾU\",\n            k_x_base = \"X Điểm sàn\",\n            k_not_discovered = \"Chưa Khám Phá\",\n            k_unlocked_ex = \"Đã Mở Khoá!\",\n            k_achievement = \"Thành Tựu\",\n            k_trophy = \"Cúp\",\n            k_challenge_mode = \"Chế Độ Thử Thách\",\n            k_daily_run = \"Trận Hằng Ngày\",\n            k_profile = \"Hồ Sơ\",\n            k_wins = \"Lần Thắng\",\n            k_empty_caps = \"TRỐNG\",\n            k_collection = \"Bộ Sưu Tập\",\n            k_progress = \"Tiến Trình\",\n            k_challenges = \"Thử Thách\",\n            k_joker_stickers = \"Nhãn Joker\",\n            k_deck_stake_wins = \"Cược Đã Thắng\",\n            k_stake_level = \"Cấp Độ Cược\",\n            k_none = \"Không Có\",\n            k_game_modifiers = \"Phần Điều Chỉnh\",\n            k_custom_rules = \"Luật Chơi\",\n            k_banned_cards = \"Lá Bị Cấm\",\n            k_banned_tags = \"Nhãn Bị Cấm\",\n            k_other = \"Khác\",\n            k_money = \"Tiền\",\n            k_best_hand = \"Tay Tốt Nhất\",\n            k_seeded_run = \"Trận Chơi Bằng Giống\",\n            k_enter_seed = \"Nhập Giống\",\n            k_enter_name = \"Nhập Tên\",\n            k_lvl = \"lv.\",\n            k_skipped_cap = \"ĐÃ BỎ QUA\",\n            k_no_reward = \"Không Thưởng\",\n            k_reward = \"Thưởng\",\n            k_nope_ex = \"Trật!\",\n            k_not_allowed_ex = \"Không Hợp Lệ!\",\n            k_or = \"hoặc\",\n            k_poker_hand = \"tay poker\",\n            k_gold = \"Vàng\",\n            k_card_stats = \"Thống Kê Lá Bài\",\n            k_balanced = \"Đã Cân Bằng\",\n            k_view = \"Xem\",\n            k_all_hands = \"Tất Cả Tay\",\n            k_high_score_ex = \"Phá Kỷ Lục!\",\n            k_demo_version_ex = \"Bản Demo!\",\n            k_playing_as = \"Đang chơi như\",\n            k_choose = \"Chọn\",\n            k_achievements_disabled = \"Thành Tựu Đã Vô Hiệu Hoá\",\n            k_trophies_disabled = \"Cúp Đã Vô Hiệu Hoá\",\n            ph_display_stickers = \"Hiển Thị Nhãn Cược trong Trận\",\n            ph_improve_run = \"Cải thiện trận của bạn!\",\n            ph_no_boss_active = \"không có boss hiệu lực\",\n            ph_sneak_peek = \"Xem Trước\",\n            ph_deck_preview_stones = \"Lá Đá\",\n            ph_deck_preview_effective = \"Tổng hiệu suất từ Joker, Blind, and Lá Cường Hoá\",\n            ph_blind_score_at_least = \"Đạt ít nhất\",\n            ph_blind_reward = \"Thưởng: \",\n            ph_4_7_of_clubs = \"bốn lá 7 Tép\",\n            ph_up_ante_1 = \"Thăng Ante\",\n            ph_up_ante_2 = \"Nâng toàn bộ Blind\",\n            ph_up_ante_3 = \"Làm mới Blind\",\n            ph_select_challenge = \"Chọn một Thử Thách\",\n            ph_stat_joker = \"Tổng sồ ván đã chơi với lá này\",\n            ph_stat_consumable = \"Số lần sử dụng lá này\",\n            ph_stat_voucher = \"Số lần đổi ra phiếu này\",\n            ph_demo_thanks_1 = \"Cảm ơn vì đã chơi\",\n            ph_demo_thanks_2 = \"BALATRO BẢN DEMO\",\n            ph_game_over = \"THUA CUỘC\",\n            ph_you_win = \"CHIẾN THẮNG!\",\n            ph_you_win_demo = \"BẠN THẮNG BẢN DEMO!\",\n            ph_vouchers_redeemed = \"Phiếu đã quy đổi trong trận này\",\n            ph_no_vouchers = \"Không có phiếu nào đã quy đổi trong trận này\",\n            ph_defeat_this_blind_1 = \"Đánh bại Blind này\",\n            ph_defeat_this_blind_2 = \"Để khám phá nó\",\n            ph_click_confirm = \"Click lần nữa để xác nhận\",\n            ph_choose_blind_1 = \"Chọn Blind\",\n            ph_choose_blind_2 = \"tiếp theo\",\n            ph_mr_bones = \"Được cứu bởi Ông Bones\",\n            ph_score_at_least = \"Ghi ít nhất\",\n            ph_all_poker_hand = \"Tất cả Tay Poker\",\n            ph_1_level = \"+1 Level\",\n            ph_boss_disabled = \"Boss Đã Vô Hiệu Hoá!\",\n            ph_most_played = \"(tay chơi nhiều nhất)\",\n            ph_defeat_the_boss = \"Đánh bại Boss Blind\",\n            ph_score_furthest_ante = \"Ante\",\n            ph_score_furthest_round = \"Màn\",\n            ph_score_hand = \"Tay Tốt Nhất\",\n            ph_score_poker_hand = \"Tay Chơi Nhiều Nhất\",\n            ph_score_new_collection = \"Khám Phá Mới\",\n            ph_score_cards_played = \"Số Lá Bài Đã Chơi\",\n            ph_score_cards_discarded = \"Số Lá Bài Đã Bỏ\",\n            ph_score_times_rerolled = \"Số lần Gieo lại\",\n            ph_score_cards_purchased = \"Số Lá Bài Đã Mua\",\n            ph_unscored_hand = \"Tay này sẽ không ghi điểm\",\n            ph_alert_debuff_confirm = \"Nhấn 'Chơi' lại để xác nhận\",\n            ml_demo_thanks_message = {\n                \"Hãy suy nghĩ về việc thêm Balatro\",\n                \"vào Danh sách ước trên Steam và đăng ký\",\n                \"nhận bảng tin ở playbalatro.com\"\n            },\n            ml_eternal = {\n                \"Vĩnh Hằng\",\n                \"Không thể bán\",\n                \"hoặc bị phá huỷ\"\n            },\n            ml_gold_seal_desc = {\n                \"Con Dấu Vàng\",\n                \"Trả về tay\",\n                \"khi chơi\"\n            },\n            ml_crash_report_info = {\n                \"Báo cáo tình trạng Crash sẽ đươc gửi đến nhà phát triển\",\n                \"để giảm thiểu vấn đề gặp phải trong tương lai. Không có\",\n                \"bất kì thông tin cá nhân nào sẽ được gửi đi.\"\n            },\n            ml_play_discard_pos_opt = {\n                \"Bỏ Bài/Chơi Bài\",\n                \"Chơi Bài/Bỏ Bài\"\n            },\n            ml_windowmode_opt = {\n                \"Cửa Số\",\n                \"Toàn Màn Hình\",\n                \"Không Viền\"\n            },\n            ml_vsync_opt = {\n                \"VSync Bật\",\n                \"VSync Tắt\"\n            },\n            ml_shadow_opt = {\n                \"Bật\",\n                \"Tắt\"\n            },\n            ml_smoothing_opt = {\n                \"Tắt\",\n                \"Bật\"\n            },\n            ml_bloom_opt = {\n                \"Tắt\",\n                \"Bật\"\n            },\n            ml_card_stats = {\n                \"Thống Kê\",\n                \"Lá Bài\"\n            },\n            ml_paste_seed = {\n                \"Dán\",\n                \"Giống\"\n            },\n            ml_disabled_seed = {\n                \"Toàn bộ Mở Khoá và Khám\",\n                \"Phá sẽ không được tính\"\n            },\n            ml_edition_seal_enhancement_explanation = {\n                \"Lá bài Thường có thể có một\",\n                \"Cường Hoá, Ấn Bản và Con Dấu\"\n            },\n            ml_unlock_all_explanation = {\n                \"CẢNH BÁO! Mở khoá toàn bộ Bộ sưu tập\",\n                \"se vô hiệu hoá thành tựu cho Hồ sơ này!\"\n            },\n            ml_unlock_all_trophies = {\n                \"CẢNH BÁO! Mở khoá toàn bộ Bộ sưu tập\",\n                \"se vô hiệu hoá cúp cho Hồ sơ này!\"\n            },\n            ml_buy_and_use_target={\n                \"Mua\",\n                \"và Dùng\",\n            },\n            ml_buy_target={\n                \"Mua\",\n            },\n            ml_controller_required={\n                \"Yêu cầu tay cầm để chơi.\",\n                \"Hãy kết nối tay cầm để tiếp tục.\",\n            },\n            ml_offline_message={\n                \"Thiết bị này đang ngoại tuyến.\",\n                \"Bản lưu hiện tại có thể lỗi thời.\",\n            },\n            ml_open_target={\n                \"Mở\",\n            },\n            ml_redeem_target={\n                \"Đổi\",\n            },\n            ml_sell_target={\n                \"Bán\",\n            },\n            ['$'] = \"$\",\n            k_redeemed_ex = \"Đã Quy Đổi!\",\n            k_duplicated_ex = \"Đã Nhân Bản!\",\n            k_no_room_ex = \"Hết Ô Trống!\",\n            k_no_space_ex = \"Hết Ô Trống!\",\n            k_no_other_jokers = \"Không Còn Joker Khác!\",\n            k_plus_tarot = \"+1 Lá Tarot\",\n            k_plus_stone = \"+1 Lá Đá\",\n            k_plus_planet = \"+1 Lá Hành Tinh\",\n            k_plus_spectral = \"+1 Lá Siêu Linh\",\n            k_plus_joker = \"+1 Joker\",\n            k_active_ex = \"Có Hiệu Lực!\",\n            k_level_up_ex = \"Lên Level!\",\n            k_upgrade_ex = \"Nâng Cấp!\",\n            k_again_ex = \"Lần Nữa!\",\n            k_val_up = \"Lên Giá!\",\n            k_reset = \"Đặt Lại\",\n            k_extinct_ex = \"Tuyệt Chủng!\",\n            k_disabled_ex = \"Vô Hiệu!\",\n            k_safe_ex = \"An Toàn!\",\n            k_saved_ex = \"Đã Cứu!\",\n            k_swapped_ex = \"Đã Tráo Đổi!\",\n            k_copied_ex = \"Đã Sao Chép!\",\n            k_melted_ex = \"Đã Tan Chảy!\",\n            k_eaten_ex = \"Đã Ăn Hết!\",\n            k_drank_ex = \"Đã Uống Hết!\",\n            k_eroded_ex = \"Đã Mòn Hết!\",\n            ----------------------------------------------- Phần dùng cho Steamodded -----------------------------------------------\n            b_mods = 'Mod',\n\t\t\tb_mods_cap = 'MOD',\n            b_modded_version = 'Bản cài Mod!',\n            b_steamodded = 'Steamodded',\n            b_open_mods_dir = 'Mở thư mục Mod',\n            b_no_mods = 'Không phát hiện mod nào...',\n            b_mod_list = 'Danh sách Mod đã kích hoạt',\n            b_mod_loader = 'Trình Cài Mod',\n            b_developed_by = 'Phát triển bởi ',\n            b_rewrite_by = 'Viết lại bởi ',\n            b_github_project = 'Dự Án Github',\n            b_github_bugs_1 = 'Bạn có thể báo lỗi và đóng góp',\n            b_github_bugs_2 = 'ở đó (bằng tiếng Anh nhé).',\n            b_disable_mod_badges = 'Tắt huy hiệu Mod',\n            b_author = 'Người tạo',\n\t\t\tb_authors = 'Người tạo',\n            b_unknown = 'Không rõ',\n            b_lovely_mod = '(Mod Lovely thuần tuý) ',\n            b_by = ' Bởi: ',\n            b_config = \"Tuỳ Chọn\",\n\t\t\tb_additions = 'Phần Thêm',\n            b_stickers = 'Nhãn',\n            b_achievements = \"Thành Tựu\",\n            b_applies_stakes_1 = 'Áp dụng ',\n\t\t\tb_applies_stakes_2 = '',\n            b_graphics_mipmap_level = \"Kích cỡ Mipmap\",\n            b_browse = 'Duyệt',\n\t\t\tb_search_prompt = 'Tìm mod',\n\t\t\tb_search_button = 'Tìm kiếm',\n            b_seeded_unlocks = 'Giống Mở Khoá',\n            b_seeded_unlocks_info = 'Cho phép mở khoá và khám phá trong trận chơi bằng giống',\n            ml_achievement_settings = {\n                'Tắt',\n                'Bật',\n                'Bỏ Hạn Chế'\n            },\n            b_deckskins_lc = 'Màu Tương Phản Thấp',\n            b_deckskins_hc = 'Màu Tương Phản Cao',\n            b_deckskins_def = 'Màu Mặc Định',\n            ---------------------------------------------- Phần dùng cho JokerDisplay ----------------------------------------------\n            [\"jdis_enabled\"] = \"Đã kích hoạt\",\n\t\t\t[\"jdis_hide_by_default\"] = \"Ẩn mặc định\",\n\t\t\t[\"jdis_hide_empty\"] = \"Ẩn trống\",\n\t\t\t[\"jdis_disable_collapse\"] = \"Tắt đóng sập\",\n\t\t\t[\"jdis_disable_perishable\"] = \"Tắt Ngắn Hạn\",\n\t\t\t[\"jdis_disable_rental\"] = \"Tắt Cho Thuê\",\n\t\t\t[\"jdis_modifiers\"] = \"Phần Biến Đổi\",\n\t\t\t[\"jdis_reminders\"] = \"Ghi Nhớ\",\n\t\t\t[\"jdis_extras\"] = \"Thêm\",\n\t\t\t[\"jdis_default_display\"] = \"Măc Định\",\n\t\t\t[\"jdis_small_display\"] = \"Đóng Sập\",\n\t\t\t[\"jdis_active\"] = \"Có hiệu lực!\",\n\t\t\t[\"jdis_inactive\"] = \"Không hiệu lực\",\n\t\t\t[\"jdis_all_suits\"] = \"Cả 4 chất\",\n            ------------------------------------------------- Phần dùng cho Galdur -------------------------------------------------\n            [\"gald_master\"] = \"Bật Galdur\",\n            [\"gald_use_desc\"] = {\n                \"Kích hoạt thiết lập Galdur\"    \n            },\n            [\"gald_anim\"] = \"Bật hoạt ảnh\",\n            [\"gald_anim_desc\"] = {\n                \"Kích hoạt hiệu ứng hoạt ảnh cho phần\",\n                \"xem trước bộ bài và chồng cược\"\n            },\n            [\"gald_reduce\"] = \"Giảm kích thước bộ bài\",\n            [\"gald_reduce_desc\"] = {\n                \"Giảm số lượng lá bài\",\n                \"trên màn hình\"    \n            },\n            [\"gald_stake_colour\"] = \"Làm Mờ Cược\",\n            [\"gald_stake_colour_options\"] = {\n                \"Làm mờ chưa thắng\",    \n                \"Làm mờ đã thắng\",\n            },\n            [\"gald_stake_colour_desc\"] = {\n                \"Chọn loại cược nào bị làm mờ\",\n                \"trong màn hình chọn cược\"\n            },\n            [\"gald_stake_select\"] = \"Chọn Cược\",\n            [\"gald_stake_select_options\"] = {\n                \"Lần trước đó\",    \n                \"Mở khoá tiếp theo\",\n                \"Cược Trắng\"\n            },\n            [\"gald_stake_select_desc\"] = {\n                \"Chọn loại cược nào được bốc\",\n                \"mặc định trong màn hình chọn cược\"\n            },\n            [\"gald_unlock\"] = \"Mở khoá toàn bộ cược\",\n            [\"gald_unlock_desc\"] = {\n                \"Cho phép chọn và chơi bất kì loại cược nào\"    \n            },\n            [\"gald_select_deck\"] = \"Chọn Bộ Bài\",\n            [\"gald_select_stake\"] = \"Chọn Cược\",\n            [\"gald_play\"] = \"Chơi\",\n            [\"gald_selected\"] = \"ĐÃ CHỌN\",\n            [\"gald_locked\"] = \"Bị Khoá\",\n            [\"gald_unlock_1\"] = \"Thắng bằng bộ bài này ở \",\n            [\"gald_unlock_and\"] = \" và \",\n            [\"gald_new_page_error\"] = \"Lỗi thêm trang\",\n            [\"gald_quick_start\"] = \"Trận Trước Đó\",\n            [\"gald_random_deck\"] = \"Bộ Bài Ngẫu Nhiên\",\n            [\"gald_random_stake\"] = \"Cược Ngẫu Nhiên\",\n            ----------------------------------------------- Phần dùng cho Incantation -----------------------------------------------\n            incant_negatives_only = \"Chỉ chồng lá Âm Bản\",\n            incant_stack_anything = \"Cho phép chồng & chia bất kì lá tiêu thụ nào\",\n\t\t\tincant_unsafe_mode = 'Chế độ Không an toàn',\n            ----------------------------------- Phần dùng cho Nopeus - cần phiên bản đã Việt hoá -----------------------------------\n            nopeus_ff = \"Siêu Tốc\",\n            nopeus_popup = \"Chữ Lá Bài Nổi Lên\",\n            nopeus_off = \"Tắt\",\n            nopeus_planets = \"Hành Tinh\",\n            nopeus_on = \"Mọi thứ (Chuẩn)\",\n            nopeus_optimized = \"Mọi thứ (Ko mục khác)\",\n            nopeus_unsafe = \"Ko An Toàn\",\n            nopeus_alltext = \"Tất Cả\",\n            nopeus_noagain = 'Không \"Lần Nữa!\"',\n            nopeus_nomisc = \"Không mục khác\",\n            nopeus_notext = \"Không hiển thị\",\n            ------------------------------- Nopeus loc is deprecated - made out of personal interest -------------------------------\n            k_voucher_restock_1 = \"ĐÁNH BẠI\",\n            k_voucher_restock_2 = \"BOSS BLIND\",\n            k_voucher_restock_3 = \"ĐỂ THAY MỚI\",\n            k_cry_voucher_restock_2 = \"HAI BOSS BLIND\",\n        },\n        v_dictionary = {\n            a_xmult = \"X#1# Nhân\",\n            a_xmult_minus = \"-X#1# Nhân\",\n            a_mult = \"+#1# Nhân\",\n            a_mult_minus = \"-#1# Nhân\",\n            a_chips = \"+#1#\",\n            a_chips_minus = \"-#1#\",\n            a_handsize = \"+#1# Lá Giữ Trong Tay\",\n            a_handsize_minus = \"-#1# Lá Giữ Trong Tay\",\n            a_hands = \"+#1# Tay Bài\",\n            a_sold_tally = \"#1#/#2# Đã Bán\",\n            a_remaining = \"Còn Lại #1#\",\n            ante_x_voucher = \"PHIẾU ANTE #1#\",\n            loyalty_active = \"Có Hiệu Lực!\",\n            loyalty_inactive = \"còn lại #1# tay\",\n            deck_preview_wheel_singular = \"Số lượng có thể ít hơn do có #1# lá bị bốc sấp\",\n            deck_preview_wheel_plural = \"Số lượng có thể ít hơn do có #1# lá bị bốc sấp\",\n            challenges_completed = \"Đã Hoàn Thành #1#/#2# Thử Thách\",\n            unlocked = \"#1#/#2# Đã Mở Khoá\",\n            completed = \"#1#/#2# Đã Hoàn Thành\",\n            interest = \"#1# tiền lãi mỗi $#2# (tối đa #3#)\",\n            remaining_hand_money = \"Tay Bài Còn Lại ($#1# mỗi tay)\",\n            remaining_discard_money = \"Lượt Bỏ Bài Còn lại ($#1# mỗi lượt)\",\n            ml_foil_desc = {\n                \"Ánh Kim\",\n                \"+#1# Chip\"\n            },\n            ml_holo_desc = {\n                \"Lấp Lánh\",\n                \"+#1# Nhân\"\n            },\n            ml_polychrome_desc = {\n                \"Đa Sắc\",\n                \"X#1# Nhân\"\n            },\n            ml_negative_desc = {\n                \"Âm Bản\",\n                \"+#1# ô Joker\"\n            },\n            ml_negative_consumable_desc = {\n                \"Âm Bản\",\n                \"+#1# ô Tiêu Thụ\"\n            },\n            ----------------------------------------------- Phần dùng cho Steamodded -----------------------------------------------\n            c_types = '#1# Loại',\n\t\t\tcashout_hidden = '...và thêm #1# mục nữa',\n            a_xchips = \"X#1# Chip\",\n            a_xchips_minus = \"-X#1# Chip\",\n            smods_version_mismatch = {\n                \"Phiên bản Steamodded đã thay đổi\",\n                \"kể từ khi bắt đầu trận này!\",\n                \"Tiếp tục trận có thể dẫn đến hành vi\",\n                \"không ngờ đến và gây crash game.\",\n                \"Phiên bản bắt đầu: #1#\",\n                \"Phiên bản hiện tại: #2#\",\n            },\n            ---------------------------------------------- Phần dùng cho JokerDisplay ----------------------------------------------\n            [\"jdis_odds\"] = \"#1# trên #2#\",\n            ------------------------------------------------------------------------------------------------------------------------\n        },\n        v_text = {\n            ch_m_dollars = {\n                \"Bắt đầu với {C:money}$#1#\"\n            },\n            ch_m_hands = {\n                \"{C:blue}#1#{} tay bài mỗi ván\"\n            },\n            ch_m_discards = {\n                \"{C:red}#1#{} lượt bỏ bài mỗi ván\"\n            },\n            ch_m_reroll_cost = {\n                \"{C:money}$#1#{} giá gốc để gieo lại\"\n            },\n            ch_m_joker_slots = {\n                \"{C:attention}#1#{} ô Joker\"\n            },\n            ch_m_consumable_slots = {\n                \"{C:attention}#1#{} ô Tiêu Thụ\"\n            },\n            ch_m_hand_size = {\n                \"{C:attention}#1#{} lá giữ trong tay\"\n            },\n            ch_m_none = {\n                \"{C:inactive}Không Có\"\n            },\n            ch_c_no_reward = {\n                \"Tất cả {C:attention}Blind{} không có tiền thưởng\"\n            },\n            ch_c_no_reward_specific = {\n                \"{C:attention}#1# Blind{} không có tiền thưởng\"\n            },\n            ch_c_no_extra_hand_money = {\n                \"{C:blue}Tay bài{} dư không thưởng thêm tiền\"\n            },\n            ch_c_no_interest = {\n                \"Không nhận {C:attention}Lãi{} ở cuối ván\"\n            },\n            ch_c_daily = {\n                \"{E:1,s:1.2,C:red}Thử Thách Hằng Ngày!\"\n            },\n            ch_c_set_seed = {\n                \"1 lần chơi với Giống đã cài: {C:inactive}{Hidden}\"\n            },\n            ch_c_chips_dollar_cap = {\n                \"{C:blue}Chip{} không thể vượt quá {C:money}${} hiện có\"\n            },\n            ch_c_none = {\n                \"{C:inactive}Không Có\"\n            },\n            ch_c_no_shop_jokers = {\n                \"Joker không còn xuất hiện trong {C:attention}shop\"\n            },\n            ch_c_inflation = {\n                \"Vĩnh viễn tăng giá thêm {C:money}$1{} sau mỗi lần mua\"\n            },\n            ch_c_discard_cost = {\n                \"Mỗi lượt bỏ bài tốn {C:money}$#1#\"\n            },\n            ch_c_all_eternal = {\n                \"Mọi Joker đều {C:eternal}Vĩnh Hằng\"\n            },\n            ch_c_flipped_cards = {\n                \"{C:green}1 trên #1#{} lá bị bốc sấp\"\n            },\n            ch_c_debuff_played_cards = {\n                \"Mọi lá {C:attention}Đã chơi{} bị {C:attention}vô hiệu hoá{} sau khi ghi điểm\"\n            },\n            ch_c_minus_hand_size_per_X_dollar = {\n                \"{C:red}-1{} lá giữ trong tay cho mỗi {C:money}$#1#{} bạn có\"\n            },\n            ch_c_set_eternal_ante = {\n                \"Khi boss ante {C:attention}#1#{} bị đánh bại, tất cả Joker trở thành {C:attention}vĩnh hằng\"\n            },\n            ch_c_set_joker_slots_ante = {\n                \"Khi boss ante {C:attention}#1#{} bị đánh bại, đặt số ô Joker thành {C:attention}0\"\n            },\n        },\n        quips = {\n            wq_1 = {\"Bạn Xuất Xắc lắm!\"},\n            wq_2 = {\"Bạn đối phó với nó\",\"cũng tốt đấy!\"},\n            wq_3 = {\"Có vẻ như bạn đã\",\"không bị tháu cáy nhỉ!\"},\n            wq_4 = {\"Thật tiếc khi\",\"đống chip này chỉ\",\"là ảo mà thôi...\"},\n            wq_5 = {\"Có vẻ như tôi đã\",\"dạy bạn rất tốt!\"},\n            wq_6 = {\"Bạn đã làm mấy\", \"pha xử lí tốt đấy!\"},\n            wq_7 = {\"May là tôi đã\",\"không cược\", \"cho bạn thua!\"},\n            lq_1 = {\"Hình như có hơi\", \"\\\"dục tốc bất đạt\\\"\", \"nhỉ...\"},\n            lq_2 = {\"Ta bỏ cuộc\", \"dễ dàng quá!\"},\n            lq_3 = {\"Đã đến lúc\", \"trộn bài và\", \"chơi lại rồi!\"},\n            lq_4 = {\"Các cụ có câu:\", \"nhà cái\", \"luôn thắng!\"},\n            lq_5 = {\"Có vẻ như ta đã\", \"tìm ra ai mới là\", \"thằng hề thực sự rồi!\"},\n            lq_6 = {\"Ôi không, bạn vừa\", \"bị tháu cáy à?\"},\n            lq_7 = {\"Có vẻ như câu đùa đang\",\"ám chỉ chúng ta rồi!\"},\n            lq_8 = {\"Nếu tôi có tay\",\"thì tôi đã tự\", \"bịt mắt lại rồi!\"},\n            lq_9 = {\"Tôi là một thằng hề\", \"đúng nghĩa, còn bạn\", \"thì sao?\"},\n            lq_10 = {\"Đúng là rớt\",\" cái bịch rồi!\"},\n            dq_1 = {\"Éc! Tôi mong là\",\"bạn đã thủ sẵn\",\"món tủ cho thử thách\",\"cuối cùng này rồi!\"}\n        },\n        tutorial = {\n            sb_1 = {\n                \"Xin chào! Tôi tên là\",\n                \"{C:attention}Jimbo{}, tôi ở đây để\",\n                \"giúp bạn học cách chơi!\"\n            },\n            sb_2 = {\n                \"Mục tiêu của bạn là đạt\",\n                \"đủ số {C:blue}Chip{} để đánh bại\",\n                \"các {C:attention}Blind{}\"\n            },\n            sb_3 = {\n                \"Còn đây là {C:blue}Small Blind{},\",\n                \"bạn chỉ cần đạt ít nhất\",\n                \"{C:attention}300 Chip{} để đánh bại nó.\"\n            },\n            sb_4 = {\n                \"Chọn {C:blue}Small Blind\",\n                \"để bắt đầu ván chơi nào!\"\n            },\n            bb_1 = {\n                \"Chọn tiếp đón {C:attention}Big Blind\",\n                \"sẽ được nhận chút tiền đó;\"\n            },\n            bb_2 = {\n                \"Hoặc chọn {C:attention}bỏ qua nó\",\n                \"để lấy một {C:attention}Nhãn{}! Mỗi\",\n                \"{C:attention}Nhãn{} có khả năng riêng\"\n            },\n            bb_3 = {\n                \"Nhưng nhớ để mắt đến\",\n                \"{C:attention}Boss Blind{} nhé.\",\n                \"Nó có khả năng gây phiền toái\",\n                \"nên bạn phải lên kế hoạch trước.\"\n            },\n            bb_4 = {\n                \"nếu bạn đánh bại nó thì\",\n                \"sẽ thăng {C:attention}Ante{} và các\",\n                \"{C:attention}Blind{} sẽ trở nên khó hơn\"\n            },\n            bb_5 = {\n                \"Đánh bại {C:attention}Ante{} #1# để thắng.\",\n                \"Hãy chọn nền vă- nhầm,\",\n                \"lối đi đúng đắn nào!\"\n            },\n            fh_1 = {\n                \"Bạn nhận chip bằng cách\",\n                \"chơi các {C:attention}tay Poker\"\n            },\n            fh_2 = {\n                \"Mỗi {C:attention}tay Poker{} sẽ nhận\",\n                \"được một lượng {C:blue}Chip{} chuẩn\",\n                \"nhân thêm hệ số {C:red}Nhân{} nào đó\"\n            },\n            fh_3 = {\n                \"Xem các {C:attention}tay Poker\",\n                \"ở mục {C:attention}T.tin Trận Này{},\",\n                \"cùng với các loại thông tin khác\",\n                \"về trận hiện tại của bạn\"\n            },\n            fh_4 = {\n                \"Mấy lá bài cũng cho thêm\",\n                \"một lượng {C:blue}Chip{} nào đó,\",\n                \"lia chuột đến để xem thử nhé!\"\n            },\n            fh_5 = {\n                \"Giờ thì hãy chọn tối đa\",\n                \"{C:attention}5{} lá bài để chơi\",\n                \"rồi nhấn {C:blue}'Chơi Tay Bài'\"\n            },\n            fh_6 = {\n                \"Bạn cũng có thể {C:red}'Bỏ Bài'{}\",\n                \"tối đa {C:attention}5{} lá đã chọn\",\n                \"nhằm tạo ra tay Poker\",\n                \"mạnh hơn. Cứ thử đi!\"\n            },\n            fh_7 = {\n                \"Cẩn thận! Bạn chỉ có hữu hạn\",\n                \"số {C:blue}Tay bài{} và\",\n                \"số {C:red}Lượt Bỏ Bài{} mỗi ván thôi\"\n            },\n            fh_8 = {\n                \"Đạt {C:attention}300 Chip{} trước khi\",\n                \"bạn hết {C:blue}Tay bài\",\n                \"để thắng ván này.\",\n                \"Chúc may mắn!\"\n            },\n            sh_1 = {\n                \"Khi bạn thu thập thêm lá bài,\",\n                \"hãy nhớ là bạn có thể sắp xếp\",\n                \"chúng. Lá {C:attention}Joker{} kích hoạt\",\n                \"theo thứ tự từ trái sang phải\"\n            },\n            sh_2 = {\n                \"Và hãy nhớ rằng bạn sẽ\",\n                \"{C:attention}DÙNG{} mấy lá tiêu thụ nhé!\"\n            },\n            sh_3 = {\n                \"Chọn tối đa {C:attention}2{} lá\",\n                \"giữ trong tay và nhấn\",\n                \"{C:attention}'DÙNG'{} trên lá {C:tarot}Tarot\",\n                \"để cường hoá chúng!\"\n            },\n            s_1 = {\n                \"Làm tốt lắm! Giờ thì\",\n                \"bạn đã có {E:1}lắm {C:money}Tiền{} rồi,\",\n                \"bạn có thể mua thêm lá bài\",\n                \"mới từ trong {C:attention}Shop\"\n            },\n            s_2 = {\n                \"Hãy thử mua lá hề\",\n                \"\\\"đẹp choai\\\" này nào\"\n            },\n            s_3 = {\n                \"Đây là một trong số {C:attention}#1#\",\n                \"lá {C:attention}Joker{} mà bạn có thể thêm\",\n                \"vào trận. Mỗi lá {C:attention}Joker\",\n                \"đều có khả năng riêng\"\n            },\n            s_4 = {\n                \"Lá này thêm {C:red}+4 Nhân{} vào\",\n                \"mọi tay mà bạn chơi!\"\n            },\n            s_5 = {\n                \"Lựa cho cẩn thận nhé, bạn chỉ\",\n                \"đem được tối đa {C:attention}5{} lá {C:attention}Joker{}\",\n                \"cùng một lúc mà thôi\"\n            },\n            s_6 = {\n                \"Giờ hãy mua những lá bài\",\n                \"khác ở trong {C:attention}Shop\"\n            },\n            s_7 = {\n                \"Lá {C:tarot}Tarot{} này là một\",\n                \"lá {C:attention}tiêu thụ{}. Cụ thể hơn\",\n                \"thì lá này sẽ cường hoá lá bài\",\n                \"của bạn! Cứ giữ lấy nó đi.\"\n            },\n            s_8 = {\n                \"Bạn có thể giữ theo mình\",\n                \"tối đa {C:attention}2{} lá {C:attention}tiêu thụ{}\",\n                \"cùng một lúc\"\n            },\n            s_9 = {\n                \"Nếu bạn tích đủ tiền,\",\n                \"bạn có thể mua một {C:attention}Phiếu{}.\",\n                \"Mấy lá {C:attention}Phiếu{} này sẽ\",\n                \"nâng cấp thụ động trận của bạn!\"\n            },\n            s_10 = {\n                \"{C:attention}Phiếu{} được thay mới\",\n                \"sau khi bạn đánh bại\",\n                \"{C:attention}Boss Blind{}.\"\n            },\n            s_11 = {\n                \"Và nhớ ngó thử mấy\",\n                \"{C:booster}Gói Bài{} trong\",\n                \"từng shop nhé. Nó toàn\",\n                \"chứa đồ ngon đấy!\"\n            },\n            s_12 = {\n                \"Giờ thì hãy sang\",\n                \"{C:attention}ván kế tiếp{} nào.\"\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "localization/zh_CN.lua",
    "content": "-- Welcome to zh_CN.lua!\n-- 友情提醒，在美国我们说 \"color\" 而不是 \"colour\"\n-- 这也是默认文件，如果其他语言文件缺少条目，游戏将使用此文件作为后备\n\n-- 进度报告: (这是英文文件，所以其实不重要，但为了保持一致性)\n\n--[[\n牌组: 是\n小丑牌: 是\n设置/模组: 是\n道具: 是\n能量: 是\n牌套 (需要Decksleeves Mod): 是\nBoss盲注: 是\n挑战: 是\n幻灵牌: 是\n塔罗牌: 是 (虽然并没有哈哈)\n贴纸: 是\n星球牌: 是 (虽然并没有哈哈)\n字典: 是\n版本: 是\n优惠券: 是\n标签: 是\n杂项信息队列 (原始, 幼年, 进化牌, 属性等): 是\n其他 (补充包, 贴纸等): 是\n杂项: 是\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"训练家牌组\",\n                text = {\n                    \"开局时获得\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{}优惠券及\",\n                    \"一张 {C:tarot,T:c_poke_pokeball}#2#{}牌\",\n                }\n            },\n            b_poke_telekineticdeck = {\n                name = \"念动力牌组\",\n                text = {\n                    \"开局时获得\",\n                    \"{C:tarot,T:v_crystal_ball}#1#{} 优惠券\",\n                    \"和{C:attention}2{}张\",\n                    \"{C:item,T:c_poke_twisted_spoon}#2#{}\",\n                }\n            },\n            --Fun fact: this and luminious deck had their descriptions mixed up\n            -- 有趣的是：这个牌组和发亮牌组的描述搞混了\n            b_poke_obituarydeck = {\n                name = \"讣闻牌组\",\n                text = {\n                    \"所有卡牌有{C:dark_edition}#1#{}\",\n                }\n            },\n            b_poke_revenantdeck = {\n                name = \"亡魂牌组\",\n                text = {\n                    \"所有卡牌有{C:dark_edition}#1#{}\",\n                }\n            },\n            b_poke_luminousdeck = {\n                name = \"发亮牌组\",\n                text = {\n                    \"所有小丑牌生成时\",\n                    \"{C:pink}能量注入{}并附有\",\n                    \"随机的{C:pink}属性{}贴纸\",\n                }\n            },\n            b_poke_ampeddeck = {\n                name = \"增幅牌组\",\n                text = {\n                    \"开局时获得\",\n                    \"{C:tarot,T:v_poke_energysearch}#1#{}优惠券\",\n                    \"和一张\",\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#{}\",\n                }\n            },\n            b_poke_futuredeck = {\n                name = \"未来牌组\",\n                text = {\n                    \"{C:purple}+#1# 预见{}\",\n                }\n            },\n            b_poke_stadiumdeck = {\n                name = \"竞技场牌组\",\n                text = {\n                    \"开局时额外获得一张\",\n                    \"{C:attention}奖励, 倍率, 百搭, 玻璃,\",\n                    \"{C:attention}钢铁, 石头, 黄金{}, 和{C:attention}幸运{}牌\",\n                }\n            },\n            b_poke_megadeck = {\n                name = \"超级牌组\",\n                text = {\n                    \"开局时获得\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{} 和 {C:tarot,T:v_reroll_glut}#3#{} 优惠券\",\n                    \"以及一张 {C:spectral,T:c_poke_megastone}#1#{} 牌\",\n                    \"{C:red}-#4#{} 商店栏位\",\n                }\n            },\n            b_poke_vendingdeck = {\n                name = \"贩卖机牌组\",\n                text = {\n                    \"每击败一个\",\n                    \"{C:attention}奇数 Boss 盲注{}, 获得一个\",\n                    \"{C:attention,T:tag_vremade_double}#1#\",\n                }\n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"夏翠丝密室\",\n                text = {\n                    \"每次出牌时\",\n                    \"对随机一个属性施加减益\",\n                },\n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"精灵球\",\n                text = {\n                    \"产生一张随机\",\n                    \"{C:attention}基础宝可梦小丑{}牌\",\n                    \"{C:inactive}（必须有空位）\",\n                },\n            },\n            c_poke_greatball = {\n                name = \"超级球\",\n                text = {\n                    \"产生一张随机\",\n                    \"{C:attention}一次进化{}宝可梦小丑牌\",\n                    \"{C:inactive}（必须有空位）\",\n                },\n            },\n            c_poke_moonstone = {\n                name = \"月之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"{C:green}#2# / #3#{} 概率\",\n                    \"提升选定的 {C:attention}扑克牌型{} 等级\",\n                    \"{C:inactive}(牌型: {C:attention}#1#{C:inactive}){}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"日之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"将 {C:attention}#1#{} 张选定牌增强为 {C:attention}百搭牌{}\",\n                    \"并 {C:attention}随机化{} 其点数\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"水之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"将 {C:attention}#1#{} 张选定牌增强为 {C:attention}奖励牌{}\",\n                    \"若已是 {C:attention}奖励牌{}，\",\n                    \"{C:attention}翻倍{} 其总筹码\",\n                    \"{C:inactive}(每次强化最多增加 {C:chips}+#2#{C:inactive} 筹码)\",\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"雷之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"摧毁 {C:attention}1{} 张选定牌,\",\n                    \"将 {C:attention}2{} 张同点数的{C:attention}黄金牌{}\",\n                    \"加入牌组并抽 {C:attention}1{} 张上手\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"火之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"将 {C:attention}#1#{} 张选定牌增强为 {C:attention}倍率牌{}\",\n                    \"然后随机销毁其中 {C:attention}1{} 张\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"叶之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"{C:green}#1# / #2#{} 概率\",\n                    \"将手中每张牌增强为 {C:attention}幸运牌{}\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"连接之绳\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"选择 {C:attention}#1#{} 张牌，\",\n                    \"将 {C:attention}左侧{} 牌的点数 {C:attention}增加{}\",\n                    \"将 {C:attention}右侧{} 牌的点数 {C:attention}减少{}\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"吃剩的东西\",\n                text = {\n                    \"{C:attention}可重复使用{}\",\n                    \"为最左边或选定的小丑牌\",\n                    \"增加 {C:money}$#2#{} 的出售价值\",\n                    \"{C:inactive}（每回合可使用一次）\",\n                }\n            },\n            c_poke_leek = {\n                name = \"大葱\",\n                text = {\n                    \"{C:attention}可重复使用{}\",\n                    \"{C:green}#1# / #2#{} 概率为自身添加\",\n                    \"{C:dark_edition}闪箔{}、{C:dark_edition}全息{} 或\",\n                    \"{C:dark_edition}多彩{} 效果\",\n                    \"回合结束时移除 {C:attention}版本{}\",\n                    \"{C:inactive}（每回合可使用一次）\",\n                }\n            },\n            c_poke_thickclub = {\n                name = \"粗骨头\",\n                text = {\n                    \"{C:attention}可重复使用{}\",\n                    \"永久为 {C:attention}#1#{} 张选定牌\",\n                    \"增加 {C:chips}+#2#{} 筹码\",\n                    \"{C:inactive}（每回合可使用一次）\",\n                }\n            },\n            c_poke_teraorb = {\n                name = \"太晶珠\",\n                text = {\n                    \"{C:attention}属性变换:{} {B:1,V:2}#1#{}\",\n                    \"{C:inactive,s:0.8}({C:pink,s:0.8}属性{C:inactive,s:0.8}每次出牌后改变){}\",\n                    \"如果最左边或选定的小丑牌\",\n                    \"已是 {B:1,V:2}#1#{} {C:pink}属性{}，\",\n                    \"则为其{C:pink}注入能量{}\",\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"金属膜\",\n                text = {\n                    \"{C:attention}属性变换:{} {X:metal,C:white}钢{}\",\n                    \"为 {C:attention}1{} 张选定牌创造一张\",\n                    \"附带{C:attention}钢铁{}强化的复制品\",\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"龙之鳞片\",\n                text = {\n                    \"{C:attention}属性变换:{} {X:dragon,C:white}龙{}\",\n                    \"随机生成最多 {C:attention}3{} 张\",\n                    \"{C:item}道具{}或{C:pink}能量{}牌\",\n                    \"{C:inactive}（必须有空位）{}\",\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"王者之证\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"将 {C:attention}#1#{} 张选定牌\",\n                    \"转换为 {C:attention}K{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"升级\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"为 {C:attention}#1#{} 张选定牌赋予\",\n                    \"随机的{C:attention}非石头加强效果{}\",\n                }\n            },\n            c_poke_dubious_disc = {\n                name = \"可疑修正档\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"随机{C:attention}强化{}\",\n                    \"你{C:attention}手中{}的所有牌\",\n                }\n            },\n            c_poke_icestone = {\n                name = \"冰之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"将 {C:attention}#1#{} 张选定牌增强为 {C:attention}玻璃牌{}\",\n                    \"{C:green}#2# / #3#{} 概率每张选定牌 {C:attention}碎裂{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"光之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"为 {C:attention}1{} 张选定手牌添加\",\n                    \"{C:dark_edition}闪箔{}、{C:dark_edition}全息{} 或\",\n                    \"{C:dark_edition}多彩{} 效果，并移除牌的\",\n                    \"{C:attention}加强效果{}\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"弯曲的汤匙\",\n                text = {\n                    \"创造本局游戏中最近使用的\",\n                    \"{C:item}道具{}牌或{C:pink}能量{}牌\",\n                    \"{s:0.8,C:item}弯曲的汤匙{s:0.8}、{C:item}可重复使用道具\",\n                    \"{s:0.8,C:item}及树果汁除外\",\n                }\n            },\n            c_poke_prismscale = {\n                name = \"美丽鳞片\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"将{C:attention}#2#{}张随机持有的手牌\",\n                    \"变为所选牌的{C:attention}花色{}\",\n                }\n            },\n            c_poke_duskstone = {\n                name = \"暗之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"每拥有一张{C:attention}可汲取{}的小丑牌，\",\n                    \"获得 {C:money}$#1#{}，并从其售价中{C:attention}汲取 {C:money}$1{}\",\n                    \"{C:attention}#2#{} {C:inactive}[#3#]{} 回合后，改为\",\n                    \"每张小丑牌获得 {C:money}$#1#{}\",\n                    \"{C:inactive}(当前 {C:money}$#4#{C:inactive}/上限 $#5#)\",\n                }\n            },\n            c_poke_dawnstone = {\n                name = \"觉醒之石\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"获得 {C:money}${} 等于{c:attention}两倍{}于\",\n                    \"{C:attention}#1#{} {C:inactive}#4#{} 的{C:mult}倍率{}\",\n                    \"{C:inactive}(当前 {C:money}$#2#{C:inactive}/上限 $40)\",\n                }\n            },\n            c_poke_hardstone = {\n                name = \"硬石头\",\n                text = {\n                    \"{C:attention}进化牌{}\",\n                    \"将 {C:attention}1{} 张选定牌强化为{C:attention}石头牌{},\",\n                    \"每拥有一张{X:earth,C:white}地面{}属性小丑牌，\",\n                    \"额外增加 {C:chips}+#2#{} 筹码\",\n                }\n            },\n            c_poke_heartscale = {\n                name = \"心之鳞片\",\n                text = {\n                    \"选择 {C:attention}#1#{} 张牌，\",\n                    \"将 {C:attention}左侧{} 牌\",\n                    \"转换为 {C:attention}右侧{} 牌的样式，\",\n                    \"并将两张牌都变为 {C:hearts}#2#{}\",\n                    \"{C:inactive}(可拖动重排)\",\n                }\n            },\n            c_poke_berry_juice = {\n                name = \"树果汁\",\n                text = {\n                    \"效果取决于\",\n                    \"被摧毁的{C:attention}消耗品{}\",\n                }\n            },\n            c_poke_berry_juice_energy = {\n                name = \"能量树果汁\",\n                text = {\n                    \"为最左边或选定的任意{C:pink}属性{}小丑牌\",\n                    \"{C:pink}注入能量{}\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{C:inactive}次)\",\n                },\n            },\n            c_poke_berry_juice_spectral = {\n                name = \"幻灵树果汁\",\n                text = {\n                    \"为你手中的 {C:attention}1{} 张选定牌添加\",\n                    \"一个随机{C:attention}蜡封{}和{C:dark_edition}闪箔{},\",\n                    \"{C:dark_edition}全息{}或{C:dark_edition}多彩{}效果\",\n                },\n            },\n            c_poke_berry_juice_planet = {\n                name = \"星辰树果汁\",\n                text = {\n                    \"将等级最高的\",\n                    \"{C:attention}扑克牌型{}提升1级\",\n                },\n            },\n            c_poke_berry_juice_item = {\n                name = \"道具树果汁\",\n                text = {\n                    \"产生一张{C:item}弯曲的汤匙{}\",\n                    \"有 {C:green}#1# / #2#{} 的概率\",\n                    \"改为产生 {C:attention}2{} 张\",\n                    \"{C:inactive}（必须有空位）{}\",\n                },\n            },\n            c_poke_berry_juice_tarot = {\n                name = \"神秘树果汁\",\n                text = {\n                    \"产生一张{C:tarot}愚者{}牌\",\n                    \"并获得 {C:money}$#1#{}\",\n                },\n            },\n            c_poke_berry_juice_mystery = {\n                name = \"谜之树果汁\",\n                text = {\n                    \"随机产生一张\",\n                    \"{C:item}树果汁{}\",\n                }\n            },\n            c_poke_oven = {\n                name = \"微波炉\",\n                text = {\n                  \"若在{C:attention}盲注{}期间使用，\",\n                  \"本回合{C:attention}+#1#{}弃牌次数\",\n                  \"变形最左边\",\n                  \"或选中的{C:attention}洛托姆{}\",\n                }\n            },\n            c_poke_washing_machine = {\n                name = \"洗衣机\",\n                text = {\n                  \"若在{C:attention}盲注{}期间使用，\",\n                  \"本回合{C:attention}+#1#{}出牌次数\",\n                  \"变形最左边\",\n                  \"或选中的{C:attention}洛托姆{}\",\n                }\n            },\n            c_poke_fridge = {\n                name = \"冰箱\",\n                text = {\n                  \"生成{C:attention}2{}个随机{C:attention}消耗品{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"变形最左边\",\n                  \"或选中的{C:attention}洛托姆{}\",\n                }\n            },\n            c_poke_fan = {\n                name = \"电风扇\",\n                text = {\n                  \"生成最多{C:attention}2{}个\",\n                  \"{C:blue}普通{}小丑牌\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"变形最左边\",\n                  \"或选中的{C:attention}洛托姆{}\",\n                }\n            },\n            c_poke_lawn_mower = {\n                name = \"除草机\",\n                text = {\n                  \"若在{C:attention}盲注{}期间使用，\",\n                  \"本回合{C:attention}+#1#{}手牌上限\",\n                  \"变形最左边\",\n                  \"或选中的{C:attention}洛托姆{}\",\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"草能量\",\n                text = {\n                    \"为最左边或选定的{X:grass,C:white}草{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"火能量\",\n                text = {\n                    \"为最左边或选定的{X:fire,C:white}火{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"水能量\",\n                text = {\n                    \"为最左边或选定的{X:water,C:white}水{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"电能量\",\n                text = {\n                    \"为最左边或选定的{X:lightning,C:black}电{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"超能力能量\",\n                text = {\n                    \"为最左边或选定的{X:psychic,C:white}超能力{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"斗能量\",\n                text = {\n                    \"为最左边或选定的{X:fighting,C:white}格斗{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"无色能量\",\n                text = {\n                    \"为最左边或选定的{X:colorless,C:white}一般{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"对非{X:colorless,C:white}一般{}属性小丑牌的增强效果减半\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"恶能量\",\n                text = {\n                    \"为最左边或选定的{X:dark,C:white}恶{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"钢能量\",\n                text = {\n                    \"为最左边或选定的{X:Metal,C:white}钢{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"妖能量\",\n                text = {\n                    \"为最左边或选定的{X:fairy,C:white}妖精{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            --Dragon deez\n            -- 龙……你懂的\n            c_poke_dragon_energy = {\n                name = \"龙能量\",\n                text = {\n                    \"为最左边或选定的{X:dragon,C:white}龙{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"地能量\",\n                text = {\n                    \"为最左边或选定的{X:earth,C:white}地面{}属性小丑牌\",\n                    \"{C:pink}注入能量{}（若可）\",\n                    \"{C:inactive}(每张小丑牌可增强{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_bird_energy = {\n                name = \"鸟能量\",\n                text = {\n                  \"\"\n                },\n            },\n            c_poke_emergy = {\n                name = \"M能量\",\n                text = {\n                    \"每张{C:attention}开心小丑{}牌或{C:legendary}M 小丑牌{}会\",\n                    \"产生{C:attention}一张{}随机带有{C:dark_edition}负片{}的{C:green}能量牌{}\",\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                label = \"异色\",\n                name = \"异色\",\n                text = {\n                    \"店内的补充包数量{C:attention}+1{}\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n            -- 没有强化牌？有点出人意料\n            -- HA HA! Not anymore!\n            -- 哈！现在有了！\n            m_poke_hazard = {\n                name = \"陷阱牌\",\n                text = {\n                    \"无点数无花色\",\n                    \"回合结束时移除{C:attention}强化{}\",\n                    \"{C:green}#1# / #2#{} 概率\",\n                    \"在回合结束时若在{C:attention}手中{}则被摧毁\",\n                },\n            },\n            m_poke_flower = {\n                name = \"花朵牌\",\n                text = {\n                    \"若牌型包含{C:attention}4种以上花色{}\",\n                    \"则{X:mult,C:white} X#1# {} 倍率\",\n                },\n            }\n        },\n        Stake = {\n            stake_poke_diamond = {\n                name = \"钻石赌注\",\n                colour = \"Diamond\",\n                text = {\n                    \"{C:attention}非幼年{}宝可梦进化所需\",\n                    \"回合数 {C:attention}+1{}\",\n                    \"{s:0.8}先前所有赌注效果依然生效\",\n                }\n            },\n            stake_poke_pearl = {\n                name = \"珍珠赌注\",\n                colour = \"Pearl\",\n                text = {\n                    \"{C:attention}-1{} 能量上限\",\n                    \"{s:0.8}先前所有赌注效果依然生效\",\n                }\n            },\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"妙蛙种子\",\n                text = {\n                    \"{C:attention}+#4#{}手牌上限\",\n                    \"手牌中，每一张{C:attention}#3#{}会给予{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}(点数每回合变更){}\",\n                    \"{C:inactive,s:0.8}(获得{C:money,s:0.8}$#2#{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_ivysaur = {\n                name = \"妙蛙草\",\n                text = {\n                    \"{C:attention}+#3#{}手牌上限\",\n                    \"手牌中，每一张{C:attention}#4#{}会给予{C:money}$#1#{}或{C:money}$#5#{}\",\n                    \"{C:inactive,s:0.8}(点数每回合变更){}\",\n                    \"{C:inactive,s:0.8}(获得{C:money,s:0.8}$#2#{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_venusaur = {\n                name = \"妙蛙花\",\n                text = {\n                    \"{C:attention}+#3#{}手牌上限\",\n                    \"手牌中，每一张{C:attention}#4#{}会给予{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}(点数每回合变更){}\",\n                }\n            },\n            j_poke_mega_venusaur = {\n                name = \"超级妙蛙花\",\n                text = {\n                    \"{C:attention}+#1#{} 手牌上限\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"小火龙\",\n                text = {\n                    \"{C:red}+#4#{}次弃牌\",\n                    \"当剩下{C:attention}#3#{}次弃牌数时\",\n                    \"每次出牌会给此牌{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（在{C:mult}+#1#{C:inactive} / +16倍率时进化）\",\n                }\n            },\n            j_poke_charmeleon = {\n                name = \"火恐龙\",\n                text = {\n                    \"{C:red}+#4#{}次弃牌\",\n                    \"当剩下{C:attention}#3#{}次弃牌数时\",\n                    \"每次出牌会给此牌{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（在{C:mult}+#1#{C:inactive} / +36倍率时进化）\",\n                }\n            },\n            j_poke_charizard = {\n                name = \"喷火龙\",\n                text = {\n                    \"{C:red}+#4#{}次弃牌, {C:mult}+#1#{}倍率\",\n                    \"当剩下{C:attention}#3#{}次弃牌数时，倍率{X:mult,C:white} X#2# {}\",\n                }\n            },\n            j_poke_mega_charizard_x = {\n                name = \"超级喷火龙X\",\n                text = {\n                    \"当剩余{C:attention}#2#{}次弃牌时，获得{X:mult,C:white} X#1# {} 倍率\",\n                }\n            },\n            j_poke_mega_charizard_y = {\n                name = \"超级喷火龙Y\",\n                text = {\n                    \"{C:red}+#1#{} 次弃牌\",\n                }\n            },\n            j_poke_squirtle = {\n                name = \"杰尼龟\",\n                text = {\n                    \"{C:chips}+#2#{}出牌次数\",\n                    \"出牌时，每一个剩余的\",\n                    \"{C:attention}出牌次数{}会给此牌{C:chips}+#4#{}筹码\",\n                    \"{C:inactive}（在拥有{C:chips}+#1#{C:inactive} / +#3#筹码时进化）\",\n                }\n            },\n            j_poke_wartortle = {\n                name = \"卡咪龟\",\n                text = {\n                    \"{C:chips}+#2#{}出牌次数\",\n                    \"出牌时，每一个剩余的\",\n                    \"{C:attention}出牌次数{}会给此牌{C:chips}+#4#{}筹码\",\n                    \"{C:inactive}（在拥有{C:chips}+#1#{C:inactive} / +#3#筹码时进化）\",\n                }\n            },\n            j_poke_blastoise = {\n                name = \"水箭龟\",\n                text = {\n                    \"{C:chips}+#3#{}出牌次数，{C:chips}+#1#{}筹码\",\n                    \"每个剩余的出牌次数给予{C:chips}+#2#{}筹码\",\n                }\n            },\n            j_poke_mega_blastoise = {\n                name = \"超级水箭龟\",\n                text = {\n                    \"{C:chips}+#2#{} 出牌次数\",\n                }\n            },\n            j_poke_caterpie = {\n                name = \"绿毛虫\",\n                text = {\n                    \"{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_metapod = {\n                name = \"铁甲蛹\",\n                text = {\n                    \"{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_butterfree = {\n                name = \"巴大蝶\",\n                text = {\n                    \"{C:mult}+#1#{}倍率\",\n                }\n            },\n            j_poke_weedle = {\n                name = \"独角虫\",\n                text = {\n                    \"{C:chips}+#1#{}筹码\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_kakuna = {\n                name = \"铁壳蛹\",\n                text = {\n                    \"{C:chips}+#1#{}筹码\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_beedrill = {\n                name = \"大针蜂\",\n                text = {\n                    \"{C:chips}+#1#{}筹码\",\n                }\n            },\n            j_poke_mega_beedrill = {\n                name = \"超级大针蜂\",\n                text = {\n                    \"{C:chips}+#1#{}筹码\",\n                }\n            },\n            j_poke_pidgey = {\n                name = \"波波\",\n                text = {\n                    \"计分手牌中每有一种\",\n                    \"不同的{C:attention}点数{}和{C:attention}花色{}\",\n                    \"给予{C:mult}+#2#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_pidgeotto = {\n                name = \"比比鸟\",\n                text = {\n                    \"计分手牌中每有一种\",\n                    \"不同的{C:attention}点数{}和{C:attention}花色{}\",\n                    \"给予{C:mult}+#2#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_pidgeot = {\n                name = \"大比鸟\",\n                text = {\n                    \"计分手牌中每有一种\",\n                    \"不同的{C:attention}点数{}和{C:attention}花色{}\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                }\n            },\n            j_poke_mega_pidgeot = {\n                name = \"超级大比鸟\",\n                text = {\n                    \"计分手牌中每有一种\",\n                    \"不同的{C:attention}点数{}和{C:attention}花色{}\",\n                    \"给予{X:mult,C:white} X#1# {}倍率\",\n                }\n            },\n            j_poke_rattata = {\n                name = \"小拉达\",\n                text = {\n                    \"重新触发计分中\",\n                    \"{C:attention}头两张{}打出的牌\",\n                    \"额外{C:attention}#1#{}次\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_raticate = {\n                name = \"拉达\",\n                text = {\n                    \"重新触发计分中\",\n                    \"{C:attention}头三张{}打出的牌\",\n                    \"额外{C:attention}#1#{}次\",\n                }\n            },\n            j_poke_spearow = {\n                name = \"烈雀\",\n                text = {\n                    \"打出{C:attention}#2#{} {C:inactive}[#3#]{}张计分手牌后\",\n                    \"升级下一个打出的{C:attention}牌型{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_fearow = {\n                name = \"大嘴雀\",\n                text = {\n                    \"打出{C:attention}#1#{} {C:inactive}[#2#]{}张计分手牌后\",\n                    \"升级下一个打出的{C:attention}牌型{}{C:inactive}#3#{}\",\n                }\n            },\n            j_poke_ekans = {\n                name = \"阿柏蛇\",\n                text = {\n                    \"如果打出的牌包含\",\n                    \"{C:attention}顺子{}，{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_arbok = {\n                name = \"阿柏怪\",\n                text = {\n                    \"如果打出的牌包含\",\n                    \"{C:attention}顺子{}，{C:mult}+#1#{}倍率\",\n                    \"如果也包含{C:attention}A{}\",\n                    \"产生一张{C:tarot}塔罗牌{}\",\n                }\n            },\n            j_poke_pikachu = {\n                name = \"皮卡丘\",\n                text = {\n                    \"当回合结束时，每一张小丑牌\",\n                    \"获得{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}（最多{C:money,s:0.8}$10{C:inactive,s:0.8}）\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}雷之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_raichu = {\n                name = \"雷丘\",\n                text = {\n                    \"如果拥有至少{C:money}$#2#{}，在回合结束时\",\n                    \"此牌会新增{C:dark_edition}负片{}效果\",\n                    \"{C:inactive,s:0.8}（需要的金钱会依雷丘的数量而增加）{}\",\n                    \"当回合结束时，每一张小丑牌\",\n                    \"获得{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}（最多{C:money,s:0.8}$#3#{C:inactive,s:0.8}）\",\n                }\n            },\n            j_poke_sandshrew = {\n                name = \"穿山鼠\",\n                text = {\n                    \"牌组中每有一张{C:attention}玻璃牌{}\",\n                    \"给予{C:chips}+#2#{}筹码\",\n                    \"{V:1}每轮将被摧毁的\",\n                    \"{V:1}第一张{C:attention,V:1}玻璃牌{V:1}的复制品加入手牌\",\n                    \"{C:inactive}(当前 {C:chips}+#3#{C:inactive} 筹码)\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_sandslash = {\n                name = \"穿山王\",\n                text = {\n                    \"牌组中每有一张{C:attention}玻璃牌{}\",\n                    \"给予{C:chips}+#1#{}筹码\",\n                    \"{V:1}每轮将被摧毁的\",\n                    \"{V:1}前 {C:attention,V:1}#3#{} {C:inactive}[#4#]{} 张{C:attention,V:1}玻璃牌{V:1}的\",\n                    \"{V:1}复制品加入手牌\",\n                    \"{C:inactive}(当前 {C:chips}+#2#{C:inactive} 筹码)\",\n                }\n            },\n            j_poke_nidoranf = {\n                name = \"尼多兰♀\",\n                text = {\n                    \"手牌中，每张{C:attention}Q{}\",\n                    \"都给予{C:chips}+#1#{}筹码\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_nidorina = {\n                name = \"尼多娜\",\n                text = {\n                    \"手牌中，每张{C:attention}Q{}\",\n                    \"都给予{C:chips}+#1#{}筹码\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}月之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_nidoqueen = {\n                name = \"尼多后\",\n                text = {\n                    \"{C:attention}+#2#{}手牌上限\",\n                    \"手牌中，每张{C:attention}Q{}\",\n                    \"都给予{C:chips}+#1#{}筹码\",\n                }\n            },\n            j_poke_nidoranm = {\n                name = \"尼多朗♂\",\n                text = {\n                    \"手牌中，每张{C:attention}K{}\",\n                    \"都给予{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_nidorino = {\n                name = \"尼多力诺\",\n                text = {\n                    \"手牌中，每张{C:attention}K{}\",\n                    \"都给予{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}月之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_nidoking = {\n                name = \"尼多王\",\n                text = {\n                    \"{C:attention}+#2#{}手牌上限\",\n                    \"手牌中，每张{C:attention}K{}\",\n                    \"都给予{C:mult}+#1#{}倍率\",\n                }\n            },\n            j_poke_clefairy = {\n                name = \"皮皮\",\n                text = {\n                    \"每张计分的\",\n                    \"{C:clubs}#2#{}花色的牌\",\n                    \"都给予{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}月之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_clefable = {\n                name = \"皮可西\",\n                text = {\n                    \"计分时，每张{C:clubs}#2#{}牌\",\n                    \"根据本轮打出的{C:clubs}#2#{}牌数量\",\n                    \"给予 {C:mult}+#1#{} 倍率\",\n                    \"{C:inactive,s:0.8}（如果打出了五张梅花牌，每张牌会给予{C:mult,s:0.8}+#4#{C:inactive,s:0.8}倍率）{}\",\n                    \"{C:inactive}(当前 {C:mult}+#3#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_vulpix = {\n                name = \"六尾\",\n                text = {\n                    \"每张计分的{C:attention}9{}\",\n                    \"有{C:green}#1#/#2#{}的几率\",\n                    \"产生一张{C:attention}塔罗{}牌\",\n                    \"{C:inactive,s:0.8}（必须有空位）\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}火之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_ninetales = {\n                name = \"九尾\",\n                text = {\n                    \"此牌附带{C:spectral}灵媒{}和{C:dark_edition}负片{}版本\",\n                    \"每张计分的{C:attention}9{}\",\n                    \"有{C:green}#1#/#2#{}的几率\",\n                    \"产生一张{C:attention}塔罗{}牌\",\n                    \"{C:inactive,s:0.8}（必须有空位）\",\n                }\n            },\n            j_poke_jigglypuff = {\n                name = \"胖丁\",\n                text = {\n                    \"每张计分的{C:spades}#2#{}花色牌\",\n                    \"都给予{C:mult}+#1#{}倍率及{C:chips}+#3#{}筹码\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}月之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_wigglytuff = {\n                name = \"胖可丁\",\n                text = {\n                    \"每张计分的{C:spades}#3#{}花色牌\",\n                    \"都给予{C:mult}+#1#{}倍率，{C:chips}+#2#{}筹码\",\n                    \"及卡牌给予的筹码\",\n                }\n            },\n            j_poke_zubat = {\n                name = \"超音蝠\",\n                text = {\n                    \"计分手牌中每有一张{C:attention}强化{}牌，\",\n                    \"给予{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（目前为{C:mult}+#1#{}{C:inactive}倍率）\",\n                    \"{C:inactive}（在{C:mult}+#1#{C:inactive}/+#3#倍率时进化）\",\n                }\n            },\n            j_poke_golbat = {\n                name = \"大嘴蝠\",\n                text = {\n                    \"{C:attention}奖励{} / {C:attention}石头{}牌获得{C:chips}+#4#{}筹码\",\n                    \"{C:attention}倍率{} / {C:attention}百搭{}牌获得{C:mult}+#2#{}倍率\",\n                    \"{C:attention}钢铁{} / {C:attention}玻璃{}牌获得{X:mult,C:white}X#6#{}倍率\",\n                    \"{C:attention}黄金{} / {C:attention}幸运{}牌获得{C:money}$#8#{}\",\n                    \"然后移除它们的{C:dark_edition}加强效果{}\",\n                    \"{C:inactive}（目前为{C:chips}+#3#{C:inactive}，{C:mult}+#1#{}，{X:mult,C:white}X#5#{}，{C:money}$#7#{C:inactive}，回合结束时）\",\n                    \"{C:inactive,s:0.8}（在移除{C:attention,s:0.8}#9#{C:inactive,s:0.8}个加强效果后进化）\",\n                }\n            },\n            j_poke_oddish = {\n                name = \"走路草\",\n                text = {\n                    \"每张计分的{C:attention}奇数{}点的牌\",\n                    \"都给予{C:mult}+#1#{}或{C:mult}+#2#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_gloom = {\n                name = \"臭臭花\",\n                text = {\n                    \"每张计分的{C:attention}奇数{}点的牌\",\n                    \"都给予{C:mult}+#1#{}或{C:mult}+#2#{}倍率\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}叶之石{}{C:inactive,s:0.8}或{C:attention,s:0.8}日之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_vileplume = {\n                name = \"霸王花\",\n                text = {\n                    \"每张计分的{C:attention}奇数{}点的牌\",\n                    \"都给予{C:mult}+#2#{}倍率或{X:mult,C:white} X#1# {}倍率\",\n                }\n            },\n            j_poke_paras = {\n                name = \"派拉斯\",\n                text = {\n                    \"如果打出的牌包含{C:attention}两对{}\",\n                    \"此小丑牌获得{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（在{C:mult}+#1#{C:inactive} / +8倍率时进化)\",\n                }\n            },\n            j_poke_parasect = {\n                name = \"派拉斯特\",\n                text = {\n                    \"如果打出的牌包含{C:attention}两对{}\",\n                    \"此小丑牌获得{C:mult}+#2#{}倍率\",\n                    \"否则{C:mult}-#3#{}倍率\",\n                    \"{C:inactive}（目前为{C:mult}+#1#{}{C:inactive}倍率）\",\n                }\n            },\n            j_poke_venonat = {\n                name = \"毛球\",\n                text = {\n                    \"对所有{C:attention}指定的\",\n                    \"{C:green,E:1,S:1.1}概率{}加{C:attention}#1#{}\",\n                    \"{C:inactive}（例：{C:green}1/6{C:inactive} -> {C:green}2/6{C:inactive}）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_venomoth = {\n                name = \"摩鲁蛾\",\n                text = {\n                    \"对所有{C:attention}指定的\",\n                    \"{C:green,E:1,S:1.1}概率{}加{C:attention}#1#{}\",\n                    \"{C:inactive}（例：{C:green}1/6{C:inactive} -> {C:green}3/6{C:inactive}）\",\n                }\n            },\n            j_poke_diglett = {\n                name = \"地鼠\",\n                text = {\n                    \"如果打出的牌包含{C:attention}三条{}\",\n                    \"给予{C:chips}+#2#{}筹码\",\n                    \"如果打出的牌包含计分的{C:attention}2{}，{C:attention}3{}或{C:attention}4{}\",\n                    \"给予{C:mult}+#3#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_dugtrio = {\n                name = \"三地鼠\",\n                text = {\n                    \"如果打出的牌包含{C:attention}三条{}\",\n                    \"给予{C:chips}+#2#{}筹码\",\n                    \"如果打出的牌包含计分的{C:attention}2{}，{C:attention}3{}或{C:attention}4{}\",\n                    \"给予{X:mult,C:white} X#1# {}倍率\",\n                }\n            },\n            j_poke_meowth = {\n                name = \"喵喵\",\n                text = {\n                    \"每回合结束时获得{C:money}$#1#{}\",\n                    \"每轮首次{C:green}成功{}触发的{C:attention}幸运牌{}\",\n                    \"会使此收益增加 {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}（在收益达到{C:money,s:0.8}$#1#{C:inactive,s:0.8} / $#3# 时进化）\",\n                }\n            },\n            j_poke_persian = {\n                name = \"猫老大\",\n                text = {\n                    \"每回合结束时获得{C:money}$#1#{}\",\n                    \"有 {C:green}#3#/#4#{} 的概率获得{C:attention}双倍{}\",\n                    \"每轮首次{C:green}成功{}触发的{C:attention}幸运牌{}\",\n                    \"会使此收益增加 {C:money}$#2#{}\",\n                }\n            },\n            j_poke_psyduck = {\n                name = \"可达鸭\",\n                text = {\n                    \"如果打出的牌为\",\n                    \"单张{C:attention}人头牌{}，获得{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_golduck = {\n                name = \"哥达鸭\",\n                text = {\n                    \"如果打出的牌为单张\",\n                    \"{C:attention}人头牌{}，获得{C:money}$#1#{}并且\",\n                    \"计分时变为{C:attention}黄金牌{}\",\n                }\n            },\n            j_poke_mankey = {\n                name = \"猴怪\",\n                text = {\n                    \"每张计分的{C:attention}2{}，{C:attention}3{}，{C:attention}5{}或{C:attention}7{}给予\",\n                    \"{C:mult}+#1#{}倍率及{C:chips}+#2#{}筹码\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            --anyways, how's your day been? i'm doing fine myself\n            -- 你今天过得怎么样？我自己过得还不错\n            --I'm doing pretty well. We had a snow day yesterday.\n            -- 我也挺好的。昨天我们这下雪放假了。\n            j_poke_primeape = {\n                name = \"火爆猴\",\n                text = {\n                    \"每张计分的{C:attention}2{}，{C:attention}3{}，{C:attention}5{}或{C:attention}7{}给予\",\n                    \"{C:mult}+#1#{}倍率及{C:chips}+#2#{}筹码\",\n                    \"{C:inactive,s:0.8}（在触发{C:attention,s:0.8}#3#{C:inactive,s:0.8} 次后进化）\",\n                }\n            },\n            j_poke_growlithe = {\n                name = \"卡蒂狗\",\n                text = {\n                    \"如果打出的牌包含{C:attention}同花{}\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}火之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_arcanine = {\n                name = \"风速狗\",\n                text = {\n                    \"如果打出的牌包含{C:attention}同花{}\",\n                    \"{X:mult,C:white} X#1# {}倍率\",\n                    \"首张在该{C:attention}同花{}中且未强化的牌\",\n                    \"计分时成为{C:attention}倍率牌{}\",\n                }\n            },\n            j_poke_poliwag = {\n                name = \"蚊香蝌蚪\",\n                text = {\n                    \"每张计分的{V:1}#3#{}花色的牌\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"花色在出牌后按次序地变更\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_poliwhirl = {\n                name = \"蚊香君\",\n                text = {\n                    \"每张计分的{V:1}#2#{}花色的牌\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"花色在出牌后按次序地变更\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}水之石{}{C:inactive,s:0.8}或{C:attention,s:0.8}王者之证{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_poliwrath = {\n                name = \"蚊香泳士\",\n                text = {\n                    \"每张计分的{V:1}#2#{}花色的牌\",\n                    \"给予{C:mult}+#7#{}倍率及{X:mult,C:white} X#1# {}倍率\",\n                    \"花色在出牌后按次序地变更\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\",\n                }\n            },\n            j_poke_abra = {\n                name = \"凯西\",\n                text = {\n                    \"如果打出的{C:attention}牌型{}\",\n                    \"已经在此局出过时\",\n                    \"{C:green}#1#/#2#{}几率生成一张{C:item}道具牌{}或{C:tarot}塔罗牌{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_kadabra = {\n                name = \"勇基拉\",\n                text = {\n                    \"如果打出的{C:attention}牌型{}\",\n                    \"已经在此局出过时\",\n                    \"{C:green}#1#/#2#{}几率生成一张{C:item}弯曲的汤匙{}或{C:tarot}塔罗牌{}\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}连接之绳{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_alakazam = {\n                name = \"胡地\",\n                text = {\n                    \"{C:attention}+#3#{}消耗牌上限\",\n                    \"如果打出的{C:attention}牌型{}\",\n                    \"已经在此局出过时\",\n                    \"{C:green}#1#/#2#{}几率生成一张{C:attention}愚者{}牌或{C:item}弯曲的汤匙{}\",\n                }\n            },\n            j_poke_mega_alakazam = {\n                name = \"超级胡地\",\n                text = {\n                    \"{C:attention}+#3#{} 消耗品栏位\",\n                    \"每张持有的{C:attention}消耗品{}给予{X:mult,C:white}X#1#{} 倍率\",\n                    \"{C:item}弯曲的汤匙{}给予{X:mult,C:white}X#2#{} 倍率\",\n                }\n            },\n            j_poke_machop = {\n                name = \"腕力\",\n                text = {\n                    \"{C:chips}+#1#{}出牌次数\",\n                    \"{C:mult}-#2#{}弃牌次数\",\n                    \"{C:mult}+#4#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_machoke = {\n                name = \"豪力\",\n                text = {\n                    \"{C:chips}+#1#{}出牌次数\",\n                    \"{C:mult}-#2#{}弃牌次数\",\n                    \"{C:mult}+#3#{}倍率\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}连接之绳{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_machamp = {\n                name = \"怪力\",\n                text = {\n                    \"{C:chips}+#1#{}出牌次数\",\n                    \"{C:mult}-#2#{}弃牌次数\",\n                    \"{C:mult}+#3#{}倍率\",\n                }\n            },\n            j_poke_bellsprout = {\n                name = \"喇叭芽\",\n                text = {\n                    \"每张计分的{C:attention}偶数{}点的牌\",\n                    \"给予{C:chips}+#1#{}筹码\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_weepinbell = {\n                name = \"口呆花\",\n                text = {\n                    \"每张计分的{C:attention}偶数{}点的牌\",\n                    \"给予{C:chips}+#1#{}筹码\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}叶之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_victreebel = {\n                name = \"大食花\",\n                text = {\n                    \"每张计分的{C:attention}偶数{}点的牌\",\n                    \"给予{C:chips}+#1#{}筹码\",\n                    \"并{C:attention}重新触发{}\",\n                }\n            },\n            j_poke_tentacool = {\n                name = \"玛瑙水母\",\n                text = {\n                    \"每张计分的{C:attention}10{}\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_tentacruel = {\n                name = \"毒刺水母\",\n                text = {\n                    \"每张计分的{C:attention}10{}\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"{C:attention}10点牌不能{}被削弱\",\n                }\n            },\n            j_poke_geodude = {\n                name = \"小拳石\",\n                text = {\n                    \"{C:chips}+#1#{}筹码\",\n                    \"{C:attention}-#2#{}手牌上限\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_graveler = {\n                name = \"隆隆石\",\n                text = {\n                    \"{C:chips}+#1#{}筹码\",\n                    \"{C:attention}-#2#{}手牌上限\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}连接之绳{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_golem = {\n                name = \"隆隆岩\",\n                text = {\n                    \"{C:chips}+#1#{}筹码\",\n                    \"{C:attention}-#2#{}手牌上限\",\n                }\n            },\n            j_poke_ponyta = {\n                name = \"小火马\",\n                text = {\n                    \"如果打出的牌包含{C:attention}顺子{}\",\n                    \"此小丑牌会获得{C:chips}+#2#{}筹码\",\n                    \"{C:inactive}（在拥有{C:chips}+#1#{C:inactive} / +60筹码时进化）\",\n                }\n            },\n            j_poke_rapidash = {\n                name = \"烈焰马\",\n                text = {\n                    \"如果打出的牌包含{C:attention}顺子{}\",\n                    \"此小丑牌会获得{C:chips}+#2#{}筹码\",\n                    \"获得的筹码每次{C:chips}+1{}\",\n                    \"{C:inactive}（目前为{C:chips}+#1#{C:inactive}筹码）\",\n                }\n            },\n            --This was my first shiny :O\n            -- 这是我的第一只异色宝可梦 :O\n            j_poke_slowpoke = {\n                name = \"呆呆兽\",\n                text = {\n                    \"每回合的{C:attention}最后一次出牌{}\",\n                    \"可得到{X:mult,C:white} X#1# {}倍率\",\n                    \"{C:inactive,s:0.8}（在触发{C:attention,s:0.8}#2#{C:inactive,s:0.8} 次后进化）\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}王者之证{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            -- not used currently\n            -- 当前未使用\n            j_poke_slowpoke2 = {\n                name = \"呆呆兽\",\n                text = {\n                    \"每回合的{C:attention}最后一次出牌{}可得到{X:mult,C:white} X#1# {}倍率\",\n                    \"每回合结束后，有{C:green}#3#/#4#{}几率\",\n                    \"产生一张{C:attention}王者之证{}牌{C:inactive,s:0.8}（必须有空位）{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{}{C:inactive,s:0.8}个回合后或使用{C:attention,s:0.8}王者之证{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_slowbro = {\n                name = \"呆壳兽\",\n                text = {\n                    \"每次出牌获得{X:mult,C:white} X#1# {}倍率\",\n                    \"{C:inactive,s:0.8}（回合结束时重置）\",\n                    \"{C:inactive}（目前为{X:mult,C:white}X#2#{C:inactive}倍率）\",\n                }\n            },\n            j_poke_mega_slowbro = {\n                name = \"超级呆壳兽\",\n                text = {\n                    \"每出牌一次，获得{X:mult,C:white} X#1# {} 倍率\",\n                    \"{C:inactive,s:0.8}(击败{C:attention,s:0.8}Boss盲注{C:inactive,s:0.8}后重置)\",\n                    \"{C:inactive}(当前{X:mult,C:white}X#2#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_shell = {\n                name = \"大舌贝…？\",\n                text = {\n                  \"进化最左边的{C:attention}呆呆兽{}\",\n                  \"{S:1.1,C:red,E:2}然后自我毁灭{}\",\n                }\n            },\n            j_poke_magnemite = {\n                name = \"小磁怪\",\n                text = {\n                    \"每张计分的{C:attention}钢铁{}牌\",\n                    \"给予{X:mult,C:white}X#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_magneton = {\n                name = \"三合一磁怪\",\n                text = {\n                    \"每张计分的{C:attention}钢铁牌{}给予{X:mult,C:white}X#1#{}倍率\",\n                    \"每张相邻的{X:metal,C:white}钢{}属性小丑牌\",\n                    \"会额外给予{X:mult,C:white}X#2#{}倍率\",\n                    \"{C:inactive}（目前为{X:mult,C:white}X#3#{}{C:inactive}倍率）{}\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}雷之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_farfetchd = {\n                name = '大葱鸭',\n                text = {\n                    \"此牌附带{C:item}大葱{}\",\n                    \"使用{C:attention}消耗品{}时，有\",\n                    \"{C:green}#2#/#3#{}的几率获得 {C:money}$#1#\",\n                    \"使用{C:attention}大葱{}时必定获得金钱\",\n                }\n            },\n            j_poke_doduo = {\n                name = '嘟嘟',\n                text = {\n                    \"计分时，前 {C:attention}2{} 张打出的{C:attention}人头牌{}\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_dodrio = {\n                name = '嘟嘟利',\n                text = {\n                    \"计分时，前 {C:attention}3{} 张打出的{C:attention}人头牌{}\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"若打出的牌{C:attention}恰好是\",\n                    \"{C:attention}3 张人头牌{}，本轮手牌上限 {C:attention}+#2#{}\",\n                }\n            },\n            j_poke_seel = {\n                name = '小海狮',\n                text = {\n                    \"有 {C:green}#1#/#2#{} 的概率为本轮\",\n                    \"{C:attention}第一次出牌{}中的第一张计分牌\",\n                    \"添加一个随机{C:attention}蜡封{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_dewgong = {\n                name = '白海狮',\n                text = {\n                    \"为本轮{C:attention}第一次出牌{}中\",\n                    \"最左侧的计分牌\",\n                    \"添加一个随机{C:attention}蜡封{}\",\n                }\n            },\n            j_poke_grimer = {\n                name = '臭泥',\n                text = {\n                    \"如果你的牌组有多于{C:attention}#3#{}张牌\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"每回合结束时\",\n                    \"增加一张随机的游戏牌到牌组\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_muk = {\n                name = '臭臭泥',\n                text = {\n                    \"在你的牌组中\",\n                    \"每张多于{C:attention}#2#{}张的牌都获得{C:mult}+#1#{}倍率\",\n                    \"每回合结束时从牌组中移除一张随机牌\",\n                    \"并增加两张随机牌到牌组\",\n                    \"{C:inactive}（目前为{C:mult}+#3#{}{C:inactive}倍率）{}\",\n                }\n            },\n            j_poke_shellder = {\n                name = '大舌贝',\n                text = {\n                    \"如果打出的牌有计分的{C:attention}5{}\",\n                    \"每一张有{C:green}#1#/#2#{}的几率重新触发\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}水之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_cloyster = {\n                name = '刺甲贝',\n                text = {\n                    \"如果打出的牌有计分的{C:attention}5{}\",\n                    \"每一张有{C:green}#1#/#2#{}的几率重新触发\",\n                }\n            },\n            j_poke_gastly = {\n                name = '鬼斯',\n                text = {\n                    \"有{C:green}#1#/#2#{}的几率\",\n                    \"对随机的{C:attention}小丑牌{}\",\n                    \"更换至{C:dark_edition}负片{}效果\",\n                    \"{S:1.1,C:red,E:2}触发后自我毁灭{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_haunter = {\n                name = '鬼斯通',\n                text = {\n                    \"有{C:green}#1#/#2#{}的几率\",\n                    \"对随机的{C:attention}小丑牌{}\",\n                    \"更换至{C:dark_edition}负片{}效果\",\n                    \"{S:1.1,C:red,E:2}触发后自我毁灭{}\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}连接之绳{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_gengar = {\n                name = '耿鬼',\n                text = {\n                    \"{C:attention}#1#{} 回合后，将一张随机\",\n                    \"{C:attention}小丑牌{}的版本{C:attention}替换{}为\",\n                    \"{C:dark_edition}负片{}\",\n                    \"{C:inactive,s:0.8}（耿鬼会选择一个新的倒计时！){}\",\n                    \"{C:inactive,s:0.8}（自身除外）{}\",\n                }\n            },\n            j_poke_mega_gengar = {\n                name = '超级耿鬼',\n                text = {\n                    \"当选择{C:attention}小盲注{}或{C:attention}大盲注{}时\",\n                    \"生成一个{C:dark_edition}负片{}版本的{C:attention}标签{}\",\n                }\n            },\n            j_poke_onix = {\n                name = '大岩蛇',\n                text = {\n                    \"本轮{C:attention}第一次出牌{}时，最左边的计分牌\",\n                    \"会变成{C:attention}石头牌{}\",\n                    \"{C:inactive,s:0.8}(附上{C:metal,s:0.8}钢{}{C:inactive,s:0.8}贴纸后进化)\",\n                }\n            },\n            j_poke_drowzee = {\n                name = '催眠貘',\n                text = {\n                    \"在此局中，每一张已使用并不重复的\",\n                    \"{C:planet}星球牌{}给予{X:mult,C:white}X#2#{}倍率\",\n                    \"{C:inactive}（目前为{X:mult,C:white}X#1#{C:inactive}倍率）\",\n                    \"{C:inactive,s:0.8}（在使用 {C:planet,s:0.8}#3#{C:inactive,s:0.8} 张\",\n                    \"{C:inactive,s:0.8}不同的星球牌后进化）\",\n                }\n            },\n            j_poke_hypno = {\n                name = '引梦貘人',\n                text = {\n                    \"此牌附带{C:spectral}入迷{}版本\",\n                    \"在此局中，每一张已使用并不重复的\",\n                    \"{C:planet}星球牌{}给予{X:mult,C:white}X#2#{}倍率\",\n                    \"{C:inactive}（目前为{X:mult,C:white}X#1#{C:inactive}倍率）\",\n                }\n            },\n            j_poke_krabby = {\n                name = '大钳蟹',\n                text = {\n                    \"每张计分的{C:attention}人头牌{}\",\n                    \"给予{C:chips}+#1#{}筹码\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_kingler = {\n                name = '巨钳蟹',\n                text = {\n                    \"每张计分的{C:attention}人头牌{}\",\n                    \"给予{C:chips}+#1#{}筹码并强化为\",\n                    \"{C:attention}奖励牌{}（若无强化）\",\n                }\n            },\n            j_poke_voltorb = {\n                name = '霹雳电球',\n                text = {\n                    \"{C:attention}右不稳定{}\",\n                    \"{X:mult,C:white} X#1# {}倍率并削弱自身\",\n                    \"直到回合结束\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_electrode = {\n                name = '顽皮雷弹',\n                text = {\n                    \"{C:attention}右不稳定{}\",\n                    \"{X:mult,C:white} X#1# {}倍率，获得{C:money}$#2#{}并\",\n                    \"削弱自身直到回合结束\",\n                }\n            },\n            j_poke_exeggcute = {\n                name = '蛋蛋',\n                text = {\n                    \"每张计分的{C:hearts}#2#{}花色的牌\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"有{C:green}#4#/#5#{}的几率\",\n                    \"改为给予{C:mult}+#3#{}倍率\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}叶之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_exeggutor = {\n                name = '椰蛋树',\n                text = {\n                    \"每张计分的{C:hearts}#3#{}花色的牌\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"有{C:green}#4#/#5#{}的几率\",\n                    \"改为给予{X:mult,C:white}X#2#{}倍率\",\n                }\n            },\n            j_poke_cubone = {\n                name = '卡拉卡拉',\n                text = {\n                    \"此牌附带{C:item}粗骨头{}\",\n                    \"每张持有的消耗牌\",\n                    \"给予{C:mult}+#1#{}倍率\",\n                    \"{C:inactive,s:0.8}（{C:attention,s:0.8}粗骨头{}{C:inactive,s:0.8}牌当作双倍）{}\",\n                    \"{C:inactive}（目前为{C:mult}+#2#{C:inactive}倍率）\",\n                    \"{C:inactive,s:0.8}（在使用{C:attention,s:0.8}#3#{C:inactive,s:0.8}张消耗品后进化）\",\n                }\n            },\n            j_poke_marowak = {\n                name = '嘎啦嘎啦',\n                text = {\n                    \"{C:attention}+#2#{}消耗牌上限\",\n                    \"每张持有的消耗牌\",\n                    \"给予{X:mult,C:white} X#1# {}倍率\",\n                    \"{C:inactive,s:0.8}（{C:attention,s:0.8}粗骨头{}{C:inactive,s:0.8}牌当作双倍）{}\",\n                    \"{C:inactive}（目前为{X:mult,C:white} X#3# {}{C:inactive}倍率）\",\n                }\n            },\n            j_poke_hitmonlee = {\n                name = '飞腿郎',\n                text = {\n                    \"在你的牌组中，每张点数低于\",\n                    \"{C:attention}#2#{}的牌都给予{X:mult,C:white}X#1#{}倍率\",\n                    \"{C:inactive}（目前为{X:mult,C:white}X#3#{C:inactive}倍率）\",\n                }\n            },\n            j_poke_hitmonchan = {\n                name = '快拳郎',\n                text = {\n                    \"在你的牌组中，每张点数高于\",\n                    \"{C:attention}#2#{}的牌都给予{X:mult,C:white}X#1#{}倍率\",\n                    \"{C:inactive}（目前为{X:mult,C:white}X#3#{C:inactive}倍率）\",\n                }\n            },\n            j_poke_lickitung = {\n                name = '大舌头',\n                text = {\n                    \"头两张计分的{C:attention}J{}\",\n                    \"给予{X:mult,C:white} X#1# {}倍率\",\n                    \"{C:inactive,s:0.8}（在触发{C:attention,s:0.8}#2#{C:inactive,s:0.8} 次后进化）{}\",\n                }\n            },\n            j_poke_koffing = {\n                name = '瓦斯弹',\n                text = {\n                    \"卖出这张牌来减低\",\n                    \"目前{C:attention}Boss盲注{}所需的一半分数\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_weezing = {\n                name = '双弹瓦斯',\n                text = {\n                    \"卖出这张牌来{C:attention}禁用{}\",\n                    \"目前{C:attention}Boss盲注{}的效果并减低其\",\n                    \"所需的一半分数\",\n                }\n            },\n            j_poke_rhyhorn = {\n                name = '独角犀牛',\n                text = {\n                    \"每张计分的{C:attention}石头牌{}\",\n                    \"可永久获得\",\n                    \"{C:chips}+#1#{}筹码\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_rhydon = {\n                name = '钻角犀兽',\n                text = {\n                    \"每张计分的{C:attention}石头牌{}永久\",\n                    \"获得{C:chips}+#1#{}筹码\",\n                    \"重新触发首张{C:attention}计分{}的{C:attention}石头牌{}\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}连接之绳{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_chansey = {\n                name = '吉利蛋',\n                text = {\n                    \"每个回合中头{C:attention}#1#{C:inactive} [#2#]{}张被触发的{C:attention}幸运牌{}\",\n                    \"会增加一张复制的那张牌到牌组并抽到{C:attention}手牌{}中\",\n                    \"{C:inactive,s:0.8}（在牌组有\",\n                    \"{C:inactive,s:0.8}>= 25% #3#{C:attention,s:0.8}幸运牌{C:inactive,s:0.8}时进化）\",\n                }\n            },\n            j_poke_tangela = {\n                name = '蔓藤怪',\n                text = {\n                    \"每张计分的{C:attention}百搭牌{}\",\n                    \"给予{C:mult}+#1#{}倍率，{C:chips}+#2#{}筹码或{C:money}$#3#{}\",\n                    \"有{C:green}#4#/#5#{}的几率给予{C:attention}以上三个的加成{}\",\n                    \"{C:inactive,s:0.8}（在打出{C:attention,s:0.8}#6#张百搭牌后进化）\",\n                }\n            },\n            j_poke_kangaskhan = {\n                name = '袋兽',\n                text = {\n                    \"{C:attention}+#1#{}消耗牌上限\",\n                    \"{C:mult}-$#2#{}利息上限\",\n                }\n            },\n            j_poke_mega_kangaskhan = {\n                name = '超级袋兽',\n                text = {\n                    \"{C:attention}重新触发{}所有打出的牌\",\n                    \"若本轮至少使用{C:attention}#1#个消耗品{}，\",\n                    \"在回合结束时生成一个{C:attention}双倍标签{}\",\n                    \"{C:inactive}(当前已使用{C:attention}#2#{C:inactive}个消耗品)\",\n                }\n            },\n            j_poke_horsea = {\n                name = '墨海马',\n                text = {\n                    \"每张计分的{C:attention}6{}\",\n                    \"会给此牌{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（在拥有{C:mult}+#1#{C:inactive} / +12倍率时进化）\",\n                }\n            },\n            j_poke_seadra = {\n                name = '海刺龙',\n                text = {\n                    \"每张计分的{C:attention}6{}会给此牌{C:mult}+#2#{}倍率\",\n                    \"如果手牌中有{C:attention}K{}，效果翻倍\",\n                    \"{C:inactive}（目前为{C:mult}+#1#{C:inactive}倍率）\",\n                    \"{C:inactive,s:0.8}（附上{C:dragon,s:0.8}龙{}{C:inactive,s:0.8}贴纸后进化）{}\",\n                }\n            },\n            j_poke_goldeen = {\n                name = '角金鱼',\n                text = {\n                    \"重新触发在手牌中所有的\",\n                    \"{C:attention}黄金牌{} {C:attention}#1#{} 次\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_seaking = {\n                name = '金鱼王',\n                text = {\n                    \"重新触发在手牌中所有的\",\n                    \"{C:attention}黄金牌{} {C:attention}#1#{} 次\",\n                }\n            },\n            j_poke_staryu = {\n                name = '海星星',\n                text = {\n                    \"每张计分的{C:diamonds}#2#{}花色的牌\",\n                    \"给予{C:mult}+#1#{}倍率及{C:money}$#3#{}\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}水之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_starmie = {\n                name = '宝石海星',\n                text = {\n                    \"每张计分的{C:diamonds}#3#{}花色的牌\",\n                    \"给予{C:mult}+#1#{}倍率及{C:money}$#2#{}\",\n                }\n            },\n            j_poke_mrmime = {\n                name = '魔墙人偶',\n                text = {\n                    \"重新触发在手牌中\",\n                    \"最左边的牌额外{C:attention}#1#{}次\",\n                }\n            },\n            j_poke_scyther = {\n                name = '飞天螳螂',\n                text = {\n                    \"选择盲注后，摧毁右边的小丑牌并获得{C:mult}+#2#{}倍率\",\n                    \"如果被摧毁的小丑牌是{C:red}稀有{}或以上\",\n                    \"新增{C:attention}闪箔{}，{C:attention}全息{}或{C:attention}多彩{}版本\",\n                    \"{C:inactive}（目前为{C:mult}+#1#{C:inactive} 倍率）\",\n                    \"{C:inactive,s:0.8}（附上{C:metal,s:0.8}钢{}{C:inactive,s:0.8}贴纸或使用{C:attention,s:0.8}硬石头{C:inactive,s:0.8}后进化）\",\n                }\n            },\n            j_poke_jynx = {\n                name = '迷唇姐',\n                text = {\n                    \"选择{C:attention}盲注{}时，如果卡组数量在{C:attention}#2#{}张以上\",\n                    \"获得{C:attention}+#1#{}手牌上限\",\n                    \"加入到牌组的{C:attention}游戏牌{}会被{C:attention}复制{}\",\n                }\n            },\n            j_poke_electabuzz = {\n                name = '电击兽',\n                text = {\n                    \"每次{C:attention}卖出{}一张牌或回合结束时\",\n                    \"会把此牌的{C:attention}出售价值{}提升{C:money}$#1#{}\",\n                    \"每回合结束时，获得此牌出售价值{C:attention}#2#%{}的金钱{C:inactive}(向上取整){}\",\n                    \"{C:inactive}（目前已获取{C:money}$#3#{C:inactive}/$#4#）\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}连接之绳{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_magmar = {\n                name = '鸭嘴火兽',\n                text = {\n                    \"如果回合中的{C:attention}第一次{}弃牌只有{C:attention}一{}张牌\",\n                    \"摧毁它并获得{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（目前为{C:mult}+#1#{C:inactive}倍率）\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}连接之绳{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_pinsir = {\n                name = '凯罗斯',\n                text = {\n                    \"如果打出的计分牌\",\n                    \"和留在手中的牌{C:attention}点数{}有相同的\",\n                    \"{X:mult,C:white}X#1#{}倍率\",\n                }\n            },\n            j_poke_mega_pinsir = {\n                name = '超级凯罗斯',\n                text = {\n                    \"打出的{C:attention}未强化{}卡牌\",\n                    \"在计分时给予{X:mult,C:white} X#1# {} 倍率\",\n                }\n            },\n            j_poke_tauros = {\n                name = '肯泰罗（首领）',\n                text = {\n                    \"每一张{C:attention}肯泰罗{}和{C:attention}大奶罐{}小丑牌给予{X:mult,C:white} X#1#{}倍率\",\n                    \"每次在商店中重掷会有{C:green}#2#/#3#{}的几率\",\n                    \"新增一张{C:attention}肯泰罗（牛群）{}到商店中\",\n                }\n            },\n            j_poke_taurosh = {\n                name = '肯泰罗（牛群）',\n                text = {\n                    \"{C:mult}+#1#{}倍率\",\n                }\n            },\n            j_poke_magikarp = {\n                name = '鲤鱼王',\n                text = {\n                    \"{C:chips}+#2#{}筹码\",\n                    \"附上{C:attention}跃起{}效果\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_gyarados = {\n                name = '暴鲤龙',\n                text = {\n                    \"{X:mult,C:white} X#1# {}倍率\",\n                }\n            },\n            j_poke_mega_gyarados = {\n                name = '超级暴鲤龙',\n                text = {\n                    \"{X:mult,C:white} X#1# {}倍率\",\n                    \"禁用所有{C:attention}Boss盲注{}的效果\",\n                }\n            },\n            j_poke_lapras = {\n                name = '拉普拉斯',\n                text = {\n                    \"本比赛中每个已跳过的{C:attention}盲注{}\",\n                    \"会给此牌{C:chips}+#2#{}筹码\",\n                    \"跳过盲注后\",\n                    \"依然可以进入{C:attention}商店{}\",\n                    \"{C:inactive}（目前为{C:chips}+#1# {C:inactive}筹码）\",\n                }\n            },\n            j_poke_ditto = {\n                name = '百变怪',\n                text = {\n                    \"{C:attention}右不稳定{}\",\n                    \"商店结束时，{C:attention}变为{}最左侧的小丑牌\",\n                    \"并附带{C:attention}易腐{}和{X:colorless,C:white}一般{}属性贴纸\",\n                    \"{C:inactive,s:0.8}（自身除外）\",\n                }\n            },\n            j_poke_eevee = {\n                name = '伊布',\n                text = {\n                    \"{X:mult,C:white} X#1# {} 倍率\",\n                    \"{C:inactive,s:0.8}（能用很多石头进化…）\",\n                }\n            },\n            j_poke_vaporeon = {\n                name = '水伊布',\n                text = {\n                    \"每张{C:attention}打出的牌{}计分时\",\n                    \"永久获得{C:chips}+#1#{}筹码\",\n                    \"对{C:attention}奖励牌{}效果{C:attention}翻倍{}\",\n                }\n            },\n            j_poke_jolteon = {\n                name = '雷伊布',\n                text = {\n                    \"每弃掉一张{C:attention}黄金牌{}\",\n                    \"获得{C:money}$#1#{}\",\n                }\n            },\n            j_poke_flareon = {\n                name = '火伊布',\n                text = {\n                    \"{C:attention}手中{}第一张{C:attention}倍率牌{}\",\n                    \"给予{X:mult,C:white} X#1# {}倍率\",\n                }\n            },\n            j_poke_porygon = {\n                name = '多边兽',\n                text = {\n                    \"{C:pink}+1{}能量上限\",\n                    \"每次打开{C:attention}补充包{}时\",\n                    \"产生一张{C:pink}能量{}牌\",\n                    \"{C:inactive,s:0.8}（使用{} {C:attention,s:0.8}升级{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_omanyte = {\n                name = '菊石兽',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{X:attention,C:white}1+{} : 产生一张{C:tarot}塔罗牌{}\",\n                    \"{X:attention,C:white}2+{} : 获得 {C:money}$#2#{}\",\n                    \"{X:attention,C:white}3+{} : 产生一张{C:item}道具{}牌 {C:inactive,s:0.7}(触发 {C:attention,s:0.7}#3#{C:inactive,s:0.7} 次后进化)\",\n                    \"{C:inactive,s:0.8}（必须有空位）\",\n                }\n            },\n            j_poke_omastar = {\n                name = '多刺菊石兽',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{X:attention,C:white}1+{} : 产生一张{C:tarot}塔罗牌{}\",\n                    \"{X:attention,C:white}2+{} : 获得 {C:money}$#2#{}\",\n                    \"{X:attention,C:white}3+{} : 产生一张{C:item}道具{}牌\",\n                    \"{X:attention,C:white}4+{} : 产生一个{C:attention}标签{} {C:inactive,s:0.8}(每轮一次) {C:inactive}#3#{}\",\n                    \"{C:inactive,s:0.8}（必须有空位）\",\n                }\n            },\n            j_poke_kabuto = {\n                name = '化石盔',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{}筹码\",\n                    \"{X:attention,C:white}2+{} : 计分的{C:attention}#1#{}牌永久获得{C:chips}+#3#{}筹码\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{}筹码 {C:inactive,s:0.8}(触发 {C:attention,s:0.8}#5#{C:inactive,s:0.8} 次后进化)\",\n                }\n            },\n            j_poke_kabutops = {\n                name = '镰刀盔',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{X:attention,C:white}1+{} : {C:chips}+#2#{}筹码\",\n                    \"{X:attention,C:white}2+{} : 计分的{C:attention}#1#{}牌永久获得{C:chips}+#3#{}筹码\",\n                    \"{X:attention,C:white}3+{} : {C:chips}+#4#{}筹码\",\n                    \"{X:attention,C:white}4+{} : 重新触发所有打出的{C:attention}#1#{}牌\",\n                }\n            },\n            j_poke_aerodactyl = {\n                name = '化石翼龙',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{X:attention,C:white}1+{} : {X:mult,C:white}X#2#{}倍率\",\n                    \"{X:attention,C:white}2+{} : 获得 {X:mult,C:white}X#3#{}倍率\",\n                    \"{X:attention,C:white}3+{} : 第一张计分的未强化{C:attention}#1#{}牌\",\n                    \"强化为{C:attention}玻璃牌{}\",\n                    \"{X:attention,C:white}4+{} : {C:attention}双倍{}其 {X:mult,C:white}X{}倍率\",\n                    \"{C:inactive}(回合结束后重置){}\",\n                }\n            },\n            j_poke_mega_aerodactyl = {\n                name = '超级化石翼龙',\n                text = {\n                    \"计分时，打出的{C:attention}#1#{}牌，\",\n                    \"每张都根据手牌中{C:attention}#1#{}的数量\",\n                    \"提供 {X:mult,C:white} X#2# {} 倍率\",\n                    \"每张打出的{C:attention}#1#{}牌有\",\n                    \"{C:green}#3#/#4#{} 的概率被摧毁\",\n                }\n            },\n            j_poke_snorlax = {\n                name = '卡比兽',\n                text = {\n                    \"此牌附带{C:item}吃剩的东西{}\",\n                    \"回合结束时，每张你拥有的{C:attention}吃剩的东西{}\",\n                    \"会给此牌{X:mult,C:white}X#1#{}倍率\",\n                    \"{C:inactive}（目前为{X:mult,C:white} X#2# {}{C:inactive}倍率）\",\n                }\n            },\n            j_poke_articuno = {\n                name = '急冻鸟',\n                text = {\n                    \"为计分牌中最左侧的牌\",\n                    \"添加{C:attention}闪箔{}效果和一个{C:attention}蜡封{}\",\n                }\n            },\n            j_poke_zapdos = {\n                name = '闪电鸟',\n                text = {\n                    \"你拥有的每 {C:money}$#2#{}\",\n                    \"提供 {X:mult,C:white} X#1# {} 倍率\",\n                    \"{C:inactive}（目前为{X:mult,C:white}X#3#{}{C:inactive}倍率）\",\n                }\n            },\n            j_poke_moltres = {\n                name = '火焰鸟',\n                text = {\n                    \"升级每回合中\",\n                    \"{C:attention}第一次弃牌{}\",\n                    \"的牌型等级{C:attention}3{}级\",\n                }\n            },\n            j_poke_dratini = {\n                name = '迷你龙',\n                text = {\n                    \"如果打出的牌不超过{C:attention}#3#{}张\",\n                    \"这张牌会获得{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（在拥有{C:mult}+#1#{C:inactive} / +#4#倍率时进化）\",\n                }\n            },\n            j_poke_dragonair = {\n                name = '哈克龙',\n                text = {\n                    \"如果打出的牌不超过{C:attention}#3#{}张\",\n                    \"这张牌会获得{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（在拥有{C:mult}+#1#{C:inactive} / +#4#倍率时进化）\",\n                }\n            },\n            j_poke_dragonite = {\n                name = '快龙',\n                text = {\n                    \"{C:mult}+#1#{}倍率\",\n                    \"如果只打出一张牌\",\n                    \"重新触发那张牌额外{C:attention}#2#{}次\",\n                }\n            },\n            j_poke_mewtwo = {\n                name = '超梦',\n                text = {\n                    \"击败{C:attention}Boss盲注{}后，生成一张\",\n                    \"最左侧{C:attention}小丑牌{}的{C:dark_edition}多彩{}{C:attention}复制品{}\",\n                    \"并为{C:attention}复制品{}{C:pink}注入能量{}\",\n                    \"然后摧毁最左侧的{C:attention}小丑牌{}\",\n                    \"每张{C:dark_edition}多彩{}版本的小丑牌给予{X:mult,C:white} X#1# {}倍率\",\n                    \"{C:inactive}（不能摧毁自身）\",\n                }\n            },\n            j_poke_mega_mewtwo_x = {\n                name = \"超级超梦X\",\n                text = {\n                    \"所有小丑牌给予{X:mult,C:white} X#1# {} 倍率\",\n                }\n            },\n            j_poke_mega_mewtwo_y = {\n                name = \"超级超梦Y\",\n                text = {\n                    \"在商店结束时，为最左侧的\",\n                    \"小丑牌提供{C:attention}两次{} {C:pink}能量注入{}\",\n                    \"击败{C:attention}Boss盲注{}时，\",\n                    \"{C:pink}+1{} 能量上限\",\n                    \"{C:inactive}（不能为自身{C:pink}注入能量{C:inactive}）\",\n                }\n            },\n            j_poke_mew = {\n                name = '梦幻',\n                text = {\n                    \"离开商店后，产生一张随机的\",\n                    \"{C:dark_edition}负片{}{C:tarot}塔罗{}，{C:spectral}幻灵{}或{C:item}道具{}牌\",\n                    \"有{C:green}#1#%{}的几率产生一张随机的{C:dark_edition}负片{}小丑牌{C:attention}作为替代{}\",\n                    \"{C:inactive,s:0.8}（几率不能提升）{}\",\n                }\n            },\n            j_poke_chikorita = {\n                name = '菊草叶',\n                text = {\n                    \"{C:attention}+#1#{} 手牌上限\",\n                    \"回合结束时，手牌中\",\n                    \"超过 {C:attention}第四{} 张的每张牌\",\n                    \"为你带来 {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_bayleef = {\n                name = '月桂叶',\n                text = {\n                    \"{C:attention}+#1#{} 手牌上限\",\n                    \"回合结束时，手牌中\",\n                    \"超过 {C:attention}第二{} 张的每张牌\",\n                    \"为你带来 {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_meganium = {\n                name = '大竺葵',\n                text = {\n                    \"{C:attention}+#1#{} 手牌上限\",\n                    \"回合结束时，手牌中的\",\n                    \"每张牌为你带来 {C:money}$#2#{}\",\n                }\n            },\n            j_poke_cyndaquil = {\n                name = '火球鼠',\n                text = {\n                    \"{C:red}+#1#{} 次弃牌\",\n                    \"每剩余一次{C:attention}弃牌{}，获得{C:mult}+#2#{} 倍率\",\n                    \"{C:inactive}(当前{C:mult}+#4#{C:inactive} 倍率)\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_quilava = {\n                name = '火岩鼠',\n                text = {\n                    \"{C:red}+#1#{} 次弃牌\",\n                    \"每剩余一次{C:attention}弃牌{}，获得{C:mult}+#2#{} 倍率\",\n                    \"{C:inactive}(当前{C:mult}+#4#{C:inactive} 倍率)\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_typhlosion = {\n                name = '火暴兽',\n                text = {\n                    \"{C:red}+#1#{} 次弃牌\",\n                    \"每剩余一次{C:attention}弃牌{}，获得{C:mult}+#2#{} 倍率和{X:mult,C:white} X#3# {} 倍率\",\n                    \"{C:inactive}(当前{C:mult}+#4#{C:inactive} 倍率和{X:mult,C:white} X#5# {C:inactive} 倍率)\",\n                }\n            },\n            j_poke_totodile = {\n                name = '小锯鳄',\n                text = {\n                    \"{C:blue}+#1#{} 出牌次数\",\n                    \"本轮每张出牌获得{C:chips}+#2#{} 筹码\",\n                    \"{C:inactive}(当前{C:chips}+#3#{C:inactive} 筹码)\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#4#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_croconaw = {\n                name = '蓝鳄',\n                text = {\n                    \"{C:blue}+#1#{} 出牌次数\",\n                    \"本轮每张出牌获得{C:chips}+#2#{} 筹码\",\n                    \"{C:inactive}(当前{C:chips}+#3#{C:inactive} 筹码)\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#4#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_feraligatr = {\n                name = '大力鳄',\n                text = {\n                    \"{C:blue}+#1#{} 出牌次数\",\n                    \"本轮每张出牌获得{C:chips}+#2#{} 筹码\",\n                    \"{C:inactive}(当前{C:chips}+#3#{C:inactive} 筹码)\",\n                }\n            },\n            j_poke_sentret = {\n                name = '尾立',\n                text = {\n                    \"如果打出的牌型{C:attention}连续{}不是上一个的牌型\",\n                    \"这张牌会获得{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（上一个牌型：{C:attention}#3#{}{C:inactive}）\",\n                    \"{C:inactive}（在{C:mult}+#1#{C:inactive} / +15倍率时进化）\",\n                }\n            },\n            j_poke_furret = {\n                name = '大尾立',\n                text = {\n                    \"如果打出的牌型不是上一个的牌型\",\n                    \"这张牌会获得{C:mult}+#2#{}倍率\",\n                    \"{C:inactive}（上一个牌型：{C:attention}#3#{}{C:inactive}）\",\n                    \"{C:inactive}（目前为{C:mult}+#1#{} {C:inactive}倍率）\",\n                }\n            },\n            j_poke_hoothoot = {\n                name = '咕咕',\n                text = {\n                    \"{C:purple}+#1# 预见\",\n                    \"每张{C:attention}预见{}卡牌\",\n                    \"提供其总筹码\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_noctowl = {\n                name = '猫头夜鹰',\n                text = {\n                    \"{C:purple}+#1# 预见\",\n                    \"每张{C:attention}预见{}卡牌\",\n                    \"提供其总筹码\",\n                }\n            },\n            j_poke_ledyba = {\n                name = \"芭瓢虫\",\n                text = {\n                    \"牌组中每剩余{C:attention}5{}张牌，获得{C:mult}+#1#{} 倍率\",\n                    \"{C:inactive}(当前{C:mult}+#3#{C:inactive} 倍率)\",\n                    \"{C:inactive}(经过{C:attention}#2#{C:inactive}回合后进化)\",\n                }\n            },\n            j_poke_ledian = {\n                name = \"安瓢虫\",\n                text = {\n                    \"牌组中每剩余{C:attention}3{}张牌，获得{C:mult}+#1#{} 倍率\",\n                    \"{C:inactive}(当前{C:mult}+#2#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_spinarak = {\n                name = \"圆丝蛛\",\n                text = {\n                    \"{C:chips}+#1#{} 筹码\",\n                    \"有{C:green}#2#/#3#{}的几率改为{C:chips}+#5#{} 筹码\",\n                    \"{C:inactive,s:0.8}(经过{C:attention}#4#{C:inactive}回合后进化)\",\n                }\n            },\n            j_poke_ariados = {\n              name = \"阿利多斯\",\n              text = {\n                \"{C:chips}+#1#{} 筹码\",\n                \"有{C:green}#2#/#3#{}的几率改为{C:chips}+#4#{} 筹码\",\n              }\n            },\n            j_poke_crobat = {\n                name = '叉字蝠',\n                text = {\n                    \"{C:attention}奖励{} / {C:attention}石头{}牌获得{C:chips}+#4#{}筹码\",\n                    \"{C:attention}倍率{} / {C:attention}百搭{}牌获得{C:mult}+#2#{}倍率\",\n                    \"{C:attention}钢铁{} / {C:attention}玻璃{}牌获得{X:mult,C:white}X#6#{}倍率\",\n                    \"{C:attention}黄金{} / {C:attention}幸运{}牌获得{C:money}$#8#{}\",\n                    \"然后{C:attention}随机化{}所有计分牌现有的强化效果\",\n                    \"{C:inactive}（目前为{C:chips}+#3#{}，{C:mult}+#1#{}，{X:mult,C:white}X#5#{}，{C:money}$#7#{C:inactive}，回合结束时）\",\n                }\n            },\n            j_poke_chinchou = {\n                name = \"灯笼鱼\",\n                text = {\n                    \"若打出的牌包含{C:attention}对子{}\",\n                    \"给予{C:chips}+#1#{}筹码和{C:money}$#2#{}\",\n                    \"{C:inactive}(经过{C:attention}#3#{C:inactive}回合后进化)\",\n                }\n            },\n            j_poke_lanturn = {\n                name = \"电灯怪\",\n                text = {\n                    \"若打出的牌包含{C:attention}对子{}\",\n                    \"给予{C:chips}+#1#{}筹码和{C:money}$#2#{}\",\n                    \"每张{X:water,C:white}水{}属性小丑牌会增加{C:chips}+#3#{}到获得的筹码\",\n                    \"每张{X:lightning,C:black}电{}属性小丑牌会增加{C:money}$#4#{}到获得的金钱\",\n                    \"{C:inactive}(当前{C:chips}+#6#{C:inactive}筹码及{C:money}$#5#{C:inactive})\",\n                }\n            },\n            j_poke_pichu = {\n                name = '皮丘',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#2# {} 倍率\",\n                    \"回合结束时\",\n                    \"获得{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_cleffa = {\n                name = '皮宝宝',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"回合结束时\",\n                    \"产生一张带有{C:dark_edition}负片{}的{C:attention}月亮{}牌\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_igglybuff = {\n                name = '宝宝丁',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"回合结束时\",\n                    \"产生一张带有{C:dark_edition}负片{}的{C:attention}世界{}牌\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_togepi = {\n                name = '波克比',\n                text = {\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#1#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_togetic = {\n                name = '波克基古',\n                text = {\n                    \"{C:attention}幸运卡{}有\",\n                    \"有{C:green}#1#/#2#{}的几率提供{C:chips}+#4#{} 筹码\",\n                    \"以及{C:green}#1#/#3#{}的几率提供{X:mult,C:white}X#5#{} 倍率\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}光之石{C:inactive,s:0.8}卡牌后进化)\",\n                }\n            },\n            j_poke_natu = {\n                name = '天然雀',\n                text = {\n                    \"{C:planet}星球{}卡牌提供额外的等级\",\n                    \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#1#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_xatu = {\n                name = '天然鸟',\n                text = {\n                    \"{C:planet}星球{}卡牌提供额外的等级\",\n                    \"{C:planet}星空包{}包含所有{C:planet}星球{}卡牌\",\n                }\n            },\n            j_poke_mareep = {\n                name = \"咩利羊\",\n                text = {\n                    \"每{C:attention}添加{}一张{C:attention}游戏牌{}\",\n                    \"到你的牌组，获得 {X:mult,C:white}X#2#{} 倍率\",\n                    \"每{C:attention}摧毁{}一张{C:attention}游戏牌{}\",\n                    \"失去 {X:mult,C:white}X#3#{} 倍率\",\n                    \"{C:inactive}(在拥有 {X:mult,C:white}X#1#{C:inactive} / X#4# 倍率时进化)\",\n                }\n            },\n            j_poke_flaaffy = {\n                name = \"茸茸羊\",\n                text = {\n                    \"每{C:attention}添加{}一张{C:attention}游戏牌{}\",\n                    \"到你的牌组，获得 {X:mult,C:white}X#2#{} 倍率\",\n                    \"每{C:attention}摧毁{}一张{C:attention}游戏牌{}\",\n                    \"失去 {X:mult,C:white}X#3#{} 倍率\",\n                    \"{C:inactive}(在拥有 {X:mult,C:white}X#1#{C:inactive} / X#4# 倍率时进化)\",\n                }\n            },\n            j_poke_ampharos = {\n                name = \"电龙\",\n                text = {\n                    \"每{C:attention}添加{}一张{C:attention}游戏牌{}\",\n                    \"到你的牌组，获得 {X:mult,C:white}X#2#{} 倍率\",\n                    \"{C:inactive}(当前 {X:mult,C:white}X#1#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_mega_ampharos = {\n                name = \"超级电龙\",\n                text = {\n                    \"{X:mult,C:white} X#1# {} 倍率\",\n                    \"选择盲注时，手牌上限变为\",\n                    \"牌组数量的{C:attention}一半{}，失去所有\",\n                    \"弃牌次数，且只能出 {C:attention}1{} 次牌\",\n                    \"{C:inactive}(向上取整，当前为 {C:attention}#2#{C:inactive})\",\n                }\n            },\n            j_poke_marill = {\n                name = '玛力露',\n                text = {\n                    \"若计分牌同时包含{C:attention}未强化{}\",\n                    \"和{C:attention}已强化{}的卡牌，\",\n                    \"获得 {X:mult,C:white}X#2#{} 倍率\",\n                    \"{C:inactive,s:0.8}(在打出{C:attention,s:0.8}#1#张奖励牌后进化)\",\n                }\n            },\n            j_poke_azumarill = {\n                name = '玛力露丽',\n                text = {\n                    \"{X:mult,C:white}X#1#{}倍率\",\n                    \"若计分牌同时包含{C:attention}非奖励牌{}\",\n                    \"和{C:attention}奖励牌{}，则X倍率翻倍\",\n                }\n            },\n            j_poke_sudowoodo = {\n                name = \"树才怪\",\n                text = {\n                    \"重新触发所有{C:attention}打出{}\",\n                    \"和{C:attention}手中{}的{C:attention}人头牌{}\",\n                }\n            },\n            j_poke_weird_tree = {\n                name = \"奇怪的树\",\n                text = {\n                    \"{C:attention}属性变换: {X:grass,C:white}草{}\",\n                    \"回合结束时，若此小丑牌不是\",\n                    \"{X:grass,C:white}草{}属性或你拥有{X:water,C:white}水{}属性\",\n                    \"小丑牌，则{C:}变形{}\",\n                }\n            },\n            j_poke_bellossom = {\n                name = '美丽花',\n                text = {\n                    \"每张计分的{C:attention}奇数{}点的牌\",\n                    \"会给予{C:mult}+#1#{}倍率或变成{C:attention}百搭牌{}\",\n                    \"如果已经是{C:attention}百搭牌{}，\",\n                    \"新增{C:dark_edition}闪箔{}、{C:dark_edition}全息{}或{C:dark_edition}多彩{}版本\",\n                }\n            },\n            j_poke_politoed = {\n                name = '蚊香蛙皇',\n                text = {\n                    \"每张计分的{V:1}#2#{}花色的牌\",\n                    \"会给予{C:mult}+#1#{}倍率\",\n                    \"那些牌会依{X:water,C:white}水属性{}\",\n                    \"的小丑牌的数量而重新触发\",\n                    \"{C:inactive,s:0.8}（{C:attention,s:0.8}#7#{}{C:inactive,s:0.8}次的重新触发数量会平均分配到每张的计分牌）{}\",\n                    \"{s:0.8}花色在出牌后按次序地变更\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#)\",\n                }\n            },\n            j_poke_hoppip = {\n                name = '毽子草',\n                text = {\n                    \"{C:attention}+#1#{} 手牌上限\",\n                    \"前两张{C:attention}弃牌{}变为{C:dark_edition}百搭{}\",\n                    \"{S:1.1,C:red,E:2}弃牌时自毁{}\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_skiploom = {\n                name = '毽子花',\n                text = {\n                    \"{C:attention}+#1#{} 手牌上限\",\n                    \"前三张{C:attention}弃牌{}变为{C:dark_edition}百搭{}\",\n                    \"{S:1.1,C:red,E:2}弃牌时自毁{}\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_jumpluff = {\n                name = '毽子棉',\n                text = {\n                    \"{C:attention}+#1#{} 手牌上限\",\n                    \"所有{C:attention}弃牌{}变为{C:dark_edition}百搭{}\",\n                    \"{S:1.1,C:red,E:2}弃牌时自毁{}\",\n                }\n            },\n            j_poke_aipom = {\n              name = \"长尾怪手\",\n              text = {\n                \"{C:attention}-#3#{} 选牌上限\",\n                \"{C:inactive}(可以出牌/弃牌的数量)\",\n                \"{C:attention}同花{}和{C:attention}顺子{}\",\n                \"可以用 {C:attention}3{} 张牌组成\",\n                \"{C:inactive,s:0.8}(在打出 {C:attention,s:0.8}#1#{C:inactive,s:0.8} 次顺子和 {C:attention,s:0.8}#2#{C:inactive,s:0.8} 次同花后进化){}\",\n              }\n            },\n            j_poke_sunkern = {\n                name = '向日种子',\n                text = {\n                    \"选择{C:attention}盲注{}和\",\n                    \"打出{C:attention}手牌{}时获得 {C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}日之石{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_sunflora = {\n                name = '向日花怪',\n                text = {\n                    \"选择{C:attention}盲注{}, 打出或{C:attention}弃掉{}手牌,\",\n                    \"使用{C:attention}消耗品{}以及回合结束时，\",\n                    \"均获得 {C:money}$#1#{}\",\n                }\n            },\n            j_poke_wooper = {\n                name = \"乌波\",\n                text = {\n                    \"{C:mult}+#1#{} 倍率\",\n                    \"牌组中每剩余一张{C:attention}人头牌{}\",\n                    \"{C:mult}-#3#{} 倍率\",\n                    \"{C:inactive}(当前{C:mult}+#4#{C:inactive} 倍率)\",\n                    \"{C:inactive}(经过{C:attention}#2#{C:inactive}回合后进化)\",\n                }\n            },\n            j_poke_quagsire = {\n                name = \"沼王\",\n                text = {\n                    \"{C:mult}+#1#{} 倍率\",\n                    \"牌组中每剩余一张{C:attention}人头牌{}\",\n                    \"{C:mult}-#2#{} 倍率\",\n                    \"{C:inactive}(当前{C:mult}+#3#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_yanma = {\n              name = \"蜻蜻蜓\",\n              text = {\n                \"每张计分的{C:attention}3{}或{C:attention}6{}\",\n                \"给予{C:chips}+#2#{}筹码及{C:mult}+#1#{}倍率\",\n                \"有{C:green}#5#/#6#{}的几率改为\",\n                \"给予{C:chips}+#4#{}筹码及{C:mult}+#3#{}倍率\",\n                \"{C:inactive,s:0.8}(在打出{C:attention,s:0.8}#7#{C:inactive,s:0.8}张3或6后进化)\",\n              }\n            },\n            j_poke_espeon = {\n                name = '太阳伊布',\n                text = {\n                    \"重新触发所有计分的{C:attention}#3#{}\",\n                    \"每张计分的{V:1}#4#{}花色的牌\",\n                    \"给予{X:mult,C:white}X#2#{}倍率\",\n                    \"{C:inactive,s:0.7}点数和花色每回合变更{}\",\n                }\n            },\n            j_poke_umbreon = {\n                name = '月亮伊布',\n                text = {\n                    \"降低弃牌中{C:attention}#1#{}的等级\",\n                    \"并将其加入你最常用的\",\n                    \"{C:attention}扑克牌型{}\",\n                    \"{C:inactive,s:0.7}牌型每回合变更{}\",\n                }\n            },\n            j_poke_murkrow = {\n              name = \"黑暗鸦\",\n              text = {\n                \"每持有{X:dark,C:white}恶{}属性小丑牌，获得{X:mult,C:white} X#1# {} 倍率\",\n                \"{C:inactive}(当前{X:mult,C:white} X#2#{C:inactive} 倍率)\",\n                \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}暗之石{C:inactive,s:0.8}后进化)\",\n              }\n            },\n            j_poke_slowking = {\n                name = '呆呆王',\n                text = {\n                    \"每张计分的{C:attention}K{}会给予{X:mult,C:white}X#1#{}倍率\",\n                    \"每次出牌后增加{X:mult,C:white}X#2#{}倍率\",\n                    \"{C:inactive,s:0.8}(回合结束后重置)\",\n                }\n            },\n            j_poke_misdreavus = {\n                name = '梦妖',\n                text = {\n                    \"打出的{C:attention}人头牌{}在计分时\",\n                    \"永久失去最多{C:chips}#1#{} 筹码\",\n                    \"获得失去的筹码\",\n                    \"{C:inactive}(当前{C:chips}+#2#{C:inactive} 筹码)\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}暗之石{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_unown = {\n                name = \"未知图腾\",\n                text = {\n                    \"{C:attention}性格:{} {C:inactive}({C:attention}#2#{C:inactive})\",\n                    \"若打出的牌包含{C:attention}性格{}牌，\",\n                    \"获得 {C:mult}+#1#{} 倍率\",\n                    \"{S:1.1,C:red,E:2}回合结束时自毁{}\",\n                }\n            },\n            j_poke_wobbuffet = {\n              name = \"果然翁\",\n              text = {\n                \"重新触发每张打出的\",\n                \"{C:attention}6{}、{C:attention}7{}、{C:attention}8{}、{C:attention}9{}或{C:attention}10{}\",\n                \"{C:attention}左不稳定{}\",\n                \"当选择盲注时，\",\n                \"为最右侧小丑牌添加{C:attention}永恒{}\",\n              }\n            },\n            j_poke_girafarig = {\n              name = \"麒麟奇\",\n              text = {\n                \"若出牌包含{C:attention}两对{}，\",\n                \"首张和末张{C:attention}人头牌{}在计分时提供{X:mult,C:white}X#1#{} 倍率\",\n                \"{C:inactive,s:0.8}(在{C:attention,s:0.8}2张{C:inactive,s:0.8}人头牌上使用{C:attention,s:0.8}死神{C:inactive,s:0.8}后进化){}\",\n              }\n            },\n            j_poke_pineco = {\n              name = \"榛果球\",\n              text = {\n                \"{C:attention}左不稳定{}\",\n                \"{C:chips}+#1#{} 筹码并削弱自身\",\n                \"{C:inactive}(经过{C:attention}#2#{C:inactive}回合后进化)\",\n              }\n            },\n            j_poke_forretress = {\n              name = \"佛烈托斯\",\n              text = {\n                \"{C:attention}左不稳定{}\",\n                \"{C:chips}+#1#{} 筹码并削弱自身\",\n                \"若{C:attention}手牌中{}有\",\n                \"{C:attention}钢铁牌{}，则筹码翻倍\",\n              }\n            },\n            j_poke_dunsparce = {\n                name = '土龙弟弟',\n                text = {\n                    \"{C:inactive}什么都不做...？\",\n                    \"{S:1.1,C:red,E:2}在{C:green}商店重掷{}时自毁{}\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#1#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_gligar = {\n                name = '天蝎',\n                text = {\n                    \"手牌中每有一张{V:1}#2#{}或\",\n                    \"被削弱的牌，打出的牌获得 {X:mult,C:white}X#1#{} 倍率\",\n                    \"{C:inactive, s:0.8}(花色每回合变更)\",\n                    \"{C:inactive}(当前 {X:mult,C:white}X#3#{C:inactive} 倍率)\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}暗之石{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_steelix = {\n                name = '大钢蛇',\n                text = {\n                    \"本轮{C:attention}第一次出牌{}时，最左边的计分牌\",\n                    \"会变成{C:attention}钢铁牌{}\",\n                    \"在{C:attention}手中{}的{C:attention}石头牌{}会变成{C:attention}钢铁{}\",\n                }\n            },\n            j_poke_mega_steelix = {\n                name = \"超级大钢蛇\",\n                text = {\n                    \"回合结束时，牌组中每有一张\",\n                    \"{C:diamonds}#2#{}花色牌，获得 {C:money}$#1#{}\",\n                    \"手牌中非{C:diamonds}#2#{}的{C:attention}钢铁牌{}\",\n                    \"会变为{C:diamonds}#3#{}并失去{C:attention}加强效果{}\",\n                }\n            },\n            j_poke_snubbull = {\n                name = '布鲁',\n                text = {\n                    \"第一张打出的{C:attention}人头牌{}\",\n                    \"在计分时获得 {X:mult,C:white}X#1#{} 倍率\",\n                    \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_granbull = {\n                name = '布鲁皇',\n                text = {\n                    \"第一张打出的{C:attention}人头牌{}在计分时，\",\n                    \"若是{C:attention}Q{}则获得 {X:mult,C:white}X#2#{} 倍率，\",\n                    \"否则获得 {X:mult,C:white}X#1#{} 倍率\",\n                }\n            },\n            j_poke_qwilfish = {\n                name = '千针鱼',\n                text = {\n                    \"{C:purple}+#1# 陷阱牌\",\n                    \"当一张{C:attention}强化{}牌\",\n                    \"被摧毁时，获得 {C:chips}+#2#{} 筹码\",\n                    \"{C:inactive}(当前{C:chips}+#3#{C:inactive} 筹码)\",\n                }\n            },\n            j_poke_scizor = {\n                name = '巨钳螳螂',\n                text = {\n                    \"选择盲注后，摧毁右边的小丑牌\",\n                    \"并获得 {C:mult}+#4#{}倍率\",\n                    \"如果摧毁的小丑牌是{C:red}稀有{}或以上\",\n                    \"这张牌会获得{C:dark_edition}闪箔{}，{C:dark_edition}全息{}或{C:dark_edition}多彩{}\",\n                    \"那些版本会在此牌{C:attention}叠加{}\",\n                    \"{C:inactive,s:0.8}（会优先选择被摧毁的小丑牌含有的版本）{}\",\n                    \"{C:inactive}（目前为{C:mult}+#1#{}{C:inactive}倍率，{C:chips}+#2#{}{C:inactive}筹码，{X:mult,C:white}X#3#{} {C:inactive}倍率)\",\n                }\n            },\n            j_poke_mega_scizor = {\n                name = \"超级巨钳螳螂\",\n                text = {\n                    \"{C:blue}普通{}品质的小丑牌\",\n                    \"获得 {X:mult,C:white} X#1# {} 倍率\",\n                    \"回合结束时，摧毁所有\",\n                    \"{C:blue}普通{}品质的小丑牌\",\n                }\n            },\n            j_poke_shuckle = {\n                name = \"壶壶\",\n                text = {\n                    \"选择{C:attention}盲注{}时，\",\n                    \"摧毁最左侧的{C:attention}消耗品{}\",\n                    \"并生成一张{C:item}树果汁{}\",\n                    \"{C:inactive}(不能摧毁{C:item}树果汁{C:inactive})\",\n                }\n            },\n            j_poke_sneasel = {\n                name = '狃拉',\n                text = {\n                    \"若打出的牌仅为一张{C:attention}#1#{},\",\n                    \"则摧毁它并获得 {C:money}$#2#\",\n                    \"{C:inactive,s:0.8}(点数每回合变更){}\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}暗之石{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_teddiursa = {\n              name = \"熊宝宝\",\n              text = {\n                \"每跳过一个{C:attention}补充包{}\",\n                \"获得 {C:mult}+#2#{} 倍率\",\n                \"{C:inactive}(在拥有 {C:mult}+#1#{C:inactive} / #3# 倍率时进化)\",\n              }\n            },\n            j_poke_ursaring = {\n              name = \"圈圈熊\",\n              text = {\n                \"每跳过一个{C:attention}补充包{}\",\n                \"获得 {C:mult}+#2#{} 倍率并生成一张{C:item}道具{}牌\",\n                \"{C:inactive,s:0.8}(必须有空位)\",\n                \"{C:inactive}(当前 {C:mult}+#1#{C:inactive} 倍率)\",\n                \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}月之石{C:inactive,s:0.8}后进化)\",\n              }\n            },\n            j_poke_slugma = {\n              name = \"熔岩虫\",\n              text = {\n                \"每打出 {C:attention}4{} {C:inactive}[#4#]{} 次牌后，摧毁\",\n                \"计分后你手中的第一张牌，\",\n                \"此小丑牌获得 {C:chips}+#2#{} 筹码\",\n                \"{C:inactive}(在拥有 {C:chips}+#1#{C:inactive} / #3# 筹码时进化)\",\n              }\n            },\n            j_poke_magcargo = {\n                name = \"熔岩蜗牛\",\n                text = {\n                    \"每打出 {C:attention}3{} {C:inactive}[#3#]{} 次牌后，摧毁\",\n                    \"计分后你手中的第一张牌，\",\n                    \"此小丑牌获得 {C:chips}+#2#{} 筹码\",\n                    \"{C:inactive}(当前 {C:chips}+#1#{C:inactive} 筹码)\",\n                }\n            },\n            j_poke_swinub = {\n                name = \"小山猪\",\n                text = {\n                    \"第一张计分牌获得 {C:mult}+#1#{} 倍率，\",\n                    \"数值为你计分牌中每张{C:attention}石头牌{}\",\n                    \"和{C:attention}玻璃牌{}的总和\",\n                    \"回合结束时，有 {C:green}#3#/#4#{} 的概率\",\n                    \"获得 {C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#5#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_piloswine = {\n              name = \"长毛猪\",\n              text = {\n                \"第一张计分牌获得 {C:mult}+#1#{} 倍率，\",\n                \"数值为你计分牌中每张{C:attention}石头牌{}\",\n                \"和{C:attention}玻璃牌{}的总和\",\n                \"回合结束时，有 {C:green}#3#/#4#{} 的概率\",\n                \"获得 {C:money}$#2#{}\",\n                \"{C:inactive,s:0.8}(在打出{C:attention,s:0.8}#5#{C:inactive,s:0.8}张石头或玻璃牌后进化)\",\n              }\n            },\n            j_poke_heracross = {\n                name = '赫拉克罗斯',\n                text = {\n                    \"若计分牌与你{C:attention}手中{}的牌\",\n                    \"没有任何{C:attention}相同的点数{},\",\n                    \"获得 {X:mult,C:white} X#1# {} 倍率\",\n                }\n            },\n            j_poke_mega_heracross = {\n                name = \"超级赫拉克罗斯\",\n                text = {\n                  \"重新触发所有打出的牌 {C:attention}两次{}\",\n                  \"如果你出牌或弃牌\",\n                  \"少于 {C:attention}5{} 张，本轮自身会被减益\",\n                  \"{C:inactive}(在计分前减益)\",\n                }\n            },\n            j_poke_corsola = {\n              name = '太阳珊瑚',\n              text = {\n                \"牌组中每有一张{C:attention}强化牌{}\",\n                \"提供 {C:mult}+#1#{} 倍率\",\n                \"若计分牌包含{C:attention}5张强化牌{}，\",\n                \"生成一只{C:attention}基础{} {X:water,C:white}水{}属性宝可梦\",\n                \"{C:inactive,s:0.8}(必须有空间)\",\n                \"{C:inactive}(当前 {C:mult}+#2#{C:inactive} 倍率)\",\n              }\n            },\n            j_poke_remoraid = {\n              name = \"铁炮鱼\",\n              text = {\n                \"重新触发第一手牌中的\",\n                \"所有卡牌\",\n                \"{C:inactive}(经过{C:attention}#2#{C:inactive}回合后进化)\",\n              }\n            },\n            j_poke_octillery = {\n              name = \"章鱼桶\",\n              text = {\n                \"重新触发所有打出的牌\",\n                \"若打出的牌不包含{C:attention}8{},\",\n                \"出牌后削弱自身一轮\",\n              }\n            },\n            j_poke_delibird = {\n                name = \"信使鸟\",\n                text = {\n                    \"回合结束时，\",\n                    \"收到一个{S:1.1,C:green,E:2}礼物{}\",\n                    \"{C:inactive,s:0.8}(必须有空位)\",\n                }\n            },\n            j_poke_mantine = {\n                name = \"巨翅飞鱼\",\n                text = {\n                    \"当一张{C:attention}黄金牌{}计分\",\n                    \"或{C:attention}在手中{}时，获得 {C:chips}+#2#{} 筹码\",\n                    \"{C:inactive}(当前{C:chips}+#1#{C:inactive} 筹码)\",\n                }\n            },\n            j_poke_skarmory = {\n                name = '盔甲鸟',\n                text = {\n                    \"{C:purple}+#1# 陷阱牌\",\n                    \"手牌中每有一张{C:attention}陷阱牌{}或{C:attention}钢铁牌{}\",\n                    \"提供 {X:mult,C:white}X#2#{} 倍率\",\n                    \"{C:inactive}(当前{X:mult,C:white}X#3#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_kingdra = {\n                name = '刺龙王',\n                text = {\n                    \"每张计分的{C:attention}6{}\",\n                    \"会给此牌{C:mult}+#2#{}倍率\",\n                    \"如果手牌中有{C:attention}K{}，\",\n                    \"每张计分的{C:attention}6{}改为\",\n                    \"获得 {X:mult,C:white}X#4#{}倍率\",\n                    \"{C:inactive}（目前为{C:mult}+#1#{C:inactive}倍率，{X:mult,C:white}X#3#{C:inactive}倍率）\",\n                }\n            },\n            j_poke_phanpy = {\n                name = \"小小象\",\n                text = {\n                    \"每连续打出包含{C:attention}5{}张\",\n                    \"计分牌的手牌，获得 {X:mult,C:white}X#2#{} 倍率\",\n                    \"{C:inactive}(当前{X:mult,C:white}X#1#{C:inactive} 倍率)\",\n                    \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_donphan = {\n                name = \"顿甲\",\n                text = {\n                    \"每连续打出包含{C:attention}5{}张\",\n                    \"计分牌的手牌，获得 {X:mult,C:white}X#2#{} 倍率\",\n                    \"{C:inactive}(当前{X:mult,C:white}X#1#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_porygon2 = {\n                name = '多边兽Ⅱ',\n                text = {\n                    \"{C:pink}+2{}能量上限\",\n                    \"每次打开{C:attention}补充包{}时\",\n                    \"产生一张与最左边的小丑牌的{C:pink}属性{}\",\n                    \"相同的{C:pink}能量{}牌\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}可疑修正档{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_stantler = {\n                name = \"惊角鹿\",\n                text = {\n                    \"{C:purple}+#1# 预见\",\n                    \"将{C:attention}被预见的{}最高点数牌的\",\n                    \"点数加入倍率\",\n                    \"{C:inactive,s:0.8}(触发{C:attention,s:0.8}#2#{C:inactive,s:0.8}次后进化)\",\n                }\n            },\n            j_poke_smeargle = {\n                name = \"图图犬\",\n                text = {\n                    \"当选择盲注时，{C:attention}复制{}右侧{C:attention}小丑牌{}的能力\",\n                    \"应用{C:attention}涂抹小丑牌{}\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = '无畏小子',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"在回合的{C:attention}第一次出牌或弃牌{}中\",\n                    \"如果选择了{C:attention}五{}张牌，有随机一张牌\",\n                    \"会复制(如果是出牌)，或摧毁(如果是弃牌)\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_hitmontop = {\n                name = '战舞郎',\n                text = {\n                    \"{X:mult,C:white} X#1# {} 倍率\",\n                    \"选择盲注时\",\n                    \"如果你的牌组正好有{C:attention}#2#{}张牌\",\n                    \"这张牌会获得{X:mult,C:white} X#3# {}倍率\",\n                }\n            },\n            j_poke_smoochum = {\n                name = '迷唇娃',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"当这个小丑牌进化时\",\n                    \"产生一个{C:attention}标准{}标签\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_elekid = {\n                name = '电击怪',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"当这个小丑牌进化时\",\n                    \"产生一个{C:attention}优惠券{}标签\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_magby = {\n                name = '鸭嘴宝宝',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"{C:red}+#2#{}弃牌次数\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_houndour = {\n              name = \"戴鲁比\",\n              text = {\n                \"弃牌超过 {C:attention}3{} 张时，\",\n                \"也会从你{C:attention}手中{}随机弃掉 {C:attention}#3#{} 张牌\",\n                \"被弃掉的牌\",\n                \"永久获得 {C:mult}+#1#{} 倍率\",\n                \"{C:inactive}(经过{C:attention}#2#{C:inactive}回合后进化)\",\n              }\n            },\n            j_poke_houndoom = {\n              name = \"黑鲁加\",\n              text = {\n                \"弃牌超过 {C:attention}3{} 张时，\",\n                \"也会弃掉你{C:attention}手中{}的{C:attention}所有{}牌\",\n                \"被弃掉的牌\",\n                \"永久获得 {C:mult}+#1#{} 倍率\",\n              }\n            },\n            j_poke_mega_houndoom = {\n                name = \"超级黑鲁加\",\n                text = {\n                  \"弃牌时也会弃掉\",\n                  \"你{C:attention}手中{}的{C:attention}所有{}牌\",\n                  \"每当有牌被弃掉时\",\n                  \"获得{X:mult,C:white} X#2# {}倍率\",\n                  \"回合结束时重置\",\n                  \"{C:inactive}(当前{X:mult,C:white} X#1# {C:inactive}倍率)\",\n                }\n            },\n            j_poke_miltank = {\n                name = \"大奶罐\",\n                text = {\n                    \"每持有{X:colorless,C:white}一般{}属性小丑牌，\",\n                    \"在回合结束时获得{C:money}$#1#{}\",\n                    \"{C:inactive}(当前{C:money}$#2#{C:inactive}){}\"\n                }\n            },\n            j_poke_blissey = {\n                name = '幸福蛋',\n                text = {\n                    \"每个回合中头{C:attention}#1#{C:inactive} [#2#]{}张被触发的{C:attention}幸运牌{}\",\n                    \"会增加一张带有{C:dark_edition}多彩{}的复制品到牌组并抽到{C:attention}手牌{}中\",\n                }\n            },\n            j_poke_raikou = {\n                name = \"雷公\",\n                text = {\n                    \"若首次出牌只有 {C:attention}1{} 张，\",\n                    \"则将手中 {C:attention}3{} 张牌变为与其\",\n                    \"{C:attention}相同的点数{}并获得 {C:money}$#1#{}\",\n                }\n            },\n            j_poke_entei = {\n                name = \"炎帝\",\n                text = {\n                    \"若{C:attention}首次{}弃牌恰好为 {C:attention}4{} 张，\",\n                    \"摧毁其中一张并获得 {X:red,C:white}X#2#{} 倍率\",\n                    \"{C:inactive}(当前 {X:red,C:white}X#1#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_suicune = {\n                name = \"水君\",\n                text = {\n                    \"永久{C:attention}双倍{}打出的每张牌\",\n                    \"的筹码总数\",\n                    \"{C:inactive}(每次强化最多增加 {C:chips}+#1#{C:inactive} 筹码)\",\n                }\n            },\n            j_poke_larvitar = {\n                name = \"幼基拉斯\",\n                text = {\n                    \"若打出的牌是{C:attention}葫芦{},\",\n                    \"所有计分牌永久\",\n                    \"获得 {C:chips}+#1#{} 筹码\",\n                    \"{C:inactive,s:0.8}(在打出{C:attention,s:0.8}#2#{C:inactive,s:0.8}次葫芦后进化)\",\n                }\n            },\n            j_poke_pupitar = {\n                name = \"沙基拉斯\",\n                text = {\n                    \"若打出的牌是{C:attention}葫芦{},\",\n                    \"所有计分牌永久\",\n                    \"获得 {C:chips}+#1#{} 筹码\",\n                    \"{C:inactive,s:0.8}(在打出{C:attention,s:0.8}#2#{C:inactive,s:0.8}次葫芦后进化)\",\n                }\n            },\n            j_poke_tyranitar = {\n                name = \"班基拉斯\",\n                text = {\n                    \"若打出的牌是{C:attention}葫芦{},\",\n                    \"计分时，所有打出的牌永久失去最多\",\n                    \"{C:chips}#1#{}筹码，若筹码被失去\",\n                    \"则永久获得{X:mult,C:white}X#2#{}倍率\",\n                }\n            },\n            j_poke_mega_tyranitar = {\n                name = \"超级班基拉斯\",\n                text = {\n                    \"若打出的牌是{C:attention}葫芦{},\",\n                    \"提升其等级，计分牌永久\",\n                    \"获得筹码，数值等于你的\",\n                    \"{C:attention}葫芦{}等级\",\n                }\n            },\n            j_poke_lugia = {\n              name = \"洛奇亚\",\n              text = {\n                \"在{C:attention}盲注{}期间，每抽\",\n                \"{C:attention}#3#{} {C:inactive}[#4#]{} 张牌，\",\n                \"获得 {X:mult,C:white} X#2# {} 倍率\",\n                \"{C:inactive}(当前 {X:mult,C:white} X#1# {C:inactive} 倍率){}\",\n              }\n            },\n            j_poke_ho_oh = {\n                name = \"凤王\",\n                text = {\n                    \"每轮首次使用的{C:attention}消耗品{}，\",\n                    \"生成一张其{C:dark_edition}多彩{}版本的复制品\",\n                    \"{C:inactive}(必须有空位)\",\n                }\n            },\n            j_poke_celebi = {\n                name = \"时拉比\",\n                text = {\n                    \"跳过{C:attention}#1#{} {C:inactive}[#3#]{} {C:attention}盲注{}后，{C:attention}-#2#{} 赌注\",\n                    \"{C:inactive}(每次所需跳过次数增加)\",\n                }\n            },\n            j_poke_treecko = {\n                name = \"木守宫\",\n                text = {\n                    \"{C:attention}+#3#{}手牌上限, {C:attention}性格: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"打出的{C:attention}性格{}牌\",\n                    \"会有{C:green}#4#/#5#{}的几率获得{C:money}$#1#{}\",\n                    \"如果你有其他的{X:grass,C:white}草{}属性牌，效果确保触发\",\n                    \"{C:inactive,s:0.8}（这包括小丑牌及能量牌）{}\",\n                    \"{C:inactive,s:0.8}（在赚取{C:money,s:0.8}$#2#{C:inactive,s:0.8}后进化）\",\n                }\n            },\n            j_poke_grovyle = {\n                name = \"森林蜥蜴\",\n                text = {\n                    \"{C:attention}+#3#{}手牌上限, {C:attention}性格: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"打出的{C:attention}性格{}牌\",\n                    \"会有{C:green}#4#/#5#{}的几率获得{C:money}$#1#{}\",\n                    \"如果你有其他的{X:grass,C:white}草{}属性牌，效果确保触发\",\n                    \"{C:inactive,s:0.8}（这包括小丑牌及能量牌）{}\",\n                    \"{C:inactive,s:0.8}（在赚取{C:money,s:0.8}$#2#{C:inactive,s:0.8}后进化）\",\n                }\n            },\n            j_poke_sceptile = {\n                name = \"蜥蜴王\",\n                text = {\n                    \"{C:attention}+#3#{}手牌上限, {C:attention}性格: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"每张打出的{C:attention}性格{}牌获得{C:money}$#1#{}\",\n                    \"出牌时，每一张{X:grass,C:white}草{}属性牌会给予{C:money}$#5#{}\",\n                    \"{C:inactive,s:0.8}（这包括小丑牌及能量牌）{}\",\n                    \"{C:inactive}（目前为{C:money}$#4#{C:inactive}）{}\",\n                }\n            },\n            j_poke_torchic = {\n                name = \"火稚鸡\",\n                text = {\n                    \"{C:mult}+#3#{}弃牌次数, {C:attention}性格: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n                    \"这回合中，每张弃掉的{C:attention}性格{}牌会给予{C:mult}+#1#{}倍率\",\n                    \"如果你有其他的{X:fire,C:white}火{}属性或{X:fighting,C:white}斗{}属性的牌，给予的倍率翻倍\",\n                    \"{C:inactive,s:0.8}（这包括小丑牌及能量牌）{}\",\n                    \"{C:inactive}（目前为{C:mult}+#4#{}{C:inactive}倍率）{}\",\n                    \"{C:inactive,s:0.8}（在给予{C:mult,s:0.8}#2#{C:inactive,s:0.8}倍率后进化）\",\n                }\n            },\n            j_poke_combusken = {\n                name = \"力壮鸡\",\n                text = {\n                    \"{C:mult}+#3#{}弃牌次数, {C:attention}性格: {C:inactive}({C:attention}#5#, #6#, #7#{C:inactive}){}\",\n                    \"这回合中，每张弃掉的{C:attention}性格{}牌会给予{C:mult}+#1#{}倍率\",\n                    \"如果你有其他的{X:fire,C:white}火{}属性或{X:fighting,C:white}斗{}属性的牌，给予的倍率翻倍\",\n                    \"{C:inactive,s:0.8}（这包括小丑牌及能量牌）{}\",\n                    \"{C:inactive}（目前为{C:mult}+#4#{}{C:inactive}倍率）{}\",\n                    \"{C:inactive,s:0.8}（在给予{C:mult,s:0.8}#2#{C:inactive,s:0.8}倍率后进化）\",\n                }\n            },\n            j_poke_blaziken = {\n                name = \"火焰鸡\",\n                text = {\n                    \"{C:mult}+#2#{}弃牌次数, {C:attention}性格: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"每张弃掉的{C:attention}性格{}牌\",\n                    \"给予{C:mult}+#4#{}倍率，且你拥有的每张{X:fire,C:white}火{}或{X:fighting,C:white}斗{}属性牌\",\n                    \"提供 {X:mult,C:white}X#1#{} 倍率\",\n                    \"{C:inactive,s:0.8}（这包括小丑牌及能量牌）{}\",\n                    \"{C:inactive}（目前为{C:mult}+#5#{C:inactive}倍率, {X:mult,C:white}X#3#{C:inactive}倍率）{}\",\n                }\n            },\n            j_poke_mudkip = {\n                name = \"水跃鱼\",\n                text = {\n                    \"{C:chips}+#3#{}出牌次数, {C:attention}性格: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"打出的{C:attention}性格{}牌会给予{C:chips}+#1#{}筹码\",\n                    \"如果你有其他的{X:water,C:white}水{}属性或{X:earth,C:white}地{}属性的牌，给予的筹码翻倍\",\n                    \"{C:inactive,s:0.8}（这包括小丑牌及能量牌）{}\",\n                    \"{C:inactive,s:0.8}（在给予{C:chips,s:0.8}#2#{C:inactive,s:0.8}筹码后进化）\",\n                }\n            },\n            j_poke_marshtomp = {\n                name = \"沼跃鱼\",\n                text = {\n                    \"{C:chips}+#3#{}出牌次数, {C:attention}性格: {C:inactive}({C:attention}#4#, #5#, #6#{C:inactive}){}\",\n                    \"打出的{C:attention}性格{}牌会给予{C:chips}+#1#{}筹码\",\n                    \"如果你有其他的{X:water,C:white}水{}属性或{X:earth,C:white}地{}属性的牌，给予的筹码翻倍\",\n                    \"{C:inactive,s:0.8}（这包括小丑牌及能量牌）{}\",\n                    \"{C:inactive,s:0.8}（在给予{C:chips,s:0.8}#2#{C:inactive,s:0.8}筹码后进化）\",\n                }\n            },\n            j_poke_swampert = {\n                name = \"巨沼怪\",\n                text = {\n                    \"{C:chips}+#3#{}出牌次数, {C:attention}性格: {C:inactive}({C:attention}#6#, #7#, #8#{C:inactive}){}\",\n                    \"打出的{C:attention}性格{}牌会给予{C:chips}+#1#{}筹码\",\n                    \"如果你有其他的{X:water,C:white}水{}属性或{X:earth,C:white}地{}属性的牌，每张额外给予{C:chips}+#5#{}筹码\",\n                    \"{C:inactive,s:0.8}（这包括小丑牌及能量牌）{}\",\n                    \"{C:inactive}（目前给予了{C:chips}+#4#{}{C:inactive}筹码）\",\n                }\n            },\n            j_poke_poochyena = {\n              name = \"土狼犬\",\n              text = {\n                \"每当一张{C:attention}游戏牌{}被摧毁时\",\n                \"获得 {C:mult}+#2#{} 倍率\",\n                \"{C:inactive}(当前 {C:mult}+#1#{C:inactive} 倍率)\",\n                \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n              }\n            },\n            j_poke_mightyena = {\n              name = \"大狼犬\",\n              text = {\n                \"每当一张{C:attention}游戏牌{}被摧毁时\",\n                \"获得 {C:mult}+#2#{} 倍率\",\n                \"每拥有一张{X:dark,C:white}恶{}属性小丑牌，\",\n                \"额外增加 {C:mult}+#3#{} 倍率\",\n                \"{C:inactive}(当前 {C:mult}+#1#{C:inactive} 倍率)\",\n              }\n            },\n            j_poke_zigzagoon = {\n              name = \"蛇纹熊\",\n              text = {\n                \"出牌时，有 {C:green}#1#/#2#{} 的概率\",\n                \"生成一张{C:attention}捡拾{}类{C:item}道具{}牌\",\n                \"{C:inactive}(必须有空位)\",\n                \"{C:inactive,s:0.8}(在{C:attention}#3#{C:inactive,s:0.8}回合后进化)\",\n              }\n            },\n            j_poke_linoone = {\n              name = \"直冲熊\",\n              text = {\n                \"出牌时，有 {C:green}#1#/#2#{} 的概率\",\n                \"生成一张{C:attention}捡拾{}类{C:item}道具{}牌\",\n                \"若打出的牌包含\",\n                \"{C:attention}顺子{}，则必定生成\",\n                \"{C:inactive}(必须有空位)\",\n              }\n            },\n            j_poke_shroomish = {\n                name = \"蘑蘑菇\",\n                text = {\n                    \"当选择{C:attention}盲注{}时，获得\",\n                    \"{C:chips}+#1#{} 出牌次数、{C:mult}+#2#{} 弃牌次数或\",\n                    \"{C:attention}+#3#{} 手牌上限\",\n                    \"{C:inactive,s:0.8}(击败{C:attention,s:0.8}#4#{C:inactive,s:0.8}个Boss盲注后进化){}\",\n                }\n            },\n            j_poke_breloom = {\n                name = \"斗笠菇\",\n                text = {\n                    \"当选择{C:attention}盲注{}时，获得\",\n                    \"{C:chips}+#1#{} 出牌次数、{C:mult}+#2#{} 弃牌次数或\",\n                    \"{C:attention}+#3#{} 手牌上限\",\n                }\n            },\n            j_poke_azurill = {\n                name = '露力丽',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white}X#1#{} 倍率\",\n                    \"回合结束时，生成一张带有\",\n                    \"{C:dark_edition}负片{}的{C:attention}教皇{}牌\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_nosepass = {\n                name = '朝北鼻',\n                text = {\n                    \"首张打出的{C:attention}人头牌{}\",\n                    \"变为{C:attention}石头{}卡牌，并在计分时提供{X:mult,C:white} X#1# {} 倍率\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}雷之石{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_aron = {\n                name = '可可多拉',\n                text = {\n                    \"每有一张{C:attention}钢铁{}牌计分，\",\n                    \"获得{X:mult,C:white}X#2#{} 倍率，然后将其摧毁\",\n                    \"{C:inactive}(在{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{C:inactive} 倍率时进化)\",\n                }\n            },\n            j_poke_lairon = {\n                name = '可多拉',\n                text = {\n                    \"每有一张{C:attention}钢铁{}或{C:attention}石头{}牌计分，\",\n                    \"获得{X:mult,C:white}X#2#{} 倍率，然后将其摧毁\",\n                    \"{C:inactive}(在{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{C:inactive} 倍率时进化)\",\n                }\n            },\n            j_poke_aggron = {\n                name = '波士可多拉',\n                text = {\n                    \"每有一张{C:attention}钢铁{}、{C:attention}石头{}或{C:attention}黄金{}牌计分，\",\n                    \"获得{X:mult,C:white}X#2#{} 倍率，然后将其摧毁\",\n                    \"{C:inactive}(当前{X:mult,C:white}X#1#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_numel = {\n                name = \"呆火驼\",\n                text = {\n                  \"每计分{C:attention}#3#{}张牌，\",\n                  \"获得{X:red,C:white}X#1#{}倍率\",\n                  \"{C:inactive}剩余#4#张{}\",\n                  \"{C:inactive}(经过{C:attention}#2#{C:inactive}回合后进化)\",\n                }\n            },\n            j_poke_camerupt = {\n              name = \"喷火驼\",\n              text = {\n                \"每计分{C:attention}#2#{}张牌，\",\n                \"获得{X:red,C:white}X#1#{}倍率，\",\n                \"{C:attention}倍率牌{}算作两张\",\n                \"{C:inactive}剩余#3#张{}\",\n              }\n            },\n            j_poke_mega_camerupt = {\n              name = \"超级喷火驼\",\n              text = {\n                \"每当一张{C:attention}倍率牌{}计分时，\",\n                \"获得 {X:mult,C:white} X#2# {}倍率\",\n                \"回合结束时重置\",\n                \"{C:inactive}(当前{X:mult,C:white} X#1# {C:inactive}倍率)\",\n              }\n            },\n            j_poke_feebas = {\n                name = '丑丑鱼',\n                text = {\n                    \"{C:mult}+#1#{} 倍率\",\n                    \"附上 {C:attention}跃起{}效果\",\n                    \"{C:inactive,s:0.8}(使用 {C:attention,s:0.8}美丽鳞片{}进化{C:inactive})\",\n                }\n            },\n            j_poke_milotic = {\n                name = \"美纳斯\",\n                text = {\n                    \"如果所有打出的牌都是一样的{C:attention}花色{}\",\n                    \"则重新触发\",\n                }\n            },\n            j_poke_duskull = {\n              name = \"夜巡灵\",\n              text = {\n                \"重新触发{C:attention}本回合最后一次出牌{}中\",\n                \"前{C:attention}4{}张计分牌\",\n                \"{C:inactive}(经过{C:attention}#2#{C:inactive}回合后进化)\",\n              }\n            },\n            j_poke_dusclops = {\n              name = \"彷徨夜灵\",\n              text = {\n                \"重新触发{C:attention}本回合最后一次出牌{}中\",\n                \"前{C:attention}4{}张计分牌\",\n                \"若最后一次出牌有{C:attention}1{}张未计分牌，\",\n                \"则摧毁它并生成一张{C:spectral}幻灵牌{}\",\n                \"{C:inactive}(必须有空位){}\",\n                \"{C:inactive}(使用{C:attention}连接之绳{C:inactive}后进化)\",\n              }\n            },\n            j_poke_absol = {\n                name = \"阿勃梭鲁\",\n                text = {\n                  \"{X:red,C:white}X#1#{} 倍率\",\n                  \"所有{C:attention}指定的{} {C:green,E:1,S:1.1}概率{}\",\n                  \"始终为{C:attention}0{}\",\n                  \"{C:inactive}(例: {C:green}1 / 6{C:inactive} -> {C:green}0 / 6{C:inactive})\",\n                }\n            },\n            j_poke_wynaut = {\n                name = '小果然',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"在回合结束时生成一张带有\",\n                    \"{C:dark_edition}负片{}的{C:attention}愚者{}卡牌\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"雪童子\",\n                text = {\n                    \"最多可欠债{C:mult}-$#1#{}\",\n                    \"{C:inactive,s:0.8}(欠债{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}觉醒之石{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_glalie = {\n                name = \"冰鬼护\",\n                text = {\n                    \"最多可欠债{C:mult}-$#1#{}\",\n                    \"在回合结束时，\",\n                    \"将金钱设置为{C:money}$0{}\",\n                }\n            },\n            j_poke_luvdisc = {\n              name = \"爱心鱼\",\n              text = {\n                \"{C:attention}持有{C:hearts}心之鳞片{}\",\n                \"附上{C:attention}跃起{}效果\",\n              }\n            },\n            j_poke_beldum = {\n                name = '铁哑铃',\n                text = {\n                    \"如果打出的牌型是{C:attention}四条{}\",\n                    \"给予{C:chips}+#2#{}筹码\",\n                    \"如果计分的牌包含一张{C:attention}A{}\",\n                    \"给予{C:chips}+#2#{}筹码\",\n                    \"{C:inactive}（在拥有{C:chips}+#1#{C:inactive} / +#4#筹码时进化）\",\n                }\n            },\n            j_poke_metang = {\n                name = '金属怪',\n                text = {\n                    \"如果打出的牌型是{C:attention}四条{}\",\n                    \"给予{C:chips}+#2#{}筹码\",\n                    \"如果计分的牌包含至少两张{C:attention}A{}\",\n                    \"给予{C:chips}+#2#{}筹码\",\n                    \"{C:inactive}（在拥有{C:chips}+#1#{C:inactive} / +#4#筹码时进化）\",\n                }\n            },\n            j_poke_metagross = {\n                name = '巨金怪',\n                text = {\n                    \"{C:chips}+#1#{}筹码\",\n                    \"如果打出的牌型是{C:attention}四条{}\",\n                    \"每张打出的牌会给予等同那张牌的\",\n                    \"总筹码的{C:attention}四次方根{}的{X:mult,C:white}X{}倍率\",\n                }\n            },\n            j_poke_jirachi = {\n                name = '基拉祈',\n                text = {\n                    \"在商店结束时，\",\n                    \"{C:dark_edition}许个愿吧！\",\n                }\n            },\n            j_poke_jirachi_banker = {\n                name = '基拉祈',\n                text = {\n                    \"{C:attention}双倍{}回合结束时的收益\",\n                }\n            },\n            j_poke_jirachi_booster = {\n                name = '基拉祈',\n                text = {\n                    \"+1 {C:attention}补充包栏位\",\n                    \"{C:attention}补充包{}包含{C:attention}1{}张额外的卡牌\",\n                }\n            },\n            j_poke_jirachi_power = {\n                name = '基拉祈',\n                text = {\n                    \"每{C:attention}#2# {C:inactive}[#3#]{}次出牌，打出的卡牌\",\n                    \"在计分时提供{X:mult,C:white}X#1#{} 倍率\",\n                }\n            },\n            j_poke_jirachi_negging = {\n                name = '基拉祈',\n                text = {\n                    \"{C:blue}+2{} 小丑牌栏位\",\n                    \"{C:dark_edition}负片{}卡牌出现几率{C:attention}2倍{}\",\n                }\n            },\n            j_poke_jirachi_invis = {\n                name = '基拉祈',\n                text = {\n                    \"当选择{C:attention}盲注{}时\",\n                    \"产生一张右侧{C:attention}小丑牌{}的\",\n                    \"{C:attention}复制品{}\",\n                    \"然后 {S:1.1,C:red,E:2}自我毁灭{}\",\n                    \"{C:inactive}(复制品会移除负片版本)\",\n                }\n            },\n            j_poke_jirachi_copy = {\n                name = '基拉祈',\n                text = {\n                    \"复制右侧{C:attention}小丑牌{}的能力\",\n                    \"如同其拥有额外的{C:pink}能量注入{}\",\n                }\n            },\n            j_poke_jirachi_fixer = {\n                name = '基拉祈',\n                text = {\n                    \"若{C:attention}首手牌{}仅包含{C:attention}1{}张卡牌，\",\n                    \"为其添加{C:dark_edition}闪箔{}、{C:dark_edition}全息{}或{C:dark_edition}多彩{}\",\n                    \"若{C:attention}首次弃牌{}仅包含{C:attention}1{}张卡牌，\",\n                    \"{C:attention}销毁{}该卡牌\",\n                }\n            },\n            j_poke_kricketot = {\n              name = \"圆法师\",\n              text = {\n                \"若出牌恰好为{C:attention}4{}张且\",\n                \"至少有{C:attention}4{}种不同{C:attention}花色{}，\",\n                \"则获得{C:money}$#1#{}\",\n                \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n              }\n            },\n            j_poke_kricketune = {\n              name = \"音箱蟀\",\n              text = {\n                \"若出牌恰好为{C:attention}4{}张且\",\n                \"至少有{C:attention}4{}种不同{C:attention}花色{}，\",\n                \"则获得{C:money}$#1#{}\",\n                \"有{C:green}#2#/#3#{}的概率\",\n                \"同时生成一张{C:tarot}塔罗牌{}\",\n              }\n            },\n            j_poke_buizel = {\n                name = '泳圈鼬',\n                text = {\n                    \"计分牌中每有一张\",\n                    \"{C:attention}未计分{}的牌，\",\n                    \"获得 {C:chips}+#1#{} 筹码\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_floatzel = {\n                name = '浮潜鼬',\n                text = {\n                    \"计分牌中每有一张\",\n                    \"{C:attention}未计分{}的牌，\",\n                    \"获得 {C:chips}+#1#{} 筹码\",\n                }\n            },\n            j_poke_ambipom = {\n              name = \"双尾怪手\",\n              text = {\n                \"所有{C:attention}同花{}和\",\n                \"所有{C:attention}顺子{}都可以用\",\n                \"{C:attention}恰好3{}张牌组成\",\n              }\n            },\n            j_poke_buneary = {\n              name = \"卷卷耳\",\n              text = {\n                \"计分牌中每有一张\",\n                \"未计分的牌，\",\n                \"获得 {C:mult}+#1#{} 倍率\",\n                \"{C:inactive}(经过{C:attention}#2#{C:inactive}回合后进化)\",\n              }\n            },\n            j_poke_lopunny = {\n                name = \"长耳兔\",\n                text = {\n                  \"{C:purple}+#3# 预见\",\n                  \"计分牌中每有一张\",\n                  \"未计分的牌，\",\n                  \"获得 {C:mult}+#1#{} 倍率\",\n                  \"若一张未计分牌与\",\n                  \"一张{C:attention}预见{}牌{C:attention}点数相同{}\",\n                  \"则获得{X:mult,C:white} X#2# {}倍率\",\n                }\n            },\n            j_poke_mega_lopunny = {\n                name = \"超级长耳兔\",\n                text = {\n                  \"{C:purple}+#1# 预见\",\n                  \"获得{X:mult,C:white}X{}倍率，数值等同于\",\n                  \"{C:attention}预见牌型{}的{C:attention}等级{}\",\n                  \"{C:inactive}(预见牌型: {C:attention}#2#{C:inactive})\",\n                }\n            },\n            j_poke_mismagius = {\n                name = '梦妖魔',\n                text = {\n                    \"打出的{C:attention}人头牌{}在计分时\",\n                    \"永久失去最多{C:chips}#1#{} 筹码\",\n                    \"获得失去的筹码\",\n                    \"有{C:green}#3#/#4#{}的几率改为\",\n                    \"永久获得{C:chips}#5#{} 筹码\",\n                    \"{C:inactive}(当前{C:chips}+#2#{C:inactive} 筹码)\",\n                }\n            },\n            j_poke_honchkrow = {\n                name = \"乌鸦头头\",\n                text = {\n                    \"每张{X:dark,C:white}恶{}属性小丑牌提供{X:mult,C:white}X#1#{} 倍率\",\n                }\n            },\n            j_poke_bonsly = {\n                name = \"盆才怪\",\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white}X#1#{} 倍率\",\n                    \"在回合结束时，向牌组添加一张随机的\",\n                    \"{C:attention}强化人头牌{}\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_mimejr = {\n                name = '魔尼尼',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"回合结束时，为牌组中一张随机牌\",\n                    \"添加{C:red}红色蜡封{}或{C:blue}蓝色蜡封{}\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_happiny = {\n                name = '小福蛋',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"回合结束时，生成一张带有\",\n                    \"{C:dark_edition}负片{}的{C:attention}魔术师{}牌\",\n                    \"有 {C:green}#3#/#4#{} 的概率生成 {C:attention}2{} 张\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_munchlax = {\n                name = '小卡比兽',\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white} X#1# {} 倍率\",\n                    \"回合结束时，生成一张\",\n                    \"{C:dark_edition}负片{}{C:item}道具牌{}\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_mantyke = {\n                name = \"小球飞鱼\",\n                text = {\n                    \"{C:attention}幼年{}, {X:mult,C:white}X#2#{} 倍率\",\n                    \"回合结束时，生成一张带有\",\n                    \"{C:dark_edition}负片{}的{C:attention}恶魔{}牌\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_weavile = {\n                name = '玛狃拉',\n                text = {\n                    \"若打出的牌仅为一张{C:attention}#3#{}, 则摧毁它，\",\n                    \"获得 {C:money}$#4#{} 并获得 {X:mult,C:white}X#1#{} 倍率\",\n                    \"击败{C:attention}Boss盲注{}后重置\",\n                    \"{C:inactive,s:0.8}(点数每回合变更){}\",\n                    \"{C:inactive}(当前 {X:mult,C:white}X#2#{C:inactive} 倍率){}\",\n                }\n            },\n            j_poke_magnezone = {\n                name = '自爆磁怪',\n                text = {\n                    \"打出的{C:attention}钢铁牌{}获得 {X:mult,C:white}X#1#{} 倍率\",\n                    \"每拥有一张{X:metal,C:white}钢{}属性小丑牌\",\n                    \"额外提供 {X:mult,C:white}X#2#{} 倍率\",\n                    \"{C:inactive}(当前 {X:mult,C:white}X#3#{C:inactive} 倍率){}\",\n                }\n            },\n            j_poke_lickilicky = {\n                name = '大舌舔',\n                text = {\n                    \"头两张计分的{C:attention}J{}\",\n                    \"给予{X:mult,C:white}X#1#{} 倍率\",\n                    \"之后每张计分的{C:attention}J{}会给予\",\n                    \"{X:mult,C:white} X#2# {} 倍率\",\n                }\n            },\n            j_poke_rhyperior = {\n                name = '超甲狂犀',\n                text = {\n                    \"每张计分的{C:attention}石头牌{} \",\n                    \"可永久获得{C:chips}+#1#{}筹码\",\n                    \"并重新触发\",\n                    \"每拥有 {C:attention}3{} 张{X:earth,C:white}地面{}属性小丑牌，\",\n                    \"{C:attention}石头牌{}额外重新触发一次\",\n                    \"{C:inactive}(当前重新触发 #2# 次)\",\n                }\n            },\n            j_poke_tangrowth = {\n                name = '巨蔓藤',\n                text = {\n                    \"百搭牌{C:attention}不能{}被削弱\",\n                    \"打出的{C:attention}百搭牌{}给予\",\n                    \"{C:mult}+#1#{}倍率，{C:chips}+#2#{}筹码或{C:money}$#3#{}\",\n                    \"有{C:green}#4#/#5#{}的几率给予{C:attention}以上三个的加成{}\",\n                }\n            },\n            j_poke_electivire = {\n                name = '电击魔兽',\n                text = {\n                    \"每次{C:attention}卖出{}一张牌或回合结束时\",\n                    \"会把此牌的{C:attention}出售价值{}提升{C:money}$#1#{}\",\n                    \"此牌的出售价值每一美元\",\n                    \"提供 {X:mult,C:white}X#2#{} 倍率\",\n                    \"{C:inactive}(当前 {X:mult,C:white}X#3#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_magmortar = {\n                name = '鸭嘴炎兽',\n                text = {\n                    \"如果回合中的{C:attention}第一次{}弃牌只有{C:attention}一{}张牌\",\n                    \"摧毁它并获得{C:mult}+#2#{}倍率\",\n                    \"当你使用弃牌时\",\n                    \"获得{X:mult,C:white}X#4#{}倍率\",\n                    \"{C:inactive}(当前为{C:mult}+#1#{C:inactive}倍率, {X:mult,C:white}X#3#{C:inactive}倍率)\",\n                }\n            },\n            j_poke_togekiss = {\n                name = '波克基斯',\n                text = {\n                    \"对所有{C:attention}指定的{} {C:green,E:1,S:1.1}概率{}加{C:attention}#6#{}\",\n                    \"{C:attention}幸运卡{}有\",\n                    \"有{C:green}#1#/#2#{}的几率提供{C:chips}+#4#{} 筹码\",\n                    \"以及{C:green}#1#/#3#{}的几率提供{X:mult,C:white}X#5#{} 倍率\",\n                }\n            },\n            j_poke_yanmega = {\n              name = \"远古巨蜓\",\n              text = {\n                \"每张计分的{C:attention}3{}或{C:attention}6{}\",\n                \"给予{C:chips}+#2#{}筹码及{C:mult}+#1#{}倍率\",\n                \"有{C:green}#3#/#4#{}的几率\",\n                \"重新触发每张打出的{C:attention}3{}或{C:attention}6{}\",\n              }\n            },\n            j_poke_leafeon = {\n                name = '叶伊布',\n                text = {\n                    \"{C:attention}+#1#{} 手牌上限\",\n                    \"每次出牌后减少{C:red}#2#{}\",\n                    \"当一张{C:attention}幸运牌{}\",\n                    \"{C:green}成功{}触发时\",\n                    \"手牌上限{C:attention}+#2#{}\",\n                    \"{C:inactive}(手牌上限最多 {C:attention}+#3#{C:inactive}){}\",\n                }\n            },\n            j_poke_glaceon = {\n                name = '冰伊布',\n                text = {\n                    \"每次商店重掷都有\",\n                    \"{C:green}#1#/#2#{} 的概率，\",\n                    \"从你的牌组中随机复制一张牌\",\n                    \"并将其{C:attention}玻璃{}版本加入商店\",\n                }\n            },\n            j_poke_gliscor = {\n                name = '天蝎王',\n                text = {\n                    \"手牌中每有一张{V:1}#2#{}或\",\n                    \"被削弱的牌，打出的牌获得 {X:mult,C:white}X#1#{} 倍率\",\n                    \"{C:inactive, s:0.8}(花色每回合变更)\",\n                    \"{C:inactive}(当前 {X:mult,C:white}X#3#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_mamoswine = {\n              name = \"象牙猪\",\n              text = {\n                \"第一张计分牌获得 {C:mult}+#1#{} 倍率，\",\n                \"数值为你计分牌中每张{C:attention}石头牌{}\",\n                \"和{C:attention}玻璃牌{}的总和\",\n                \"打出的{C:attention}石头{}和{C:attention}玻璃{}牌有\",\n                \"{C:green}#3#/#4#{} 的概率在计分时获得 {C:money}$#2#{}\",\n              }\n            },\n            j_poke_porygonz = {\n                name = '多边兽Ｚ',\n                text = {\n                    \"{C:pink}+3{}能量上限\",\n                    \"每张在此{C:attention}比赛{}中使用的{C:pink}能量{}牌会给予{X:mult,C:white} X#2# {}倍率\",\n                    \"当你使用{C:pink}能量{}牌时\",\n                    \"产生一张{C:pink}能量{}牌\",\n                    \"{C:inactive}（必须有空位）\",\n                    \"{C:inactive}（目前为{X:mult,C:white} X#1# {}{C:inactive}倍率）\",\n                }\n            },\n            j_poke_probopass = {\n                name = '大朝北鼻',\n                text = {\n                    \"{C:attention}石头{}卡牌视为人头牌\",\n                    \"打出的{C:attention}石头{}卡牌\",\n                    \"在计分时提供{X:mult,C:white} X#1# {} 倍率\",\n                }\n            },\n            j_poke_dusknoir = {\n                name = \"黑夜魔灵\",\n                text = {\n                  \"重新触发{C:attention}本回合最后一次出牌{}中\",\n                  \"所有计分牌\",\n                  \"{C:spectral}幻灵牌{}可能\",\n                  \"会出现在商店中\",\n                  \"{C:inactive,s:0.8}(如果已经出现，则增加出现率){}\",\n                }\n            },\n            j_poke_froslass = {\n                name = \"雪妖女\",\n                text = {\n                    \"最多可欠债{C:mult}-$#1#{}\",\n                    \"若出牌时处于欠债状态，\",\n                    \"生成一张{C:item}道具{}卡牌\",\n                    \"{C:inactive,s:0.8}(必须有空间)\",\n                }\n            },\n            j_poke_rotom = {\n                name = \"洛托姆\",\n                text = {\n                  \"打开任意{C:attention}补充包{}时，\",\n                  \"有{C:green}#1#/#2#{}的几率生成一张{C:item}道具{}牌\",\n                  \"{C:inactive}(必须有空位){}\",\n                  \"{C:attention}补充包{}价格降低 {C:money}$1{}\",\n                  \"{C:inactive}(使用{C:attention}家电{C:inactive}时变形){}\",\n                }\n            },\n            j_poke_rotomh = {\n                name = \"洛托姆 (加热)\",\n                text = {\n                  \"打开任意{C:attention}补充包{}时，\",\n                  \"有{C:green}#1#/#2#{}的几率生成一张{C:item}道具{}牌\",\n                  \"{C:inactive}(必须有空位){}\",\n                  \"若首次弃牌\",\n                  \"恰好为{C:attention}2{}张，则将两张牌\",\n                  \"都强化为{C:attention}倍率牌{}\",\n                  \"{C:inactive}(使用{C:attention}家电{C:inactive}时变形){}\",\n                }\n            },\n            j_poke_rotomw = {\n                name = \"洛托姆 (清洗)\",\n                text = {\n                  \"打开任意{C:attention}补充包{}时，\",\n                  \"有{C:green}#1#/#2#{}的几率生成一张{C:item}道具{}牌\",\n                  \"{C:inactive}(必须有空位){}\",\n                  \"每打出一张计分的{C:attention}强化牌{}，\",\n                  \"获得 {C:money}$#3#{}并移除其{C:attention}强化效果{}\",\n                  \"{C:inactive}(使用{C:attention}家电{C:inactive}时变形){}\",\n                }\n            },\n            j_poke_rotomf = {\n              name = \"洛托姆 (结霜)\",\n              text = {\n                \"打开任意{C:attention}补充包{}时，\",\n                \"有{C:green}#1#/#2#{}的几率生成一张{C:item}道具{}牌\",\n                \"{C:inactive}(必须有空位){}\",\n                \"选择盲注时，生成一张\",\n                \"随机{C:attention}消耗品{}，并附带\",\n                \"{C:dark_edition}闪箔{}、{C:dark_edition}全息{}或{C:dark_edition}多彩{}版本\",\n                \"{C:inactive}(使用{C:attention}家电{C:inactive}时变形){}\",\n              }\n            },\n            j_poke_rotomfan = {\n                name = \"洛托姆 (旋转)\",\n                text = {\n                  \"打开任意{C:attention}补充包{}时，\",\n                  \"有{C:green}#1#/#2#{}的几率生成一张{C:item}道具{}牌\",\n                  \"{C:inactive}(必须有空位){}\",\n                  \"选择盲注时，\",\n                  \"摧毁右侧的小丑牌\",\n                  \"并生成一个{C:attention}标签{}\",\n                  \"{C:inactive}(使用{C:attention}家电{C:inactive}时变形){}\",\n                }\n            },\n            j_poke_rotomm = {\n                name = \"洛托姆 (割草)\",\n                text = {\n                  \"打开任意{C:attention}补充包{}时，\",\n                  \"有{C:green}#1#/#2#{}的几率生成一张{C:item}道具{}牌\",\n                  \"{C:inactive}(必须有空位){}\",\n                  \"回合结束时，{C:attention}降低{}\",\n                  \"手中前{C:attention}2{}张牌的\",\n                  \"点数\",\n                  \"{C:inactive}(使用{C:attention}家电{C:inactive}时变形){}\",\n                }\n            },\n            j_poke_shaymin = {\n              name = \"谢米\",\n              text = {\n                \"本轮{C:attention}第一次出牌{}时，最右边的计分牌\",\n                \"会变成{C:attention}花朵牌{}\",\n                \"{C:inactive,s:0.8}(打出{C:attention,s:0.8}#1#{C:inactive,s:0.8}张花朵牌后变形)\",\n              }\n            },\n            j_poke_shaymin_sky = {\n              name = \"谢米 (天空形态)\",\n              text = {\n                \"{C:attention}花朵牌{}同时也是\",\n                \"{C:attention}百搭牌{}\",\n                \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}死神{C:inactive,s:0.8}牌后变形)\",\n              }\n            },\n            j_poke_pansage = {\n                name = \"花椰猴\",\n                text = {\n                    \"应用{C:attention}捷径\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}叶之石{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_simisage = {\n                name = \"花椰猿\",\n                text = {\n                    \"应用{C:attention}捷径\",\n                    \"所有打出的未强化卡牌有\",\n                    \"{C:green}#1#/#2#{}的几率变为{C:attention}幸运{}\",\n                }\n            },\n            j_poke_pansear = {\n                name = \"爆香猴\",\n                text = {\n                    \"应用{C:attention}四指\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}火之石{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_simisear = {\n                name = \"爆香猿\",\n                text = {\n                    \"应用{C:attention}四指\",\n                    \"若首手牌包含{C:attention}顺子\",\n                    \"或{C:attention}同花{}，生成一张{C:attention}皇后{}卡牌\",\n                    \"每张未计分卡牌被销毁{C:inactive}#1#{}\",\n                }\n            },\n            j_poke_panpour = {\n                name = \"冷水猴\",\n                text = {\n                    \"应用{C:attention}幻视\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}水之石{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_simipour = {\n                name = \"冷水猿\",\n                text = {\n                    \"应用{C:attention}幻视\",\n                    \"出牌中基础筹码最低的\",\n                    \"最左侧未强化卡牌变为{C:attention}奖励{}卡牌\",\n                }\n            },\n            j_poke_roggenrola = {\n                name = \"石丸子\",\n                text = {\n                    \"{C:purple}+#1# 陷阱牌\",\n                    \"手牌中每有一张{C:attention}无点数{}的牌\",\n                    \"提供 {C:mult}+#2#{} 倍率\",\n                    \"{C:inactive,s:0.8}(触发{C:attention,s:0.8}#3#{C:inactive,s:0.8}次后进化)\",\n                }\n            },\n            j_poke_boldore = {\n                name = \"地幔岩\",\n                text = {\n                    \"{C:purple}+#1# 陷阱牌\",\n                    \"手牌中每有一张{C:attention}无点数{}的牌\",\n                    \"提供 {C:mult}+#2#{} 倍率\",\n                    \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}连接之绳{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_gigalith = {\n                name = \"庞岩怪\",\n                text = {\n                    \"{C:purple}+#1# 陷阱牌\",\n                    \"手牌中每有一张{C:attention}无点数{}的牌\",\n                    \"提供 {C:mult}+#2#{} 倍率并重新触发\",\n                }\n            },\n            j_poke_drilbur = {\n                name = \"螺钉地鼠\",\n                text = {\n                  \"每轮第一张打出的{C:attention}石头牌{}\",\n                  \"会被摧毁并生成{C:money}宝物{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"{C:inactive,s:0.8}(触发{C:attention,s:0.8}#1#{C:inactive,s:0.8}次后进化)\",\n                }\n            },\n            j_poke_excadrill = {\n              name = \"龙头地鼠\",\n              text = {\n                \"打出的{C:attention}石头牌{}会被\",\n                \"摧毁并生成{C:money}宝物{}\",\n                \"{C:inactive}(必须有空位)\",\n                \"{C:mult}+#1#{} 倍率，数值为你牌组中\",\n                \"点数低于{C:attention}#2#{}的牌数\",\n                \"{C:inactive}(当前{C:mult}+#3#{C:inactive}倍率)\",\n              }\n            },\n            j_poke_trubbish = {\n              name = \"破破袋\",\n              text = {\n                \"若回合结束时没有\",\n                \"使用任何弃牌次数，则每次弃牌\",\n                \"获得 {C:chips}+#2#{} 筹码和{C:money}$#3#{}\",\n                \"{C:inactive}(当前{C:chips}+#1#{C:inactive} 筹码)\",\n                \"{C:inactive,s:0.8}(触发{C:attention,s:0.8}#4#{C:inactive,s:0.8}次后进化)\",\n              }\n            },\n            j_poke_garbodor = {\n                name = \"灰尘山\",\n                text = {\n                  \"若回合结束时没有使用任何弃牌次数，\",\n                  \"则每次弃牌获得 {C:chips}+#2#{} 筹码\",\n                  \"若赌注结束时没有使用任何弃牌次数，\",\n                  \"生成一个{C:attention}垃圾标签{}\",\n                  \"{C:inactive}(当前{C:chips}+#1#{C:inactive} 筹码)\",\n                }\n            },\n            j_poke_zorua = {\n                name = \"索罗亚\",\n                text = {\n                    \"{V:1}复制右侧最{C:attention}小丑牌{}的能力\",\n                    \"在计分出牌后，移除复制效果\",\n                    \"直到回合结束\",\n                    \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#1#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_zoroark = {\n                name = \"索罗亚克\",\n                text = {\n                    \"复制右侧最{C:attention}小丑牌{}的能力\",\n                }\n            },\n            j_poke_gothita = {\n                name = \"哥德宝宝\",\n                text = {\n                    \"商店中的所有{C:planet}星球{}卡牌和{C:planet}星空包{}\",\n                    \"价格降低{C:money}$2{}\",\n                    \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#1#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_gothorita = {\n                name = \"哥德小童\",\n                text = {\n                    \"商店中的所有{C:planet}星球{}卡牌和{C:planet}星空包{}\",\n                    \"价格降低{C:money}$3{}\",\n                    \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#1#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_gothitelle = {\n                name = \"哥德小姐\",\n                text = {\n                    \"商店中的所有{C:planet}星球{}卡牌和{C:planet}星空包{}\",\n                    \"均为{C:attention}免费{}\",\n                    \"使用{C:planet}星球{}卡牌时获得{C:money}$#1#{}\"\n                }\n            },\n            j_poke_vanillite = {\n                name = \"迷你冰\",\n                text = {\n                  \"{C:attention}左不稳定\",\n                  \"{C:chips}+#1#{} 筹码\",\n                  \"每出牌一次，{C:chips}-#3#{} 筹码\",\n                  \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_vanillish = {\n                name = \"多多冰\",\n                text = {\n                  \"{C:attention}左不稳定\",\n                  \"{C:chips}+#1#{} 筹码\",\n                  \"每出牌一次，{C:chips}-#3#{} 筹码\",\n                  \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_vanilluxe = {\n                name = \"双倍多多冰\",\n                text = {\n                  \"{C:chips}+#1#{} 筹码\",\n                  \"每出牌一次，{C:chips}-#2#{} 筹码\",\n                  \"当完全融化时，\",\n                  \"生成{C:attention}#3#个双倍标签{} \",\n                }\n            },\n            j_poke_frillish = {\n                name = \"轻飘飘\",\n                text = {\n                    \"每弃掉一张{C:attention}人头牌{}，\",\n                    \"获得{C:chips}+#2#{}筹码\",\n                    \"{C:inactive}(在拥有{C:chips}+#1#{C:inactive} / +#3#筹码时进化)\",\n                }\n            },\n            j_poke_jellicent = {\n                name = \"胖嘟嘟\",\n                text = {\n                  \"每弃掉一张{C:attention}人头牌{}，\",\n                  \"获得{C:chips}+#2#{}筹码\",\n                  \"若是{C:attention}K{}或{C:attention}Q{}，\",\n                  \"则筹码{C:attention}翻倍{}\",\n                  \"{C:inactive}(当前{C:chips}+#1#{C:inactive}筹码)\",\n                }\n            },\n            j_poke_ferroseed = {\n                name = \"种子铁球\",\n                text = {\n                  \"{C:attention}百搭牌{}和{C:attention}陷阱牌{}\",\n                  \"同时也是{C:attention}钢铁牌{}\",\n                  \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#1#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_ferrothorn = {\n              name = \"坚果哑铃\",\n              text = {\n                \"{C:attention}百搭牌{}和{C:attention}陷阱牌{}\",\n                \"同时也是{C:attention}钢铁牌{}\",\n                \"若打出的牌包含\",\n                \"{C:attention}同花{}，重新触发所有\",\n                \"{C:attention}手中{}的{C:attention}钢铁牌{}\",\n              }\n            },\n            j_poke_elgyem = {\n                name = \"小灰怪\",\n                text = {\n                    \"选择{C:attention}盲注{}时，生成一张{C:dark_edition}负片{}版本的\",\n                    \"{C:planet}星球{}牌，其牌组为你等级\",\n                    \"最高的 {C:attention}#1#{} 个牌组之一\",\n                    \"{C:inactive,s:0.8}(当你拥有 #2#/{C:planet,s:0.8}#3#{C:inactive,s:0.8} 种不同星球牌时进化){}\",\n                }\n            },\n            j_poke_beheeyem = {\n                name = \"大宇怪\",\n                text = {\n                    \"选择{C:attention}盲注{}时，生成一张{C:dark_edition}负片{}版本的\",\n                    \"{C:planet}星球{}牌，其牌组为你等级\",\n                    \"最高的 {C:attention}#1#{} 个牌组之一\",\n                    \"打开 {C:attention}#2# 个补充包后，若商店有空位，\",\n                    \"则生成一张{C:attention}望远镜{}或{C:attention}天文台{}优惠券\",\n                }\n            },\n            j_poke_litwick = {\n                name = \"烛光灵\",\n                text = {\n                    \"{C:mult}+#4#{} 倍率\",\n                    \"若此小丑牌售价达到或超过 {C:money}$#5#{},\",\n                    \"则倍率效果{C:attention}三倍{}\",\n                    \"回合结束时，从相邻的小丑牌\",\n                    \"{C:attention}汲取 {C:money}$#1#{} 的售价\",\n                    \"{C:inactive,s:0.8}(在售价达到 {C:money,s:0.8}$#3#{C:inactive,s:0.8} / $#2# 时进化)\",\n                }\n            },\n            j_poke_lampent = {\n              name = \"灯火幽灵\",\n              text = {\n                \"将此小丑牌的售价\",\n                \"加入倍率\",\n                \"回合结束时，从所有其他\",\n                \"小丑牌{C:attention}汲取 {C:money}$#1#{} 的售价\",\n                \"{C:inactive}(当前 {C:mult}+#2#{C:inactive} 倍率){}\",\n                \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}暗之石{C:inactive,s:0.8}后进化)\",\n              }\n            },\n            j_poke_chandelure = {\n                name = \"水晶灯火灵\",\n                text = {\n                    \"将此小丑牌的售价\",\n                    \"加入倍率\",\n                    \"每张售价为 {C:money}1${} 的小丑牌\",\n                    \"提供 {X:mult,C:white} X#1# {} 倍率\",\n                    \"{C:inactive}(当前 {C:mult}+#2#{C:inactive} 倍率){}\",\n                }\n            },\n            j_poke_golett = {\n                name = \"泥偶小人\",\n                text = {\n                  \"{C:purple}+#1# 陷阱牌\",\n                  \"手牌{C:attention}中{}有{C:green}#4#/#5#{}的概率\",\n                  \"提供{X:mult,C:white}X#2#{}倍率\",\n                  \"{C:attention}陷阱牌{}必定触发\",\n                  \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#3#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_golurk = {\n                name = \"泥偶巨人\",\n                text = {\n                  \"{C:purple}+#1# 陷阱牌\",\n                  \"手牌{C:attention}中{}有{C:green}#3#/#4#{}的概率\",\n                  \"提供{X:mult,C:white}X#2#{}倍率\",\n                  \"{C:attention}陷阱牌{}必定触发\",\n                }\n            },\n            j_poke_pawniard = {\n                name = \"驹刀小兵\",\n                text = {\n                  \"每摧毁一张{C:attention}人头牌{}，\",\n                  \"获得{X:red,C:white}X#2#{}倍率\",\n                  \"{C:inactive}(在{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X#3#{C:inactive}倍率时进化)\",\n                }\n            },\n            j_poke_bisharp = {\n              name = \"劈斩司令\",\n              text = {\n                \"每摧毁一张{C:attention}人头牌{}，\",\n                \"获得{X:red,C:white}X#2#{}倍率\",\n                \"若首次出牌为\",\n                \"单张{C:attention}人头牌{}，则摧毁之\",\n                \"{C:inactive}(当前{X:mult,C:white}X#1#{C:inactive}倍率)\",\n                \"{C:inactive,s:0.8}(摧毁{C:attention,s:0.8}#3#{C:inactive,s:0.8}张K后进化)\",\n              }\n            },\n            j_poke_zweilous = {\n                name = \"双首暴龙\",\n                text = {\n                  \"若出牌为{C:attention}三条{}，获得{X:mult,C:white} X#1# {} 倍率\",\n                  \"{C:inactive,s:0.8}(触发{C:attention,s:0.8}#2#{C:inactive,s:0.8}次后进化){}\",\n                }\n            },\n            j_poke_hydreigon = {\n                name = \"三首恶龙\",\n                text = {\n                  \"若出牌为{C:attention}三条{}，\",\n                  \"每张未计分卡牌被销毁\",\n                  \"每销毁一张卡牌，获得{X:mult,C:white} X#2# {} 倍率\",\n                  \"{C:inactive}(当前{X:mult,C:white} X#1# {C:inactive} 倍率){}\",\n                }\n            },\n            j_poke_deino = {\n                name = \"单首龙\",\n                text = {\n                  \"若出牌为{C:attention}三条{}，获得{X:mult,C:white} X#1# {} 倍率\",\n                  \"{C:inactive,s:0.8}(触发{C:attention,s:0.8}#2#{C:inactive,s:0.8}次后进化){}\",\n                }\n            },\n            j_poke_litleo = {\n                name = \"小狮狮\",\n                text = {\n                    \"若出牌包含{C:attention}同花{}，获得{C:chips}+#1#{} 筹码\",\n                    \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_pyroar = {\n                name = \"火炎狮\",\n                text = {\n                    \"若出牌包含{C:attention}同花{}，获得{C:chips}+#1#{} 筹码\",\n                    \"若还包含{C:attention}国王{}或{C:attention}皇后{}，\",\n                    \"生成一张{C:pink}能量{}卡牌\",\n                }\n            },\n            j_poke_sylveon = {\n                name = '仙子伊布',\n                text = {\n                    \"若{C:attention}首次出牌{}为\",\n                    \"一张{C:attention}未强化{}的牌，\",\n                    \"为其添加{C:dark_edition}闪箔{}、{C:dark_edition}全息{}或\",\n                    \"{C:dark_edition}多彩{}版本\",\n                }\n            },\n            j_poke_pumpkaboo_small = {\n                name = '南瓜精 (小)',\n                text = {\n                  \"每弃掉{C:attention}#1#{} {C:inactive}[#2#]{}张{C:attention}J, \",\n                  \"生成一张{C:spectral}幻灵牌{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}连接之绳{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_pumpkaboo_average = {\n                name = '南瓜精 (中)',\n                text = {\n                  \"每弃掉{C:attention}#1#{} {C:inactive}[#2#]{}张{C:attention}J, \",\n                  \"生成一张{C:spectral}幻灵牌{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}连接之绳{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_pumpkaboo_large = {\n                name = '南瓜精 (大)',\n                text = {\n                  \"每弃掉{C:attention}#1#{} {C:inactive}[#2#]{}张{C:attention}J, \",\n                  \"生成一张{C:spectral}幻灵牌{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}连接之绳{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_pumpkaboo_super = {\n                name = '南瓜精 (特大)',\n                text = {\n                  \"每弃掉{C:attention}#1#{} {C:inactive}[#2#]{}张{C:attention}J, \",\n                  \"生成一张{C:spectral}幻灵牌{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}连接之绳{C:inactive,s:0.8}后进化)\",\n                }\n            },\n            j_poke_gourgeist_small = {\n                name = \"南瓜怪人 (小)\",\n                text = {\n                  \"每弃掉{C:attention}#1#{} {C:inactive}[#2#]{}张{C:attention}J, \",\n                  \"生成一张{C:spectral}幻灵牌{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"每使用一张{C:spectral}幻灵牌{}，\",\n                  \"获得{C:money}$#3#{}，并为{C:attention}最左侧{}的小丑牌\",\n                  \"贴上{X:psychic,C:white}超能力{}属性贴纸\",\n                }\n            },\n            j_poke_gourgeist_average = {\n                name = \"南瓜怪人 (中)\",\n                text = {\n                  \"每弃掉{C:attention}#1#{} {C:inactive}[#2#]{}张{C:attention}J, \",\n                  \"生成一张{C:spectral}幻灵牌{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"每使用一张{C:spectral}幻灵牌{}，\",\n                  \"获得{C:money}$#3#{}，并为{C:attention}最左侧{}的小丑牌\",\n                  \"贴上{X:psychic,C:white}超能力{}属性贴纸\",\n                }\n            },\n            j_poke_gourgeist_large = {\n                name = \"南瓜怪人 (大)\",\n                text = {\n                  \"每弃掉{C:attention}#1#{} {C:inactive}[#2#]{}张{C:attention}J, \",\n                  \"生成一张{C:spectral}幻灵牌{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"每使用一张{C:spectral}幻灵牌{}，\",\n                  \"获得{C:money}$#3#{}，并为{C:attention}最左侧{}的小丑牌\",\n                  \"贴上{X:psychic,C:white}超能力{}属性贴纸\",\n                }\n            },\n            j_poke_gourgeist_super = {\n                name = \"南瓜怪人 (特大)\",\n                text = {\n                  \"每弃掉{C:attention}#1#{} {C:inactive}[#2#]{}张{C:attention}J, \",\n                  \"生成一张{C:spectral}幻灵牌{}\",\n                  \"{C:inactive}(必须有空位)\",\n                  \"每使用一张{C:spectral}幻灵牌{}，\",\n                  \"获得{C:money}$#3#{}，并为{C:attention}最左侧{}的小丑牌\",\n                  \"贴上{X:psychic,C:white}超能力{}属性贴纸\",\n                }\n            },\n            j_poke_grubbin = {\n                name = '强颚鸡母虫',\n                text = {\n                    \"{C:mult}+#1#{}倍率\",\n                    \"如果你有{X:lightning, C:black}电{}属性的小丑牌\",\n                    \"此牌给予的倍率会增加{C:attention}三倍{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_charjabug = {\n                name = '虫电宝',\n                text = {\n                    \"每张你拥有的{X:lightning, C:black}电{}属性小丑牌\",\n                    \"会给予{C:mult}+#1#{}倍率\",\n                    \"{C:inactive}（目前为{C:mult}+#2#{C:inactive}倍率）\",\n                    \"{C:inactive,s:0.8}（使用{} {C:attention,s:0.8}雷之石{}{C:inactive,s:0.8}牌进化）\",\n                }\n            },\n            j_poke_vikavolt = {\n                name = '锹农炮虫',\n                text = {\n                    \"{C:mult}+#3#{}倍率\",\n                    \"每张其他你拥有的{X:lightning, C:black}电{}属性小丑牌\",\n                    \"会给予{X:mult,C:white} X#1# {}倍率\",\n                    \"{C:inactive}（目前为{X:mult,C:white} X#2# {}{C:inactive}倍率）\",\n                }\n            },\n            j_poke_rockruff = {\n              name = \"岩狗狗\",\n              text = {\n                \"每张打出的{C:attention}非人头牌{}\",\n                \"计分时获得{C:mult}+#1#{}倍率\",\n                \"{C:inactive,s:0.8}(打出{C:attention,s:0.8}#2#{C:inactive,s:0.8}张偶数牌后进化)\",\n                \"{C:inactive,s:0.8}(打出{C:attention,s:0.8}#3#{C:inactive,s:0.8}张奇数牌后进化)\",\n              }\n            },\n            j_poke_lycanroc_day = {\n              name = \"鬃岩狼人 (白昼)\",\n              text = {\n                \"每张点数为{C:attention}偶数{}的牌\",\n                \"计分时获得{C:mult}+#1#{}倍率\",\n                \"若首次出牌恰好为\",\n                \"{C:attention}1{}张，则计分时获得\",\n                \"{C:chips}+#2#{}筹码和{C:attention}+1{}本轮出牌次数\",\n              }\n            },\n            j_poke_lycanroc_night= {\n              name = \"鬃岩狼人 (黑夜)\",\n              text = {\n                \"每张点数为{C:attention}奇数{}的牌\",\n                \"计分时获得{C:mult}+#1#{}倍率\",\n                \"选择Boss盲注时，\",\n                \"本轮获得{C:chips}+#2#{}出牌次数、{C:mult}+#3#{}弃牌次数\",\n                \"和{C:attention}+#2#{}手牌上限\",\n              }\n            },\n            j_poke_lycanroc_dusk = {\n              name = \"鬃岩狼人 (黄昏)\",\n              text = {\n                \"每张打出的{C:attention}非人头牌{}\",\n                \"计分时获得{C:mult}+#1#{}倍率\",\n                \"每轮重新触发第一张计分的\",\n                \"{C:attention}偶数{}牌和\",\n                \"第一张计分的{C:attention}奇数{}牌\",\n              }\n            },\n            j_poke_mimikyu = {\n                name = \"谜拟丘\",\n                text = {\n                    \"如果打出的牌没有计分的{C:hearts}#2#{}牌\",\n                    \"给予{C:chips}+#1#{}筹码\",\n                    \"如果你得到最少{C:attention}50%{}的所需筹码\",\n                    \"此牌会防止死亡\",\n                    \"{C:inactive}(#3#){}\",\n                }\n            },\n            j_poke_nickit = {\n                name = \"狡小狐\",\n                text = {\n                    \"回合结束时\",\n                    \"获得{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_thievul = {\n                name = \"猾大狐\",\n                text = {\n                    \"回合结束时，获得金钱，\",\n                    \"数额等于最左侧{C:attention}小丑牌{}售价\",\n                    \"的{C:attention}两倍{}\",\n                    \"{C:inactive,s:0.8}（自身除外）\",\n                    \"{C:inactive}(当前 {C:money}$#1#{C:inactive}, 上限 {C:money}$15{C:inactive})\",\n                }\n            },\n            j_poke_yamper = {\n                name = '来电汪',\n                text = {\n                    \"如果打出的牌包含{C:attention}顺子{}\",\n                    \"给予{C:mult}+#1#{}倍率及获得{C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}个回合后进化）\",\n                }\n            },\n            j_poke_boltund = {\n                name = '逐电犬',\n                text = {\n                    \"如果打出的牌包含{C:attention}顺子{}\",\n                    \"给予{X:mult,C:white}X#1#{}倍率及获得{C:money}$#2#{}\",\n                }\n            },\n            j_poke_dreepy = {\n                name = \"多龙梅西亚\",\n                text = {\n                    \"卖掉时，为你所有的小丑牌\",\n                    \"增加 {C:money}$#1#{} 售价，并将你手中\",\n                    \"的所有牌变为 {C:spades}#2#{}\",\n                    \"{C:inactive,s:0.8}(打出同花顺后进化)\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"多龙奇\",\n                text = {\n                    \"你所有{C:attention}小丑牌{}的每 {C:money}${} 售价\",\n                    \"提供 {X:mult,C:white} X#4# {} 倍率\",\n                    \"若打出的牌是{C:attention}同花顺{},\",\n                    \"为你所有的小丑牌增加 {C:money}$#1#{} 售价\",\n                    \"{C:inactive}(当前 {X:mult,C:white} X#5# {C:inactive} 倍率){}\",\n                    \"{C:inactive,s:0.8}(当你所有小丑牌的总售价\",\n                    \"{C:inactive,s:0.8}达到 $#2#/{C:money,s:0.8}$#3#{C:inactive,s:0.8} 时进化)\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"多龙巴鲁托\",\n                text = {\n                    \"你所有{C:attention}小丑牌{}的每 {C:money}${} 售价\",\n                    \"提供 {X:mult,C:white} X#2# {} 倍率\",\n                    \"若打出的牌是{C:attention}同花顺{},\",\n                    \"且你没有{C:attention}多龙飞箭{},\",\n                    \"则生成 {C:attention}2{} 张{C:dark_edition}负片{}版本的{C:attention}多龙飞箭{}\",\n                    \"{C:inactive}(当前 {X:mult,C:white} X#3# {C:inactive} 倍率){}\",\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"多龙飞箭\",\n                text = {\n                    \"卖掉时，为你所有的小丑牌\",\n                    \"增加 {C:money}$#1#{} 售价，并将你手中\",\n                    \"的所有牌变为 {C:spades}#2#{}\",\n                }\n            },\n            j_poke_hisuian_qwilfish = {\n                name = \"千针鱼 (洗翠的样子)\",\n                text = {\n                    \"{C:purple}+#1# 陷阱牌 {C:inactive}(每#2#张牌 +1)\",\n                    \"抽到{C:attention}陷阱牌{}时\",\n                    \"获得 {C:chips}+#3#{} 筹码\",\n                    \"{C:inactive}(在拥有 {C:chips}+#4#{C:inactive} / +#5# 筹码时进化)\",\n                }\n            },\n            j_poke_overqwil = {\n                name = \"万针鱼\",\n                text = {\n                    \"{C:purple}+#1# 陷阱牌 {C:inactive}(每#2#张牌 +1)\",\n                    \"抽到{C:attention}陷阱牌{}时\",\n                    \"获得 {C:chips}+#3#{} 筹码\",\n                    \"出牌后筹码{C:attention}减半{}\",\n                    \"{C:inactive}(当前 {C:chips}+#4#{C:inactive} 筹码)\",\n                }\n            },\n            j_poke_wyrdeer = {\n                name = \"诡角鹿\",\n                text = {\n                    \"{C:purple}+#1# 预见\",\n                    \"将{C:attention}被预见的{}最高点数牌的\",\n                    \"点数的{C:attention}两倍{}加入倍率\",\n                    \"出牌时获得\",\n                    \"{C:purple}+#2# 预见{}\",\n                    \"{C:inactive,s:0.8}(回合结束时重置)\",\n                }\n            },\n            j_poke_kleavor = {\n                name = '劈斧螳螂',\n                text = {\n                    \"选择盲注后，摧毁右边的小丑牌\",\n                    \"并获得 {C:mult}+#2#{}倍率\",\n                    \"如果被摧毁的小丑牌是{C:green}罕见{}或以上\",\n                    \"则向牌组中添加一张附带{C:dark_edition}闪箔{}, {C:dark_edition}全息{},\",\n                    \"或 {C:dark_edition}多彩{}版本的{C:attention}石头牌{}\",\n                    \"{C:inactive}(当前 {C:mult}+#1#{C:inactive} 倍率)\",\n                }\n            },\n            j_poke_ursaluna = {\n              name = \"月月熊\",\n              text = {\n                \"每跳过一个{C:attention}补充包{}，\",\n                \"获得 {C:mult}+#2#{} 倍率并生成一张\",\n                \"{C:dark_edition}多彩{}版本的{C:item}道具{}牌\",\n                \"{C:inactive,s:0.8}(必须有空位)\",\n                \"{C:inactive}(当前 {C:mult}+#1#{C:inactive} 倍率)\",\n              }\n            },\n            j_poke_tarountula = {\n                name = \"团珠蛛\",\n                text = {\n                    \"{C:purple}+#1# 陷阱牌{}, {C:attention}+#3#{} 手牌上限\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_spidops = {\n                name = \"操陷蛛\",\n                text = {\n                    \"{C:purple}+#1# 陷阱牌, {C:attention}+#2#{} 手牌上限\",\n                    \"若首次出牌\",\n                    \"全是{C:attention}陷阱牌{}，则本轮\",\n                    \"手牌上限增加，数值等于该手牌的牌数\",\n                }\n            },\n            j_poke_fidough = {\n                name = \"偶叫獒\",\n                text = {\n                    \"若打出的牌包含{C:attention}#3#{},\",\n                    \"获得 {C:chips}+#2#{} 筹码\",\n                    \"每次触发后，所需的{C:attention}点数{}增加\",\n                    \"{C:inactive,s:0.8}(达到最高点数后会循环回最低点数)\",\n                    \"{C:inactive}(当前 {C:chips}+#1#{C:inactive} 筹码)\",\n                    \"{C:inactive,s:0.8}(当你拥有{X:fire,C:white,s:0.8}火{}属性小丑牌时进化)\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"麻花犬\",\n                text = {\n                    \"如果打出的牌包含{C:attention}#3#{}，此牌获得{C:chips}+#2#{}筹码\",\n                    \"所需的{C:attention}卡牌点数{}会在每次触发时提升一点\",\n                    \"每张{X:fire,C:white}火{}属性小丑牌会增加{C:chips}+2{}到获得的筹码\",\n                    \"{C:inactive,s:0.8}（如果是A，那就会变回2）\",\n                    \"{C:inactive}（目前有{C:chips}+#1#{C:inactive}筹码）\",\n                }\n            },\n            j_poke_charcadet = {\n              name = \"炭小侍\",\n              text = {\n                \"计分后获得{C:mult}+#2#{}倍率\",\n                \"{C:inactive,s:0.8}(回合结束时重置)\",\n                \"{C:inactive,s:0.8}(使用{C:attention,s:0.8}觉醒之石{C:inactive,s:0.8}或{C:attention,s:0.8}暗之石{C:inactive,s:0.8}后进化)\",\n                \"{C:inactive}(当前 {C:mult}+#1#{C:inactive} 倍率)\",\n              }\n            },\n            j_poke_armarouge = {\n              name = \"红莲铠骑\",\n              text = {\n                \"{X:mult,C:white} X#1# {} 倍率\",\n                \"计分后失去{X:mult,C:white} X#2# {}倍率\",\n                \"{C:inactive,s:0.8}(回合结束时重置)\",\n              }\n            },\n            j_poke_ceruledge = {\n              name = \"苍炎刃鬼\",\n              text = {\n                \"计分后获得{X:mult,C:white} X#2# {}倍率\",\n                \"并从另一张随机小丑牌汲取{C:money}$#3#{}\",\n                \"{C:inactive,s:0.8}(回合结束时重置)\",\n                \"{C:inactive}(当前{X:mult,C:white} X#1# {C:inactive}倍率)\",\n              }\n            },\n            j_poke_tinkatink = {\n                name = \"小锻匠\",\n                text = {\n                    \"每张打出的牌给予{C:mult}+#1#{}倍率\",\n                    \"选择盲注后，减益{C:attention}#3#{}张在牌组里\",\n                    \"不是{C:attention}钢铁牌{}的牌\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化)\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"巧锻匠\",\n                text = {\n                    \"每张打出的牌给予{C:mult}+#1#{}倍率\",\n                    \"选择盲注后，减益{C:attention}#3#{}张在牌组里\",\n                    \"不是{C:attention}钢铁牌{}的牌\",\n                    \"{C:inactive,s:0.8}(在{C:attention,s:0.8}#2#{C:inactive,s:0.8}个回合后进化)\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"巨锻匠\",\n                text = {\n                    \"每张打出的牌给予{C:mult}+#1#{}倍率\",\n                    \"选择盲注后，减益{C:attention}#3#{}张在牌组里\",\n                    \"不是{C:attention}钢铁牌{}的牌\",\n                    \"打出的{C:attention}钢铁牌{}会有{C:attention}玻璃牌{}的效果\",\n                }\n            },\n            j_poke_wiglett = {\n                name = \"海地鼠\",\n                text = {\n                    \"若出牌包含{C:attention}三条{}，获得{C:mult}+#3#{} 倍率\",\n                    \"若出牌包含计分{C:attention}5{}、{C:attention}6{}或{C:attention}7{}，\",\n                    \"获得{C:chips}+#2#{} 筹码\",\n                    \"{C:inactive,s:0.8}(经过{C:attention,s:0.8}#1#{C:inactive,s:0.8}回合后进化)\",\n                }\n            },\n            j_poke_wugtrio = {\n                name = \"三海地鼠\",\n                text = {\n                    \"若出牌包含{C:attention}三条{}，获得{X:red,C:white} X#1# {} 倍率\",\n                    \"若出牌包含计分{C:attention}5{}、{C:attention}6{}或{C:attention}7{}，\",\n                    \"获得{C:chips}+#2#{} 筹码\",\n                }\n            },\n            j_poke_annihilape = {\n                name = '弃世猴',\n                text = {\n                    \"每张计分的{C:attention}2{}，{C:attention}3{}，{C:attention}5{}或{C:attention}7{}\",\n                    \"给予{C:mult}+#1#{}倍率及{C:chips}+#2#{}筹码\",\n                    \"加成会在每次出牌叠加，回合结束后重置\",\n                    \"{C:inactive}（目前为{C:mult}+#3#{}{C:inactive}倍率 {C:chips}+#4#{C:inactive}筹码）\",\n                }\n            },\n            j_poke_dudunsparce = {\n                name = '土龙节节',\n                text = {\n                    \"{C:attention}+#1#{} 商店卡牌栏位\",\n                    \"{C:attention}+#1#{} 商店补充包栏位\",\n                    \"{C:attention}+#1#{} 商店优惠券栏位\",\n                }\n            },\n            j_poke_dudunsparce2 = {\n                name = '土龙节节',\n                text = {\n                    \"{C:attention}持有优惠券标签{}\",\n                    \"{C:attention}+#1#{} 商店卡牌栏位\",\n                    \"{C:attention}+#1#{} 商店补充包栏位\",\n                    \"{C:attention}+#1#{} 商店优惠券栏位\",\n                }\n            },\n            j_poke_kingambit = {\n                name = \"仆斩将军\",\n                text = {\n                  \"{X:red,C:white}X#1#{} 倍率\",\n                  \"若打出的牌中包含你牌组里\",\n                  \"唯一的{C:attention}K{}，每张打出的\",\n                  \"{C:attention}非人头牌{}在计分时给予此小丑牌\",\n                  \"一半的{X:mult,C:white}X{}倍率\",\n                }\n            },\n            j_poke_farigiraf = {\n              name = \"奇麒麟\",\n              text = {\n                \"{C:attention}持有{} {C:spectral}神秘{}\",\n                \"若出牌包含{C:attention}两对{}，\",\n                \"首张和末张{C:attention}人头牌{}在计分时提供{X:mult,C:white}X#1#{} 倍率\",\n              }\n            },\n            j_poke_gimmighoul = {\n                name = \"索财灵 (宝箱形态)\",\n                text = {\n                  \"打出的 {C:attention}黄金牌{} \",\n                  \"计分时赚 {C:money}$#1#{} \",\n                  \"跳过{C:attention}补充包时{} ...?\",\n                  \"{C:inactive,s:0.8}(在赚了或花费了 {C:money,s:0.8}$#2#{C:inactive,s:0.8}/$#3# 钱后进化){}\",\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"索财灵 (徒步形态)\",\n                text = {\n                    \"赚一些{C:money}${}\",\n                    \"{S:1.1,C:red,E:2}自毁{}\",\n                }\n            },\n            j_poke_gholdengo = {\n                name = \"赛富豪\",\n                text = {\n                  \"打出的 {C:attention}黄金牌{}  {C:red}花费{} {C:money}$#2#{}\",\n                  \"计分时，这张牌的{X:mult,C:white}X{} 倍率乘以 {X:mult,C:white}X#3#\",\n                  \"这张牌不会被削弱\",\n                  \"{C:inactive}(当前 {X:mult,C:white}X#1#{C:inactive} 倍率)\",\n                  \"{C:inactive,s:0.8}(回合结束后重置)\",\n                }\n            },\n            j_poke_missingno = {\n                name = 'MissingNo.',\n                text = {\n                    \"得到这张牌时，产生消耗牌?\",\n                    \"产生{C:attention}#1#{}个{C:attention}标签{}?\",\n                }\n            },\n            j_poke_pokedex = {\n                name = '宝可梦图鉴',\n                text = {\n                    \"可能会出现同一进化链上的\",\n                    \"{C:attention}宝可梦{}小丑牌\",\n                }\n            },\n            j_poke_rotomdex = {\n                name = '洛托姆图鉴',\n                text = {\n                    \"{C:attention}补充包{}价格降低，数值等于\",\n                    \"你拥有的小丑牌中不同{C:pink}属性{}的数量\",\n                    \"{C:inactive}(当前降低 {C:money}$#1#{C:inactive})\",\n                }\n            },\n            j_poke_everstone = {\n                name = '不变之石',\n                text = {\n                    \"宝可梦{C:attention}不能{}进化或变形\",\n                    \"每张{C:attention}基础{}和{C:attention}幼年{}宝可梦会给予{X:mult,C:white} X#1# {}倍率\",\n                }\n            },\n            j_poke_tall_grass = {\n                name = '草丛',\n                text = {\n                    \"出牌时，有{C:green}#1#/#2#{}的几率\",\n                    \"产生一张{C:chips}普通{}的宝可梦{C:attention}小丑牌{}\",\n                    \"如果计分牌中包含{C:attention}百搭牌{}，必定触发\",\n                    \"{C:inactive}（必须有空位）{}\",\n                }\n            },\n            j_poke_jelly_donut = {\n                name = \"饭团\",\n                text = {\n                    \"选择盲注后\",\n                    \"产生一张{X:colorless,C:white}无色{}{C:pink}能量{}牌\",\n                    \"{C:inactive}（剩余{C:attention}#1#{}{C:inactive}个回合）{}\",\n                }\n            },\n            j_poke_ruins_of_alph = {\n                name = \"阿露福遗迹\",\n                text = {\n                    \"当选择{C:attention}盲注{}时，\",\n                    \"生成 {C:attention}3{} 只{C:dark_edition}负片{}版本的{C:attention}未知图腾{}\",\n                    \"一个{C:attention}未知图腾{}触发后，会\",\n                    \"与此小丑牌融合并提供 {C:mult}+#1#{} 倍率\",\n                    \"卖掉此牌可获得{C:attention}奖励{}，\",\n                    \"奖励取决于{C:attention}融合{}的未知图腾数量\",\n                    \"{C:inactive}(当前 {C:mult}+#3#{C:inactive} 倍率和 {C:attention}#2#{C:inactive} 只未知图腾)\",\n                }\n            },\n            j_poke_unown_swarm = {\n                name = \"未知图腾群\",\n                text = {\n                    \"每张{C:purple}传说{}小丑牌提供\",\n                    \"{C:mult}+#1#{} 倍率和 {X:mult,C:white}X#2#{} 倍率\",\n                }\n            },\n            j_poke_treasure_eatery = {\n                name = \"宝食堂\",\n                text = {\n                    \"{C:attention}属性变换{}\",\n                    \"当选择盲注时，\",\n                    \"将最左侧小丑牌的{C:pink}类型{}转换为最右侧小丑牌的{C:pink}类型{}\",\n                    \"{C:inactive}({C:attention}#1#{C:inactive} 回合剩余){}\",\n                }\n            },\n            j_poke_rival = {\n                name = \"劲敌\",\n                text = {\n                    \"{C:mult}+#1#{} 倍率\",\n                    \"若分数{C:attention}>#3#倍{}盲注要求，\",\n                    \"{S:1.1,C:red,E:2}自毁{}并获得{C:money}$#2#{}\",\n                }\n            },\n            j_poke_bitter_rival = {\n                name = \"宿敌\",\n                text = {\n                    \"{C:mult}+#1#{} 倍率\",\n                    \"若分数{C:attention}>#3#倍{}盲注要求，\",\n                    \"{S:1.1,C:red,E:2}自毁{}并获得{C:money}$#2#{}\",\n                }\n            },\n            j_poke_champion = {\n                name = \"冠军\",\n                text = {\n                    \"{X:mult,C:white}X#1#{} 倍率\",\n                    \"若分数{C:attention}>#3#倍{}盲注要求，\",\n                    \"{S:1.1,C:red,E:2}自毁{}并获得{C:money}$#2#{}\",\n                }\n            },\n            j_poke_professor = {\n                name = \"博士\",\n                text = {\n                    \"{C:attention}#1#{}回合后，卖掉此牌\",\n                    \"可生成一个{C:attention}初始{}标签\",\n                    \"{C:inactive}(当前 {C:attention}#2#{C:inactive}/#1#){}\",\n                }\n            },\n            j_poke_mystery_egg = {\n                name = \"神秘蛋\",\n                text = {\n                    \"在{C:attention}#1#{}回合后孵化为\",\n                    \"一只{C:attention}基础{}或{C:attention}幼年{}小丑牌，\",\n                    \"若适用，附带{C:pink}能量注入{}\",\n                }\n            },\n            j_poke_billion_lions = {\n                name = '十亿头狮子',\n                text = {\n                    \"当选择盲注时，\",\n                    \"销毁每张持有的{C:pink}类型{}小丑牌，\",\n                    \"然后每张销毁的小丑牌提供{X:mult,C:white}X#2#{} 倍率\",\n                    \"{S:1.1,C:red,E:2}狮子耗尽时自毁{}\",\n                    \"{C:inactive}(当前{X:mult,C:white}X#1#{C:inactive} 倍率，{C:attention}#3#{C:inactive}头狮子)\",\n                }\n            },\n            --[[ Egg dynatext, not used right now\n            -- 蛋的动态文本，当前未使用\n            j_poke_mystery_egg = {\n                name = \"神秘蛋\",\n                text = {\n                    \"这个蛋还需要更多时间来孵化。\",\n                    \"保守秘密。注意安全。\",\n                    \"它看起来又冷又孤单。\",\n                    \"跟着那只蛋！\",\n                    \"它应该会发光吗？\",\n                    \"我很好奇里面是什么？\",\n                    \"它有时会在里面动。\",\n                    \"这是大家的秘密。\",\n                    \"不能放在三明治里。\",\n                }\n            },--]]\n        },\n        Planet = {\n           -- I wonder what a Pokémon planet would do?\n           -- 我想知道宝可梦星球会做什么？\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"训练家牌套\",\n                text = {\n                    \"开局时获得\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{}优惠券及\",\n                    \"一张 {C:tarot,T:c_poke_pokeball}#2#{}牌\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"讣闻牌套\",\n                text = {\n                    \"所有卡牌有{C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_revenantsleeve = {\n                name = \"亡魂牌套\",\n                text = {\n                    \"所有卡牌有{C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"发亮牌套\",\n                text = {\n                    \"所有小丑牌生成时附有\",\n                    \"随机的{C:pink}属性{}贴纸\",\n                    \"并经过一次{C:pink}能量注入{}\",\n                },\n            },\n            sleeve_poke_telekineticsleeve = {\n                name = \"念动力牌套\",\n                text = {\n                    \"开局时获得\",\n                    \"{C:tarot,T:v_crystal_ball}#1#{}优惠券\",\n                    \"和{C:attention}2{}张\",\n                    \"{C:item,T:c_poke_twisted_spoon}#2#{}\",\n                }\n            },\n            sleeve_poke_ampedsleeve = {\n                name = \"增幅牌套\",\n                text = {\n                    \"开局时获得\",\n                    \"{C:tarot,T:v_poke_energysearch}#1#{}优惠券\",\n                    \"和一张\",\n                    \"{C:pink,T:c_poke_double_rainbow_energy}#2#{}\",\n                }\n            },\n            sleeve_poke_futuresleeve = {\n                name = \"未来牌套\",\n                text = {\n                    \"{C:purple}+#1# 预见{}\",\n                }\n            },\n            sleeve_poke_stadiumsleeve = {\n                name = \"竞技场牌套\",\n                text = {\n                    \"开局时额外获得一张\",\n                    \"{C:attention}奖励, 倍率, 百搭, 玻璃,\",\n                    \"{C:attention}钢铁, 石头, 黄金{}, 和{C:attention}幸运{}牌\",\n                }\n            },\n            sleeve_poke_megasleeve = {\n                name = \"超级牌套\",\n                text = {\n                    \"开局时获得\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{} 和 {C:tarot,T:v_reroll_glut}#3#{} 优惠券\",\n                    \"以及一张 {C:spectral,T:c_poke_megastone}#1#{} 牌\",\n                    \"{C:red}-#4#{} 商店栏位\",\n                }\n            },\n            sleeve_poke_vendingsleeve = {\n                name = \"贩卖机牌套\",\n                text = {\n                    \"每击败一个\",\n                    \"{C:attention}奇数 Boss 盲注{}, 获得一个\",\n                    \"{C:attention,T:tag_vremade_double}#1#\",\n                }\n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"高级球\",\n                text = {\n                    \"产生一张随机\",\n                    \"{C:attention}二次进化的宝可梦小丑{}牌\",\n                    \"{C:inactive}（必须有空位）\",\n                },\n            },\n            c_poke_masterball = {\n                name = \"大师球\",\n                text = {\n                    \"产生一只\",\n                    \"{C:legendary,E:1}传说中的{C:attention}宝可梦{}小丑牌\",\n                    \"{C:inactive}（必须有空位）\",\n                },\n            },\n            c_poke_transformation = {\n                name = \"蜕变\",\n                text = {\n                    \"把选择的或最左边的\",\n                    \"宝可梦进化到最高{C:attention}阶段{}\",\n                    \"并为其{C:pink}注入能量{}\",\n                },\n            },\n            c_poke_megastone = {\n                name = \"超级石\",\n                text = {\n                    \"{C:attention}可重复使用{}\",\n                    \"使宝可梦{C:attention}超级进化{}\",\n                    \"或{C:attention}取消超级进化{}\",\n                    \"卖出时{C:attention}取消超级进化{}\",\n                    \"{C:inactive}（每回合可使用一次）\",\n                },\n            },\n            c_poke_obituary = {\n                name = \"讣告\",\n                text = {\n                    \"新增{C:pink}粉红{}蜡封\",\n                    \"到选择的{C:attention}1{}张手牌中\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"梦魇\",\n                text = {\n                    \"摧毁一只选定的带{C:pink}属性{}的小丑牌，\",\n                    \"并生成 {C:attention}2{} 张该小丑牌属性的\",\n                    \"{C:dark_edition}负片{}版本{C:pink}能量{}牌\",\n                },\n            },\n            c_poke_revenant = {\n                name = \"亡魂\",\n                text = {\n                    \"新增 {C:item}白银{} 蜡封\",\n                    \"到选择的 {C:attention}1{} 张手牌中\",\n                }\n            },\n            c_poke_double_rainbow_energy = {\n                name = \"双彩虹能量\",\n                text = {\n                    \"为最左边或选定的任意\",\n                    \"属性{}的小丑牌{C:pink}注{C:red}入{C:attention}两{C:green}次{C:red}能{C:attention}量{}\",\n                    \"本轮无法获得利息\",\n                    \"{C:inactive}(每张小丑牌最多强化 {C:attention}#1#{C:inactive} 次)\",\n                },\n            },\n            c_poke_fake_banker = {\n                name = '财富之愿',\n                text = {\n                    \"{C:dark_edition}祈愿财富！\",\n                }\n            },\n            c_poke_fake_booster = {\n                name = '选择之愿',\n                text = {\n                    \"{C:dark_edition}祈愿更多选择！\",\n                }\n            },\n            c_poke_fake_power = {\n                name = '力量之愿',\n                text = {\n                    \"{C:dark_edition}祈愿力量！\",\n                }\n            },\n            c_poke_fake_negging = {\n                name = '伙伴之愿',\n                text = {\n                    \"{C:dark_edition}祈愿伙伴！\",\n                }\n            },\n            c_poke_fake_copy = {\n                name = '增援之愿',\n                text = {\n                    \"{C:dark_edition}祈愿增援！\",\n                }\n            },\n            c_poke_fake_fixer = {\n                name = '净化之愿',\n                text = {\n                    \"{C:dark_edition}祈愿更好的牌组！\",\n                }\n            },\n            c_poke_fake_masterball = {\n                name = '召唤之愿',\n                text = {\n                    \"{C:dark_edition}祈愿召唤传说中的宝可梦！\",\n                }\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"口袋标签\",\n                text = {\n                    \"获得一个免费的{C:pink}超级口袋包{}\",\n                    \"{C:attention}第5赌注{}以上有{C:green}#1#%{}几率\",\n                    \"含有{C:attention}超级石{}\",\n                    \"{C:inactive,s:0.8}(几率不能提升){}\",\n                },\n            },\n            tag_poke_shiny_tag = {\n                name = \"异色标签\",\n                text = {\n                    \"下个在商店中的基础版本\",\n                    \"小丑牌是免费的\",\n                    \"并变为{C:colorless}异色{}\",\n                },\n            },\n            tag_poke_stage_one_tag = {\n                name = \"一次进化标签\",\n                text = {\n                    \"商店中有一个免费的\",\n                    \"{C:attention}一次进化{}宝可梦小丑牌\",\n                },\n            },\n            tag_poke_safari_tag = {\n                name = \"狩猎标签\",\n                text = {\n                    \"商店中有一个免费的\",\n                    \"{C:safari}狩猎{}宝可梦小丑牌\",\n                },\n            },\n            tag_poke_starter_tag = {\n                name = \"初始标签\",\n                text = {\n                    \"获得一个免费的{C:attention}初始包{}\",\n                },\n            },\n        },\n        Tarot = {\n            c_poke_pokeball = {\n                name = \"精灵球\",\n                text = {\n                    \"产生一张随机\",\n                    \"{C:attention}基础宝可梦小丑{}牌\",\n                    \"{C:inactive}（必须有空位）\",\n                },\n            },\n            c_poke_greatball = {\n                name = \"超级球\",\n                text = {\n                    \"产生一张随机\",\n                    \"{C:attention}一次进化{}宝可梦小丑牌\",\n                    \"{C:inactive}（必须有空位）\",\n                },\n            },\n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"能量搜索\",\n                text = {\n                    \"{C:pink}+2{}能量上限\",\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"能量研究\",\n                text = {\n                    \"{C:pink}+3{}能量上限\",\n                },\n            },\n            v_poke_goodrod = {\n                name = \"好钓竿\",\n                text = {\n                    \"{C:attention}补充包{}\",\n                    \"有额外{C:attention}一{}张牌在里面\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"厉害钓竿\",\n                text = {\n                    \"你可以{C:pink}保留{}\",\n                    \"所有{C:attention}消耗品{}包里的牌\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"属性\",\n                text = {\n                  \"{X:grass,C:white}草{}\",\n                }\n            },\n            Fire = {\n                name = \"属性\",\n                text = {\n                  \"{X:fire,C:white}火{}\",\n                }\n            },\n            Water = {\n                name = \"属性\",\n                text = {\n                  \"{X:water,C:white}水{}\",\n                }\n            },\n            Lightning = {\n                name = \"属性\",\n                text = {\n                  \"{X:lightning,C:black}电{}\",\n                }\n            },\n            Psychic = {\n                name = \"属性\",\n                text = {\n                  \"{X:psychic,C:white}超能力{}\",\n                }\n            },\n            Fighting = {\n                name = \"属性\",\n                text = {\n                  \"{X:fighting,C:white}格斗{}\",\n                }\n            },\n            Colorless = {\n                name = \"属性\",\n                text = {\n                  \"{X:colorless,C:white}一般{}\",\n                }\n            },\n            Dark = {\n                name = \"属性\",\n                text = {\n                  \"{X:dark,C:white}恶{}\",\n                }\n            },\n            Metal = {\n                name = \"属性\",\n                text = {\n                  \"{X:metal,C:white}钢{}\",\n                }\n            },\n            Fairy = {\n                name = \"属性\",\n                text = {\n                  \"{X:fairy,C:white}妖精{}\",\n                }\n            },\n            Dragon = {\n                name = \"属性\",\n                text = {\n                  \"{X:dragon,C:white}龙{}\",\n                }\n            },\n            Earth = {\n                name = \"属性\",\n                text = {\n                  \"{X:earth,C:white}地面{}\",\n                }\n            },\n            --Have you Heard? Bird is the wordddd\n            -- 你听说了吗？鸟这个词……\n            Bird = {\n                name = \"属性\",\n                text = {\n                  \"{X:bird,C:white}鸟{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            -- 用于像化石盔和菊石兽这类东西的信息队列\n            ancient = {\n                name = \"原始之力\",\n                text = {\n                    \"效果取决于\",\n                    \"牌型中{C:attention}#1#{}的数量\",\n                    \"{C:inactive}（效果可{C:attention}累加{C:inactive}）\",\n                }\n            },\n            energize = {\n                name = \"能量注入\",\n                text = {\n                    \"永久提升小丑牌的\",\n                    \"{C:mult}倍率{}, {C:chips}筹码{}, {C:money}${} 和 {X:mult,C:white}X{}倍率\",\n                    \"数值\",\n                }\n            },\n            eitem = {\n                name = \"进化牌\",\n                text = {\n                    \"使用后，在下回合结束时\",\n                    \"进化最左边或选中的\",\n                    \"{C:attention}符合条件{}的小丑牌\",\n                }\n            },\n            --Infoqueue used by some Consumables\n            -- 一些消耗品使用的信息队列\n            hitem = {\n                name = \"持有牌\",\n                text = {\n                    \"由{C:attention}#1#{}使用\",\n                }\n            },\n            typechanger = {\n                name = \"属性变换\",\n                text = {\n                    \"给最左边或所选的小丑牌\",\n                    \"贴上 {V:1}#1#{} 属性贴纸\",\n                }\n            },\n            typechangerother = {\n                name = \"属性变换\",\n                text = {\n                    \"贴上 {V:1}#1#{} 属性贴纸\",\n                }\n            },\n            typechangerpoke = {\n                name = \"属性变换\",\n                text = {\n                    \"生成时为自身\",\n                    \"贴上 {V:1}#1#{} 属性贴纸\",\n                }\n            },\n            basic = {\n                name = \"基础\",\n                text = {\n                    \"未曾{C:attention}进化{}的\",\n                    \"宝可梦小丑牌\",\n                    \"{C:inactive,s:0.8}（不包含{C:attention,s:0.8}幼年{C:inactive,s:0.8}宝可梦\",\n                    \"{C:inactive,s:0.8}和{C:purple,s:0.8}传说{C:inactive,s:0.8}宝可梦）\",\n                }\n            },\n            stage1 = {\n                name = \"一次进化\",\n                text = {\n                    \"已{C:attention}进化{}一次的\",\n                    \"宝可梦小丑牌\",\n                }\n            },\n            stage2 = {\n                name = \"二次进化\",\n                text = {\n                    \"已{C:attention}进化{}两次的\",\n                    \"宝可梦小丑牌\",\n                }\n            },\n            energy = {\n                name = \"已用能量\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            money_chance = {\n                name = \"给予金钱的几率\",\n                text = {\n                    \"有{C:attention}#1#%{}的几率\",\n                    \"获得额外{C:money}$1{}\",\n                }\n            },\n            mult_progress = {\n                name = \"获得的倍率进度\",\n                text = {\n                    \"{C:attention}#1#%{} 进度\",\n                    \"使{C:mult}倍率{}增益\",\n                    \"提升 {C:mult}+1{}\",\n                }\n            },\n            chip_progress = {\n                name = \"获得的筹码进度\",\n                text = {\n                    \"{C:attention}#1#%{} 进度\",\n                    \"使{C:chips}筹码{}增益\",\n                    \"提升 {C:chips}+1{}\",\n                }\n            },\n            money_progress = {\n                name = \"获得的金钱进度\",\n                text = {\n                    \"{C:attention}#1#%{} 进度\",\n                    \"使{C:money}${}增益\",\n                    \"提升 {C:money}1${}\",\n                }\n            },\n            availability = {\n                name = \"现身条件\",\n                text = {\n                    \"如果你有{C:attention}#1#{}，\",\n                    \"这张牌就不会出现\",\n                }\n            },\n            baby = {\n                name = \"幼年\",\n                text = {\n                    \"出牌时，如果有{C:attention}非幼年{}\",\n                    \"小丑牌在这张牌的右边\",\n                    \"这张牌会被{C:attention}减益{}\",\n                }\n            },\n            nature = {\n                name = \"性格\",\n                text = {\n                    \"触发此小丑牌的\",\n                    \"一个或一组独特的{C:attention}#1#{}点数\",\n                    \"在小丑牌生成时确定\",\n                }\n            },\n            merge = {\n                name = \"融合\",\n                text = {\n                    \"移除该牌并将其\",\n                    \"添加到此小丑牌中\",\n                    \"右键查看已融合的牌\",\n                    \"{C:inactive}(已融合的小丑牌无法被复制){}\",\n                }\n            },\n            rewards_ruins_of_alph = {\n                name = \"奖励\",\n                text = {\n                    \"{C:attention}#1#{} - {C:attention}狩猎地带{}宝可梦小丑牌\",\n                    \"{C:attention}#2#{} - {C:attention}复制{}一张随机小丑牌\",\n                    \"{C:attention}#3#{} - {C:attention}头脑风暴{}\",\n                    \"{C:attention}#4#{} - {C:attention}未知图腾群和灵魂牌{}\",\n                    \"{C:inactive}(奖励不累积){}\",\n                }\n            },\n            scry_cards = {\n                name = \"预见\",\n                text = {\n                    \"查看你牌库顶上的牌\",\n                }\n            },\n            mega_rule = {\n                name = \"限制\",\n                text = {\n                    \"每拥有一块{C:attention}超级石{}，\",\n                    \"只能有一只宝可梦\",\n                    \"{C:attention}超级进化{}\",\n                }\n            },\n            mega_poke = {\n                name = \"超级进化\",\n                text = {\n                    \"可以用{C:attention}超级石{}\",\n                    \"来进行{C:attention}超级进化{}\",\n                }\n            },\n            mega_used_on = {\n                name = \"使用于\",\n                text = {\n                    \"{C:attention}#1#{}\",\n                }\n            },\n            split_mega = {\n                name = \"XY超级进化\",\n                text = {\n                    \"{C:attention}超级进化{}的结果和位置有关\",\n                    \"最左边 - {C:attention}#1#{}\",\n                    \"最右边 - {C:attention}#2#{}\",\n                }\n            },\n            playing_card_to_evolve = {\n                name = \"需求\",\n                text = {\n                    \"必须对{C:attention}游戏牌{}使用\",\n                    \"才能进化\",\n                }\n            },\n            deli_gift = {\n                name = \"礼物\",\n                text = {\n                    \"{C:green}35%{} - {C:money}$8{}\",\n                    \"{C:green}30%{} - {C:item}道具{} {C:attention}牌\",\n                    \"{C:green}20%{} - {C:attention}优惠券标签\",\n                    \"{C:green}15%{} - {C:dark_edition}多彩{} {C:attention}礼品卡\",\n                }\n            },\n            dril_treasure = {\n                name = \"宝物\",\n                text = {\n                    \"{C:green}30%{} - {C:attention}进化{C:item}之石   \",\n                    \"{C:green}30%{} - {C:money}$5{}               \",\n                    \"{C:green}20%{} - {C:attention}2颗进化{C:item}之石\",\n                    \"{C:green}15%{} - {C:money}$10{}              \",\n                    \"{C:green}5%{} - {C:money}$20{}             \",\n                }\n            },\n            exdril_treasure = {\n                name = \"宝物\",\n                text = {\n                    \"{C:green}30%{} - {C:attention}进化{C:item}之石   \",\n                    \"{C:green}30%{} - {C:money}$5{}               \",\n                    \"{C:green}20%{} - {C:attention}2颗进化{C:item}之石\",\n                    \"{C:green}15%{} - {C:money}$10{}              \",\n                    \"{C:green}4%{} - {C:money}$20{}             \",\n                    \"{C:green}1%{} - {C:attention}超级石     \",\n                }\n            },\n            pickup = {\n              name = \"捡拾\",\n              text = {\n                \"{C:green}34%{} - {C:item}道具{}\",\n                \"{C:green}25%{} - {C:item}进化道具\",\n                \"{C:green}20%{} - {C:item}吃剩的东西\",\n                \"{C:green}20%{} - {C:item}弯曲的汤匙\",\n                \"{C:green}1%{} - {C:spectral}蜕变\",\n              }\n            },\n            poke_artist = {\n              name = \"画师\",\n              text = {\n                \"{V:1}#1#\",\n              }\n            },\n            pokeballs_group = {\n              name = \"精灵球\",\n              text = {\n                \"生成一只对应品质的\",\n                \"宝可梦小丑牌\",\n              }\n            },\n            holding = {\n                name = \"携带道具\",\n                text = {\n                    \"这张牌附带\",\n                    \"一张{C:attention}#1#{}牌\",\n                    \"{C:inactive}（必须有空位）{}\",\n                }\n            },\n            holding_an = {\n                name = \"携带道具\",\n                text = {\n                    \"这张牌附带\",\n                    \"一张{C:attention}#1#{}牌\",\n                    \"{C:inactive}（必须有空位）{}\",\n                }\n            },\n            eeveelution = {\n                name = \"进化形态\",\n                text = {\n                    \"{C:attention}水之石{} - {X:water,C:white}水伊布{}\",\n                    \"{C:attention}雷之石{} - {X:lightning,C:black}雷伊布{}\",\n                    \"{C:attention}火之石{} - {X:fire,C:white}火伊布{}\",\n                    \"{C:attention}日之石{} - {X:psychic,C:white}太阳伊布{}\",\n                    \"{C:attention}月之石{} - {X:dark,C:white}月亮伊布{}\",\n                    \"{C:attention}叶之石{} - {X:grass,C:white}叶伊布{}\",\n                    \"{C:attention}冰之石{} - {X:water,C:white}冰伊布{}\",\n                    \"{C:attention}光之石{} - {X:fairy,C:white}仙子伊布{}\",\n                }\n            },\n            poke_egg_tip = {\n              name = \"神秘蛋\",\n              text = {\n                \"它看起来冰冷又孤单。\",\n              }\n            },\n            poke_top_cards = {\n              name = \"顶部的牌\",\n              text = {\n                \"{C:attention}#1#{}\",\n                \"{C:attention}#2#{}\",\n              }\n            },\n            poke_drain = {\n              name = \"吸取\",\n              text = {\n                \"从小丑牌中移除出售价值\",\n                \"并添加到自身，如果该小丑牌\",\n                \"的出售价值大于{C:money}$1{}\",\n              }\n            },\n            poke_drain_item = {\n              name = \"吸取\",\n              text = {\n                \"从小丑牌中移除出售价值，\",\n                \"如果该小丑牌的出售价值\",\n                \"大于{C:money}$1{}\",\n              }\n            },\n            poke_volatile_left = {\n              name = \"左不稳定\",\n              text = {\n                \"以下能力只有当此牌是\",\n                \"最左侧的小丑牌时才会触发\",\n                \"{C:inactive}（无视其他{C:attention}不稳定{C:inactive}宝可梦的位置）\",\n              }\n            },\n            poke_volatile_right = {\n              name = \"右不稳定\",\n              text = {\n                \"以下能力只有当此牌是\",\n                \"最右侧的小丑牌时才会触发\",\n                \"{C:inactive}（无视其他{C:attention}不稳定{C:inactive}宝可梦的位置）\",\n              }\n            },\n            sketch = {\n              name = \"写生\",\n              text = {\n                \"复制小丑牌效果，直到被出售、销毁或复制其他能力为止\",\n                \"复制的效果显示为提示信息\",\n                \"并出现在宝可梦图鉴菜单中\",\n                \"写生在复制小丑牌后重置\",\n              }\n            },\n            unlimited_energy_tooltip = {\n              name = \"无限能量\",\n              text = {\n                \"你可以对小丑牌使用\",\n                \"任意次数的{C:pink}能量{}牌\",\n              }\n            },\n            precise_energy_tooltip = {\n                name = \"精准能量计量\",\n                text = {\n                    \"{s:0.8}在应用{C:pink,s:0.8}能量{}加成时，对所有数值使用{C:attention,s:0.8}小数{}\",\n                    \"{s:0.8}{C:attention,s:0.8}关闭{}此选项时，将发生以下情况:{}\",\n                    \"{C:attention}1. {X:mult,C:white,s:0.8}X{} {s:0.8}倍率 - 使用小数\",\n                    \"{C:attention}2. {s:0.8}+ {C:mult,s:0.8}倍率{}和{C:chips,s:0.8}筹码{} - 四舍五入到最近的整数\",\n                    \"{C:attention}3. {s:0.8}{C:mult,s:0.8}倍率增长{}和{C:chips,s:0.8}筹码增长{} - 小数部分显示为\",\n                    \"{s:0.8}百分比，用于增加基础{C:mult,s:0.8}倍率{}和{C:chips,s:0.8}筹码{}\",\n                    \"{C:attention}4. {C:money,s:0.8}${}{s:0.8} - 小数部分显示为百分比，\",\n                    \"{s:0.8}作为获得额外{C:money,s:0.8}${}{s:0.8}的概率{}\",\n                    \"{C:inactive,s:0.8}(非宝可梦小丑牌将始终使用精准计量){}\",\n                }\n            },\n            discovery_tooltip = {\n              name = \"探索内容\",\n              text = {\n                \"默认情况下，宝可梦模组的内容是未发现的。\",\n                \"关闭此选项将发现所有模组内容。\",\n                \"{C:red}发现所有内容后将无法撤销{}\",\n              }\n            },\n            pokemononly_tooltip = {\n              name = \"仅宝可梦\",\n              text = {\n                \"只会出现{C:attention}宝可梦{}小丑牌\",\n              }\n            },\n            gen1_tooltip = {\n              name = \"允许第一世代\",\n              text = {\n                \"第一世代的{C:attention}宝可梦{}小丑牌\",\n                \"将会出现\",\n              }\n            },\n            gen2_tooltip = {\n              name = \"允许第二世代\",\n              text = {\n                \"第二世代的{C:attention}宝可梦{}小丑牌\",\n                \"将会出现\",\n              }\n            },\n            gen3_tooltip = {\n              name = \"允许第三世代\",\n              text = {\n                \"第三世代的{C:attention}宝可梦{}小丑牌\",\n                \"将会出现\",\n              }\n            },\n            gen4_tooltip = {\n              name = \"允许第四世代\",\n              text = {\n                \"第四世代的{C:attention}宝可梦{}小丑牌\",\n                \"将会出现\",\n              }\n            },\n            gen5_tooltip = {\n              name = \"允许第五世代\",\n              text = {\n                \"第五世代的{C:attention}宝可梦{}小丑牌\",\n                \"将会出现\",\n              }\n            },\n            gen6_tooltip = {\n              name = \"允许第六世代\",\n              text = {\n                \"第六世代的{C:attention}宝可梦{}小丑牌\",\n                \"将会出现\",\n              }\n            },\n            gen7_tooltip = {\n              name = \"允许第七世代\",\n              text = {\n                \"第七世代的{C:attention}宝可梦{}小丑牌\",\n                \"将会出现\",\n              }\n            },\n            gen8_tooltip = {\n              name = \"允许第八世代\",\n              text = {\n                \"第八世代的{C:attention}宝可梦{}小丑牌\",\n                \"将会出现\",\n              }\n            },\n            gen9_tooltip = {\n              name = \"允许第九世代\",\n              text = {\n                \"第九世代的{C:attention}宝可梦{}小丑牌\",\n                \"将会出现\",\n              }\n            },\n            hazards_on_tooltip = {\n              name = \"允许陷阱牌\",\n              text = {\n                \"会添加{C:purple}陷阱牌{}的\",\n                \"{C:attention}宝可梦{}小丑牌将会出现\",\n              }\n            },\n            shinyplayingcard_tooltip = {\n              name = \"异色游戏牌\",\n              text = {\n                \"允许{C:attention}游戏牌{}\",\n                \"拥有{C:dark_edition}异色{}版本\",\n              }\n            },\n            detailed_tooltips_tooltip = {\n              name = \"详细提示\",\n              text = {\n                \"所有宝可梦小丑牌的提示信息都将显示\",\n                \"禁用此选项将移除大部分\",\n                \"宝可梦小丑牌的额外信息提示框\",\n              }\n            },\n            previous_evo_stickers_tooltip = {\n              name = \"先前进化形态贴纸\",\n              text = {\n                \"获胜小丑牌的先前进化形态\",\n                \"也会赢得当前局\",\n              }\n            },\n            legacycontent_tooltip = {\n              name = \"旧版内容\",\n              text = {\n                \"启用已被移除的\",\n                \"旧版内容\",\n              }\n            },\n            jokecontent_tooltip = {\n              name = \"玩笑内容\",\n              text = {\n                \"启用作为玩笑而\",\n                \"添加的内容\",\n              }\n            },\n            splashcard_tooltip = {\n              name = \"启动画面宝可梦牌\",\n              text = {\n                \"用一张随机的宝可梦小丑牌\",\n                \"替换游戏启动时的卡牌\",\n              }\n            },\n            title_tooltip = {\n              name = \"宝可梦主题标题画面\",\n              text = {\n                \"用宝可梦主题版本\",\n                \"替换常规的标题画面\",\n              }\n            },\n            altart_tooltip = {\n              name = \"替换美术\",\n              text = {\n                \"为特定的宝可梦小丑牌\",\n                \"使用替换的美术素材\",\n              }\n            },\n            animation_tooltip = {\n              name = \"启用动画\",\n              text = {\n                \"为特定的宝可梦小丑牌\",\n                \"启用动画形象\",\n              }\n            },\n            allowpokeballs_tooltip = {\n              name = \"允许精灵球\",\n              text = {\n                \"允许精灵球{C:item}道具{}出现\",\n              }\n            },\n            pokemaster_tooltip = {\n              name = \"宝可梦大师模式\",\n              text = {\n                \"已启用“仅宝可梦”模式\",\n                \"额外的赌注等级已解锁\",\n              }\n            },\n            designed_by = {\n              name = \"设计者\",\n              text = {\n                \"{C:dark_edition}#1#{}\",\n              }\n            },\n            endless = {\n              name = \"可重复使用\",\n              text = {\n                \"使用时不消耗\",\n                \"{C:inactive,s:0.8}（不能被\",\n                \"{C:attention,s:0.8}弯曲的汤匙{C:inactive,s:0.8}生成）\",\n              }\n            },\n            sylveon_tag_pool = {\n              name = \"标签池\",\n              text = {\n                \"{C:attention}#1#\",\n                \"{C:tarot}#2#\",\n                \"{C:attention}#3#\",\n              }\n            },\n            omastar_tag_pool = {\n              name = \"标签池\",\n              text = {\n                \"{C:money}#1#\",\n                \"{C:money}#2#\",\n                \"{C:money}#3#\",\n                \"{C:money}#4#\",\n                \"{C:money}#5#\",\n              }\n            },\n            safaridesc = {\n                name = \"狩猎地带\",\n                text = {\n                    \"只可以通过\",\n                    \"{C:attention}进化{}或特定的{C:attention}精灵球道具{}\",\n                    \"来获得此牌\",\n                }\n            },\n\n            --this key is extremely cursed xd\n            --这个键值真是太邪门了 xd\n            poke_pink_seal_seal = {\n                name = \"粉红蜡封\",\n                text = {\n                    \"如果此牌在{C:attention}第一次出牌{}时计分，\",\n                    \"产生一张与你拥有的某个小丑牌\",\n                    \"{C:attention}属性{}相同的{C:pink}能量{}牌\",\n                    \"{C:inactive}（必须有空位）{}\",\n                },\n            },\n            \n            --less cursed\n            --不那么邪门了\n            poke_silver_seal = {\n                name = \"白银蜡封\",\n                text = {\n                    \"生成一张{C:item}道具牌{}，\",\n                    \"如果在计分时仍{C:attention}在手中{}，则被{C:attention}弃掉{}\",\n                }\n            },\n            --[[\n            grass_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:grass,C:white}Grass{}\"\n                }\n            },\n            fire_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fire,C:white}Fire{}\"\n                }\n            },\n            water_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:water,C:white}Water{}\"\n                }\n            },\n            lightning_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:lightning,C:white}Lightning{}\"\n                }\n            },\n            psychic_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:psychic,C:white}Psychic{}\"\n                }\n            },\n            fighting_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fighting,C:white}Fighting{}\"\n                }\n            },\n            colorless_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:colorless,C:white}Colorless{}\"\n                }\n            },\n            dark_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dark,C:white}Dark{}\"\n                }\n            },\n            metal_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:metal,C:white}Metal{}\"\n                }\n            },\n            fairy_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:fairy,C:white}Fairy{}\"\n                }\n            },\n            dragon_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:dragon,C:white}Dragon{}\"\n                }\n            },\n            earth_sticker = {\n                name = \"Type\",\n                text = {\n                    \"{X:earth,C:white}Earth{}\"\n                }\n            },\n            --]]\n            --Since these are normally discovered by default these will probably not matter\n            -- 因为这些通常是默认发现的，所以可能没什么关系\n            --But they COULD matter? Right? Right??????\n            -- 但它们也可能有关系？对吧？对吧？？？？？\n            undiscovered_energy = {\n                name = \"未发现\",\n                text = {\n                    \"在无种子比赛中\",\n                    \"购买或使用此牌\",\n                    \"来了解功用\",\n                }\n            },\n            undiscovered_item = {\n                name = \"未发现\",\n                text = {\n                    \"在无种子比赛中\",\n                    \"购买或使用此牌\",\n                    \"来了解功用\",\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"口袋包\",\n                text = {\n                    \"从{C:attention}#2#{}张{C:item}道具{}牌\",\n                    \"和{C:attention}#3#{}张{C:pink}能量{}牌中选择{C:attention}#1#{}张\",\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"口袋包\",\n                text = {\n                    \"从{C:attention}#2#{}张{C:item}道具{}牌\",\n                    \"和{C:attention}#3#{}张{C:pink}能量{}牌中选择{C:attention}#1#{}张\",\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"特大口袋包\",\n                text = {\n                    \"从{C:attention}#2#{}张{C:item}道具{}牌\",\n                    \"和{C:attention}#3#{}张{C:pink}能量{}牌中选择{C:attention}#1#{}张\",\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"超级口袋包\",\n                text = {\n                    \"从{C:attention}#2#{}张{C:item}道具{}牌\",\n                    \"和{C:attention}#3#{}张{C:pink}能量{}牌中选择{C:attention}#1#{}张\",\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"口袋包\",\n                text = {\n                    \"从{C:attention}#2#{}张{C:item}道具{}牌\",\n                    \"和{C:attention}#3#{}张{C:pink}能量{}牌中选择{C:attention}#1#{}张\",\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"口袋包\",\n                text = {\n                    \"从{C:attention}#2#{}张{C:item}道具{}牌\",\n                    \"和{C:attention}#3#{}张{C:pink}能量{}牌中选择{C:attention}#1#{}张\",\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"特大口袋包\",\n                text = {\n                    \"从{C:attention}#2#{}张{C:item}道具{}牌\",\n                    \"和{C:attention}#3#{}张{C:pink}能量{}牌中选择{C:attention}#1#{}张\",\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"超级口袋包\",\n                text = {\n                    \"从{C:attention}#2#{}张{C:item}道具{}牌\",\n                    \"和{C:attention}#3#{}张{C:pink}能量{}牌中选择{C:attention}#1#{}张\",\n                },\n            },\n            p_poke_pokepack_wish_pack = {\n                name = \"许愿包\",\n                text = {\n                    \"{C:dark_edition}许个愿吧！{}\",\n                },\n            },\n            p_poke_pokepack_starter_pack = {\n                name = \"初始包\",\n                text = {\n                    \"从{C:attention}#2#{}张牌中选择{C:attention}#1#只初始宝可梦{}\",\n                },\n            },\n            poke_hazards = {\n                name = \"陷阱\",\n                text = {\n                    \"当选择{C:attention}盲注{}时，\",\n                    \"牌组中{C:attention}#1#{}张未强化的牌\",\n                    \"将变为{C:attention}陷阱牌{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n\n        },\n        achievement_descriptions = {\n\n        },\n        challenge_names = {\n            c_poke_poke_master = \"宝可梦大师\",\n            c_poke_nuzlocke = \"Nuzlocke挑战\",\n            c_poke_goodasgold = \"像金子一样好\",\n            c_poke_parenthood = \"为人父母\",\n            c_poke_littlecup = \"小小杯\",\n            c_poke_hammertime = \"锤子时间\",\n            c_poke_lonesome = \"孤独\",\n            c_poke_randomizer = \"随机化挑战\",\n        },\n        dictionary = {\n            k_energy = \"能量\",\n            k_item = \"道具\",\n            k_poke_pocket_pack = \"口袋包\",\n            k_poke_wish_pack = \"许愿包\",\n            k_poke_starter_pack = \"初始包\",\n            k_poke_gives = \"给予\",\n            k_poke_ignores = \"无视\",\n            k_poke_limit = \"上限\",\n            k_poke_pp = \"PP提升剂\",\n\n            k_poke_baby = \"幼年\",\n            k_poke_safari = \"狩猎地带\",\n            k_poke_mega = \"超级\",\n\n            b_save = \"保留\",\n            b_energy_cards = \"能量牌\",\n            b_item_cards = \"道具牌\",\n\n            --Mod Menu stuff\n            -- 模组菜单相关\n            poke_settings_header_required = \"需要重启:\",\n            poke_settings_header_norequired = \"无需重启:\",\n            poke_settings_pokemon_only = \"仅宝可梦？\",\n            poke_settings_unlimited_energy = \"无限能量？\",\n            poke_settings_shiny_playing_cards = \"扑克牌可有异色版本？\",\n            poke_settings_pokemon_detailed_tooltips = \"详细提示信息？\",\n            poke_settings_previous_evo_stickers = \"先前进化形态贴纸？\",\n            poke_settings_jokers_only = \"只用非宝可梦小丑牌？\",\n            poke_settings_no_evolutions = \"禁止进化？\",\n            poke_settings_pokeballs = \"允许精灵球？\",\n            poke_settings_pokedex_number = \"显示图鉴号码？\",\n            poke_settings_pokemon_splash = \"片头中显示随机的宝可梦牌？\",\n            poke_settings_pokemon_title = \"宝可梦主题标题？\",\n            poke_settings_pokemon_gen_one = \"允许第一世代？\",\n            poke_settings_pokemon_gen_two = \"允许第二世代？\",\n            poke_settings_pokemon_gen_three = \"允许第三世代？\",\n            poke_settings_pokemon_gen_four = \"允许第四世代？\",\n            poke_settings_pokemon_gen_five = \"允许第五世代？\",\n            poke_settings_pokemon_gen_six = \"允许第六世代？\",\n            poke_settings_pokemon_gen_seven = \"允许第七世代？\",\n            poke_settings_pokemon_gen_eight = \"允许第八世代？\",\n            poke_settings_pokemon_gen_nine = \"允许第九世代？\",\n            poke_settings_pokemon_hazards_on = \"允许陷阱牌？\",\n            poke_settings_pokemon_precise_energy = \"使用精准的能量刻度？\",\n            poke_settings_pokemon_discovery = \"! 探索模式？\",\n            poke_settings_pokemon_altart = \"异画牌？\",\n            poke_settings_pokemon_aprilfools = \"玩笑内容？\",\n            poke_settings_pokemon_legacy = \"旧版内容？\",\n            poke_settings_enable_animations = \"启用动画？\",\n            poke_settings_pokemon_master = \"宝可梦大师模式？\",\n            poke_settings_pokemon_spritesheet = \"默认形象图纸 (重置单个)\",\n            poke_settings_pokemon_spritesheet_classic = \"经典\",\n            poke_settings_pokemon_spritesheet_seriesa = \"系列 A\",\n\n            poke_credits_actualcredits = \"制作人员名单\",\n            poke_credits_thanks = \"鸣谢\",\n            poke_credits_lead = \"主导开发：\",\n            poke_credits_graphics = \"图形设计：\",\n            poke_credits_quality_assurance_main = \"品质保证：\",\n            poke_credits_developer = \"开发者：\",\n            poke_credits_designer = \"设计助理：\",\n            poke_credits_community_manager = \"社群经理：\",\n            poke_credits_special_thanks = \"特别鸣谢：\",\n            poke_credits_localization = \"本地化：\",\n            poke_credits_sound = \"音效工程师：\",\n            poke_credits_artist = \"画师：\",\n            poke_credits_designer = \"设计师：\",\n\n            poke_plus_pokeitem = \"+1 道具\",\n            poke_plus_energy = \"+1 能量\",\n            poke_plus_consumable = \"+1 消耗品\",\n            poke_plus_shop = \"+1 商店卡牌\",\n            poke_destroyed_ex = \"摧毁！\",\n            poke_evolve_success = \"进化了！\",\n            poke_transform_success = \"变形了！\",\n            poke_evolve_level = \"升级！\",\n            poke_tera = \"太晶\",\n            poke_tera_ex = \"太晶化！\",\n            poke_metal_ex = \"钢化！\",\n            poke_dragon_ex = \"龙化！\",\n            poke_energized_ex = \"能量全满！\",\n            poke_round_plus_ex = \"回合通过！\",\n            poke_unlimited_energy = \"无限\",\n            poke_reroll_plural = \"重置\",\n            poke_reroll_singular = \"重置\",\n\n            --Some infoqueue/variable stuff\n            -- 一些信息队列/变量\n            farfetchd_infoqueue = \"大葱鸭\",\n            cubone_marowak_infoqueue = \"卡拉卡拉和嘎啦嘎啦\",\n            snorlax_infoqueue = \"卡比兽\",\n            pokeball_variable = \"精灵球\",\n            goodrod_variable = \"好钓竿\",\n            pinkseal_variable = \"粉红蜡封\",\n            silverseal_variable = \"白银蜡封\",\n            twisted_spoon_variable = \"弯曲的汤匙\",\n            double_rainbow_energy_variable = \"双彩虹能量\",\n            megastone_variable = \"超级石\",\n\n            --From Gastly Line\n            -- 鬼斯家族\n            poke_lick_ex = \"舌舔！\",\n            poke_lick = \"舌舔\",\n            --From Kingler\n            -- 巨钳蟹\n            poke_surf_ex = \"冲浪！\",\n            --From Voltorb Line\n            -- 霹雳电球家族\n            poke_explosion_ex = \"爆炸！\",\n            poke_boo_ex = \"Boo！\",\n            --From Exeggutor\n            -- 椰蛋树\n            poke_solar_ex = \"日光束！\",\n            poke_solar = \"日光束\",\n            --From Pinsir\n            -- 凯罗斯\n            poke_pinsir_pin = \"钉住！\",\n            poke_pinsir_remove_pin = \"解钉！\",\n            --From Tangela line\n            -- 蔓藤怪家族\n            poke_tangela_bonus = \"全部！\",\n            --Golbat And Crobat thingy\n            -- 大嘴蝠和叉字蝠\n            poke_screech_ex = \"尖啸！\",\n            --Hoppip Line\n            -- 毽子草家族\n            poke_hop_ex = \"跳！\",\n            poke_skip_ex = \"蹦！\",\n            poke_jump_ex = \"跃！\",\n            --From Bellossom\n            -- 美丽花\n            poke_petal_dance_ex = \"花瓣舞！\",\n            poke_petal_dance = \"花瓣舞\",\n            --From Scizor\n            -- 巨钳螳螂\n            poke_x_scissor_ex = \"十字剪！\",\n            poke_x_scissor = \"十字剪\",\n            --From Kingdra\n            -- 刺龙王\n            poke_twister_ex = \"龙卷风！\",\n            --From Mime Jr.\n            -- 魔尼尼\n            poke_mime_ex = \"模仿！\",\n            --From Magmortar\n            -- 鸭嘴炎兽\n            poke_fire_blast_ex = \"大字爆炎！\",\n            --From Vikavolt\n            -- 锹农炮虫\n            --If it's not 100% accurate...\n            -- 如果不是100%准确的话……\n            poke_thunder_ex = \"打雷！\",\n            poke_gift_ex = \"礼物！\",\n            poke_drill_ex = \"直冲钻！\",\n            poke_faint_ex = \"倒下了！\",\n            poke_reveal_ex = \"揭示！\",\n            poke_nido_ex = \"尼多！\",\n            poke_disguise_intact = \"画皮完好！已抵挡致命攻击！\",\n            poke_disguise_broken = \"画皮已破！无法抵挡致命攻击！\",\n            poke_dig_ex = \"挖洞！\",\n            poke_blazekick_ex = \"火焰踢！\",\n            poke_darts_ex = \"龙箭！\",\n            poke_none = \"无\",\n            poke_dawn_info1 = \"（下一手牌设置牌型）\",\n            poke_dawn_info2 = \"（牌型已设置！）\",\n            poke_make_it_rain = \"淘金潮！\",\n            poke_val_down = \"价值下降！\",\n            poke_powder_ex = \"细雪！\",\n            poke_future_sight = \"预知未来！\",\n            poke_smell_ya = \"回头再见！\",\n            poke_wowthree = \"哇！三个！\",\n            poke_illusion = \"…？\",\n            poke_crack_ex = \"裂！\",\n            poke_shake_ex = \"摇晃！\",\n            poke_closed_ex = \"关闭！\",\n            poke_reload_ex = \"装填！\",\n            poke_shadow_tag_ex = \"踩影！\",\n            poke_flees_ex = \"逃跑了！\",\n            poke_hidden_power_ex = \"觉醒力量！\",\n            poke_nasty_plot_ex = \"诡计！\",\n            poke_iron_tail_ex = \"铁尾！\",\n            poke_autotomize_ex = \"身体轻量化！\",\n            poke_highjumpkick_ex = \"飞膝踢！\",\n            poke_water_gun_ex = \"水枪！\",\n            poke_sky_attack_ex = \"神鸟猛击！\",\n\n            poke_grass_badge = \"草\",\n            poke_fire_badge = \"火\",\n            poke_water_badge = \"水\",\n            poke_lightning_badge = \"电\",\n            poke_psychic_badge = \"超能力\",\n            poke_fighting_badge = \"格斗\",\n            poke_colorless_badge = \"一般\",\n            poke_dark_badge = \"恶\",\n            poke_metal_badge = \"钢\",\n            poke_fairy_badge = \"妖精\",\n            poke_dragon_badge = \"龙\",\n            poke_earth_badge = \"地面\",\n            poke_bird_badge = \"鸟\",\n\n        },\n        --These are the Labels\n        -- 这些是标签\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        -- 就是像蜡封和版本在底部会有的那种徽章，就是这个了！\n        labels = {\n            poke_pink_seal_seal = \"粉红蜡封\",\n            poke_silver_seal = \"白银蜡封\",\n\n            poke_shiny = \"异色\",\n\n            grass_sticker = \"太晶\",\n            fire_sticker = \"太晶\",\n            water_sticker = \"太晶\",\n            lightning_sticker = \"太晶\",\n            psychic_sticker = \"太晶\",\n            fighting_sticker = \"太晶\",\n            colorless_sticker = \"太晶\",\n            dark_sticker = \"太晶\",\n            metal_sticker = \"太晶\",\n            fairy_sticker = \"太晶\",\n            dragon_sticker = \"太晶\",\n            earth_sticker = \"太晶\",\n\n            k_poke_safari = \"狩猎地带\",\n            k_poke_mega = \"超级进化\",\n        },\n        quips = {\n          poke_lose_quip1 = {\"也许宝可梦华丽大赛\", \"更适合你...\",},\n          poke_lose_quip2 = {\"你看起来就像\", \"离了水的鲤鱼王！\",},\n          poke_lose_quip3 = {\"你是不是忘了\", \"研究你的\", \"属性克制了？\",},\n          poke_lose_quip4 = {\"好讨厌的感觉，\", \"我们又飞走了！\",},\n          poke_lose_quip5 = {\"看来那个盲注\", \"效果拔群！\",},\n          poke_lose_quip6 = {\"这局游戏化为灰烬了...\",},\n          poke_lose_quip7 = {\"掌握手中的牌\", \"比抱怨没拿到的牌\", \"更重要！\",},\n          poke_lose_quip8 = {\"最好快点去\", \"宝可梦中心！\",},\n          poke_lose_quip9 = {\"需要复活药吗？\",},\n          poke_lose_quip10 = {\"你的宝可币，\",\"我分一半！\",},\n          poke_win_quip1 = {\"真正的宝可牌大师！\",},\n          poke_win_quip2 = {\"真正熟练的训练家\", \"会用他们最爱的宝可梦\", \"赢得胜利！\",},\n          poke_win_quip3 = {\"下一步去哪儿，训练家？\",},\n          poke_win_quip4 = {\"我可不想\", \"在竞技场上\", \"面对你！\",},\n          poke_win_quip5 = {\"凭你的运气，\", \"我们的下一站\", \"应该是\", \"游戏城！\",},\n          poke_win_quip6 = {\"你的技术已经进化了！\",},\n          poke_win_quip7 = {\"欢迎来到\", \"名人堂！\",},\n          poke_win_quip8 = {\"我们度过了一段\", \"冠军般的时光！\",},\n          poke_win_quip9 = {\"真是一场传说的表现！\",},\n          poke_win_quip10 = {\"这局游戏堪称神话！\",},\n        },\n        tutorial = {\n          poke_intro_1 = {\n          \"你好，我是 {C:attention}Jimbo 教授{}！\",\n          \"欢迎来到{C:attention}宝可牌{}的世界！\",\n          },\n        },\n        v_dictionary = {\n          poke_discards = \"+#1# 弃牌次数\",\n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"打败Boss盲注后，{C:attention}+1{}小丑牌数量{C:inactive}（最多5个）\"},\n           ch_c_poke_nuzlocke = {\"每个赌注的第一个商店必定有{C:attention}小丑包\"},\n           ch_c_apply_randomizer = {\"宝可梦小丑牌会进化成随机的其他宝可梦\"},\n        },\n    }\n}\n"
  },
  {
    "path": "localization/zh_TW.lua",
    "content": "-- Welcome to zh_TW.lua!\n\n--[[\nDecks: Yes\nJokers: Yes\nSettings/Mod: Yes\nItems: Yes\nEnergy: Yes\nDeck Sleeves (requires Decksleeves Mod): Yes\nBoss Blinds: Yes\nChallenges: Yes\nSpectrals: Yes\nTarots: Yes (there aren't any lmao)\nStickers: Yes\nPlanets: Yes (there aren't any lmao)\nDictonary: Yes\nEditions: Yes\nVouchers: Yes\nTags: Yes\nMisc Infoqueues (ancient, baby, eitem, Type, etc): Yes\nOther (packs, stickers, etc): Yes\nMisc: Yes\n]]--\n\n\nreturn {\n    descriptions = {\n        Back = {\n            b_poke_pokemondeck = {\n                name = \"訓練家牌組\",\n                text = {\n                    \"開始遊戲時獲得\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{}兌換券及\",\n                    \"{C:tarot,T:c_poke_pokeball}#2#{}卡\",\n                } \n            },\n            b_poke_telekineticdeck = {\n                name = \"念力牌組\",\n                text = {\n                    \"開始遊戲時獲得\",\n                    \"{C:tarot,T:v_crystal_ball}#1#{}兌換券\",\n                    \"及{C:attention}兩張{}{C:item,T:c_poke_twisted_spoon}#2#\",\n                } \n            },\n            --Fun fact: this and luminious deck had their descriptions mixed up\n            b_poke_obituarydeck = {\n                name = \"訃聞牌組\",\n                text = {\n                    \"所有卡牌都帶有{C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_revenantdeck = {\n                name = \"亡靈牌組\",\n                text = {\n                    \"所有卡牌都帶有{C:dark_edition}#1#{}\",\n                } \n            },\n            b_poke_luminousdeck = {\n                name = \"發亮牌組\",\n                text = {\n                    \"所有小丑牌帶有\",\n                    \"隨機的{C:pink}屬性{}貼紙\",\n                    \"及{C:attention}+1{}{C:pink}能量{}\"\n                }\n            },\n            b_poke_ampeddeck = {\n                name = \"振奮牌組\",\n                text = {\n                    \"開始遊戲時獲得\",\n                    \"{C:tarot,T:v_poke_energysearch}#1#{}兌換券\",\n                    \"及一張{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                } \n            },\n            b_poke_futuredeck = {\n                name = \"千里眼牌組\",\n                text = {\n                    \"{C:purple}預視#1#張卡牌{}\",\n                } \n            },\n            b_poke_stadiumdeck = {\n                name = \"競技場牌組\",\n                text = {\n                    \"牌組會在有{C:attention}獎勵，倍數，\",\n                    \"{C:attention}萬能，玻璃，鋼鐵，石頭，\",\n                    \"{C:attention}黃金{}及{C:attention}幸運{}牌下開始遊戲\"\n                } \n            },\n            b_poke_megadeck = {\n                name = \"超進化牌組\",\n                text = {\n                    \"開始遊戲時獲得\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{}，{C:tarot,T:v_reroll_glut}#3#{}\",\n                    \"及{C:tarot,T:v_crystal_ball}#5#{}兌換券\",\n                    \"以及一張{C:spectral,T:c_poke_megastone}#1#{}牌\",\n                    \"商店欄位{C:red}-#4#{}\"\n                } \n            },\n            b_poke_vendingdeck = {\n                name = \"販賣機牌組\",\n                text = {\n                    \"擊敗每個{C:attention}奇數Boss盲注後{}，\",\n                    \"將獲得一個{C:attention,T:tag_vremade_double}#1#\",\n                } \n            },\n        },\n        Blind = {\n            bl_poke_cgoose = {\n                name = \"夏翠絲密室\",\n                text = {\n                    \"每次出牌時\",\n                    \"其中隨機一個屬性會被減益\",\n                }, \n            },\n            bl_poke_mirror = {\n                name = \"鏡子\",\n                text = {\n                    \"選擇{C:attention}盲注{}後\",\n                    \"最右邊的小丑牌將會變為{c:attention}百變怪\",\n                }, \n            },\n            bl_poke_rocket = {\n                name = \"火箭\",\n                text = {\n                    \"如果你擁有超過$25\",\n                    \"所有卡牌會以朝下抽出\",\n                }, \n            },\n            bl_poke_star = {\n                name = \"天星\",\n                text = {\n                    \"每次出牌後\",\n                    \"隨機一個屬性會被減益\",\n                },\n            },\n            bl_poke_gray_godfather = {\n                name = \"炭灰首領\",\n                text = {\n                    \"在打出手牌或棄牌時，-$#1#\",\n                    \"如果你有負債，摧毀隨機的小丑牌\",\n                }, \n            },\n            bl_poke_white_executive = {\n                name = \"蒼白總理\",\n                text = {\n                    \"選擇{C:attention}盲注{}後\",\n                    \"對牌組中#1#張卡牌減益，\",\n                    \"其數量等同於所有小丑牌\",\n                    \"及消耗牌的合共出售價\",\n                }, \n            },\n            bl_poke_magma = {\n                name = \"熔岩\",\n                text = {\n                    \"預設的籌碼數量將被減至四分一\",\n                }, \n            },\n            bl_poke_aqua = {\n                name = \"海洋\",\n                text = {\n                    \"預設的倍數數量將被減至四分一\",\n                }, \n            },\n            bl_poke_iridescent_hacker = {\n                name = \"虹彩黑客\",\n                text = {\n                    \"每次出牌後\",\n                    \"有一個屬性會在這個回合下永久減益\",\n                },\n            },\n        },\n        Item = {\n            c_poke_pokeball = {\n                name = \"精靈球\",\n                text = {\n                    \"產生一張隨機\",\n                    \"{C:attention}基礎的寶可夢小丑{}牌\",\n                    \"{C:inactive}（必須有空位）\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"超級球\",\n                text = {\n                    \"產生一張隨機\",\n                    \"{C:attention}一次進化的寶可夢小丑{}牌\",\n                    \"{C:inactive}（必須有空位）\"\n                },\n            },\n            c_poke_moonstone = {\n                name = \"月之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"有{C:green}#2#/#3#{}的機率\",\n                    \"對所選的{C:attention}牌型{}升級\",\n                    \"{C:inactive}（目前的牌型：{C:attention}#1#{C:inactive}）{}\"\n                },\n            },\n            c_poke_sunstone = {\n                name = \"日之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"對選擇的最多{C:attention}#1#{}張牌\",\n                    \"來加強為{C:attention}萬能牌{}\",\n                    \"並{C:attention}隨機{}其牌級\",\n                },\n            },\n            c_poke_waterstone = {\n                name = \"水之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"對選擇的{C:attention}#1#{}張牌\",\n                    \"來加強為{C:attention}獎勵牌{}\",\n                    \"如果已經是{C:attention}獎勵牌{}\",\n                    \"那張牌的籌碼{C:attention}翻倍{}\",\n                    \"{C:inactive}（最多{C:chips}+#2#{C:inactive}籌碼）\",\n                },\n            },\n            c_poke_thunderstone = {\n                name = \"雷之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"摧毀{C:attention}1{}張選擇的卡牌\",\n                    \"並增加與其牌級相同的{C:attention}2張黃金{}牌\",\n                    \"到牌組中，然後抽出{C:attention}1{}張到手牌中\",\n                },\n            },\n            c_poke_firestone = {\n                name = \"火之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"對選擇的最多{C:attention}#1#{}張牌\",\n                    \"加強為{C:attention}倍數牌{}\",\n                    \"然後摧毀隨機{C:attention}1{}張牌\",\n                },\n            },\n            c_poke_leafstone = {\n                name = \"葉之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"每張在手中的卡牌\",\n                    \"有{C:green}#1#/#2#{}的機率加強為{C:attention}幸運牌{}\",\n                },\n            },\n            c_poke_linkcable = {\n                name = \"聯繫繩\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"選擇{C:attention}#1#{}張牌\",\n                    \"對{C:attention}左邊{}的卡牌的牌級{C:attention}提升{}一級\",\n                    \"對{C:attention}右邊{}的卡牌的牌級{C:attention}降低{}一級\",\n                },\n            },\n            c_poke_leftovers = {\n                name = \"吃剩的東西\",\n                text = {\n                    \"{C:attention}可重用{}\",\n                    \"{br:2}此為分隔線\",\n                    \"對選擇或最左邊的小丑牌的出售價\",\n                    \"提升{C:money}$#2#{}\",\n                    \"{C:inactive}（每個回合可使用一次）\",\n                }\n            },\n            c_poke_leek = {\n                name = \"大蔥\",\n                text = {\n                    \"{C:attention}可重用{}\",\n                    \"{br:2}此為分隔線\",\n                    \"有{C:green}#1#/#2#{}的機率\",\n                    \"對自身增加{C:dark_edition}銀箔{}，{C:dark_edition}全息{}\",\n                    \"或{C:dark_edition}彩色{}版本\",\n                    \"{C:attention}版本{}在回合結束後移除\",\n                    \"{C:inactive}（每個回合可使用一次）\",\n                }\n            },\n            c_poke_thickclub = {\n                name = \"粗骨頭\",\n                text = {\n                    \"{C:attention}可重用{}\",\n                    \"{br:2}此為分隔線\",\n                    \"對選擇的{C:attention}#1#{}張牌\",\n                    \"永久增加{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive}（每個回合可使用一次）\",\n                }\n            },\n            c_poke_teraorb = {\n                name = \"太晶珠\",\n                text = {\n                    \"{C:attention}屬性變更：{}{B:1,V:2}#1#{}\",\n                    \"{C:inactive,s:0.8}（{C:pink,s:0.8}屬性{C:inactive,s:0.8}會在打出手牌時變更）{}\",\n                    \"{br:2}此為分隔線\",\n                    \"如果選擇或最左邊的小丑牌\",\n                    \"已經是{B:1,V:2}#1#{}{C:pink}屬性{}，對那張小丑牌增加一級{C:pink}能源{}\",\n                },\n            },\n            c_poke_metalcoat = {\n                name = \"金屬膜\",\n                text = {\n                    \"{C:attention}屬性變更：{}{X:metal,C:white}鋼{}\",\n                    \"{br:2}此為分隔線\",\n                    \"產生一張\",\n                    \"與選擇的{C:attention}1張{}卡牌的牌級相同的{C:attention}鋼鐵牌{}\",\n                },\n            },\n            c_poke_dragonscale = {\n                name = \"龍之鱗片\",\n                text = {\n                    \"{C:attention}屬性變更：{}{X:dragon,C:white}龍{}\",\n                    \"{br:2}此為分隔線\",\n                    \"產生最多{C:attention}3{}張隨機的\",\n                    \"{C:item}物品牌{}或{C:pink}能量牌{}\",\n                    \"{C:inactive}（必須有空位）{}\"\n                },\n            },\n            c_poke_kingsrock = {\n                name = \"王者之證\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"選擇{C:attention}#1#{}張手牌\",\n                    \"並轉換成{C:attention}K{}\",\n                },\n            },\n            c_poke_upgrade = {\n                name = \"升級資料\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"選擇{C:attention}#1#{}張手牌\",\n                    \"並附上隨機{C:attention}非石頭的加強效果{}\",\n                }\n            },\n            c_poke_dubious_disc = {\n                name = \"可疑修正檔\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"隨機化或移除\",\n                    \"所有手牌的{C:attention}加強效果{}\",\n                    \"{C:inactive}（包括無加強的卡牌）{}\"\n                }\n            },\n            c_poke_icestone = {\n                name = \"冰之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"對選擇的{C:attention}#1#{}張牌\",\n                    \"加強為{C:attention}玻璃牌{}\",\n                    \"選擇的卡牌有{C:green}#2#/#3#{}的機率{C:attention}摧毀{}\",\n                }\n            },\n            c_poke_shinystone = {\n                name = \"光之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"對選擇的{C:attention}#1#{}張手牌\",\n                    \"增加{C:dark_edition}銀箔{}，{C:dark_edition}全息{}\",\n                    \"或{C:dark_edition}彩色{}版本\",\n                    \"並移除卡牌的{C:attention}加強效果\",\n                }\n            },\n            c_poke_twisted_spoon = {\n                name = \"彎曲的湯匙\",\n                text = {\n                    \"產生這局遊戲中最近使用的\",\n                    \"{C:item}物品{}牌或{C:pink}能量{}牌\",\n                    \"{s:0.8,C:item}彎曲的湯匙，可重用物品及樹果汁{s:0.8}除外\"\n                }\n            },\n            c_poke_prismscale = {\n                name = \"美麗鱗片\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"轉換{C:attention}#2#{}張隨機{C:attention}手牌{}中的卡牌\",\n                    \"至選擇的{C:attention}#1#{}張卡牌的{C:attention}花色{}\",\n                }\n            },\n            c_poke_duskstone = {\n                name = \"暗之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"如果在獲得這張牌後\",\n                    \"{C:attention}#2#{}個回合後才使用這張牌\",\n                    \"獲得{C:money}$#1#{}\",\n                    \"{C:inactive}（會在回合{C:attention}#3#{C:inactive}獲得{C:money}${C:inactive}）\"\n                }\n            },\n            c_poke_dawnstone = {\n                name = \"覺醒之石\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"獲得等同於{C:attention}#1#{}{C:mult}倍數{}\",\n                    \"的{c:attention}兩倍{}數量的{C:money}金錢{}\",\n                    \"{C:inactive}#4#{}\",\n                    \"{C:inactive}（目前會獲得{C:money}$#2#{C:inactive}/最多$40）\",\n                }\n            },\n            c_poke_hardstone = {\n                name = \"硬石頭\",\n                text = {\n                    \"{C:attention}進化牌{}\",\n                    \"{br:2}此為分隔線\",\n                    \"加強{C:attention}1{}張選擇的卡牌至{C:attention}石頭牌{}\",\n                    \"每張你持有的{X:earth,C:white}地面{}屬性的小丑牌\",\n                    \"會對那張牌給予{C:chips}+#2#{}額外籌碼\",\n                }\n            },\n            c_poke_miracleseed = {\n                name = \"奇跡種子\",\n                text = {\n                    \"對選擇的{C:attention}1{}張卡牌\",\n                    \"加強為{C:attention}種子{}牌\"\n                }\n            },\n            c_poke_heartscale = {\n                name = \"心之鱗片\",\n                text = {\n                    \"選擇{C:attention}#1#{}張卡牌\",\n                    \"把{C:attention}左邊{}的卡牌\",\n                    \"轉換成{C:attention}右邊{}的卡牌\",\n                    \"並把以上的卡牌轉換成{C:hearts}#2#{}花色\",\n                    \"{C:inactive}（拉動即可重新排列）\",\n                }\n            },\n            c_poke_berry_juice = {\n                name = \"樹果汁\",\n                text = {\n                    \"這張牌的效果\",\n                    \"會根據被摧毀的{C:attention}消耗牌{}而定\"\n                }\n            },\n            c_poke_berry_juice_energy = {\n                name = \"能量樹果汁\",\n                text = {\n                    \"對最左邊或選擇的任意{C:pink}屬性{}的小丑牌\",\n                    \"增加一級{C:pink}能量{}\",\n                    \"{C:inactive}（每個小丑牌可增加能量{C:attention}#1#{C:inactive}次）\",\n                },\n            },\n            c_poke_berry_juice_spectral = {\n                name = \"幻靈樹果汁\",\n                text = {\n                    \"附加隨機的{C:attention}封蠟章{}及{C:dark_edition}銀箔{}，\",\n                    \"{C:dark_edition}全息{}或{C:dark_edition}彩色{}效果\",\n                    \"到{C:attention}1{}張選擇的卡牌中\",\n                },\n            },\n            c_poke_berry_juice_planet = {\n                name = \"天文樹果汁\",\n                text = {\n                    \"對最高等級的{C:attention}牌型{}\",\n                    \"提升一級\",\n                },\n            },\n            c_poke_berry_juice_item = {\n                name = \"物品樹果汁\",\n                text = {\n                    \"產生一張{C:item}彎曲的湯匙{}牌\",\n                    \"有{C:green}#1#/#2#{}的機率\",\n                    \"產生{C:attention}額外{}一張\",\n                    \"{C:inactive}（必須有空位）{}\"\n                },\n            },\n            c_poke_berry_juice_tarot = {\n                name = \"奧祕樹果汁\",\n                text = {\n                    \"產生一張{C:tarot}愚者{}牌\",\n                    \"並獲得{C:money}$#1#{}\",\n                },\n            },\n            c_poke_berry_juice_mystery = {\n                name = \"神秘樹果汁\",\n                text = {\n                    \"產生一張\",\n                    \"隨機的{C:item}樹果汁{}牌\"\n                }\n            },\n            c_poke_oven = {\n                name = \"微波爐\",\n                text = {\n                  \"如果在{C:attention}盲注{}中使用這張牌\",\n                  \"將對那個回合增加{C:attention}+#1#{}次棄牌次數\",\n                  \"{br:2}此為分隔線\",\n                  \"對最左邊或選擇的\",\n                  \"{C:attention}洛托姆{}更換形態\"\n                }\n            },\n            c_poke_washing_machine = {\n                name = \"洗衣機\",\n                text = {\n                  \"如果在{C:attention}盲注{}中使用這張牌\",\n                  \"將對那個回合增加{C:attention}+#1#{}次出牌次數\",\n                  \"{br:2}此為分隔線\",\n                  \"對最左邊或選擇的\",\n                  \"{C:attention}洛托姆{}更換形態\"\n                }\n            },\n            c_poke_fridge = {\n                name = \"冰箱\",\n                text = {\n                  \"產生{C:attention}2{}張隨機{C:attention}消耗牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{br:2}此為分隔線\",\n                  \"對最左邊或選擇的\",\n                  \"{C:attention}洛托姆{}更換形態\"\n                }\n            },\n            c_poke_fan = {\n                name = \"電風扇\",\n                text = {\n                  \"產生最多{C:attention}2{}張\",\n                  \"{C:blue}常見{}小丑牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{br:2}此為分隔線\",\n                  \"對最左邊或選擇的\",\n                  \"{C:attention}洛托姆{}更換形態\"\n                }\n            },\n            c_poke_lawn_mower = {\n                name = \"割草機\",\n                text = {\n                  \"如果在{C:attention}盲注{}中使用這張牌\",\n                  \"將對那個回合增加{C:attention}+#1#{}個手牌數量\",\n                  \"{br:2}此為分隔線\",\n                  \"對最左邊或選擇的\",\n                  \"{C:attention}洛托姆{}更換形態\"\n                }\n            },\n        },\n        Energy = {\n            c_poke_grass_energy = {\n                name = \"草能量\",\n                text = {\n                    \"對最左邊或選擇的{X:grass,C:white}草{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_fire_energy = {\n                name = \"火能量\",\n                text = {\n                    \"對最左邊或選擇的{X:fire,C:white}火{}屬性小丑牌的\",\n                    \"{C:attention}加分{}及{C:money}金錢{}數值\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_water_energy = {\n                name = \"水能量\",\n                text = {\n                    \"對最左邊或選擇的{X:water,C:white}水{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_lightning_energy = {\n                name = \"電能量\",\n                text = {\n                    \"對最左邊或選擇的{X:lightning,C:black}電{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_psychic_energy = {\n                name = \"超能量\",\n                text = {\n                    \"對最左邊或選擇的{X:psychic,C:white}超能力{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_fighting_energy = {\n                name = \"鬥能量\",\n                text = {\n                    \"對最左邊或選擇的{X:fighting,C:white}格鬥{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_colorless_energy = {\n                name = \"無色能量\",\n                text = {\n                    \"對最左邊或選擇的{X:colorless,C:white}一般{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"對非{C:attention}一般{}屬性小丑牌的增強效果減半\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_darkness_energy = {\n                name = \"惡能量\",\n                text = {\n                    \"對最左邊或選擇的{X:dark,C:white}惡{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_metal_energy = {\n                name = \"鋼能量\",\n                text = {\n                    \"對最左邊或選擇的{X:Metal,C:white}鋼{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_fairy_energy = {\n                name = \"妖能量\",\n                text = {\n                    \"對最左邊或選擇的{X:fairy,C:white}妖精{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            --Dragon deez\n            c_poke_dragon_energy = {\n                name = \"龍能量\",\n                text = {\n                    \"對最左邊或選擇的{X:dragon,C:white}龍{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_earth_energy = {\n                name = \"地能量\",\n                text = {\n                    \"對最左邊或選擇的{X:earth,C:white}地面{}屬性小丑牌\",\n                    \"增加{C:pink}能量{}，如果可適用\",\n                    \"{C:inactive}(每張小丑牌可增強{C:attention}#1#{}{C:inactive}次)\",\n                },\n            },\n            c_poke_bird_energy = {\n                name = \"鳥能量\",\n                text = {\n                  \"\"\n                },\n            },\n            c_poke_emergy = {\n                name = \"M能量\",\n                text = {\n                    \"每張{C:attention}開心小丑{}牌或{C:legendary}M 小丑牌{}會\",\n                    \"產生{C:attention}一張{}隨機帶有{C:dark_edition}負片{}的{C:green}能量牌{}\",\n                },\n            },\n        },\n        Edition = {\n            e_poke_shiny = {\n                name = \"發光\",\n                label = \"發光\",\n                text = {\n                    \"商店內的擴充包欄位{C:attention}+1{}\",\n                }\n            },\n        },\n        Enhanced = {\n            --No enchanced cards? kind of surprising ngl\n\n            m_poke_hazard = {\n                name = \"陷阱牌\",\n                text = {\n                    \"無牌級及花色\",\n                    \"回合結束後，這張牌會移除其{C:attention}加強效果{}\",\n                    \"{br:2}此為分隔線\",\n                    \"如果這張牌在回合結束時{C:attention}持在手中\",\n                    \"會有{C:green}#1#/#2#{}的機率自我摧毀\",\n                },\n            },\n            m_poke_flower = {\n                name = \"花朵牌\",\n                text = {\n                    \"如果打出的牌型\",\n                    \"包含{C:attention}四個或以上的花色{}，倍數{X:mult,C:white} X#1# {}\",\n                },\n            },\n            m_poke_seed = {\n                name = \"種子牌\",\n                text = {\n                    \"得分時會{C:attention}生長{}\",\n                    \"{br:2}此為分隔線\",\n                    \"當生長{C:attention}#1#{} {C:inactive}[#2#]{}次時\",\n                    \"將會變為{C:attention}花朵{}牌\",\n                    \"並給予{C:money}$#3#{}\",\n                },\n            }\n        },\n        Stake = {\n            stake_poke_diamond = {\n                name = \"鑽石賭注\",\n                colour = \"鑽石\",\n                text = {\n                    \"{C:attention}非嬰兒{}的寶可夢小丑牌需要多{C:attention}1{}個回合進化\",\n                    \"{s:0.8}套用先前賭注的效果\"\n                }\n            },\n            stake_poke_pearl = {\n                name = \"珍珠賭注\",\n                colour = \"珍珠\",\n                text = {\n                    \"能量上限{C:attention}-1{}\",\n                    \"{s:0.8}套用先前賭注的效果\"\n                }\n            },\n        },\n        Joker = {\n            j_poke_bulbasaur = {\n                name = \"妙蛙種子\",\n                text = {\n                    \"手牌數量{C:attention}+#4#{}\",\n                    \"每張在手中的{C:attention}#3#{}會給予{C:money}$#1#{}\",\n                    \"卡牌牌級在每個回合變更\",\n                    \"{C:inactive}（獲得{C:money}$16{}{C:inactive}後進化）\"\n                } \n            },\n            j_poke_ivysaur = {\n                name = \"妙蛙草\",\n                text = {\n                    \"手牌數量{C:attention}+#3#{}\",\n                    \"每張在手中的{C:attention}#4#{}會給予{C:money}$#1#{}或{C:money}$#5#{}\",\n                    \"卡牌牌級在每個回合變更\",\n                    \"{C:inactive}（獲得{C:money}$16{}{C:inactive}後進化）\"\n                } \n            },\n            j_poke_venusaur = {\n                name = \"妙蛙花\",\n                text = {\n                    \"手牌數量{C:attention}+#3#{}\",\n                    \"每張在手中的{C:attention}#4#{}會給予{C:money}$#1#{}\",\n                    \"卡牌牌級在每個回合變更\",\n                }\n            },\n            j_poke_mega_venusaur = {\n                name = \"超級妙蛙花\",\n                text = {\n                    \"手牌數量{C:attention}+#1#{}\",\n                }\n            },\n            j_poke_charmander = {\n                name = \"小火龍\",\n                text = {\n                    \"棄牌次數{C:red}+#4#{}\",\n                    \"當剩下{C:attention}#3#{}次棄牌數時\",\n                    \"每次出牌會給這張牌{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（在{C:mult}+#1#{C:inactive} / +16 倍數時進化）\"\n                } \n            },\n            j_poke_charmeleon = {\n                name = \"火恐龍\",\n                text = {\n                    \"棄牌次數{C:red}+#4#{}\",\n                    \"當剩下{C:attention}#3#{}次棄牌數時\",\n                    \"每次出牌會給這張牌{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（在{C:mult}+#1#{C:inactive} / +36 倍數時進化）\"\n                } \n            },\n            j_poke_charizard = {\n                name = \"噴火龍\",\n                text = {\n                    \"棄牌次數{C:red}+#4#{}, 倍數{C:mult}+#1#{}\",\n                    \"當剩下{C:attention}#3#{}次棄牌次數時，倍數{X:mult,C:white} X#2# {}\",\n                } \n            },\n            j_poke_mega_charizard_x = {\n                name = \"超級噴火龍 X\",\n                text = {\n                    \"當剩下{C:attention}#2#{}次棄牌次數時，倍數{X:mult,C:white} X#1# {}\",\n                } \n            },\n            j_poke_mega_charizard_y = {\n                name = \"超級噴火龍 Y\",\n                text = {\n                    \"棄牌次數{C:red}+#1#{}\",\n                } \n            },\n            j_poke_squirtle = {\n                name = \"傑尼龜\",\n                text = {\n                    \"出牌次數{C:chips}+#3#{}\",\n                    \"當打出手牌時，這張小丑牌會獲得\",\n                    \"與剩餘的{C:attention}出牌次數{}數量相同的籌碼\",\n                    \"{C:inactive}（在{C:chips}+#1#{C:inactive} / +40 籌碼時進化）\"\n                } \n            },\n            j_poke_wartortle = {\n                name = \"卡咪龜\",\n                text = {\n                    \"出牌次數{C:chips}+#3#{}\",\n                    \"當打出手牌時，這張小丑牌會獲得\",\n                    \"與剩餘的{C:attention}出牌次數{}數量雙倍的籌碼\",\n                    \"{C:inactive}（在{C:chips}+#1#{C:inactive} / +120 籌碼時進化）\"\n                } \n            },\n            j_poke_blastoise = {\n                name = \"水箭龜\",\n                text = {\n                    \"出牌次數{C:chips}+#3#{}，{C:chips}+#1#{}籌碼\",\n                    \"每個剩餘的出牌次數會給予{C:chips}+#2#{}籌碼\",\n                } \n            },\n            j_poke_mega_blastoise = {\n                name = \"超級水箭龜\",\n                text = {\n                    \"出牌次數{C:chips}+#2#{}\",\n                } \n            },\n            j_poke_caterpie = {\n                name = \"綠毛蟲\",\n                text = {\n                    \"倍數{C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_metapod = {\n                name = \"鐵甲蛹\",\n                text = {\n                    \"倍數{C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_butterfree = {\n                name = \"巴大蝶\",\n                text = {\n                    \"倍數{C:mult}+#1#{}\",\n                } \n            },\n            j_poke_weedle = {\n                name = \"獨角蟲\",\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_kakuna = {\n                name = \"鐵殼蛹\",\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_beedrill = {\n                name = \"大針蜂\",\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                } \n            },\n            j_poke_mega_beedrill = {\n                name = \"超級大針蜂\",\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                } \n            },\n            j_poke_pidgey = {\n                name = \"波波\",\n                text = {\n                    \"每個在得分牌中的不同{C:attention}牌級{}及{C:attention}花色{}\",\n                    \"會給予{C:mult}+#2#{}倍數\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\"\n                } \n            },\n            j_poke_pidgeotto = {\n                name = \"比比鳥\",\n                text = {\n                    \"每個在得分牌中的不同{C:attention}牌級{}及{C:attention}花色{}\",\n                    \"會給予{C:mult}+#2#{}倍數\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\"\n                } \n            },\n            j_poke_pidgeot = {\n                name = \"大比鳥\",\n                text = {\n                    \"每個在得分牌中的不同{C:attention}牌級{}及{C:attention}花色{}\",\n                    \"會給予{C:mult}+#1#{}倍數\",\n                } \n            },\n            j_poke_mega_pidgeot = {\n                name = \"超級大比鳥\",\n                text = {\n                    \"每個在得分牌中的不同{C:attention}牌級{}及{C:attention}花色{}\",\n                    \"會給予{X:mult,C:white} X#1# {}倍數\",\n                } \n            },\n            j_poke_rattata = {\n                name = \"小拉達\",\n                text = {\n                    \"{C:attention}頭兩張{}打出的的得分牌\",\n                    \"會額外觸發{C:attention}#1#{}次\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_raticate = {\n                name = \"拉達\",\n                text = {\n                    \"{C:attention}頭三張{}打出的的得分牌\",\n                    \"會額外觸發{C:attention}#1#{}次\",\n                } \n            },\n            j_poke_spearow = {\n                name = \"烈雀\",\n                text = {\n                    \"當有{C:attention}#2#{} {C:inactive}[#3#]{} 張牌得分後\",\n                    \"升級下一個打出的{C:attention}牌型{}\",\n                    \"{C:inactive}（在{C:attention}#1#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_fearow = {\n                name = \"大嘴雀\",\n                text = {\n                    \"當有{C:attention}#1#{} {C:inactive}[#2#]{}張牌得分後\",\n                    \"升級下一個打出的{C:attention}牌型{}\",\n                } \n            },\n            j_poke_ekans = {\n                name = \"阿柏蛇\",\n                text = {\n                    \"如果打出的手牌包含\",\n                    \"{C:attention}順子{}，倍數{C:mult}+#1#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_arbok = {\n                name = \"阿柏怪\",\n                text = {\n                    \"如果打出的手牌包含\",\n                    \"{C:attention}順子{}，倍數{C:mult}+#1#{}\",\n                    \"{br:2}此為分隔線\",\n                    \"如果也包含{C:attention}A{}\",\n                    \"產生一張{C:tarot}塔羅{}牌\"\n                } \n            },\n            j_poke_pikachu = {\n                name = \"皮卡丘\",\n                text = {\n                    \"如果你擁有超過{C:money}$#3#{}，倍數{C:mult}+#1#{}\",\n                    \"{br:2}此為分隔線\",\n                    \"如果你擁有少於{C:money}$#3#\",\n                    \"在選擇{C:attention}盲注{}後，將獲得{C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}雷之石{C:inactive,s:0.8}後進化）\",\n                } \n            },\n            j_poke_raichu = {\n                name = \"雷丘\",\n                text = {\n                    \"每擁有{C:money}$#2#{}時\",\n                    \"這張小丑牌會獲得{C:mult}+#1#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#3#{C:inactive}倍數）\",\n                    \"{br:2}此為分隔線\",\n                    \"在選擇{C:attention}盲注{}後，將獲得利息\",\n                } \n            },\n            j_poke_sandshrew = {\n                name = \"穿山鼠\",\n                text = {\n                    \"每張在牌組的玻璃牌會給予這張牌{C:chips}+#2#{}籌碼\",\n                    \"{br:3}此為分隔線\",\n                    \"當回合中第一張{C:attention}玻璃牌{}被摧毀時\",\n                    \"複製那張{C:attention}玻璃牌{}\",\n                    \"到牌組並抽到{C:attention}手牌{}中\",\n                    \"{C:inactive}（目前會給予{C:chips}+#3#{C:inactive}籌碼）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\"\n                } \n            },\n            j_poke_sandslash = {\n                name = \"穿山王\",\n                text = {\n                    \"每張在牌組的玻璃牌會給予這張牌{C:chips}+#1#{}籌碼\",\n                    \"{br:3}此為分隔線\",\n                    \"當回合中頭{C:attention,V:1}#3#{} {C:inactive}[#4#]{}張{C:attention}玻璃牌{}被摧毀時\",\n                    \"複製那兩張{C:attention}玻璃牌{}\",\n                    \"到牌組並抽到{C:attention}手牌{}中\",\n                    \"{C:inactive}（目前會給予{C:chips}+#3#{C:inactive}籌碼）\",\n                } \n            },\n            j_poke_nidoranf = {\n                name = \"尼多蘭\",\n                text = {\n                    \"手牌中，每張{C:attention}Q{}\",\n                    \"會給予{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_nidorina = {\n                name = \"尼多娜\",\n                text = {\n                    \"手牌中，每張{C:attention}Q{}\",\n                    \"會給予{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive}（使用{}{C:attention}月之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_nidoqueen = {\n                name = \"尼多后\",\n                text = {\n                    \"手牌數量{C:attention}+#2#{}\",\n                    \"手牌中，每張{C:attention}Q{}\",\n                    \"會給予{C:chips}+#1#{}籌碼\",\n                } \n            },\n            j_poke_nidoranm = {\n                name = \"尼多朗\",\n                text = {\n                    \"手牌中，每張{C:attention}K{}\",\n                    \"會給予{C:mult}+#1#{}倍數\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_nidorino = {\n                name = \"尼多力諾\",\n                text = {\n                    \"手牌中，每張{C:attention}K{}\",\n                    \"會給予{C:mult}+#1#{}倍數\",\n                    \"{C:inactive}（使用{}{C:attention}月之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_nidoking = {\n                name = \"尼多王\",\n                text = {\n                    \"手牌數量{C:attention}+#2#{}\",\n                    \"手牌中，每張{C:attention}K{}\",\n                    \"會給予{C:mult}+#1#{}倍數\"\n                } \n            },\n            j_poke_clefairy = {\n                name = \"皮皮\",\n                text = {\n                    \"每張打出的{C:clubs}#2#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"{C:inactive}（使用{}{C:attention}月之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_clefable = {\n                name = \"皮可西\",\n                text = {\n                    \"每張打出的{C:clubs}#2#{}花色的卡牌\",\n                    \"會在得分時給予這個回合中\",\n                    \"與打出的{C:clubs}#2#{}卡牌數量相等的倍數\",\n                    \"{C:inactive,s:0.8}（如果打出了五張梅花牌，每張牌會給予{C:mult,s:0.8}+5{}{C:inactive,s:0.8}倍數）{}\",\n                    \"{C:inactive}（目前會給予{C:mult}#3#{}{C:inactive}倍數）{}\"\n                } \n            },\n            j_poke_vulpix = {\n                name = \"六尾\",\n                text = {\n                    \"每張打出的{C:attention}9{}\",\n                    \"在得分時會有{C:green}#1#/#2#{}的機率\",\n                    \"產生一張{C:attention}塔羅{}牌\",\n                    \"{C:inactive}（必須有空位）\",\n                    \"{C:inactive}（使用{}{C:attention}火之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_ninetales = {\n                name = \"九尾\",\n                text = {\n                    \"{C:attention}持有{}{C:spectral}靈媒牌{}\",\n                    \"每張打出的{C:attention}9{}\",\n                    \"在得分時會有{C:green}#1#/#2#{}的機率\",\n                    \"產生一張{C:attention}塔羅{}或{C:planet}行星{}牌\",\n                    \"{C:inactive}（必須有空位）\"\n                } \n            },\n            j_poke_jigglypuff = {\n                name = \"胖丁\",\n                text = {\n                    \"每張打出的{C:spades}#2#{}花色的卡牌\",\n                    \"在得分時會給予{C:mult}+#1#{}倍數及{C:chips}+#3#{}籌碼\",\n                    \"{C:inactive}（使用{}{C:attention}月之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_wigglytuff = {\n                name = \"胖可丁\",\n                text = {\n                    \"每張打出的{C:spades}#3#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數，{C:chips}+#2#{}籌碼\",\n                    \"及卡牌給予的籌碼\"\n                } \n            },\n            j_poke_zubat = {\n                name = \"超音蝠\",\n                text = {\n                    \"每張得分的加強牌\",\n                    \"會給予這張牌{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{}{C:inactive}倍數）\",\n                    \"{C:inactive}（在擁有{C:mult}+#1#{C:inactive} / #3#{C:inactive}倍數時進化）\"\n                } \n            },\n            j_poke_golbat = {\n                name = \"大嘴蝠\",\n                text = {\n                    \"移除得分牌的加強效果\",\n                    \"從{C:attention}倍數{}及{C:attention}萬能{}牌獲得{C:mult}+#2#{}倍數\",\n                    \"從{C:attention}獎勵{}及{C:attention}石頭{}牌獲得{C:chips}+#4#{}籌碼\",\n                    \"從{C:attention}鋼鐵{}及{C:attention}玻璃{}牌獲得{X:red,C:white}X#6#{}倍數\",\n                    \"從{C:attention}黃金{}及{C:attention}幸運{}牌獲得{C:money}$#8#{}金錢\",\n                    \"{C:inactive}（目前會給予{C:mult}+#3#{}，{C:chips}+#1#{}，{X:red,C:white}X#5#{}，{C:inactive}回合結束時，{}{C:money}$#7#{}）\",\n                    \"{C:inactive}（在移除{C:attention}#9#{}{C:inactive}個加強效果時進化）\",\n                } \n            },\n            j_poke_oddish = {\n                name = \"走路草\",\n                text = {\n                    \"每張打出的{C:attention}奇數{}牌級的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}或{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（在{C:attention}#3#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_gloom = {\n                name = \"臭臭花\",\n                text = {\n                    \"每張打出的{C:attention}奇數{}牌級的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}或{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（使用{}{C:attention}葉之石{}{C:inactive}或{}{C:attention}日之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_vileplume = {\n                name = \"霸王花\",\n                text = {\n                    \"每張打出的{C:attention}奇數{}牌級的卡牌\",\n                    \"會在得分時給予{C:mult}+#2#{}倍數或{X:mult,C:white} X#1# {}倍數\"\n                } \n            },\n            j_poke_paras = {\n                name = \"派拉斯\",\n                text = {\n                    \"如果打出的手牌包含{C:attention}兩對{}\",\n                    \"此小丑牌獲得{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{}{C:inactive}倍數）\",\n                    \"{C:inactive}（在{C:mult}+8{}{C:inactive}倍數時進化)\"\n                }  \n            },\n            j_poke_parasect = {\n                name = \"派拉斯特\",\n                text = {\n                    \"如果打出的手牌包含{C:attention}兩對{}\",\n                    \"此小丑牌獲得{C:mult}+#2#{}倍數\",\n                    \"否則{C:mult}-#3#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{}{C:inactive}倍數）\",\n                } \n            },\n            j_poke_venonat = {\n                name = \"毛球\",\n                text = {\n                    \"對所有{C:attention}有機率觸發的效果{}的{C:green,E:1,S:1.1}機率{}增加{C:attention}#1#{}\",\n                    \"{C:inactive}（例：{C:green}1/6{C:inactive} -> {C:green}2/6{C:inactive}）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_venomoth = {\n                name = \"摩魯蛾\",\n                text = {\n                    \"對所有{C:attention}有機率觸發的效果{}的{C:green,E:1,S:1.1}機率{}增加{C:attention}#1#{}\",\n                    \"{C:inactive}（例：{C:green}1/6{C:inactive} -> {C:green}3/6{C:inactive}）\"\n                } \n            },\n            j_poke_diglett = {\n                name = \"地鼠\",\n                text = {\n                    \"如果打出的手牌包含{C:attention}三條{}\",\n                    \"給予{C:chips}+#2#{}籌碼\",\n                    \"如果打出的手牌包含{C:attention}2{}，{C:attention}3{}或{C:attention}4{}\",\n                    \"給予{C:mult}+#3#{}倍數\",\n                    \"{C:inactive}（在{C:attention}#1#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_dugtrio = {\n                name = \"三地鼠\",\n                text = {\n                    \"如果打出的手牌包含{C:attention}三條{}\",\n                    \"給予{C:chips}+#2#{}籌碼\",\n                    \"如果打出的手牌包含{C:attention}2{}，{C:attention}3{}或{C:attention}4{}\",\n                    \"給予{X:red,C:white} X#1# {}倍數\",\n                } \n            },\n            j_poke_meowth = {\n                name = \"喵喵\",\n                text = {\n                    \"回合結束後，獲得{C:money}$#1#{}\",\n                    \"{br:2}此為分隔線\",\n                    \"回合中的第一張{C:green}成功{}觸發的{C:attention}幸運牌{}\",\n                    \"會對獲得的金額提升{C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}（在給予的金額為{C:money,s:0.8}$#1#{C:inactive,s:0.8} / $#3# 時進化）\"\n                } \n            },\n            j_poke_persian = {\n                name = \"貓老大\",\n                text = {\n                    \"回合結束後，獲得{C:money}$#1#{}\",\n                    \"有{C:green}#3#/#4#{}的機率對獲得的金額{C:attention}加倍{}\",\n                    \"{br:2}此為分隔線\",\n                    \"回合中的第一張{C:green}成功{}觸發的{C:attention}幸運牌{}\",\n                    \"會對獲得的金額提升{C:money}$#2#{}\",\n                } \n            },\n            j_poke_psyduck = {\n                name = \"可達鴨\",\n                text = {\n                    \"如果打出的手牌為\",\n                    \"單張{C:attention}人頭牌{}，獲得{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_golduck = {\n                name = \"哥達鴨\",\n                text = {\n                    \"如果打出的手牌為\",\n                    \"單張{C:attention}人頭牌{}，獲得{C:money}$#1#{}\",\n                    \"並把那張牌變為{C:attention}黃金牌{}\"\n                } \n            },\n            j_poke_mankey = {\n                name = \"猴怪\",\n                text = {\n                    \"每張打出的{C:attention}2{}，{C:attention}3{}，{C:attention}5{}或{C:attention}7{}\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數及{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{}{C:inactive,s:0.8}個回合後進化）\"\n                } \n            },\n            --anyways, how's your day been? i'm doing fine myself\n            j_poke_primeape = {\n                name = \"火爆猴\",\n                text = {\n                    \"每張打出的{C:attention}2{}，{C:attention}3{}，{C:attention}5{}或{C:attention}7{}\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數及{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在觸發{C:attention,s:0.8}#3#{}{C:inactive,s:0.8}次後進化）{}\"\n                } \n            },\n            j_poke_growlithe = {\n                name = \"卡蒂狗\",\n                text = {\n                    \"如果打出的手牌包含{C:attention}同花{}\",\n                    \"倍數{C:mult}+#1#{}\",\n                    \"{C:inactive}（使用{}{C:attention}火之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_arcanine = {\n                name = \"風速狗\",\n                text = {\n                    \"如果打出的手牌包含{C:attention}同花{}\",\n                    \"倍數{X:red,C:white} X#1# {}\",\n                    \"{br:2}此為分隔線\",\n                    \"在打出的{C:attention}同花{}中\",\n                    \"第一張非加強牌會在得分時變為{C:attention}倍數牌{}\",\n                } \n            },\n            j_poke_poliwag = {\n                name = \"蚊香蝌蚪\",\n                text = {\n                    \"每張打出的{V:1}#3#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"花色在出牌後按次序地變更\",\n                    \"{C:inactive,s:0.8}(#4#, #5#, #6#, #7#){}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_poliwhirl = {\n                name = \"蚊香君\",\n                text = {\n                    \"每張打出的{V:1}#2#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"花色在出牌後按次序地變更\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}水之石{}{C:inactive,s:0.8}或{C:attention,s:0.8}王者之證{}{C:inactive,s:0.8}牌進化）\"\n                } \n            },\n            j_poke_poliwrath = {\n                name = \"蚊香泳士\",\n                text = {\n                    \"每張打出的{V:1}#2#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#7#{}倍數及{X:mult,C:white} X#1# {}倍數\",\n                    \"花色在出牌後按次序地變更\",\n                    \"{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\"\n                } \n            },\n            j_poke_abra = {\n                name = \"凱西\",\n                text = {\n                    \"如果打出的{C:attention}牌型{}\",\n                    \"已經在這個回合打出的話\",\n                    \"將有{C:green}#1#/#2#{}的機率產生一張{C:attention}愚者{}牌或{C:item}物品{}牌\",\n                    \"{C:inactive}（在{C:attention}#3#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_kadabra = {\n                name = \"勇基拉\",\n                text = {\n                    \"如果打出的{C:attention}牌型{}\",\n                    \"已經在這個回合打出的話\",\n                    \"將有{C:green}#1#/#2#{}的機率產生一張{C:attention}愚者{}牌或{C:item}彎曲的湯匙{}牌\",\n                    \"{C:inactive}（使用{}{C:attention}聯繫繩{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_alakazam = {\n                name = \"胡地\",\n                text = {\n                    \"消耗牌欄位{C:attention}+#3#{}\",\n                    \"如果打出的{C:attention}牌型{}\",\n                    \"已經在這個回合打出的話\",\n                    \"將有{C:green}#1#/#2#{}的機率產生一張{C:attention}愚者{}牌或{C:item}彎曲的湯匙{}牌\"\n                } \n            },\n            j_poke_mega_alakazam = {\n                name = \"超級胡地\",\n                text = {\n                    \"消耗牌欄位{C:attention}+#3#{}\",\n                    \"每張持有的{C:attention}消耗牌{}會給予{X:mult,C:white}X#1#{}倍數\",\n                    \"{C:item}彎曲的湯匙{}會給予{X:mult,C:white}X#2#{}倍數\",\n                } \n            },\n            j_poke_machop = {\n                name = \"腕力\",\n                text = {\n                    \"出牌次數{C:chips}+#1#{}\",\n                    \"{C:mult}棄牌次數-#2#{}\",\n                    \"倍數{C:mult}+#4#{}\",\n                    \"{C:inactive}（在{C:attention}#3#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_machoke = {\n                name = \"豪力\",\n                text = {\n                    \"出牌次數{C:chips}+#1#{}\",\n                    \"{C:mult}棄牌次數-#2#{}\",\n                    \"倍數{C:mult}+#3#{}\",\n                    \"{C:inactive}（使用{}{C:attention}聯繫繩{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_machamp = {\n                name = \"怪力\",\n                text = {\n                    \"出牌次數{C:chips}+#1#{}\",\n                    \"{C:mult}棄牌次數-#2#{}\",\n                    \"倍數{C:mult}+#3#{}\"\n                } \n            },\n            j_poke_bellsprout = {\n                name = \"喇叭芽\",\n                text = {\n                    \"每張打出的{C:attention}偶數{}牌級的卡牌\",\n                    \"會在得分時給予{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_weepinbell = {\n                name = \"口呆花\",\n                text = {\n                    \"每張打出的{C:attention}偶數{}牌級的卡牌\",\n                    \"會在得分時給予{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive}（使用{}{C:attention}葉之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_victreebel = {\n                name = \"大食花\",\n                text = {\n                    \"每張打出的{C:attention}偶數{}牌級的卡牌\",\n                    \"會在得分時給予{C:chips}+#1#{}籌碼\",\n                    \"{br:2}此為分隔線\",\n                    \"額外觸發每個回合中\",\n                    \"頭{C:attention}#2#{} {C:inactive}[#3#]{}張得分的{C:attention}偶數{}牌級卡牌一次\",\n                } \n            },\n            j_poke_tentacool = {\n                name = \"瑪瑙水母\",\n                text = {\n                    \"每張打出的{C:attention}10{}\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_tentacruel = {\n                name = \"毒刺水母\",\n                text = {\n                    \"每張打出的{C:attention}10{}\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"{br:2}此為分隔線\",\n                    \"{C:attention}10牌不能{}被減益\"\n                } \n            },\n            j_poke_geodude = {\n                name = \"小拳石\",\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                    \"{C:attention}-#2#{}手牌數量\",\n                    \"{C:inactive}（在{C:attention}#3#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_graveler = {\n                name = \"隆隆石\",\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                    \"{C:attention}-#2#{}手牌數量\",\n                    \"{C:inactive}（使用{}{C:attention}聯繫繩{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_golem = {\n                name = \"隆隆岩\",\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                    \"{C:attention}-#2#{}手牌數量\",\n                } \n            },\n            j_poke_ponyta = {\n                name = \"小火馬\",\n                text = {\n                    \"如果打出的手牌包含{C:attention}順子{}\",\n                    \"這張小丑牌會獲得{C:chips}#2#{}籌碼\", \n                    \"{C:inactive}（在 {C:chips}+#1#{C:inactive} / +60 籌碼時進化）\"\n                } \n            }, \n            j_poke_rapidash = {\n                name = \"烈焰馬\",\n                text = {\n                    \"如果打出的手牌包含{C:attention}順子{}\",\n                    \"這張小丑牌會獲得{C:chips}#2#{}籌碼\", \n                    \"籌碼加成會在每次觸發時提升{C:chips}+1{}\",\n                    \"{C:inactive}（目前會給予{C:chips}+#1#{C:inactive}籌碼）\",\n                } \n            },\n            --This was my first shiny :O\n            j_poke_slowpoke = {\n                name = \"呆呆獸\",\n                text = {\n                    \"每個回合的{C:attention}最後一次出牌{}\",\n                    \"可得到{X:red,C:white} X#1# {}倍數\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{}{C:inactive,s:0.8}個回合後或使用{C:attention,s:0.8}王者之證{}{C:inactive,s:0.8}牌進化）\"\n                } \n            },\n            j_poke_slowpoke2 = {\n                name = \"呆呆獸\",\n                text = {\n                    \"每回合的{C:attention}最後一次出牌{}可得到{X:red,C:white} X#1# {}倍數\",\n                    \"每回合結束後，有{C:green}#3#/#4#{}機率\",\n                    \"產生一張{C:attention}王者之證{}牌{C:inactive,s:0.8}（必須有空位）{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{}{C:inactive,s:0.8}個回合後或使用{C:attention,s:0.8}王者之證{}{C:inactive,s:0.8}牌進化）\"\n                } \n            },\n            j_poke_slowbro = {\n                name = \"呆殼獸\",\n                text = {\n                    \"每次出牌時\",\n                    \"這張牌會獲得{X:red,C:white} X#1# {}倍數\",\n                    \"{C:inactive,s:0.8}（回合結束時重設）\",\n                    \"{C:inactive}（目前會給予{X:red,C:white} X#2# {}{C:inactive}倍數）\"\n                } \n            },\n            j_poke_mega_slowbro = {\n                name = \"超級呆殼獸\",\n                text = {\n                    \"每次出牌時\",\n                    \"這張牌會獲得{X:red,C:white} X#1# {}倍數\",\n                    \"{C:inactive,s:0.8}（擊敗{C:attention,s:0.8}Boss盲注{C:inactive,s:0.8}後重設）\",\n                    \"{C:inactive}（目前會給予{X:red,C:white}X#2#{C:inactive}倍數）\"\n                } \n            },\n            j_poke_magnemite = {\n                name = \"小磁怪\",\n                text = {\n                    \"每張打出的{C:attention}鋼鐵{}牌\",\n                    \"會在得分時給予{X:red,C:white}X#1#{}倍數\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_magneton = {\n                name = \"三合一磁怪\",\n                text = {\n                    \"每張打出的{C:attention}鋼鐵{}牌\",\n                    \"會在得分時給予{X:red,C:white}X#1#{}倍數\",\n                    \"每張在這張牌旁邊的{X:metal,C:white}鋼{}屬性小丑牌\",\n                    \"會對加成增加{X:red,C:white}X#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{X:red,C:white}X#3#{}{C:inactive}倍數）{}\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}雷之石{}{C:inactive,s:0.8}牌進化）\"\n                } \n            },\n            j_poke_farfetchd = {\n                name = '大蔥鴨',      \n                text = {\n                    \"{C:attention}持有大蔥牌{}\",\n                    \"每次使用{C:attention}消耗牌{}時\",\n                    \"有{C:green}#2#/#3#{}的機率獲得{C:money}$#1#{}\",\n                    \"如果是使用{C:attention}大蔥{}牌，確保獲得{C:money}金錢{}\",\n                } \n            },\n            j_poke_doduo = {\n                name = '嘟嘟',      \n                text = {\n                    \"頭{C:attention}兩{}張打出的{C:attention}人頭牌{}\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_dodrio = {\n                name = '嘟嘟利',      \n                text = {\n                    \"頭{C:attention}三{}張打出的{C:attention}人頭牌{}\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"{br:2}此為分隔線\",\n                    \"如果得分的手牌{C:attention}剛好為三張人頭牌{}\",\n                    \"對這個回合的手牌數量{C:attention}+#2#{}\"\n                } \n            },\n            j_poke_seel = {\n                name = '小海獅',      \n                text = {\n                    \"在回合的{C:attention}第一次{}出牌中\",\n                    \"有{C:green}#1#/#2#{}的機率\",\n                    \"新增隨機的{C:attention}封蠟章{}到第一張得分牌\",\n                    \"{C:inactive,s:0.75}（在牌組中擁有至少{C:attention,s:0.75}#3#{}{C:inactive,s:0.75}{C:attention,s:0.75}個封蠟章{C:inactive,s:0.75}時進化）\"\n                } \n            },\n            j_poke_dewgong = {\n                name = '白海獅',      \n                text = {\n                    \"在回合的{C:attention}第一次{}出牌中\",\n                    \"新增隨機的{C:attention}封蠟章{}到最左邊的得分牌\",\n                } \n            },\n            j_poke_grimer = {\n                name = '臭泥',      \n                text = {\n                    \"如果你的牌組有多於{C:attention}#3#{}張牌\",\n                    \"給予{C:mult}+#1#{}倍數\",\n                    \"每回合結束時\",\n                    \"增加一張隨機的卡牌到牌組\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_muk = {\n                name = '臭臭泥',      \n                text = {\n                    \"在你的牌組中\",\n                    \"每張多於{C:attention}#2#{}張牌會獲得{C:mult}+#1#{}倍數\",\n                    \"{br:4}此為分隔線\",\n                    \"回合結束時，增加兩張隨機的卡牌到牌組\",\n                    \"並從牌組中移除一張隨機的卡牌\",\n                    \"{C:inactive}（目前會給予{C:mult}+#3#{} {C:inactive}倍數）{}\"\n                } \n            },\n            j_poke_shellder = {\n                name = '大舌貝',      \n                text = {\n                    \"如果打出的手牌中有{C:attention}5{}張得分牌\",\n                    \"每一張有{C:green}#1#/#2#{}的機率額外觸發一次\",\n                    \"{C:inactive}（使用{}{C:attention}水之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_cloyster = {\n                name = '刺甲貝',      \n                text = {\n                    \"如果打出的手牌中有{C:attention}5{}張得分牌\",\n                    \"每一張有{C:green}#1#/#2#{}的機率額外觸發一次\"\n                } \n            },\n            j_poke_gastly = {\n                name = '鬼斯',      \n                text = {\n                    \"有{C:green}#1#/#2#{}的機率\",\n                    \"對隨機的{C:attention}小丑牌{}\",\n                    \"更換至{C:dark_edition}負片{}效果\",\n                    \"{S:1.1,C:red,E:2}觸發後自我毀滅{}\",\n                    \"{C:inactive}（在{C:attention}#3#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_haunter = {\n                name = '鬼斯通',      \n                text = {\n                    \"有{C:green}#1#/#2#{}的機率\",\n                    \"對隨機的{C:attention}小丑牌{}\",\n                    \"更換至{C:dark_edition}負片{}效果\",\n                    \"{S:1.1,C:red,E:2}觸發後自我毀滅{}\",\n                    \"{C:inactive}（使用{}{C:attention}聯繫繩{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_gengar = {\n                name = '耿鬼',      \n                text = {\n                    \"在{C:dark_edition}#1#{}個回合後\",\n                    \"對隨機{C:attention}小丑牌{}的版本\",\n                    \"{C:attention}更換{}至{C:dark_edition}負片{}版本\",\n                    \"{C:inactive,s:0.8}（耿鬼會在觸發後隨機選擇一個數量！）{}\",\n                    \"{C:inactive,s:0.8}（耿鬼除外）{}\"\n                } \n            },\n            j_poke_mega_gengar = {\n                name = '超級耿鬼',      \n                text = {\n                    \"選擇{C:attention}小盲注{}或{C:attention}大盲注{}後\",\n                    \"產生一個{C:dark_edition}負片{}{C:attention}標籤{}\",\n                } \n            },\n            j_poke_onix = {\n                name = '大岩蛇',      \n                text = {\n                    \"{C:attention}第一次出牌{}時，最左邊的得分牌\",\n                    \"會變成{C:attention}石頭牌{}\",\n                    \"{C:inactive}（附上{C:metal}鋼{}{C:inactive}貼紙後進化）{}\"\n                } \n            },\n            j_poke_drowzee = {\n                name = '催眠貘',      \n                text = {\n                    \"在這局遊戲中，每張已使用並不重複的\",\n                    \"{C:planet}行星牌{}會給予{X:mult,C:white}X#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#1#{C:inactive}倍數）\",\n                    \"{C:inactive,s:0.8}（在使用{C:planet,s:0.8}#3#{C:inactive,s:0.8}張不重複的行星牌時進化）\"\n                } \n            },\n            j_poke_hypno = {\n                name = '引夢貘人',      \n                text = {\n                    \"{C:attention}持有恍惚牌{}\",\n                    \"在這局遊戲中，每張已使用並不重複的\",\n                    \"{C:planet}行星牌{}會給予{X:mult,C:white}X#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#1#{C:inactive}倍數）\",\n                } \n            },\n            j_poke_krabby = {\n                name = '大鉗蟹',      \n                text = {\n                    \"每張打出的{C:attention}人頭牌{}\",\n                    \"會在得分時給予{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_kingler = {\n                name = '巨鉗蟹',      \n                text = {\n                    \"每張打出的{C:attention}人頭牌{}\",\n                    \"會在得分時給予{C:chips}+#1#{}籌碼\",\n                    \"並會變成{C:attention}獎勵牌{}如果是非加強牌\",\n                } \n            },\n            j_poke_voltorb = {\n                name = '霹靂電球',      \n                text = {\n                    \"{C:attention}右邊揮發{}\",\n                    \"倍數{X:mult,C:white} X#1# {}\",\n                    \"{br:2}此為分隔線\",\n                    \"這張牌觸發時，會自我減益直到回合結束\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合沒有觸發後進化）\",\n                } \n            },\n            j_poke_electrode = {\n                name = '頑皮雷彈',      \n                text = {\n                    \"{C:attention}右邊揮發{}\",\n                    \"倍數{X:mult,C:white} X#1# {}\",\n                    \"打出手牌時，獲得{C:money}$#2#{}\",\n                    \"{br:2}此為分隔線\",\n                    \"這張牌觸發時，會自我減益直到回合結束\"\n                } \n            },\n            j_poke_exeggcute = {\n                name = '蛋蛋',      \n                text = {\n                    \"每張打出的{C:hearts}#2#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"有{C:green}#4#/#5#{}的機率\",\n                    \"改為給予{C:mult}+#3#{}倍數\",\n                    \"{C:inactive}（使用{}{C:attention}葉之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_exeggutor = {\n                name = '椰蛋樹',      \n                text = {\n                    \"每張打出的{C:hearts}#3#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"有{C:green}#4#/#5#{}的機率\",\n                    \"改為給予{{X:mult,C:white}X#2#{}倍數\",\n                } \n            },\n            j_poke_cubone = {\n                name = '卡拉卡拉',      \n                text = {\n                    \"{C:attention}持有粗骨頭牌{}\",\n                    \"每張持有的消耗牌會給予{C:mult}+#1#{}倍數\",\n                    \"{C:inactive,s:0.75}（{C:attention,s:0.75}粗骨頭{}{C:inactive,s:0.75}牌當作雙倍）{}\",\n                    \"{C:inactive}（目前會給予{C:mult}+#2#{C:inactive}倍數）\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}#3#{C:inactive,s:0.8}張消耗牌後進化）\",\n                } \n            },\n            j_poke_marowak = {\n                name = '嘎啦嘎啦',      \n                text = {\n                    \"消耗牌欄位{C:attention}+#2#{}\",\n                    \"每張持有的消耗牌會給予{X:mult,C:white} X#1# {}倍數\",\n                    \"{C:inactive,s:0.75}（{C:attention,s:0.75}粗骨頭{}{C:inactive,s:0.75}牌當作雙倍）{}\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white} X#3# {}{C:inactive}倍數）\",\n                } \n            },\n            j_poke_hitmonlee = {\n                name = '飛腿郎',      \n                text = {\n                    \"在你的牌組中，每張少於{C:attention}#2#{}張的卡牌\",\n                    \"會給予{X:red,C:white}X#1#{}倍數\",\n                    \"{C:inactive}（目前會給予{X:red,C:white}X#3#{C:inactive}倍數）\",\n                } \n            },\n            j_poke_hitmonchan = {\n                name = '快拳郎',      \n                text = {\n                    \"在你的牌組中，每張多於{C:attention}#2#{}張的卡牌\",\n                    \"會給予{X:red,C:white}X#1#{}倍數\",\n                    \"{C:inactive}（目前會給予{X:red,C:white}X#3#{C:inactive}倍數）\",\n                } \n            },\n            j_poke_lickitung = {\n                name = '大舌頭',      \n                text = {\n                    \"頭兩張的打出的{C:attention}J{}\",\n                    \"會在得分時給予{X:mult,C:white} X#1# {}倍數\",\n                    \"{C:inactive,s:0.8}（在觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）{}\"\n                } \n            },\n            j_poke_koffing = {\n                name = '瓦斯彈',      \n                text = {\n                    \"賣出這張牌來減低\",\n                    \"目前{C:attention}Boss 盲注{}所需的一半分數\",\n                    \"{C:inactive}（在{C:attention}#1#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_weezing = {\n                name = '雙彈瓦斯',      \n                text = {\n                    \"賣出這張牌來減低\",\n                    \"目前{C:attention}Boss 盲注{}所需的一半分數\",\n                    \"並消除限制效果\",\n                } \n            },\n            j_poke_rhyhorn = {\n                name = '獨角犀牛',      \n                text = {\n                    \"每張打出的{C:attention}石頭牌{}\",\n                    \"可永久獲得{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_rhydon = {\n                name = '鑽角犀獸',      \n                text = {\n                    \"每張打出的{C:attention}石頭牌{}\",\n                    \"可永久獲得{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive}（使用{}{C:attention}聯繫繩{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_chansey = {\n                name = '吉利蛋',      \n                text = {\n                    \"每個回合中頭{C:attention}#1#{}張被觸發的{C:attention}幸運牌{}\",\n                    \"會增加一張複製的那張牌到牌組並抽到{C:attention}手牌{}中\",\n                    \"{C:inactive}（目前已觸發{C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive}張）\",\n                    \"{C:inactive}（在牌組有25%或以上是{C:attention}幸運牌{C:inactive}時進化）\"\n                } \n            },\n            j_poke_tangela = {\n                name = '蔓藤怪',      \n                text = {\n                    \"每張打出的{C:attention}萬能牌{}\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數，{C:chips}+#2#{}籌碼或{C:money}$#3#{}\",\n                    \"有{C:green}#4#/#5#{}的機率給予{C:attention}以上三個的加成{}\",\n                    \"{C:inactive}（在牌組有20%或以上是{C:attention}萬能牌{C:inactive}時進化）\"\n                } \n            },\n            j_poke_kangaskhan = {\n                name = '袋獸',      \n                text = {\n                    \"消耗牌欄位{C:attention}+#1#{}\",\n                    \"利息上限{C:mult}-$#2#{}\",\n                } \n            },\n            j_poke_mega_kangaskhan = {\n                name = '超級袋獸',      \n                text = {\n                    \"所有打出的卡牌會{C:attention}額外觸發{}一次\",\n                    \"{br:3}此為分隔線\",\n                    \"如果回合中至少使用{C:attention}#1#張消耗牌{}\",\n                    \"回合結束後，產生一個{C:attention}雙倍標籤{}\",\n                    \"{C:inactive}（目前已使用{C:attention}#2#{C:inactive}張消耗牌）\"\n                } \n            },\n            j_poke_horsea = {\n                name = '墨海馬',      \n                text = {\n                    \"每張打出的{C:attention}6{}\",\n                    \"會在得分時給予這張小丑牌{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n                    \"{C:inactive}（在{C:mult}+#1#{C:inactive} / +12 倍數時進化）\"\n                } \n            },\n            j_poke_seadra = {\n                name = '海刺龍',      \n                text = {\n                    \"每張打出的{C:attention}6{}\",\n                    \"會在得分時給予這張小丑牌{C:mult}+#2#{}倍數\",\n                    \"如果手牌中持有{C:attention}K{}，加成效果翻倍\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n                    \"{C:inactive,s:0.8}（附上{C:dragon,s:0.8}龍{}{C:inactive,s:0.8}貼紙後進化）{}\"\n                } \n            },\n            j_poke_goldeen = {\n                name = '角金魚',      \n                text = {\n                    \"在手牌中的{C:attention}黃金牌{}\",\n                    \"會額外觸發{C:attention}#1#{}次\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_seaking = {\n                name = '金魚王',      \n                text = {\n                    \"在手牌中的{C:attention}黃金牌{}\",\n                    \"會額外觸發{C:attention}#1#{}次\",\n                } \n            },\n            j_poke_staryu = {\n                name = '海星星',      \n                text = {\n                    \"每張打出的{C:diamonds}#2#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數及{C:money}$#2#{}\",\n                    \"{C:inactive}（使用{}{C:attention}水之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_starmie = {\n                name = '寶石海星',      \n                text = {\n                    \"每張打出的{C:diamonds}#3#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數及{C:money}$#2#{}\"\n                } \n            },\n            j_poke_mrmime = {\n                name = '魔牆人偶',      \n                text = {\n                    \"額外觸發在手牌中\",\n                    \"最左邊的手牌{C:attention}#1#{}次\"\n                } \n            },\n            j_poke_scyther = {\n                name = '飛天螳螂',      \n                text = {\n                    \"選擇盲注後，摧毀右邊的小丑牌並獲得{C:mult}+#2#{}倍數\",\n                    \"如果被摧毀的小丑牌是{C:red}稀有{}或以上\",\n                    \"新增{C:attention}銀箔{}，{C:attention}全息{}或{C:attention}彩色{}版本\",\n                    \"{C:inactive}（附上{C:metal}鋼{}{C:inactive}貼紙或使用{C:attention,s:0.8}硬石頭{C:inactive,s:0.8}牌後進化）{}\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive} 倍數）\"\n                } \n            },\n            j_poke_jynx = {\n                name = '迷唇姐',      \n                text = {\n                    \"選擇{C:attention}盲注{}後，如果牌組有多於{C:attention}#2#{}張牌\",\n                    \"將會獲得{C:attention}+#1#{}手牌數量\",\n                    \"{br:4}此為分隔線\",\n                    \"加入到牌組的{C:attention}卡牌{}會被{C:attention}複製{}\"\n                } \n            },\n            j_poke_electabuzz = {\n                name = '電擊獸',      \n                text = {\n                    \"當回合結束或{C:attention}賣出{}卡牌時\",  \n                    \"這張小丑牌的{C:attention}出售價值{}會提升{C:money}$#1#{}\",\n                    \"{br:3.5}此為分隔線\",\n                    \"回合結束時，會獲得等同於\",\n                    \"這張小丑牌出售價格的{C:attention}#2#%{}的金錢{C:inactive}（上捨至整數）{}\",\n                    \"{C:inactive}（使用{}{C:attention}聯繫繩{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_magmar = {\n                name = '鴨嘴火獸',      \n                text = {\n                    \"如果回合中的{C:attention}第一次{}棄牌只有{C:attention}一{}張牌\",\n                    \"摧毀它並獲得{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n                    \"{C:inactive}（使用{}{C:attention}聯繫繩{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_pinsir = {\n                name = '凱羅斯',\n                text = {\n                    \"如果得分牌\",\n                    \"和{C:attention}在手牌中{}{C:attention}牌級{}相同\",\n                    \"倍數{X:mult,C:white} X#1# {}\",\n                } \n            },\n            j_poke_mega_pinsir = {\n                name = '超級凱羅斯',\n                text = {\n                    \"打出的{C:attention}無加強{}的卡牌\",\n                    \"會在得分時給予{X:mult,C:white} X#1# {}倍數\",\n                } \n            },\n            j_poke_tauros = {\n                name = '肯泰羅（首領）',\n                text = {\n                    \"每張{C:attention}肯泰羅{}及{C:attention}大奶罐{}小丑牌\",\n                    \"會給予{X:mult,C:white} X#1#{}倍數\",\n                    \"{br:4}此為分隔線\",\n                    \"每次在商店中刷新會有{C:green}#2#/#3#{}的機率\",\n                    \"新增一張{C:attention}肯泰羅（牛群）{}到商店中\",\n                } \n            },\n            j_poke_taurosh = {\n                name = '肯泰羅（牛群）',\n                text = {\n                    \"倍數{C:mult}+#1#{}\",\n                } \n            },\n            j_poke_magikarp = {\n                name = '鯉魚王',\n                text = {\n                    \"{C:chips}+#2#{}籌碼\",\n                    \"附上{C:attention}水花噴濺{}效果\",\n                    \"{C:inactive}（在{C:attention}#1#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_gyarados = {\n                name = '暴鯉龍',\n                text = {\n                    \"倍數{X:red,C:white} X#1# {}\",\n                } \n            },\n            j_poke_mega_gyarados = {\n                name = '超級暴鯉龍',\n                text = {\n                    \"倍數{X:red,C:white} X#1# {}\",\n                    \"{br:1.5}此為分隔線\",\n                    \"消除每個{C:attention}Boss盲注{}的限制效果\",\n                } \n            },\n            j_poke_lapras = {\n                name = '拉普拉斯',\n                text = {\n                    \"在本局遊戲中每個已跳過的{C:attention}盲注{}\",\n                    \"會給這張牌{C:chips}+#2#{}籌碼\",\n                    \"{br:2}此為分隔線\",\n                    \"跳過盲注後，進入{C:attention}商店{}\",\n                    \"{C:inactive}（目前會給予{C:chips}+#1# {C:inactive}籌碼）\"\n                } \n            },\n            j_poke_ditto = {\n                name = '百變怪',\n                text = {\n                    \"{C:attention}右邊揮發{}\",\n                    \"離開商店後\",\n                    \"這張小丑牌會{C:attention}變為{}最左邊的小丑牌\",\n                    \"並對自身附上{C:attention}有限期{}及{C:colorless}一般{}屬性的貼紙\",\n                    \"{C:inactive,s:0.8}（不能變為百變怪）\",\n                } \n            },\n            j_poke_eevee = {\n                name = '伊布',\n                text = {\n                    \"在回合中的{C:attention}第一次出牌{}時\",\n                    \"倍數{X:mult,C:white} X#1# {}\",\n                    \"{C:inactive}（使用每個不同的進化之石會有不同的進化）{}\",\n                } \n            },\n            j_poke_vaporeon = {\n                name = '水伊布',\n                text = {\n                    \"每張打出的{C:attention}卡牌{}\",\n                    \"在得分時永久獲得{C:chips}+#1#{}籌碼\",\n                    \"如果是{C:attention}獎勵牌{}，獲得的籌碼{C:attention}加倍{}\"\n                } \n            },\n            j_poke_jolteon = {\n                name = '雷伊布',\n                text = {\n                    \"每張棄掉的{C:attention}黃金牌{}\",\n                    \"會給予{C:money}$#1#{}\",\n                } \n            },\n            j_poke_flareon = {\n                name = '火伊布',\n                text = {\n                    \"在{C:attention}手中{}的第一張{C:attention}倍數牌{}\",\n                    \"會給予{X:mult,C:white} X#1# {}倍數\"\n                } \n            },\n            j_poke_porygon = {\n                name = '多邊獸',\n                text = {\n                    \"能量上限{C:pink}+1{}\",\n                    \"每次打開{C:attention}擴充包{}時\",\n                    \"產生一張{C:pink}能量{}牌\",\n                    \"{C:inactive}（使用{} {C:attention}升級資料{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_omanyte = {\n                name = '菊石獸',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{C:attention}一張{}：產生一張隨機的{C:attention}塔羅{}牌\",\n                    \"{C:attention}兩張{}：獲得{C:money}$#2#{}\",\n                    \"{C:attention}三張或以上{}：產生一張隨機的{C:item}物品牌{}{C:inactive,s:0.8}（觸發{C:attention,s:0.8}#3#{C:inactive,s:0.8}次後進化）\",\n                    \"{C:inactive}（必須有空位）\",\n                } \n            },\n            j_poke_omastar = {\n                name = '多刺菊石獸',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{C:attention}一張{}：產生一張隨機的{C:attention}塔羅{}牌\",\n                    \"{C:attention}兩張{}：獲得{C:money}$#2#{}\",\n                    \"{C:attention}三張{}：產生一張隨機的{C:item}物品牌{}\",\n                    \"{C:attention}四張或以上{}：每個回合只限一次，產生一個{C:attention}標籤{}\",\n                    \"{C:inactive}（必須有空位）\",\n                } \n            },\n            j_poke_kabuto = {\n                name = '化石盔',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{C:attention}一張{}：{C:chips}+#2#{}籌碼\",\n                    \"{C:attention}兩張{}：得分的{C:attention}#1#{}可永久獲得{C:chips}+#3#{}籌碼\",\n                    \"{C:attention}三張或以上{}：{C:chips}+#4#{}籌碼{C:inactive,s:0.8}（觸發{C:attention,s:0.8}#5#{C:inactive,s:0.8}次後進化）\",\n                    \"\"\n                } \n            },\n            j_poke_kabutops = {\n                name = '鐮刀盔',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{C:attention}一張{}：{C:chips}+#2#{}籌碼\",\n                    \"{C:attention}兩張{}：得分的{C:attention}#1#{}可永久獲得{C:chips}+#3#{}籌碼\",\n                    \"{C:attention}三張{}：{C:chips}+#4#{}籌碼\",\n                    \"{C:attention}四張或以上{}：所有打出的{C:attention}#1#{}會額外觸發一次\",\n                } \n            },\n            j_poke_aerodactyl = {\n                name = '化石翼龍',\n                text = {\n                    \"{C:attention}原始的#1#{}\",\n                    \"{C:attention}一張{}：倍數{X:red,C:white}X#2#{}\",\n                    \"{C:attention}兩張{}：這張小丑牌會獲得{X:red,C:white}X#3#{}倍數\",\n                    \"{C:attention}三張{}：第一張得分及未加強的{C:attention}#1#{}會變為{C:attention}玻璃牌{}\",\n                    \"{C:attention}四張或以上{}：這張牌的{X:red,C:white}X{}倍數加成{C:attention}翻倍\"\n                } \n            },\n            j_poke_mega_aerodactyl = {\n                name = '超級化石翼龍',\n                text = {\n                    \"每張打出的{C:attention}#1#{}\",\n                    \"會在得分時給予{X:mult,C:white} X#2# {}倍數乘以打出的{C:attention}#1#{}的數量\",\n                    \"{br:3.5}此為分隔線\",\n                    \"打出的{C:attention}#1#{}有{C:green}#3#/#4#{}的機率被摧毀\",\n                } \n            },\n            j_poke_snorlax = {\n                name = '卡比獸',\n                text = {\n                    \"{C:attention}持有吃剩的東西牌{}\",\n                    \"回合結束時，每張{C:attention}吃剩的東西{}牌\",\n                    \"會給這張牌{X:red,C:white}X#1#{}倍數\",\n                    \"{C:inactive}（目前會給予{X:red,C:white} X#2# {}{C:inactive}倍數）\"\n                } \n            },\n            j_poke_articuno = {\n                name = '急凍鳥',\n                text = {\n                    \"新增{C:attention}銀箔版本{}及隨機的{C:attention}封蠟章{}\",\n                    \"到打出的卡牌中最左邊的卡牌\",\n                } \n            },\n            j_poke_zapdos = {\n                name = '閃電鳥',\n                text = {\n                    \"每持有的{C:money}$#2#{}\",\n                    \"會給予{X:mult,C:white} X#1# {}倍數\",\n                    \"{C:inactive}（目前會給予{X:red,C:white}X#3#{}{C:inactive}倍數）\",\n                } \n            },\n            j_poke_moltres = {\n                name = '火焰鳥',\n                text = {\n                    \"對回合中第一個{C:attention}棄掉{}的牌型\",\n                    \"的等級提升{C:attention}3{}個等級\",\n                } \n            },\n            j_poke_dratini = {\n                name = '迷你龍',\n                text = {\n                    \"如果打出的手牌只有{C:attention}#3#{}張或更少的卡牌\",\n                    \"這張小丑牌會獲得{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n                    \"{C:inactive}（在擁有{C:mult}+10{}{C:inactive}倍數時進化）\"\n                } \n            },\n            j_poke_dragonair = {\n                name = '哈克龍',\n                text = {\n                    \"如果打出的手牌只有{C:attention}#3#{}張或更少的卡牌\",\n                    \"這張牌會獲得{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n                    \"{C:inactive}（在擁有{C:mult}+30{}{C:inactive}倍數時進化）\"\n                } \n            },\n            j_poke_dragonite = {\n                name = '快龍',\n                text = {\n                    \"倍數{C:mult}+#1#{}\",\n                    \"{br:1.6}此為分隔線\",\n                    \"如果打出的手牌只有{C:attention}1{}張牌\",\n                    \"那張牌會額外觸發{C:attention}#2#{}次\"\n                } \n            },\n            j_poke_mewtwo = {\n                name = '超夢',\n                text = {\n                    \"離開商店後，{C:attention}複製及摧毀{}最左邊的{C:attention}小丑牌{}\",\n                    \"副本帶有{C:dark_edition}彩色{}版本及{C:attention}+1{}{C:pink}能量{}\",\n                    \"每張{C:dark_edition}彩色{}版本的小丑牌給予{X:mult,C:white} X#1# {}倍數\",\n                    \"{C:inactive}（不能摧毀自身）\",\n                } \n            },\n            j_poke_mega_mewtwo_x = {\n                name = \"超級超夢 X\",\n                text = {\n                    \"所有小丑牌會給予{X:mult,C:white} X#1# {}倍數\",\n                } \n            },\n            j_poke_mega_mewtwo_y = {\n                name = \"超級超夢 Y\",\n                text = {\n                    \"離開商店後\",\n                    \"對最左邊的小丑牌給予{C:attention}+2{}{C:pink}能量{}\",\n                    \"{br:2}此為分隔線\",\n                    \"擊敗{C:attention}Boss盲注{}後\",\n                    \"能量上限{C:pink}+1{}\",\n                } \n            },\n            j_poke_mew = {\n                name = '夢幻',\n                text = {\n                    \"離開商店後，產生一張隨機的\",\n                    \"{C:dark_edition}負片{}{C:attention}塔羅{}，{C:spectral}幻靈{}或{C:item}物品{}牌\",\n                    \"有機率產生一張隨機的{C:dark_edition}負片{}小丑牌\",\n                } \n            },\n            j_poke_chikorita = {\n                name = '菊草葉',\n                text = {\n                    \"手牌數量{C:attention}+#1#{}\",\n                    \"在{C:attention}手中{}的{C:attention}頭四張{}以外的卡牌\",\n                    \"會在回合結束時給予{C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_bayleef = {\n                name = '月桂葉',\n                text = {\n                    \"手牌數量{C:attention}+#1#{}\",\n                    \"在{C:attention}手中{}的{C:attention}頭兩張{}以外的卡牌\",\n                    \"會在回合結束時給予{C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_meganium = {\n                name = '大竺葵',\n                text = {\n                    \"手牌數量{C:attention}+#1#{}\",\n                    \"{C:attention}手牌{}中每張卡牌\",\n                    \"會在回合結束時給予{C:money}$#2#{}\",\n                }\n            },\n            j_poke_cyndaquil = {\n                name = '火球鼠',\n                text = {\n                    \"棄牌次數{C:red}+#1#{}\",\n                    \"每個剩餘的{C:attention}棄牌次數\",\n                    \"會給予{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#4#{C:inactive}倍數）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_quilava = {\n                name = '火岩鼠',\n                text = {\n                    \"棄牌次數{C:red}+#1#{}\",\n                    \"每個剩餘的{C:attention}棄牌次數\",\n                    \"會給予{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#4#{C:inactive}倍數）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_typhlosion = {\n                name = '火爆獸',\n                text = {\n                    \"棄牌次數{C:red}+#1#{}\",\n                    \"每個剩餘的{C:attention}棄牌次數\",\n                    \"會給予{C:mult}+#2#{}倍數及{X:red,C:white} X#3# {}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#4#{C:inactive}倍數及{X:red,C:white} X#5# {C:inactive}倍數）\",\n                }\n            },\n            j_poke_totodile = {\n                name = '小鋸鱷',\n                text = {\n                    \"出牌次數{C:blue}+#1#{}\",\n                    \"在這個回合中，每張打出的卡牌\",\n                    \"會給予這張小丑牌{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive}（目前會給予{C:chips}+#3#{C:inactive}籌碼）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#4#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_croconaw = {\n                name = '藍鱷',\n                text = {\n                    \"出牌次數{C:blue}+#1#{}\",\n                    \"在這個回合中，每張打出的卡牌\",\n                    \"會給予這張小丑牌{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive}（目前會給予{C:chips}+#3#{C:inactive}籌碼）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#4#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_feraligatr = {\n                name = '大力鱷',\n                text = {\n                    \"出牌次數{C:blue}+#1#{}\",\n                    \"在這個回合中，每張打出的卡牌\",\n                    \"會給予這張小丑牌{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive}（目前會給予{C:chips}+#3#{C:inactive}籌碼）\",\n                }\n            },\n            j_poke_sentret = {\n                name = '尾立',\n                text = {\n                    \"每次{C:attention}連續{}地不打出上一個的牌型\",\n                    \"這張牌會獲得{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（上一個牌型：{C:attention}#3#{}{C:inactive}）\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{} {C:inactive}倍數）\",\n                    \"{C:inactive}（在{C:mult}+15{} {C:inactive}倍數時進化）\"\n                }  \n            },\n            j_poke_furret = {\n                name = '大尾立',\n                text = {\n                    \"如果打出的牌型不是上一個的牌型\",\n                    \"這張牌會獲得{C:mult}+#2#{}倍數\",\n                    \"{C:inactive}（上一個牌型：{C:attention}#3#{}{C:inactive}）\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{} {C:inactive}倍數）\",\n                }  \n            },\n            j_poke_hoothoot = {\n                name = '咕咕',\n                text = {\n                    \"預視{C:purple}#1#{}張牌\",\n                    \"每張{C:attention}預視{}的卡牌\",\n                    \"會給予它們合共的籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_noctowl = {\n                name = '貓頭夜鷹',\n                text = {\n                    \"預視{C:purple}#1#{}張牌\",\n                    \"每張{C:attention}預視{}的卡牌\",\n                    \"會給予它們合共的籌碼\",\n                }\n            },\n            j_poke_ledyba = {\n                name = \"芭瓢蟲\",\n                text = {\n                  \"每{C:attention}4{}張在牌組中剩餘的卡牌\",\n                  \"會給予{C:mult}+#1#{}倍數\",\n                  \"{C:inactive}（目前會給予{C:mult}+#3#{C:inactive}倍數）\",\n                  \"{C:inactive}（在{C:attention}#2#{C:inactive}個回合後進化）\",\n                }\n            },\n            j_poke_ledian = {\n                name = \"安瓢蟲\",\n                text = {\n                  \"每{C:attention}2{}張在牌組中剩餘的卡牌\",\n                  \"會給予{C:mult}+#1#{}倍數\",\n                  \"{C:inactive}（目前會給予{C:mult}+#2#{C:inactive}倍數）\",\n                }\n            },\n            j_poke_spinarak = {\n                name = \"圓絲蛛\",\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                    \"加成有{C:green}#2#/#3#{}的機率改為{C:chips}+#5#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention}#4#{C:inactive}個回合後進化）\",\n                }\n            },\n            j_poke_ariados = {\n                name = \"阿利多斯\",\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                    \"加成有{C:green}#2#/#3#{}的機率改為{C:chips}+#4#{}籌碼\",\n                }\n            },\n            j_poke_crobat = {\n                name = '叉字蝠',\n                text = {\n                    \"{C:attention}隨機{}所有得分牌現有的強化效果\",\n                    \"從{C:attention}倍數{}及{C:attention}萬能{}牌獲得{C:mult}+#2#{}倍數\",\n                    \"從{C:attention}獎勵{}及{C:attention}石頭{}牌獲得{C:chips}+#4#{}籌碼\",\n                    \"從{C:attention}鋼鐵{}及{C:attention}玻璃{}牌獲得{X:red,C:white}X#6#{}倍數\",\n                    \"從{C:attention}黃金{}及{C:attention}幸運{}牌獲得{C:money}$#8#{}金錢\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{}，{C:chips}+#3#{}，{X:red,C:white}X#5#{}，{C:inactive}回合結束時，{}{C:money}$#7#{}）\"\n                } \n            },\n            j_poke_chinchou = {\n                name = \"燈籠魚\",\n                text = {\n                  \"如果得分的手牌包含{C:attention}對子\",\n                  \"將給予{C:chips}+#1#{}籌碼並獲得{C:money}$#2#{}\",\n                  \"{C:inactive}（在{C:attention}#3#{C:inactive}個回合後進化）\",\n                }\n            },\n            j_poke_lanturn = {\n                name = \"電燈怪\",\n                text = {\n                  \"如果得分的手牌包含{C:attention}對子\",\n                  \"將給予{C:chips}+#1#{}籌碼並獲得{C:money}$#2#{}\",\n                  \"{br:3}此為分隔線\",\n                  \"每張{X:water,C:white}水{}屬性的小丑牌會額外給予{C:chips}+#3#{}籌碼\",\n                  \"每張{X:lightning,C:black}雷{}屬性的小丑牌會額外給予{C:money}$#4#{}\",\n                  \"{C:inactive}（目前會給予{C:chips}+#6#{C:inactive}籌碼及{C:money}$#5#{C:inactive}）\"\n                }\n            },\n            j_poke_pichu = {\n                name = '皮丘',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#2# {}\",\n                    \"回合結束時，獲得{C:money}$#1#{}\",\n                    \"{C:inactive}（在{C:attention}#3#{}{C:inactive}個回合後進化）\"\n                } \n            },\n            j_poke_cleffa = {\n                name = '皮寶寶',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"回合結束時，產生一張{C:dark_edition}負片{}{C:attention}月亮{}牌\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_igglybuff = {\n                name = '寶寶丁',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"回合結束時，產生一張{C:dark_edition}負片{}{C:attention}世界{}牌\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_togepi = {\n                name = '波克比',\n                text = {\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_togetic = {\n                name = '波克基古',\n                text = {\n                    \"{C:attention}幸運牌{}有{C:green}#1#/#2#{}的機率\",\n                    \"會給予{C:chips}+#4#{}籌碼\",\n                    \"並有{C:green}#1#/#3#{}的機率給予{X:mult,C:white}X#5#{}倍數\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}光之石{C:inactive,s:0.8}牌來進化）\"\n                }\n            },\n            j_poke_natu = {\n                name = '天然雀',\n                text = {\n                    \"{C:planet}行星牌{}會給予額外1個等級\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_xatu = {\n                name = '天然鳥',\n                text = {\n                    \"{C:planet}行星牌{}會給予額外{C:attention}#1#{}個等級\",\n                    \"{C:planet}天外擴充包{}會帶有所有{C:planet}行星牌{}\",\n                }\n            },\n            j_poke_mareep = {\n                name = \"咩利羊\",\n                text = {\n                  \"當有一張或以上{C:attention}卡牌{}{C:attention}新增{}至牌組中\",\n                  \"這張小丑牌將獲得{X:mult,C:white}X#2#{}倍數\",\n                  \"{br:3}此為分隔線\",\n                  \"當有一張或以上{C:attention}卡牌{}{C:attention}被摧毀{}\",\n                  \"這張小丑牌將失去{X:mult,C:white}X#3#{}倍數\",\n                  \"{C:inactive}（在{X:mult,C:white}X#1#{C:inactive} / X#4#倍數時進化）\",\n                }\n            },\n            j_poke_flaaffy = {\n                name = \"茸茸羊\",\n                text = {\n                  \"當有一張或以上{C:attention}卡牌{}{C:attention}新增{}至牌組中\",\n                  \"這張小丑牌將獲得{X:mult,C:white}X#2#{}倍數\",\n                  \"{br:3}此為分隔線\",\n                  \"當有一張或以上{C:attention}卡牌{}{C:attention}被摧毀{}\",\n                  \"這張小丑牌將失去{X:mult,C:white}X#3#{}倍數\",\n                  \"{C:inactive}（在{X:mult,C:white}X#1#{C:inactive} / X#4#倍數時進化）\",\n                }\n            },\n            j_poke_ampharos = {\n                name = \"電龍\",\n                text = {\n                  \"當有一張或以上{C:attention}卡牌{}{C:attention}新增{}至牌組中\",\n                  \"這張小丑牌將獲得{X:mult,C:white}X#2#{}倍數\",\n                  \"{C:inactive}（目前會給予{X:mult,C:white}X#1#{C:inactive}倍數）\",\n                }\n            },\n            j_poke_mega_ampharos = {\n                name = \"超級電龍\",\n                text = {\n                  \"倍數{X:mult,C:white} X#1# {}\",\n                  \"選擇{C:attention}盲注{}後\",\n                  \"把手牌數量提升至{C:attention}半個{}牌組的數量\",\n                  \"並失去所有棄牌次數及把出牌次數設至{C:attention}1{}\",\n                  \"{C:inactive}（上捨入至最接近的整數，目前會提升至{C:attention}#2#{C:inactive}）\"\n                }\n            },\n            j_poke_marill = {\n                name = '瑪力露',\n                text = {\n                    \"如果打出的手牌\",\n                    \"包含得分的{C:attention}非加強牌{}及得分的{C:attention}加強牌{}，倍數{X:mult,C:white}X#2#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#張獎勵牌{C:inactive,s:0.8}得分後進化）\",\n                }\n            },\n            j_poke_azumarill = {\n                name = '瑪力露麗',\n                text = {\n                    \"倍數{X:mult,C:white}X#1#{}\",\n                    \"如果打出的手牌\",\n                    \"包含得分的{C:attention}非獎勵牌{}及得分的{C:attention}獎勵牌{}\",\n                    \"對以上的加成增加雙倍\",\n                }\n            },\n            j_poke_sudowoodo = {\n                name = \"樹才怪\",\n                text = {\n                  \"所有{C:attention}打出{}及{C:attention}在手中{}的\",\n                  \"{C:attention}人頭牌{}會額外觸發一次\",\n                }\n            },\n            j_poke_weird_tree = {\n                name = \"奇怪的樹\",\n                text = {\n                  \"{C:attention}屬性轉換：{X:grass,C:white}草{}\",\n                  \"如果這張卡牌不是{X:grass,C:white}草{}屬性\",\n                  \"或你擁有{X:water,C:white}水{}屬性的小丑牌\",\n                  \"這張卡牌會在回合結束後{C:}變形{}\",\n                }\n            },\n            j_poke_bellossom = {\n                name = '美麗花',\n                text = {\n                    \"每張打出的{C:attention}奇數{}牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數或變成{C:attention}萬能{}牌或{C:attention}種子{}牌\",\n                    \"如果已經是{C:attention}萬能牌{}，新增{C:attention}銀箔{}，\",\n                    \"{C:attention}全息{}或{C:attention}彩色{}版本\"\n                } \n            },\n            j_poke_politoed = {\n                name = '蚊香蛙皇',\n                text = {\n                    \"每張打出的{V:1}#2#{}花色的卡牌\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數\",\n                    \"{br:5}此為分隔線\",\n                    \"那些牌會依{X:water,C:white}水屬性{}\",\n                    \"的小丑牌的數量而額外觸發\",\n                    \"{C:inactive,s:0.8}（{C:attention,s:0.8}#7#{}{C:inactive,s:0.8}次的額外觸發數量會平均分配到每張的得分牌）{}\",\n                    \"花色在出牌後按次序地變更{C:inactive,s:0.8}(#3#, #4#, #5#, #6#){}\",\n                } \n            },\n            j_poke_hoppip = {\n                name = '毽子草',\n                text = {\n                    \"手牌數量{C:attention}+#1#{}\",\n                    \"頭兩張{C:attention}棄掉的卡牌{}會加強為{C:attention}種子{}牌\",\n                    \"這張小丑牌在棄牌後會{S:1.1,C:red,E:2}自我毀滅{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_skiploom = {\n                name = '毽子花',\n                text = {\n                    \"手牌數量{C:attention}+#1#{}\",\n                    \"頭三張{C:attention}棄掉的卡牌{}會加強為{C:attention}種子{}牌\",\n                    \"這張小丑牌在棄牌後會{S:1.1,C:red,E:2}自我毀滅{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_jumpluff = {\n                name = '毽子棉',\n                text = {\n                    \"手牌數量{C:attention}+#1#{}\",\n                    \"{C:attention}棄掉的卡牌{}會加強為{C:attention}種子{}牌\",\n                    \"這張小丑牌在棄牌後會{S:1.1,C:red,E:2}自我毀滅{}\",\n                }\n            },\n            j_poke_aipom = {\n              name = \"長尾怪手\",\n              text = {\n                \"卡牌選擇數量{C:attention}-#3#{}\",\n                \"{C:inactive}（可打出/棄掉卡牌的數量）\",\n                \"{br:2}此為分隔線\",\n                \"所有{C:attention}同花{}及{C:attention}順子{}\",\n                \"可以只用{C:attention}3{}張卡牌來湊成\",\n                \"{C:inactive,s:0.8}（在打出{C:attention,s:0.8}#1#{C:inactive,s:0.8}個順子及{C:attention,s:0.8}#2#{C:inactive,s:0.8}個同花後進化）{}\"\n              }\n            },\n            j_poke_sunkern = {\n                name = '向日種子',\n                text = {\n                    \"選擇{C:attention}盲注{}或{C:attention}打出{}手牌時，\",\n                    \"獲得{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}日之石{C:inactive,s:0.8}牌來進化）\"\n                }\n            },\n            j_poke_sunflora = {\n                name = '向日花怪',\n                text = {\n                    \"選擇{C:attention}盲注{}、{C:attention}打出{}手牌、\",\n                    \"及{C:attention}棄掉{}手牌時，會獲得{C:money}$#1#{}\",\n                    \"{C:attention}使用{}消耗牌時，會在回合結束時獲得{C:money}$#1#{}\",\n                }\n            },\n            j_poke_wooper = {\n                name = \"烏波\",\n                text = {\n                  \"倍數{C:mult}+#1#{}\",\n                  \"在{C:attention}牌組{}中的每張{C:attention}人頭牌{}\",\n                  \"會對這張小丑牌減少{C:mult}-#3#{}倍數\",\n                  \"{C:inactive}（目前會給予{C:mult}+#4#{C:inactive}倍數）\",\n                  \"{C:inactive}（在{C:attention}#2#{C:inactive}個回合後進化）\",\n                }\n            },\n            j_poke_quagsire = {\n                name = \"沼王\",\n                text = {\n                  \"倍數{C:mult}+#1#{}\",\n                  \"在{C:attention}牌組{}中的每張{C:attention}人頭牌{}\",\n                  \"會對這張小丑牌減少{C:mult}-#2#{}倍數\",\n                  \"{C:inactive}（目前會給予{C:mult}+#3#{C:inactive}倍數）\",\n                }\n            },\n            j_poke_yanma = {\n              name = \"蜻蜻蜓\",\n              text = {\n                \"每張打出的{C:attention}3{}或{C:attention}6{}\",\n                \"會在得分時給予{C:chips}+#2#{}籌碼及{C:mult}+#1#{}倍數\",\n                \"有{C:green}#5#/#6#{}的機率\",\n                \"改為{C:chips}+#4#{}籌碼及{C:mult}+#3#{}倍數\",\n                \"{C:inactive,s:0.8}（在打出{C:attention,s:0.8}#7#{C:inactive,s:0.8}張得分的3或6時進化）\"\n              }\n            },\n            j_poke_espeon = {\n                name = '太陽伊布',\n                text = {\n                    \"每張打出的{C:attention}#3#{}會{C:attention}額外觸發{}一次\",\n                    \"{br:3}此為分隔線\",\n                    \"每張打出的{V:1}#4#{}花色的卡牌\",\n                    \"會在得分時會給予{X:red,C:white}X#2#{}倍數\",\n                    \"{C:inactive,s:0.7}觸發的牌級及花色在每個回合變更{}\"\n                } \n            },\n            j_poke_umbreon = {\n                name = '月亮伊布',\n                text = {\n                    \"降低棄掉{C:attention}#1#{}牌型的等級\",\n                    \"並增至最常打出的{C:attention}牌型\",\n                    \"{C:inactive,s:0.7}觸發的牌型在每個回合變更{}\"\n                } \n            },\n            j_poke_murkrow = {\n                name = \"黑暗鴉\",\n                text = {\n                  \"每張持有的{X:dark,C:white}惡{}屬性的小丑牌\",\n                  \"會給予{X:red,C:white}X#1#{}倍數\",\n                  \"{C:inactive}（目前會給予{X:red,C:white} X#2#{C:inactive}倍數）\",\n                  \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}暗之石{C:inactive,s:0.8}牌進化）\"\n                }\n              },\n            j_poke_slowking = {\n                name = '呆呆王',\n                text = {\n                    \"每張打出的{C:attention}K{}會在得分時給予{X:red,C:white}X#1#{}倍數\",\n                    \"每次出牌後增加{X:red,C:white}X#2#{}倍數\",\n                    \"第一次出牌除外\",\n                    \"回合結束後重設\",      \n                }\n            },\n            j_poke_misdreavus = {\n                name = '夢妖',\n                text = {\n                    \"打出的{C:attention}人頭牌{}\",\n                    \"會在得分時會永久失去{C:chips}#1#{}籌碼\",\n                    \"這張小丑牌會獲得失去的籌碼\",\n                    \"{C:inactive}(目前會給予{C:chips}+#2#{C:inactive}籌碼）\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}暗之石{C:inactive,s:0.8}牌進化）\",\n                }\n            },\n            j_poke_unown = {\n                name = \"未知圖騰\",\n                text = {\n                  \"{C:attention}偏好牌級：{} {C:inactive}（{C:attention}#2#{C:inactive}）\",\n                  \"如果得分的手牌中\",\n                  \"包含{C:attention}偏好牌級{}的卡牌，倍數{C:mult}+#1#{}\",\n                  \"{br:2}此為分隔線\",\n                  \"回合結束後會{S:1.1,C:red,E:2}自我摧毀{}\",\n                }\n            },\n            j_poke_wobbuffet = {\n              name = \"果然翁\",\n              text = {\n                \"打出的{C:attention}6{}、{C:attention}7{}、{C:attention}8{}、{C:attention}9{}及{C:attention}10{}\",\n                \"會額外觸發一次\",\n                \"{br:2}此為分隔線\",\n                \"{C:attention}左邊揮發{}\",\n                \"選擇盲注後\",\n                \"對最右邊的小丑牌附上{C:attention}永恆{}貼紙\",\n              }\n            },\n            j_poke_girafarig = {\n              name = \"麒麟奇\",\n              text = {\n                \"如果打出的手牌包含{C:attention}兩對{}\",\n                \"第一張及最後一張打出的{C:attention}人頭牌{}\",\n                \"會在得分時給予{X:mult,C:white}X#1#{}倍數\",\n                \"{C:inactive,s:0.8}（對{C:attention,s:0.8}2張{C:inactive,s:0.8}人頭牌使用{C:attention,s:0.8}死神{C:inactive,s:0.8}時進化）{}\"\n              }\n            },\n            j_poke_pineco = {\n              name = \"榛果球\",\n              text = {\n                \"{C:attention}左邊揮發{}\",\n                \"{C:chips}+#1#{}籌碼並自我減益\",\n                \"{C:inactive}（在{C:attention}#2#{C:inactive}個回合後進化）\",\n              }\n            },\n            j_poke_forretress = {\n              name = \"佛烈托斯\",\n              text = {\n                \"{C:attention}左邊揮發{}\",\n                \"{C:chips}+#1#{}籌碼並自我減益\",\n                \"如果有{C:attention}鋼鐵牌{}在{C:attention}手中{}時\",\n                \"給予的籌碼會{C:attention}加倍{}\",\n              }\n            },\n            j_poke_dunsparce = {\n                name = '土龍弟弟',\n                text = {\n                  \"{C:inactive}有作用嗎？\",\n                  \"如果你在商店{C:green}刷新{}，\",\n                  \"這張小丑牌會在離開商店後{S:1.1,C:red,E:2}自我毀滅{}\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_gligar = {\n                name = '天蠍',\n                text = {\n                    \"每張在{C:attention}手中{}的{V:1}#2#{}花色的卡牌\",\n                    \"會對打出的卡牌給予{X:mult,C:white}X#1#{}倍數\",\n                    \"{C:inactive, s:0.8}（花色會在每個回合變更）\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#3#{C:inactive}倍數）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}暗之石{C:inactive,s:0.8}牌進化）\",\n                }\n            },\n            j_poke_steelix = {\n                name = '大鋼蛇',\n                text = {\n                    \"{C:attention}第一次出牌{}時，最左邊的得分牌\",\n                    \"會變成{C:attention}鋼鐵牌{}\",\n                    \"在{C:attention}手中{}的{C:attention}石頭牌{}會變成{C:attention}鋼鐵牌{}\",\n                } \n            },\n            j_poke_mega_steelix = {\n                name = \"超級大鋼蛇\",\n                text = {\n                  \"每張在你的{C:attention}完整牌組{}中的{C:diamonds}#2#{}花色卡牌\",\n                  \"會在回合結束後給予{C:money}$#1#\",\n                  \"{br:2}此為分隔線\",\n                  \"在{C:attention}手中{}的非{C:diamonds}#2#{}花色{C:attention}鋼鐵{}牌\",\n                  \"會變為{C:diamonds}#3#{}並失去{C:attention}加強效果{}\",\n                }\n            },\n            j_poke_snubbull = {\n                name = '布魯',\n                text = {\n                    \"第一張打出的{C:attention}人頭牌{}\",\n                    \"會在得分時給予{X:mult,C:white}X#1#{}倍數\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_granbull = {\n                name = '布魯皇',\n                text = {\n                    \"第一張打出的{C:attention}人頭牌{}\",\n                    \"會在得分時給予{X:mult,C:white}X#1#{}倍數\",\n                    \"如果卡牌是{C:attention}Q{}，會改為給予{X:mult,C:white}X#2#{}倍數\",\n                }\n            },\n            j_poke_qwilfish = {\n                name = '千針魚',\n                text = {\n                    \"{C:purple}+#1#張陷阱牌\",\n                    \"當有{C:attention}加強牌{}被摧毀時\",\n                    \"這張小丑牌會獲得{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive}（目前會給予{C:chips}+#3#{C:inactive}籌碼）\",\n                }\n            },\n            j_poke_scizor = {\n                name = '巨鉗螳螂',\n                text = {\n                    \"選擇盲注後，摧毀右邊的小丑牌並獲得{C:mult}+#4#{}倍數\",\n                    \"如果摧毀的小丑牌是{C:red}稀有{}或更高的稀有度時\",\n                    \"這張牌會獲得{C:attention}銀箔{}，{C:attention}全息{}或{C:attention}彩色{}\",\n                    \"那些版本會在這張牌{C:attention}疊加{}\",\n                    \"{C:inactive,s:0.8}（會優先選擇被摧毀的小丑牌如有的版本）{}\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{}{C:inactive}倍數，{C:chips}+#2#{}{C:inactive}籌碼，{X:red,C:white}X#3#{} {C:inactive}倍數)\"\n                } \n            },\n            j_poke_mega_scizor = {\n                name = \"超級巨鉗螳螂\",\n                text = {\n                  \"{C:blue}常見{}小丑牌會給予{X:mult,C:white} X#1# {}倍數\",\n                  \"{br:2}此為分隔線\",\n                  \"回合結束後\",\n                  \"摧毀所有{C:blue}常見{}小丑牌\",\n                }\n            },\n            j_poke_shuckle = {\n                name = \"壺壺\",\n                text = {\n                  \"選擇{C:attention}盲注{}後，摧毀最左邊的{C:attention}消耗牌{}\",\n                  \"並產生一張{C:item}樹果汁{}牌\",\n                  \"{C:inactive}（不能摧毀{C:item}樹果汁{C:inactive}牌）\"\n                }\n            },\n            j_poke_sneasel = {\n                name = '狃拉',\n                text = {\n                    \"如果打出的手牌為單張{C:attention}#1#{}\",\n                    \"摧毀那張牌並獲得{C:money}$#2#\",\n                    \"{C:inactive,s:0.8}（需要的牌級在每個回合變更）{}\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}暗之石{C:inactive,s:0.8}牌進化）\",\n                }\n            },\n            j_poke_teddiursa = {\n              name = \"熊寶寶\",\n              text = {\n                \"當有{C:attention}擴充包{}被跳過時\",\n                \"這張小丑牌將獲得{C:mult}+#2#{}倍數\",\n                \"{C:inactive}（在{C:mult}+#1#{C:inactive} / #3# 倍數後進化）\",\n              }\n            },\n            j_poke_ursaring = {\n              name = \"圈圈熊\",\n              text = {\n                \"當有{C:attention}擴充包{}被跳過時\",\n                \"這張小丑牌將獲得{C:mult}+#2#{}倍數\",\n                \"並產生一張隨機的{C:item}物品牌{}\",\n                \"{C:inactive,s:0.8}（必須有空位）\",\n                \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n                \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}月之石{C:inactive,s:0.8}牌進化）\",\n              }\n            },\n            j_poke_slugma = {\n              name = \"熔岩蟲\",\n              text = {\n                \"每打出第{C:attention}4{}{C:inactive}[#4#]{}次手牌時\",\n                \"在手牌得分後，摧毀{C:attention}手牌{}中的第一張卡牌\",\n                \"並對這張小丑牌給予{C:chips}+#2#{}籌碼\",\n                \"{C:inactive}（在{C:chips}+#1#{C:inactive} / #3#籌碼時進化）\",\n              }\n            },\n            j_poke_magcargo = {\n                name = \"熔岩蝸牛\",\n                text = {\n                  \"每打出第{C:attention}3{}{C:inactive}[#3#]{}次手牌時\",\n                  \"在手牌得分後，摧毀{C:attention}手牌{}中的第一張卡牌\",\n                  \"並對這張小丑牌給予{C:chips}+#2#{}籌碼\",\n                  \"{C:inactive}（目前會給予{C:chips}+#1#{C:inactive}籌碼時進化）\",\n                }\n            },\n            j_poke_swinub = {\n                name = \"小山豬\",\n                text = {\n                  \"每張在得分牌中的{C:attention}石頭牌{}及{C:attention}玻璃牌{}\",\n                  \"會對第一張打出的卡牌給予{C:mult}+#1#{}倍數\",\n                  \"{br:2}此為分隔線\",\n                  \"回合結束後\",\n                  \"有{C:green}#3#/#4#{}的機率獲得{C:money}$#2#{} \",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#5#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_piloswine = {\n              name = \"長毛豬\",\n              text = {\n                \"每張在得分牌中的{C:attention}石頭牌{}及{C:attention}玻璃牌{}\",\n                \"會對第一張打出的卡牌給予{C:mult}+#1#{}倍數\",\n                \"{br:2}此為分隔線\",\n                \"回合結束後\",\n                \"有{C:green}#3#/#4#{}的機率獲得{C:money}$#2#{} \",\n                \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#5#{C:inactive,s:0.8}張石頭牌或玻璃牌得分後進化）\",\n              }\n            },\n            j_poke_heracross = {\n                name = '赫拉克羅斯',\n                text = {\n                    \"如果得分牌沒有與{C:attention}手牌{}中\",\n                    \"{C:attention}相同牌級{}的卡牌，倍數{X:mult,C:white} X#1# {}\",\n                }\n            },\n            j_poke_mega_heracross = {\n                name = \"超級赫拉克羅斯\",\n                text = {\n                  \"所有打出的卡牌會額外觸發{C:attention}兩次{}\",\n                  \"{br:2}此為分隔線\",\n                  \"如果打出或棄掉少於{C:attention}5{}張卡牌\",\n                  \"這張小丑牌將會被減益\",\n                  \"{C:inactive}（在得分前被減益）\"\n                }\n            },\n            j_poke_corsola = {\n                name = '太陽珊瑚',\n                text = {\n                    \"每張在牌組中的{C:attention}加強牌{}\",\n                    \"會給予{C:mult}+#1#{}倍數\",\n                    \"{br:2}此為分隔線\",\n                    \"如果打出的手牌包含{C:attention}5張得分的加強牌{}\",\n                    \"將會產生一張{C:attention}基礎的{}{X:water,C:white}水屬性{}小丑牌\",\n                    \"{C:inactive,s:0.8}（必須有空位）\",\n                    \"{C:inactive}（目前會給予{C:mult}+#2#{C:inactive}倍數）\",\n                }\n            },\n            j_poke_remoraid = {\n                name = \"鐵炮魚\",\n                text = {\n                  \"在第一次出牌中\",\n                  \"所有打出的手牌會額外觸發一次\",\n                  \"{C:inactive}（在{C:attention}#2#{C:inactive}個回合後進化）\",\n                }\n            },\n              j_poke_octillery = {\n                name = \"章魚桶\",\n                text = {\n                  \"所有打出的手牌會額外觸發一次\",\n                  \"{br:2}此為分隔線\",\n                  \"如果打出的手牌中沒有得分的{C:attention}8{}\",\n                  \"這張小丑牌會在得分後減益，直到回合結束\"\n                }\n            },\n            j_poke_delibird = {\n                name = \"信使鳥\",\n                text = {\n                  \"回合結束後，\",\n                  \"獲得一個{S:1.1,C:green,E:2}禮物{}\",\n                  \"{C:inactive}（必須有空位）\"\n                }\n            },\n            j_poke_mantine = {\n                name = \"巨翅飛魚\",\n                text = {\n                  \"每張在手牌中或打出並計分的{C:attention}黃金牌\",\n                  \"會給予此牌{C:chips}+#2#{}籌碼\",\n                  \"{C:inactive}（目前會給予{C:chips}+#1#{C:inactive}籌碼）\",\n                }\n            },\n            j_poke_skarmory = {\n                name = '盔甲鳥',\n                text = {\n                    \"{C:purple}+#1#張陷阱牌\",\n                    \"每張在{C:attention}手中{}的{C:attention}陷阱牌{}或{C:attention}鋼鐵牌{}\",\n                    \"會給予{X:mult,C:white}X#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#3#{C:inactive}倍數）\",\n                }\n            },\n            j_poke_kingdra = {\n                name = '刺龍王',\n                text = {\n                    \"每張打出的{C:attention}6{}\",\n                    \"會在得分時給這張牌{C:mult}+#2#{}倍數\",\n                    \"如果手牌中有一張{C:attention}K{}\",\n                    \"以上的加成會改為{X:red,C:white}X#4#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數，{X:red,C:white}X#3#{}倍數{C:inactive}）\",\n                } \n            },\n            j_poke_phanpy = {\n                name = \"小小象\",\n                text = {\n                  \"{C:attention}連續{}打出包含{C:attention}5{}張得分牌的手牌時\",\n                  \"這張小丑牌會獲得{X:red,C:white}X#2#{}倍數\",\n                  \"{C:inactive}（目前會給予{X:red,C:white}X#1#{C:inactive}倍數）\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_donphan = {\n                name = \"頓甲\",\n                text = {\n                  \"{C:attention}連續{}打出包含{C:attention}5{}張得分牌的手牌時\",\n                  \"這張小丑牌會獲得{X:red,C:white}X#2#{}倍數\",\n                  \"{C:inactive}（目前會給予{X:red,C:white}X#1#{C:inactive}倍數）\",\n                }\n            },\n            j_poke_porygon2 = {\n                name = '多邊獸Ⅱ',\n                text = {\n                    \"能量上限{C:pink}+2{}\",\n                    \"每次打開{C:attention}擴充包{}時\",\n                    \"產生一張與最左邊的小丑牌的{C:pink}屬性{}\",\n                    \"相同的{C:pink}能量{}牌\",\n                    \"{C:inactive}（使用{}{C:attention}可疑修正檔{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_stantler = {\n                name = \"驚角鹿\",\n                text = {\n                    \"預視{C:purple}#1#{}張牌\",\n                    \"按照{C:attention}預視{}的卡牌中牌級{C:attention}最高{}的卡牌\",\n                    \"向倍數追加其牌級{C:attention}兩倍{}的數量\",\n                    \"{C:inactive,s:0.8}（在觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）\",\n                }\n            },\n            j_poke_smeargle = {\n                name = \"圖圖犬\",\n                text = {\n                  \"選擇盲注後\",\n                  \"對右邊的{C:attention}小丑牌{}的能力進行{C:attention}寫生{}\",\n                  \"{br:2}此為分隔線\",\n                  \"附上{C:attention}模糊小丑{}的效果\",\n                }\n            },\n            j_poke_tyrogue = {\n                name = '無畏小子',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"在回合的{C:attention}第一次出牌或棄牌{}中\",\n                    \"如果選擇了{C:attention}五{}張牌，有隨機一張牌\",\n                    \"會複製如果是出牌，或摧毀如果是棄牌\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }  \n            },\n            j_poke_hitmontop = {\n                name = '戰舞郎',\n                text = {\n                    \"倍數{X:red,C:white} X#1# {}\",\n                    \"選擇盲注時\",\n                    \"如果你的牌組正好有{C:attention}#2#{}張牌\",\n                    \"這張牌會獲得{X:red,C:white} X#3# {}倍數\"\n                } \n            },\n            j_poke_smoochum = {\n                name = '迷唇娃',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"當這個小丑牌進化時\",\n                    \"產生一個{C:attention}標準{}標籤\",\n                    \"{C:inactive}（你沒看錯，這會{C:attention}減低{C:inactive}你的倍數）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_elekid = {\n                name = '電擊怪',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"當這個小丑牌進化時\",\n                    \"產生一個{C:attention}兌換券{}標籤\",\n                    \"{C:inactive}（你沒看錯，這會{C:attention}減低{C:inactive}你的倍數）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_magby = {\n                name = '鴨嘴寶寶',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"棄牌次數{C:red}+#2#{}\",\n                    \"{C:inactive}（你沒看錯，這會{C:attention}減低{C:inactive}你的倍數）\",\n                    \"{C:inactive}（在{C:attention}#3#{}{C:inactive}個回合後進化）\"\n                }\n            },\n            j_poke_houndour = {\n              name = \"戴魯比\",\n              text = {\n                \"棄掉多於{C:attention}4{}張卡牌時\",\n                \"會自動棄掉{C:attention}#3#{}張{C:attention}手中{}的隨機卡牌\",\n                \"{br:2}此為分隔線\",\n                \"棄掉的卡牌會永久獲得{C:mult}+#1#{}倍數\",\n                \"{C:inactive}（在{C:attention}#2#{C:inactive}個回合後進化）\",\n              }\n            },\n            j_poke_houndoom = {\n              name = \"黑魯加\",\n              text = {\n                \"{C:attention}持有{C:spectral}靈媒{}\",\n                \"棄掉多於{C:attention}4{}張卡牌時\",\n                \"會自動棄掉{C:attention}所有手中{}的卡牌\",\n                \"{br:2}此為分隔線\",\n                \"棄掉的卡牌會永久獲得{C:mult}+#1#{}倍數\",\n              }\n            },\n            j_poke_mega_houndoom = {\n                name = \"超級黑魯加\",\n                text = {\n                  \"棄掉任何數量的卡牌時\",\n                  \"會自動棄掉{C:attention}所有手中{}的卡牌\",\n                  \"{br:2}此為分隔線\",\n                  \"當有卡牌棄掉時\",\n                  \"這張小丑牌會獲得{X:mult,C:white} X#2# {}倍數\",\n                  \"回合結束後重設\",\n                  \"{C:inactive}（目前會給予{X:mult,C:white} X#1# {C:inactive}倍數）\"\n                }\n            },\n            j_poke_miltank = {\n                name = \"大奶罐\",\n                text = {\n                  \"回合結束時\",\n                  \"每張持有的{C:colorless}一般{}小丑牌\",\n                  \"會給予{C:money}$#1#{}\", \n                  \"{C:inactive}（目前會給予{C:money}$#2#{C:inactive}）{}\"\n                }\n            },\n            j_poke_blissey = {\n                name = '幸福蛋',\n                text = {\n                    \"在每個回合中，頭{C:attention}#1#{}張被觸發的{C:attention}幸運牌{}\",\n                    \"會被複製並帶有{C:dark_edition}彩色{}版本到牌組，\",\n                    \"然後抽到{C:attention}手牌{}中\",\n                    \"{C:inactive}（目前有{C:attention}#2#{C:inactive}/{C:attention}#1#{}{C:inactive}）\"\n                } \n            },\n            j_poke_raikou = {\n                name = \"雷公\",\n                text = {\n                  \"如果第一次出牌中只有{C:attention}1{}張牌\",\n                  \"轉換{C:attention}3{}張在{C:attention}手中{}的卡牌\",\n                  \"至打出的{C:attention}牌級{}並獲得{C:money}$#1#{}\",\n                }\n            },\n            j_poke_entei = {\n                name = \"炎帝\",\n                text = {\n                  \"如果{C:attention}第一次{}棄牌剛好有{C:attention}4{}張牌\",\n                  \"摧毀其中一張卡牌並獲得{X:red,C:white}X#2#{}倍數\",\n                  \"{C:inactive}（目前會給予{X:red,C:white}X#1#{C:inactive}倍數）\",\n                }\n            },\n            j_poke_suicune = {\n                name = \"水君\",\n                text = {\n                  \"對打出的手牌中\",\n                  \"每張卡牌的籌碼數量增加{C:attention}雙倍{}\",\n                  \"{C:inactive}（最高可增至：{C:chips}+#1#{C:inactive}籌碼）\",\n                }\n            },\n            j_poke_larvitar = {\n                name = \"幼基拉斯\",\n                text = {\n                  \"如果打出的牌型為{C:attention}葫蘆{}\",\n                  \"每張打出的卡牌在得分時會永久獲得{C:chips}+#1#{}籌碼\",\n                  \"{C:inactive,s:0.8}（在打出{C:attention,s:0.8}#2#{C:inactive,s:0.8}個葫蘆時進化）\"\n                }\n            },\n            j_poke_pupitar = {\n                name = \"沙基拉斯\",\n                text = {\n                  \"如果打出的牌型為{C:attention}葫蘆{}\",\n                  \"每張打出的卡牌在得分時會永久獲得{C:chips}+#1#{}籌碼\",\n                  \"{C:inactive,s:0.8}（在打出{C:attention,s:0.8}#2#{C:inactive,s:0.8}個葫蘆時進化）\"\n                }\n            },\n            j_poke_tyranitar = {\n                name = \"班基拉斯\",\n                text = {\n                  \"如果打出的牌型為{C:attention}葫蘆{}\",\n                  \"每張打出的卡牌在得分時會永久失去{C:chips}#1#{}籌碼\",\n                  \"如果卡牌失去籌碼，那張牌會永久獲得{X:mult,C:white}X#2#{}倍數\",\n                }\n            },\n            j_poke_mega_tyranitar = {\n                name = \"超級班基拉斯\",\n                text = {\n                  \"如果打出的牌型為{C:attention}葫蘆{}\",\n                  \"對牌型提升一級並對打出的卡牌永久獲得\",\n                  \"與{C:attention}葫蘆{}等級相等的籌碼\",\n                }\n            },\n            j_poke_lugia = {\n              name = \"洛奇亞\",\n              text = {\n                \"在{C:attention}盲注{}中，每抽出{C:attention}#3#{}{C:inactive}[#4#]{}張卡牌\",\n                \"會給予這張小丑牌{X:mult,C:white} X#2# {}倍數\",\n                \"{C:inactive}（目前會給予{X:mult,C:white} X#1# {C:inactive}倍數）{}\"\n              }\n            },\n            j_poke_ho_oh = {\n                name = \"鳳王\",\n                text = {\n                  \"產生一張在每個回合中\",\n                  \"第一張使用的{C:attention}消耗牌{}的複本\",\n                  \"複本會帶有{C:dark_edition}彩色{}版本\",\n                  \"{C:inactive}（必須有空位）\",\n                }\n            },\n            j_poke_celebi = {\n                name = \"時拉比\",\n                text = {\n                    \"跳過{C:attention}#1#{} {C:inactive}[#3#]{}個{C:attention}盲注{}後，底注{C:attention}-#2#{}\",\n                    \"{C:inactive}（需要跳過的次數在每次底注下降時提升）\",\n                    \"{br:2}此為分隔線\",\n                    \"每個經過的回合會給予{X:mult,C:white} X#4# {}倍數\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white} X#5# {C:inactive}倍數）{}\"\n                } \n            },\n            j_poke_treecko = {\n                name = \"木守宮\",\n                text = {\n                    \"手牌數量{C:attention}+#3#{}，{C:attention}偏好：{C:inactive}（{C:attention}#4#，#5#，#6#{C:inactive}）{}\",\n                    \"每張打出的{C:attention}偏好{}卡牌\",\n                    \"在得分時獲得{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}（觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）\"\n                } \n            },\n            j_poke_grovyle = {\n                name = \"森林蜥蜴\",\n                text = {\n                    \"手牌數量{C:attention}+#3#{}，{C:attention}偏好：{C:inactive}（{C:attention}#5#，#6#，#7#{C:inactive}）{}\",\n                    \"每張打出的{C:attention}偏好{}卡牌\",\n                    \"在得分時獲得{C:money}$#1#{}或{C:money}$#4#{}\",\n                    \"{C:inactive,s:0.8}（觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）\"\n                } \n            },\n            j_poke_sceptile = {\n                name = \"蜥蜴王\",\n                text = {\n                    \"手牌數量{C:attention}+#3#{}，{C:attention}偏好：{C:inactive}（{C:attention}#6#，#7#，#8#{C:inactive}）{}\",\n                    \"每張打出的{C:attention}偏好{}卡牌\",\n                    \"在得分時獲得{C:money}$#1#{}\",\n                    \"每張{X:grass,C:white}草{}屬性小丑牌會對以上的加成增加{C:money}$#5#{}\",\n                    \"{C:inactive}（目前會給予{C:money}$#4#{}{C:inactive}）{}\"\n                } \n            },\n            j_poke_torchic = {\n                name = \"火稚雞\",\n                text = {\n                    \"棄牌次數{C:mult}+#3#{}，{C:attention}偏好：{C:inactive}（{C:attention}#4#，#5#，#6#{C:inactive}）{}\",\n                    \"每張打出的{C:attention}偏好{}卡牌\",\n                    \"在得分時給予{C:mult}+#1#{}倍數\",\n                    \"{C:inactive,s:0.8}（觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）\"\n                } \n            },\n            j_poke_combusken = {\n                name = \"力壯雞\",\n                text = {\n                    \"棄牌次數{C:mult}+#3#{}，{C:attention}偏好：{C:inactive}（{C:attention}#4#，#5#，#6#{C:inactive}）{}\",\n                    \"每張打出的{C:attention}偏好{}卡牌\",\n                    \"在得分時給予{C:mult}+#1#{}倍數\",\n                    \"{C:inactive,s:0.8}（觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）\"\n                } \n            },\n            j_poke_blaziken = {\n                name = \"火焰雞\",\n                text = {\n                    \"棄牌次數{C:mult}+#3#{}，{C:attention}偏好：{C:inactive}（{C:attention}#6#，#7#，#8#{C:inactive}）{}\",\n                    \"每張打出的{C:attention}偏好{}卡牌\",\n                    \"在得分時給予{C:mult}+#1#{}倍數\",\n                    \"{br:2}此為分隔線\",\n                    \"如果你在這個回合中棄掉{C:attention}#4# {C:inactive}[#5#]張{C:attention}偏好{}卡牌\",\n                    \"每張{X:fire,C:white}火{}或{X:fighting,C:white}鬥{}屬性的小丑牌會給予{X:mult,C:white} X#2# {}倍數\",\n                } \n            },\n            j_poke_mudkip = {\n                name = \"水躍魚\",\n                text = {\n                    \"出牌次數{C:chips}+#3#{}，{C:attention}偏好：{C:inactive}（{C:attention}#4#，#5#，#6#{C:inactive}）{}\",\n                    \"每張打出的{C:attention}偏好{}卡牌\",\n                    \"在得分時給予{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）\"\n                } \n            },\n            j_poke_marshtomp = {\n                name = \"沼躍魚\",\n                text = {\n                    \"出牌次數{C:chips}+#3#{}，{C:attention}偏好：{C:inactive}（{C:attention}#4#，#5#，#6#{C:inactive}）{}\",\n                    \"每張打出的{C:attention}偏好{}卡牌\",\n                    \"在得分時給予{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）\"\n                } \n            },\n            j_poke_swampert = {\n                name = \"巨沼怪\",\n                text = {\n                    \"出牌次數{C:chips}+#2#{}，{C:attention}偏好：{C:inactive}（{C:attention}#6#，#7#，#8#{C:inactive}）{}\",\n                    \"每張打出的{C:attention}偏好{}卡牌\",\n                    \"在得分時給予{C:chips}+#1#{}籌碼\",\n                    \"{br:2}此為分隔線\",\n                    \"如果打出的牌型包含{C:attention}#3#張偏好{}卡牌\",\n                    \"你擁有的每{C:attention}2{}張{X:water,C:white}水{}或{X:earth,C:white}地{}屬性的小丑牌\",\n                    \"會產生一張{C:tarot}塔羅{}牌\",\n                    \"{C:inactive}（必須有空位）{}\"\n                } \n            },\n            j_poke_poochyena = {\n              name = \"土狼犬\",\n              text = {\n                \"每張卡牌被{C:attention}摧毀{}時\",\n                \"這張小丑牌將獲得{C:mult}+#2#{}倍數\",\n                \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n                \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}個回合後進化）\",\n              }\n            },\n            j_poke_mightyena = {\n              name = \"大狼犬\",\n              text = {\n                \"每張卡牌被{C:attention}摧毀{}時\",\n                \"這張小丑牌將獲得{C:mult}+#2#{}倍數\",\n                \"{br:2}此為分隔線\",\n                \"每張持有的{X:dark,C:white}惡{}屬性小丑牌\",\n                \"會對獲得的倍數提升{C:mult}+#3#{}\",\n                \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n              }\n            },\n            j_poke_zigzagoon = {\n              name = \"蛇紋熊\",\n              text = {\n                \"打出手牌時，有{C:green}#1#/#2#{}的機率\",\n                \"產生一張隨機的{C:attention}撿拾的{}{C:item}物品{}\",\n                \"{C:inactive}（必須有空位）\",\n                \"{C:inactive,s:0.8}（在{C:attention}#3#{C:inactive,s:0.8}個回合後進化）\",\n              }\n            },\n            j_poke_linoone = {\n              name = \"直衝熊\",\n              text = {\n                \"打出手牌時，有{C:green}#1#/#2#{}的機率\",\n                \"產生一張隨機的{C:attention}撿拾的{}{C:item}物品{}\",\n                \"如果打出的手牌包含{C:attention}順子{}\",\n                \"以上的機率會必定觸發\",\n                \"{C:inactive}（必須有空位）\"\n              }\n            },\n            j_poke_wurmple = {\n                name = \"刺尾蟲\",\n                text = {\n                  \"倍數{C:mult}+#1#{}或{C:chips}+#2#{}籌碼，{C:attention}偏好：{C:inactive}（{V:1}#4#{C:inactive}）{}\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#張偏好{C:inactive,s:0.8}卡牌得分後進化）\",\n                }\n            },\n            j_poke_silcoon = {\n                name = \"甲殼繭\",\n                text = {\n                  \"倍數{C:mult}+#1#{}，{C:attention}偏好：{C:inactive}（{V:1}#2#{C:inactive}）{}\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#張偏好{C:inactive,s:0.8}卡牌得分後進化）\",\n                }\n            },\n            j_poke_beautifly = {\n                name = \"狩獵鳳蝶\",\n                text = {\n                  \"倍數{C:mult}+#1#{}，{C:attention}偏好：{C:inactive}（{V:1}#2#{C:inactive}）{}\",\n                  \"{br:2}此為分隔線\",\n                  \"如果打出的{C:attention}牌型{}包含得分的{C:attention}偏好{}卡牌\",\n                  \"將會有{C:green}#3#/#4#{}的機率對{C:attention}同花{}提升一級\",\n                }\n            },\n            j_poke_cascoon = {\n                name = \"盾甲繭\",\n                text = {\n                  \"{C:chips}+#1#{}籌碼，{C:attention}偏好：{C:inactive}（{V:1}#2#{C:inactive}）{}\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#張偏好{C:inactive,s:0.8}卡牌得分後進化）\",\n                }\n            },\n            j_poke_dustox = {\n                name = \"毒粉蛾\",\n                text = {\n                  \"{C:chips}+#1#{}籌碼，{C:attention}偏好：{C:inactive}（{V:1}#2#{C:inactive}）{}\",\n                  \"{br:2}此為分隔線\",\n                  \"如果所有{C:attention}手中{}的卡牌\",\n                  \"為{C:attention}偏好{}卡牌，倍數{X:mult,C:white} X#3# {}\",\n                }\n            },\n            j_poke_shroomish = {\n                name = \"蘑蘑菇\",\n                text = {\n                  \"選擇{C:attention}盲注{}後\",\n                  \"獲得{C:chips}+#1#{}出牌次數，{C:mult}+#2#{}棄牌次數或{C:attention}+#3#{}手牌數量\",\n                  \"{C:inactive,s:0.8}（在擊敗{C:attention,s:0.8}底注#4#{C:inactive,s:0.8}的Boss盲注後進化）{}\"\n                }\n            }, \n            j_poke_breloom = {\n                name = \"斗笠菇\",\n                text = {\n                  \"選擇{C:attention}盲注{}後\",\n                  \"獲得{C:chips}+#1#{}出牌次數，{C:mult}+#2#{}棄牌次數或{C:attention}+#3#{}手牌數量\",\n                }\n            }, \n            j_poke_azurill = {\n                name = '露力麗',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:mult,C:white}X#1#{}\",\n                    \"回合結束後，產生一張{C:dark_edition}負片{}{C:attention}教皇{}牌\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_nosepass = {\n                name = '朝北鼻',      \n                text = {\n                    \"第一張打出的{C:attention}人頭牌{}\",\n                    \"會變成{C:attention}石頭牌{}\",\n                    \"並在得分時給予{X:mult,C:white} X#1# {}倍數\",\n                    \"{C:inactive}（使用{}{C:attention}雷之石{}{C:inactive}牌進化）\"\n                } \n            },\n            j_poke_aron = {\n                name = '可可多拉',\n                text = {\n                    \"當有{C:attention}鋼鐵牌{}得分時\",\n                    \"這張小丑牌會獲得{X:mult,C:white}X#2#{}倍數並摧毀那張卡牌\",\n                    \"{C:inactive}（在{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X2{} {C:inactive}倍數時進化）\",\n                }\n            },\n            j_poke_lairon = {\n                name = '可多拉',\n                text = {\n                    \"當有{C:attention}鋼鐵牌{}或{C:attention}石頭牌{}得分時\",\n                    \"這張小丑牌會獲得{X:mult,C:white}X#2#{}倍數並摧毀那張卡牌\",\n                    \"{C:inactive}（在{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X4{} {C:inactive}倍數時進化）\"\n                }\n            },\n            j_poke_aggron = {\n                name = '波士可多拉',\n                text = {\n                    \"當有{C:attention}鋼鐵牌{}，{C:attention}石頭牌{}或{C:attention}黃金牌{}得分時\",\n                    \"這張小丑牌會獲得{X:mult,C:white}X#2#{}倍數並摧毀那張卡牌\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#1#{C:inactive}倍數）\"\n                }\n            },\n            j_poke_roselia = {\n                name = \"毒薔薇\",\n                text = {\n                  \"如果回合中的{C:attention}第一張{}得分牌\",\n                  \"為{C:attention}奇數牌{}，額外觸發那張牌{C:attention}#1#{}次\",\n                  \"否則會變為{C:attention}種子{}牌\",\n                  \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}光之石{C:inactive,s:0.8}後進化）\"\n                }\n            },\n            j_poke_numel = {\n                name = \"呆火駝\",\n                text = {\n                  \"每當有{C:attention}#3#{}張卡牌得分時\",\n                  \"倍數{X:red,C:white}X#1#{}\",\n                  \"{C:inactive}剩餘#4#張牌{}\",\n                  \"{C:inactive}（在{C:attention}#2#{C:inactive}個回合後進化）\",\n                }\n            },\n            j_poke_camerupt = {\n              name = \"噴火駝\",\n              text = {\n                \"每當有{C:attention}#2#{}張卡牌得分時\",\n                \"倍數{X:red,C:white}X#1#{}\",\n                \"{C:attention}倍數牌{}會當作兩張牌\",\n                \"{C:inactive}剩餘#3#張牌{}\",\n              }\n            },\n            j_poke_mega_camerupt = {\n              name = \"超級噴火駝\",\n              text = {\n                \"當有{C:attention}倍數牌{}得分時\",\n                \"這張小丑牌會獲得{X:mult,C:white} X#2# {}倍數\",\n                \"回合結束時重設\",\n                \"{C:inactive}（目前會給予{X:mult,C:white} X#1# {C:inactive}倍數）\"\n              }\n            },\n            j_poke_lileep = {\n                name = \"觸手百合\",\n                text = {\n                  \"{C:attention}原始的#1#{}\",\n                  \"{X:attention,C:white}一張{}：對這個回合的手牌數量{C:attention}+#4#{}\",\n                  \"{X:attention,C:white}兩張{}：對自身及所有{C:attention}消耗牌{}的出售價增加{C:money}$#3#{}\",\n                  \"{X:attention,C:white}三張{}：每張在手中的卡牌會給予{C:chips}+#2#{}籌碼\",\n                  \"{C:inactive,s:0.8}（觸發{X:attention,C:white,s:0.8}三張{C:inactive,s:0.8}的效果{C:attention,s:0.8}#6#{C:inactive,s:0.8}次後進化）\"\n                }\n            },\n            j_poke_cradily = {\n                name = \"搖籃百合\",\n                text = {\n                  \"{C:attention}原始的#1#{}\",\n                  \"{X:attention,C:white}一張{}：對這個回合的手牌數量{C:attention}+#4#{}\",\n                  \"{X:attention,C:white}兩張{}：對自身及所有{C:attention}消耗牌{}的出售價增加{C:money}$#3#{}\",\n                  \"{X:attention,C:white}三張{}：每張在手中的卡牌會給予{C:chips}+#2#{}籌碼\",\n                  \"{X:attention,C:white}四張{}：獲得與最高{C:attention}出售價{}的消耗牌相等的{C:money}${}\",\n                }\n            },\n            j_poke_anorith = {\n                name = \"太古羽蟲\",\n                text = {\n                  \"{C:attention}原始的#1#{}\",\n                  \"{X:attention,C:white}一張{}：倍數{C:mult}+#2#{}\",\n                  \"{X:attention,C:white}兩張{}：有{C:green}#3#/#4#{}的機率添加{C:attention}#1#{}到牌組中\",\n                  \"{X:attention,C:white}三張{}：摧毀一張在牌組中{C:attention}牌級{}大於{C:attention}#1#{}的卡牌\",\n                  \"{C:inactive,s:0.8}（觸發{X:attention,C:white,s:0.8}三張{C:inactive,s:0.8}的效果{C:attention,s:0.8}#5#{C:inactive,s:0.8}次後進化）\"\n                }\n            },\n            j_poke_armaldo = {\n                name = \"太古盔甲\",\n                text = {\n                  \"{C:attention}原始的#1#{}\",\n                  \"{X:attention,C:white}一張{}：倍數{C:mult}+#2#{}\",\n                  \"{X:attention,C:white}兩張{}：有{C:green}#3#/#4#{}的機率添加{C:attention}加強的#1#{}到牌組中\",\n                  \"{X:attention,C:white}三張{}：摧毀一張在牌組中{C:attention}牌級{}大於{C:attention}#1#{}的卡牌\",\n                  \"{X:attention,C:white}四張{}：每張在{C:attention}完整牌組{}中的{C:attention}加強#1#{}會給予{X:mult,C:white} X#5# {}倍數\",\n                  \"{C:inactive}（目前會給予{X:mult,C:white} X#6# {C:inactive}倍數）{}\"\n                }\n            },\n            j_poke_feebas = {\n                name = '醜醜魚',\n                text = {\n                    \"倍數{C:mult}+#1#{}\",\n                    \"附上{C:attention}水花噴濺{}效果\",\n                    \"{C:inactive,s:0.8}（使用{}{C:attention,s:0.8}美麗鱗片{}{C:inactive,s:0.8}牌進化）\",\n                } \n            },\n            j_poke_milotic = {\n                name = \"美納斯\",\n                text = {\n                  \"如果打出的所有手牌\",\n                  \"都是同一個{C:attention}花色{}\",\n                  \"所有卡牌會額外觸發一次\"\n                }\n            },\n            j_poke_duskull = {\n              name = \"夜巡靈\",\n              text = {\n                \"在回合中{C:attention}最後一次出牌{}時\",\n                \"額外觸發頭{C:attention}4{}張得分牌\",\n                \"{C:inactive}（在{C:attention}#2#{C:inactive}個回合後進化）\",\n              }\n            },\n            j_poke_dusclops = {\n              name = \"彷徨夜靈\",\n              text = {\n                \"在回合中{C:attention}最後一次出牌{}時\",\n                \"額外觸發頭{C:attention}4{}張得分牌\",\n                \"{br:2}此為分隔線\",\n                \"如果在最後一次出牌中\",\n                \"有{C:attention}1{}張未得分牌，摧毀那張牌\",\n                \"並產生一張{C:spectral}幻靈牌{}\",\n                \"{C:inactive}（必須有空位）{}\",\n                \"{C:inactive}（使用{}{C:attention}聯繫繩{}{C:inactive}牌進化）\"\n              }\n            },\n            j_poke_absol = {\n                name = \"阿勃梭魯\",\n                text = {\n                  \"倍數{X:red,C:white}X#1#{}\",\n                  \"所有{C:attention}有機率觸發的效果{}的{C:green,E:1,S:1.1}機率{}\", \n                  \"都{C:attention}不會觸發{}\",\n                  \"{C:inactive}（例：{C:green}1/6{C:inactive} -> {C:green}0/6{C:inactive}）\",\n                }\n            },\n            j_poke_wynaut = {\n                name = '小果然',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"回合結束後，產生一張{C:dark_edition}負片{}的{C:attention}愚者{}牌\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_snorunt = {\n                name = \"雪童子\",\n                text = {\n                  \"可負債至{C:mult}-$#1#{}\",\n                  \"{C:inactive,s:0.8}（在負債{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                  \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}覺醒之石{C:inactive,s:0.8}牌進化）\"\n                }\n            },\n            j_poke_glalie = {\n                name = \"冰鬼護\",\n                text = {\n                  \"可負債至{C:mult}-$#1#{}\",\n                  \"{br:2}此為分隔線\",\n                  \"回合結束後\",\n                  \"把金錢設至{C:money}$0\"\n                }\n            },\n            j_poke_luvdisc = {\n              name = \"愛心魚\",\n              text = {\n                \"{C:attention}持有{C:hearts}心之鱗片\",\n                \"附上{C:attention}水花噴濺{}的效果\",\n              }\n            },\n            j_poke_beldum = {\n                name = '鐵啞鈴',\n                text = {\n                    \"如果打出的牌型為{C:attention}四條{}\",\n                    \"這張小丑牌會獲得{C:chips}+#2#{}籌碼\",\n                    \"如果得分牌中包含{C:attention}A\",\n                    \"這張小丑牌會獲得{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive}（在擁有{C:chips}+#1#{C:inactive} / +64{}{C:inactive}籌碼時進化）\"\n                } \n            },\n            j_poke_metang = {\n                name = '金屬怪',\n                text = {\n                    \"如果打出的牌型為{C:attention}四條{}\",\n                    \"這張小丑牌會獲得{C:chips}+#2#{}籌碼\",\n                    \"如果得分牌中包含{C:attention}兩張或以上的A\",\n                    \"這張小丑牌會獲得{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive}（在擁有{C:chips}+#1#{C:inactive} / +256{}{C:inactive}籌碼時進化）\"\n                } \n            },\n            j_poke_metagross = {\n                name = '巨金怪',\n                text = {\n                    \"{C:chips}+#1#{}籌碼\",\n                    \"{br:3}此為分隔線\",\n                    \"如果打出的牌型是{C:attention}四條{}\",\n                    \"每張打出的卡牌會給予等同卡牌的\",\n                    \"基本籌碼的{C:attention}四次方根{}的{X:mult,C:white}X{}倍數\"\n                } \n            },\n            j_poke_jirachi = {\n                name = '基拉祈',\n                text = {\n                    \"離開商店後\",\n                    \"{C:dark_edition}許個願望！\",\n                }\n            },\n            j_poke_jirachi_banker = {\n                name = '基拉祈',\n                text = {\n                    \"從回合結束獲得的金錢{C:attention}翻倍{}\",\n                }\n            },\n            j_poke_jirachi_booster = {\n                name = '基拉祈',\n                text = {\n                    \"{C:attention}擴充包欄位{}+1\",\n                    \"{C:attention}擴充包{}有額外{C:attention}1{}張牌\",\n                }\n            },\n            j_poke_jirachi_power = {\n                name = '基拉祈',\n                text = {\n                    \"每第{C:attention}#2#{}次出牌時\",\n                    \"每張打出的卡牌會在得分時給予{X:mult,C:white}X#1#{}倍數\",\n                    \"{C:inactive}(#3#){}\",\n                }\n            },\n            j_poke_jirachi_negging = {\n                name = '基拉祈',\n                text = {\n                    \"小丑牌欄位{C:blue}+2{}\",\n                    \"商店內出現{C:dark_edition}負片{}的卡牌的頻率增加{C:attention}2X{}倍\",\n                }\n            },\n            j_poke_jirachi_invis = {\n                name = '基拉祈',\n                text = {\n                    \"選擇{C:attention}盲注{}後\",\n                    \"產生右邊{C:attention}小丑牌{}的{C:attention}複本{}\",\n                    \"並{S:1.1,C:red,E:2}自我毀滅{}\",\n                    \"{C:inactive}（移除如有的負片版本）\"\n                }\n            },\n            j_poke_jirachi_fixer = {\n                name = '基拉祈',    \n                text = {\n                    \"如果{C:attention}第一次出牌{}只有{C:attention}1{}張牌\",\n                    \"添加{C:attention}銀箔{}，{C:attention}全息{}或{C:attention}彩色{}版本到那張牌中\",\n                    \"{br:3}此為分隔線\",\n                    \"如果{C:attention}第一次棄牌{}只有{C:attention}1{}張牌\",\n                    \"{C:attention}摧毀{}那張牌\",\n                }\n            },\n            j_poke_kricketot = {\n              name = \"圓法師\",\n              text = {\n                \"如果打出的手牌剛好為{C:attention}4{}張牌\",\n                \"並帶有至少{C:attention}4{}個不同的{C:attention}花色{}，將獲得{C:money}$#1#{}\",\n                \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n              }\n            },\n            j_poke_kricketune = {\n              name = \"音箱蟀\",\n              text = {\n                \"如果打出的手牌剛好為{C:attention}4{}張牌\",\n                \"並帶有至少{C:attention}4{}個不同的{C:attention}花色{}，將獲得{C:money}$#1#{}\",\n                \"{br:2}此為分隔線\",\n                \"效果觸發時，有{C:green}#2#/#3#{}的機率\",\n                \"產生一張隨機的{C:tarot}塔羅{}牌\"\n              }\n            },\n            j_poke_budew = {\n                name = '含羞苞',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:mult,C:white} X#1# {}\",\n                    \"回合結束後，產生一張\",\n                    \"{C:dark_edition}負片{}{C:item}奇跡種子{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_roserade = {\n              name = \"羅絲雷朵\",\n              text = {\n                \"如果牌型中的第一張牌為{C:attention}奇數{}牌\",\n                \"額外觸發那張卡牌{C:attention}#1#{}次\",\n                \"{br:2}此為分隔線\",\n                \"{C:attention}花朵{}牌只需要\",\n                \"{C:attention}3個或以上{}花色來觸發\"\n              }\n            },\n            j_poke_buizel = {\n                name = '泳圈鼬',\n                text = {\n                    \"每張在出牌中{C:attention}沒有得分{}的卡牌\",\n                    \"會給予{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }  \n            },\n            j_poke_floatzel = {\n                name = '浮潛鼬',\n                text = {\n                    \"每張在出牌中{C:attention}沒有得分{}的卡牌\",\n                    \"會給予{C:chips}+#1#{}籌碼\",\n                }  \n            },\n            j_poke_ambipom = {\n              name = \"雙尾怪手\",\n              text = {\n                \"所有{C:attention}同花{}及{C:attention}順子{}\",\n                \"可以只用{C:attention}剛好3{}張卡牌來湊成\",\n              }\n            },\n            j_poke_buneary = {\n              name = \"捲捲耳\",\n              text = {\n                \"每張在打出的手牌中的\",\n                \"未得分牌會給予{C:mult}+#1#{}倍數\",\n                \"{C:inactive}（在{C:attention}#2#{C:inactive}個回合後進化）\",\n              }\n            },\n            j_poke_lopunny = {\n                name = \"長耳兔\",\n                text = {\n                  \"{C:purple}預視#3#張牌\",\n                  \"每張在打出的手牌中的\",\n                  \"未得分牌會給予{C:mult}+#1#{}倍數\",\n                  \"{br:2}此為分隔線\",\n                  \"如果未得分的卡牌中\",\n                  \"有與{C:attention}預視{}卡牌{C:attention}牌級相同{}的卡牌，倍數{X:mult,C:white} X#2# {}\"\n                }\n            },\n            j_poke_mega_lopunny = {\n                name = \"超級長耳兔\",\n                text = {\n                  \"{C:purple}預視#1#張牌\",\n                  \"這張小丑牌會給予等同於\",\n                  \"{C:attention}預視牌型的等級{}的{X:mult,C:white}X{}倍數\",\n                  \"{C:inactive}（目前預視的牌型：{C:attention}#2#{C:inactive}）\",\n                }\n            },\n            j_poke_mismagius = {\n                name = '夢妖魔',\n                text = {\n                    \"打出的{C:attention}人頭牌{}\",\n                    \"會在得分時永久失去{C:chips}#1#{}籌碼\",\n                    \"這張小丑牌會獲得失去的籌碼\",\n                    \"{br:3}此為分隔線\",\n                    \"打出的{C:attention}人頭牌{}\",\n                    \"有{C:green}#3#/#4#{}的機率永久獲得{C:chips}#5#{}籌碼\",\n                    \"{C:inactive}（目前會給予{C:chips}+#2#{C:inactive} 籌碼）\",\n                }\n            },\n            j_poke_honchkrow = {\n                name = \"烏鴉頭頭\",\n                text = {\n                  \"每張{X:dark,C:white}惡{}屬性的小丑牌會給予{X:red,C:white}X#1#{}倍數\",\n                }\n            },\n            j_poke_bonsly = {\n                name = \"盆才怪\",\n                text = {\n                  \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                  \"回合結束後\",\n                  \"新增一張{C:attention}加強人頭牌{}到牌組中\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_mimejr = {\n                name = '魔尼尼',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"回合結束後，新增{C:attention}紅色{}或{C:attention}藍色{}封蠟章\",\n                    \"到牌組中的隨機一張牌\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_happiny = {\n                name = '小福蛋',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"回合結束時，產生一張{C:dark_edition}負片{}{C:attention}魔術師{}牌\",\n                    \"有{C:green}#3#/#4#{}的機率產生{C:attention}兩{}張\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_munchlax = {\n                name = '小卡比獸',\n                text = {\n                    \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                    \"回合結束後，產生一張隨機的\",\n                    \"{C:dark_edition}負片{}{C:item}物品牌{}\",\n                    \"{C:inactive}（你沒看錯，這會{C:attention}減低{C:inactive}你的倍數）\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_riolu = {\n              name = \"利歐路\",\n              text = {\n                \"{C:attention}嬰兒{}，倍數{X:red,C:white} X#1# {}\",\n                \"回合結束後，產生一張{C:dark_edition}靈氣{}牌\",\n                \"{C:inactive}（必須有空位）\",\n                \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n              }\n            },\n            j_poke_lucario = {\n              name = \"路卡利歐\",\n              text = {\n                 \"每張{C:attention}有版本{}的卡牌\",\n                 \"持在手中時給予{X:mult,C:white} X#1# {}倍數\",\n              }\n            },\n            j_poke_mantyke = {\n                name = \"小球飛魚\",\n                text = {\n                  \"{C:attention}嬰兒{}，倍數{X:red,C:white}X#2#{}\",\n                  \"回合結束時，產生一張{C:dark_edition}負片{}{C:attention}惡魔{}牌\",\n                  \"{C:inactive}（在{C:attention}#3#{C:inactive}個回合後進化）\",\n                }\n            },\n            j_poke_weavile = {\n                name = '瑪狃拉',\n                text = {\n                    \"如果打出的手牌為單張{C:attention}#3#{}，摧毀那張牌\",\n                    \"這張小丑牌並將獲得{X:mult,C:white}X#1#{}倍數及給予{C:money}$#4#{}\",\n                    \"倍數會在擊敗{C:attention}Boss盲注{}後重設\",\n                    \"{C:inactive,s:0.8}（需要的牌級在每個回合變更）{}\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#2#{C:inactive}倍數）{}\",\n                }\n            },\n            j_poke_magnezone = {\n                name = '自爆磁怪',\n                text = {\n                    \"每張得分的{C:attention}鋼鐵牌{}\",\n                    \"會給予{X:red,C:white}X#1#{}倍數\",\n                    \"每張在旁邊的{X:metal,C:white}鋼{}屬性小丑牌\",\n                    \"會給予{X:red,C:white}X#2#{}倍數\"\n                } \n            },\n            j_poke_lickilicky = {\n                name = '大舌舔',\n                text = {\n                    \"頭兩張得分的{C:attention}J{}會給予{X:mult,C:white} X#1# {}倍數\",\n                    \"之後每張得分的{C:attention}J{}會給予{X:mult,C:white} X#2# {}倍數\",\n                } \n            },\n            j_poke_rhyperior = {\n                name = '超甲狂犀',\n                text = {\n                    \"每張得分的{C:attention}石頭牌{}\",\n                    \"可永久獲得{C:chips}+#1#{}籌碼並額外觸發一次\",\n                    \"{br:3}此為分隔線\",\n                    \"每{C:attention}3{}張{X:earth,C:white}地{}屬性小丑牌\",\n                    \"會對{C:attention}石頭牌{}額外觸發一次\",\n                    \"{C:inactive}（目前會額外觸發#2#次）\"\n                } \n            },\n            j_poke_tangrowth = {\n                name = '巨蔓藤',\n                text = {\n                    \"萬能牌{C:attention}不能{}被減益\",\n                    \"{br:3}此為分隔線\",\n                    \"每張打出的的{C:attention}萬能牌{}\",\n                    \"會在得分時給予{C:mult}+#1#{}倍數，{C:chips}+#2#{}籌碼或{C:money}$#3#{}\",\n                    \"有{C:green}#4#/#5#{}的機率會給予{C:attention}以上三個的加成{}\",\n                } \n            },\n            j_poke_electivire = {\n                name = '電擊魔獸',\n                text = {\n                    \"當回合結束或{C:attention}賣出{}卡牌時\",\n                    \"這張小丑牌的{C:attention}出售價值{}會提升{C:money}$#1#{}\",\n                    \"這張牌的出售價值每個{C:money}${}會給予{X:mult,C:white}X#2#{}倍數\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#3#{}{C:inactive}倍數）\",\n                } \n            },\n            j_poke_magmortar = {\n                name = '鴨嘴炎獸',\n                text = {\n                    \"如果回合中的{C:attention}第一次{}棄牌只有{C:attention}一{}張牌\",\n                    \"摧毀它並獲得{C:mult}+#2#{}倍數\",\n                    \"當使用棄牌次數時，這張小丑牌會獲得{X:mult,C:white}X#4#{}倍數\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數，{X:mult,C:white}X#3#{}{C:inactive}倍數）\",\n                } \n            },\n            j_poke_togekiss = {\n                name = '波克基斯',\n                text = {\n                    \"對所有{C:attention}有機率觸發的效果{}的{C:green,E:1,S:1.1}機率{}增加{C:attention}#6#{}\",\n                    \"{br:4}此為分隔線\",\n                    \"{C:attention}幸運牌{}有{C:green}#1#/#2#{}的機率\",\n                    \"給予{C:chips}+#4#{}籌碼\",\n                    \"並有{C:green}#1#/#3#{}的機率給予{X:mult,C:white}X#5#{}倍數\",\n                }\n            },\n            j_poke_yanmega = {\n              name = \"遠古巨蜓\",\n              text = {\n                \"每張打出的{C:attention}3{}或{C:attention}6{}\",\n                \"會在得分時給予{C:chips}+#2#{}籌碼及{C:mult}+#1#{}倍數\",\n                \"{br:2}此為分隔線\",\n                \"每張打出的{C:attention}3{}或{C:attention}6{}\",\n                \"有{C:green}#3#/#4#{}的機率會額外觸發一次\",\n              }\n            },\n            j_poke_leafeon = {\n                name = '葉伊布',\n                text = {\n                    \"手牌數量{C:attention}+#1#{}\",\n                    \"打出手牌後，手牌數量{C:red}-#2#{}\",\n                    \"{br:2}此為分隔線\",\n                    \"當有{C:attention}幸運牌{}{C:green}成功{}觸發時\",\n                    \"將獲得{C:attention}+#2#{}手牌數量\",\n                    \"{C:inactive}（最多可有{C:attention}+#3#{C:inactive}手牌數量）{}\"\n                } \n            },\n            j_poke_glaceon = {\n                name = '冰伊布',\n                text = {\n                    \"每次在商店中刷新\",\n                    \"會有{C:green}#1#/#2#{}的機率\",\n                    \"新增一張牌組中隨機的{C:attention}玻璃牌{}複本\",\n                    \"到商店中\",\n                } \n            },\n            j_poke_gliscor = {\n                name = '天蠍王',\n                text = {\n                    \"每張在{C:attention}手中{}的{V:1}#2#{}花色或被減益的卡牌\",\n                    \"會對打出的卡牌給予{X:mult,C:white}X#1#{}倍數\",\n                    \"{C:inactive, s:0.8}（花色會在每個回合變更）\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#3#{C:inactive}倍數）\",\n                }\n            },\n            j_poke_mamoswine = {\n              name = \"象牙豬\",\n              text = {\n                \"每張在得分牌中的{C:attention}石頭牌{}及{C:attention}玻璃牌{}\",\n                \"會對第一張打出的卡牌給予{C:mult}+#1#{}倍數\",\n                \"{br:2}此為分隔線\",\n                \"每張打出的{C:attention}石頭牌{}及{C:attention}玻璃牌{}\",\n                \"在得分時會有{C:green}#3#/#4#{}的機率給予{C:money}$#2#{}\",\n              }\n            },\n            j_poke_porygonz = {\n                name = '多邊獸Ｚ',\n                text = {\n                    \"能量上限{C:pink}+3{}\",\n                    \"每張在本局{C:attention}遊戲{}中使用的{C:pink}能量{}牌會給予{X:red,C:white} X#2# {}倍數\",\n                    \"{br:2}此為分隔線\",\n                    \"當你使用{C:pink}能量牌{}時\",\n                    \"產生一張隨機的{C:pink}能量牌\",\n                    \"{C:inactive}（必須有空位）\",\n                    \"{C:inactive}（目前會給予{X:red,C:white} X#1# {}{C:inactive}倍數）\"\n                } \n            },\n            j_poke_probopass = {\n                name = '大朝北鼻',      \n                text = {\n                    \"{C:attention}石頭牌{}會一律視為人頭牌\",\n                    \"{br:2}此為分隔線\",\n                    \"打出的{C:attention}石頭牌{}\",\n                    \"會在得分時給予{X:mult,C:white} X#1# {}倍數\"\n                } \n            },\n            j_poke_dusknoir = {\n                name = \"黑夜魔靈\",\n                text = {\n                  \"在{C:attention}最後一次出牌{}中\",\n                  \"額外觸發所有得分牌\",\n                  \"{br:2}此為分隔線\",\n                  \"{C:spectral}幻靈牌{}會有機率出現在商店中\",\n                  \"{C:inactive,s:0.8}（如果已經出現，提升幻靈牌的出現率）{}\"\n                }\n            },\n            j_poke_froslass = {\n                name = \"雪妖女\",\n                text = {\n                  \"可負債至{C:mult}-$#1#{}\",\n                  \"{br:2.5}此為分隔線\",\n                  \"如果在負債中打出手牌\",\n                  \"產生一張{C:item}物品牌{}\",\n                  \"{C:inactive,s:0.8}（必須有空位）\",\n                }\n            },\n            j_poke_rotom = {\n                name = \"洛托姆\",\n                text = {\n                  \"打開任何{C:attention}擴充包{}時\",\n                  \"會有{C:green}#1#/#2#{}的機率\",\n                  \"產生一張隨機的{C:item}物品牌{}\",\n                  \"{C:inactive}（必須有空位）{}\",\n                  \"{br:2}此為分隔線\",\n                  \"{C:attention}擴充包{}的價格降低{C:money}$1{}\",\n                  \"{C:inactive}（在使用{C:attention}機器{C:inactive}時變更形態）{}\"\n                }\n            },\n            j_poke_rotomh = {\n                name = \"加熱洛托姆\",\n                text = {\n                  \"打開任何{C:attention}擴充包{}時\",\n                  \"會有{C:green}#1#/#2#{}的機率\",\n                  \"產生一張隨機的{C:item}物品牌{}\",\n                  \"{C:inactive}（必須有空位）{}\",\n                  \"{br:2}此為分隔線\",\n                  \"如果第一次棄牌\",\n                  \"剛好有{C:attention}2{}張卡牌\",\n                  \"把那兩張卡牌加強為{C:attention}倍數牌{}\",\n                  \"{C:inactive}（在使用{C:attention}機器{C:inactive}時變更形態）{}\"\n                }\n            },\n            j_poke_rotomw = {\n                name = \"清洗洛托姆\",\n                text = {\n                  \"打開任何{C:attention}擴充包{}時\",\n                  \"會有{C:green}#1#/#2#{}的機率\",\n                  \"產生一張隨機的{C:item}物品牌{}\",\n                  \"{C:inactive}（必須有空位）{}\",\n                  \"{br:2}此為分隔線\",\n                  \"每張打出的{C:attention}加強牌{}\",\n                  \"在得分時給予{C:money}$#3#{} \",\n                  \"並移除其{C:attention}加強效果\",\n                  \"{C:inactive}（在使用{C:attention}機器{C:inactive}時變更形態）{}\"\n                }\n            },\n            j_poke_rotomf = {\n              name = \"結冰洛托姆\",\n              text = {\n                \"打開任何{C:attention}擴充包{}時\",\n                \"會有{C:green}#1#/#2#{}的機率\",\n                \"產生一張隨機的{C:item}物品牌{}\",\n                \"{C:inactive}（必須有空位）{}\",\n                \"{br:2}此為分隔線\",\n                \"選擇盲注後\",\n                \"產生一張帶有{C:dark_edition}銀箔{}，{C:dark_edition}全息{}\",\n                \"或{C:dark_edition}彩色{}版本的{C:attention}消耗牌{}\",\n                \"{C:inactive}（在使用{C:attention}機器{C:inactive}時變更形態）{}\"\n              }\n            },\n            j_poke_rotomfan = {\n                name = \"旋轉洛托姆\",\n                text = {\n                  \"打開任何{C:attention}擴充包{}時\",\n                \"會有{C:green}#1#/#2#{}的機率\",\n                \"產生一張隨機的{C:item}物品牌{}\",\n                \"{C:inactive}（必須有空位）{}\",\n                \"{br:2}此為分隔線\",\n                  \"選擇盲注後\",\n                  \"摧毀右邊的小丑牌\",\n                  \"並產生一個隨機的{C:attention}標籤\",\n                  \"{C:inactive}（在使用{C:attention}機器{C:inactive}時變更形態）{}\"\n                }\n            },\n            j_poke_rotomm = {\n                name = \"切割洛托姆\",\n                text = {\n                  \"打開任何{C:attention}擴充包{}時\",\n                  \"會有{C:green}#1#/#2#{}的機率\",\n                  \"產生一張隨機的{C:item}物品牌{}\",\n                  \"{C:inactive}（必須有空位）{}\",\n                  \"{br:2}此為分隔線\",\n                  \"回合結束時\",\n                  \"對在手中的頭{C:attention}2{}張卡牌的牌級\",\n                  \"{C:attention}降低{}一級\",\n                  \"{C:inactive}（在使用{C:attention}機器{C:inactive}時變更形態）{}\"\n                }\n            },\n            j_poke_shaymin = {\n              name = \"謝米\",\n              text = {\n                \"在回合的{C:attention}第一次出牌{}中\",\n                \"最右邊的得分牌會變為{C:attention}花朵牌{}\",\n                \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}張花朵牌得分後變更形態）\"\n              }\n            },\n            j_poke_shaymin_sky = {\n              name = \"謝米（天空形態）\",\n              text = {\n                \"{C:attention}花朵牌{}\",\n                \"會視為{C:attention}萬能牌{}\",\n                \"{C:inactive,s:0.8}（在使用{C:attention,s:0.8}死神{C:inactive,s:0.8}牌時變更形態）\"\n              }\n            },\n            j_poke_pansage = {\n                name = \"花椰猴\",\n                text = {\n                    \"附上{C:attention}捷徑{}的效果\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}葉之石{C:inactive,s:0.8}牌進化）\"\n                }\n            },\n            j_poke_simisage = {\n                name = \"花椰猿\",\n                text = {\n                    \"附上{C:attention}捷徑{}的效果\",\n                    \"每張打出的非加強牌\",\n                    \"有{C:green}#1#/#2#{}的機率變為{C:attention}種子牌{}\"\n                }\n            },\n            j_poke_pansear = {\n                name = \"爆香猴\",\n                text = {\n                    \"附上{C:attention}四指手{}的效果\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}火之石{C:inactive,s:0.8}牌進化）\"\n                }\n            },\n            j_poke_simisear = {\n                name = \"爆香猿\",\n                text = {\n                    \"附上{C:attention}四指手{}的效果\",\n                    \"如果第一次出牌包含{C:attention}順子{}或{C:attention}同花{}\",\n                    \"產生一張{C:attention}皇后牌{}\",\n                    \"並摧毀未得分的卡牌 {C:inactive}#1#{}\",\n                }\n            },\n            j_poke_panpour = {\n                name = \"冷水猴\",\n                text = {\n                    \"附上{C:attention}空想性錯視{}的效果\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}水之石{C:inactive,s:0.8}牌進化）\"\n                }\n            },\n            j_poke_simipour = {\n                name = \"冷水猿\",\n                text = {\n                    \"附上{C:attention}空想性錯視{}的效果\",\n                    \"打出的手牌中\",\n                    \"最左邊及最少基礎籌碼的卡牌\",\n                    \"會變成{C:attention}獎勵牌{}\",\n                }\n            },\n            j_poke_roggenrola = {\n                name = \"石丸子\",\n                text = {\n                    \"{C:purple}+#1#張陷阱牌\",\n                    \"每張在{C:attention}手中{}的{C:attention}無牌級的卡牌{}\",\n                    \"會給予{C:mult}+#2#{}倍數\",\n                    \"{C:inactive,s:0.8}（在觸發{C:attention,s:0.8}#3#{C:inactive,s:0.8}次後進化）\",\n                }\n            },\n            j_poke_boldore = {\n                name = \"地幔岩\",\n                text = {\n                    \"{C:purple}+#1#張陷阱牌\",\n                    \"每張在{C:attention}手中{}的{C:attention}無牌級的卡牌{}\",\n                    \"會給予{C:mult}+#2#{}倍數\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}聯繫繩{C:inactive,s:0.8}牌進化）\"\n                }\n            },\n            j_poke_gigalith = {\n                name = \"龐岩怪\",\n                text = {\n                    \"{C:purple}+#1#張陷阱牌\",\n                    \"每張在{C:attention}手中{}的{C:attention}無牌級的卡牌{}\",\n                    \"會給予{C:mult}+#2#{}倍數並額外觸發一次\",\n                }\n            },\n            j_poke_drilbur = {\n                name = \"螺釘地鼠\",\n                text = {\n                  \"每個回合中第一張打出的{C:attention}石頭牌{}\",\n                  \"會被摧毀並產生{C:money}寶藏{}\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{C:inactive,s:0.8}（在觸發{C:attention,s:0.8}#1#{C:inactive,s:0.8}次後進化）\"\n                }\n            },\n            j_poke_excadrill = {\n              name = \"龍頭地鼠\",\n              text = {\n                \"每個回合中第一張打出的{C:attention}石頭牌{}\",\n                \"會被摧毀並產生{C:money}寶藏{}\",\n                \"{C:inactive}（必須有空位）\",\n                \"{br:2}此為分隔線\",\n                \"每張在完整牌組中少於{C:attention}#2#{}的卡牌\",\n                \"會給予{C:mult}+#1#{}倍數\",\n                \"{C:inactive}（目前會給予{C:mult}+#3#{C:inactive}倍數）\",\n              }\n            },\n            j_poke_trubbish = {\n              name = \"破破袋\",\n              text = {\n                \"如果這個回合沒有使用棄牌\",\n                \"在回合結束時，每個棄牌次數\",\n                \"會給予這張小丑牌{C:chips}+#2#{}籌碼及獲得{C:money}$#3#{}\",\n                \"{C:inactive}（目前會給予{C:chips}+#1#{C:inactive}籌碼）\",\n                \"{C:inactive,s:0.8}（在觸發{C:attention,s:0.8}#4#{C:inactive,s:0.8}次後進化）\"\n              }\n            },\n            j_poke_garbodor = {\n                name = \"灰塵山\",\n                text = {\n                  \"如果這個回合沒有使用棄牌\",\n                  \"在回合結束時，每個棄牌次數\",\n                  \"會給予這張小丑牌{C:chips}+#2#{}籌碼\",\n                  \"{br:2}此為分隔線\",\n                  \"如果在整個底注中都沒有使用棄牌時\",\n                  \"產生一個{C:attention}垃圾標籤{}\",\n                  \"{C:inactive}（目前會給予{C:chips}+#1#{C:inactive}籌碼）\",\n                }\n            },\n            j_poke_zorua = {\n                name = \"索羅亞\",\n                text = {\n                    \"複製最右邊{C:attention}小丑牌{}的能力\",\n                    \"直到打出回合中第一個得分的手牌\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_zoroark = {\n                name = \"索羅亞克\",\n                text = {\n                    \"複製最右邊{C:attention}小丑牌{}的能力\",\n                }\n            },\n            j_poke_gothita = {\n                name = \"哥德寶寶\",\n                text = {\n                    \"商店裏的{C:planet}行星牌{}以及\",\n                    \"{C:planet}天外禮包{}的費用\",\n                    \"減低{C:money}$2{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\"\n                } \n            },\n            j_poke_gothorita = {\n                name = \"哥德小童\",\n                text = {\n                    \"商店裏的{C:planet}行星牌{}以及\",\n                    \"{C:planet}天外禮包{}的費用\",\n                    \"減低{C:money}$3{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\"\n                } \n            },\n            j_poke_gothitelle = {\n                name = \"哥德小姐\",\n                text = {\n                    \"商店裏的{C:planet}行星牌{}以及\",\n                    \"{C:planet}天外禮包{}全部免費\",\n                    \"{br:2}此為分隔線\",\n                    \"使用{C:planet}行星牌{}時獲得{C:money}$#1#{}\"\n                } \n            },\n            j_poke_vanillite = {\n                name = \"迷你冰\",\n                text = {\n                  \"{C:attention}左邊揮發\",\n                  \"{C:chips}+#1#{}籌碼\",\n                  \"每次出牌後，這張小丑損失{C:chips}-#3#{}籌碼\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合沒有觸發後進化）\",\n                }\n            },\n            j_poke_vanillish = {\n                name = \"多多冰\",\n                text = {\n                  \"{C:attention}左邊揮發\",\n                  \"{C:chips}+#1#{}籌碼\",\n                  \"每次出牌後，這張小丑損失{C:chips}-#3#{}籌碼\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合沒有觸發後進化）\",\n                }\n            },\n            j_poke_vanilluxe = {\n                name = \"雙倍多多冰\",\n                text = {\n                  \"{C:chips}+#1#{}籌碼\",\n                  \"每次出牌後，這張小丑損失{C:chips}-#2#{}籌碼\",\n                  \"{br:2}此為分隔線\",\n                  \"完全融化後，產生{C:attention}#3#個雙倍標籤{}\",\n                }\n            },\n            j_poke_frillish = {\n                name = \"輕飄飄\",\n\t\t\t\ttext = {\n                    \"每張棄掉的{C:attention}人頭牌{}\",\n                    \"會給予這張小丑牌{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive}（在{C:chips}+#1#{C:inactive} / +#3#籌碼時進化）\",\n                } \n            },\n            j_poke_jellicent = {\n                name = \"胖嘟嘟\",\n\t\t\t\ttext = {\n                    \"每張棄掉的{C:attention}人頭牌{}\",\n                    \"會給予這張小丑牌{C:chips}+#2#{}籌碼\",\n\t\t\t\t\t\"{br:3}此為分隔線\",\n\t\t\t\t\t\"如果棄掉的卡牌為{C:attention}K{}或{C:attention}Q{}\",\n                    \"以上的加成{C:attention}加倍\",\n                    \"{C:inactive}（目前會給予{C:chips}+#1#{C:inactive}籌碼）\",\n                }\n            },\n            j_poke_ferroseed = {\n                name = \"種子鐵球\",\n                text = {\n                  \"{C:attention}萬能{}牌及{C:attention}陷阱{}牌\",\n                  \"也會視為{C:attention}鋼鐵{}牌\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_ferrothorn = {\n              name = \"堅果啞鈴\",\n              text = {\n                \"{C:attention}萬能{}牌及{C:attention}陷阱{}牌\",\n                \"也會視為{C:attention}鋼鐵{}牌\",\n                \"{br:2}此為分隔線\",\n                \"如果打出的手牌包含{C:attention}同花{}\",\n                \"額外觸發{C:attention}手牌中{}所有的{C:attention}鋼鐵{}牌一次\",\n              }\n            },\n            j_poke_elgyem = {\n                name = \"小灰怪\",\n                text = {\n                  \"選擇{C:attention}盲注{}後\",\n                  \"產生其中一張你頭{C:attention}#1#{}高的\",\n                  \"{}牌型{}的{C:dark_edition}負片{}{C:planet}行星牌{}\",\n                  \"{C:inactive,s:0.8}（在持有#2#/{C:planet,s:0.8}#3#{C:inactive,s:0.8}張不同的行星牌時進化）{}\"\n                }\n            },\n            j_poke_beheeyem = {\n                name = \"大宇怪\",\n                text = {\n                    \"選擇{C:attention}盲注{}後\",\n                    \"產生其中一張你頭{C:attention}#1#{}高的\",\n                    \"{}牌型{}的{C:dark_edition}負片{}{C:planet}行星牌{}\",\n                    \"開啟{C:attention}#2#個擴充包{}後\",\n                    \"產生{C:attention}望遠鏡{}或{C:attention}天文台{}禮券\"\n                }\n            },\n            j_poke_litwick = {\n                name = \"燭光靈\",\n                text = {\n                    \"倍數{C:mult}+#4#{}\",\n                    \"如果這張小丑牌的出售價高於{C:money}$#5#{}\",\n                    \"給予的倍數增加{C:attention}三倍{}\",\n                    \"{br:3.5}此為分隔線\",\n                    \"回合結束後，對旁邊的小丑牌{C:attention}吸取{}{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}（在出售價為{C:money,s:0.8}$#2#{C:inactive,s:0.8}時進化）\"\n                }\n            },\n            j_poke_lampent = {\n                name = \"燈火幽靈\",\n                text = {\n                    \"這張小丑牌的出售價的數量會加到倍數中\",\n                    \"{br:3.5}此為分隔線\",\n                    \"回合結束後，對其他小丑牌{C:attention}吸取{}{C:money}$#1#{}\",\n                    \"{C:inactive}（目前會增加{C:mult}+#2#{C:inactive}倍數）{}\",\n                    \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}暗之石{C:inactive,s:0.8}牌進化）\"\n                }\n            },\n            j_poke_chandelure = {\n                name = \"水晶燈火靈\",\n                text = {\n                    \"這張小丑牌的出售價的數量會加到倍數中\",\n                    \"{br:3.5}此為分隔線\",\n                    \"每張出售價為{C:money}1${}的小丑牌\",\n                    \"會給予{X:mult,C:white} X#1# {}倍數\",\n                    \"{C:inactive}（目前會增加{C:mult}+#3#{C:inactive}倍數）{}\"\n                }\n            },\n            j_poke_golett = {\n                name = \"泥偶小人\",\n                text = {\n                  \"{C:purple}+#1#張陷阱牌\",\n                  \"在{C:attention}手中{}的卡牌\",\n                  \"會有{C:green}#4#/#5#{}的機率給予{X:mult,C:white}X#2#{}倍數\",\n                  \"{C:attention}陷阱牌{}會一定觸發以上效果\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{C:inactive,s:0.8}個回合後進化）\"\n                }\n            },\n            j_poke_golurk = {\n                name = \"泥偶巨人\",\n                text = {\n                  \"{C:purple}+#1#張陷阱牌\",\n                  \"在{C:attention}手中{}的卡牌\",\n                  \"會有{C:green}#3#/#4#{}的機率給予{X:mult,C:white}X#2#{}倍數\",\n                  \"{C:attention}陷阱牌{}會一定觸發以上效果\",\n                }\n            },\n            j_poke_pawniard = {\n                name = \"駒刀小兵\",\n                text = {\n                  \"當有{C:attention}人頭牌{}被摧毀時\",\n                  \"這張小丑牌會獲得{X:red,C:white}X#2#{}倍數\",\n                  \"{C:inactive}(在{X:mult,C:white}X#1#{C:inactive} / {X:inactive,C:white}X#3#{C:inactive}倍數時進化）\",\n                }\n            },\n            j_poke_bisharp = {\n              name = \"劈斬司令\",\n              text = {\n                \"當有{C:attention}人頭牌{}被摧毀時\",\n                \"這張小丑牌會獲得{X:red,C:white}X#2#{}倍數\",\n                \"{br:2}此為分隔線\",\n                \"如果回合中第一次出牌\",\n                \"為單張{C:attention}人頭牌{}，摧毀那張牌\",\n                \"{C:inactive}（目前會給予{X:mult,C:white}X#1#{C:inactive}倍數）\",\n                \"{C:inactive,s:0.8}（在摧毀{C:attention,s:0.8}#3#{C:inactive,s:0.8}張K後進化）\",\n              }\n            },\n            j_poke_deino = {\n                name = \"單首龍\",\n                text = {\n                  \"如果打出的牌型為{C:attention}三條{}\",\n                  \"倍數{X:mult,C:white} X#1# {}\",\n                  \"{C:inactive,s:0.8}（在觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）{}\"\n                }\n            },\n            j_poke_zweilous = {\n                name = \"雙首暴龍\",\n                text = {\n                  \"如果打出的牌型為{C:attention}三條{}\",\n                  \"倍數{X:mult,C:white} X#1# {}\",\n                  \"{C:inactive,s:0.8}（在觸發{C:attention,s:0.8}#2#{C:inactive,s:0.8}次後進化）{}\"\n                }\n            },\n            j_poke_hydreigon = {\n                name = \"三首惡龍\",\n                text = {\n                  \"如果打出的牌型為{C:attention}三條{}\",\n                  \"摧毀沒有得分的卡牌\",\n                  \"{br:3}此為分隔線\",\n                  \"當有卡牌摧毀時，這張小丑牌會獲得{X:mult,C:white} X#2# {}倍數\",\n                  \"{C:inactive}（目前會給予{X:mult,C:white} X#1# {C:inactive}倍數）{}\"\n                }\n            },\n            j_poke_litleo = {\n                name = \"小獅獅\",\n                text = {\n                    \"如果打出的牌型包含{C:attention}同花{}\",\n                    \"{C:chips}+#1#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                } \n            },\n            j_poke_pyroar = {\n                name = \"火炎獅\",\n                text = {\n                    \"如果打出的牌型包含{C:attention}同花{}，{C:chips}+#1#{}籌碼\",\n                    \"{br:2}此為分隔線\",\n                    \"如果同時包含{C:attention}K{}或{C:attention}Q{}\",\n                    \"產生一張{C:pink}能量牌{}\",\n                } \n            },\n            j_poke_sylveon = {\n                name = '仙子伊布',\n                text = {\n                    \"如果在{C:attention}第一次出牌{}中\",\n                    \"只有{C:attention}1{}張非加強牌\",\n                    \"對那張牌加上{C:attention}銀箔{}，{C:attention}全息{}或{C:attention}彩色{}版本\",\n                } \n            },\n            j_poke_pumpkaboo_small = {\n                name = '南瓜精（小尺寸）',\n                text = {\n                  \"在棄掉{C:attention}#1#{} {C:inactive}[#2#]{}張{C:attention}J{}後，\",\n                  \"產生一張{C:spectral}幻靈{}牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}聯繫繩{C:inactive,s:0.8}進化）\"\n                }\n            },\n            j_poke_pumpkaboo_average = {\n                name = '南瓜精（普通尺寸）',\n                text = {\n                  \"在棄掉{C:attention}#1#{} {C:inactive}[#2#]{}張{C:attention}J{}後，\",\n                  \"產生一張{C:spectral}幻靈{}牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}聯繫繩{C:inactive,s:0.8}進化）\"\n                }\n            },\n            j_poke_pumpkaboo_large = {\n                name = '南瓜精（大尺寸）',\n                text = {\n                  \"在棄掉{C:attention}#1#{} {C:inactive}[#2#]{}張{C:attention}J{}後，\",\n                  \"產生一張{C:spectral}幻靈{}牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}聯繫繩{C:inactive,s:0.8}進化）\"\n                }\n            },\n            j_poke_pumpkaboo_super = {\n                name = '南瓜精（特大尺寸）',\n                text = {\n                  \"在棄掉{C:attention}#1#{} {C:inactive}[#2#]{}張{C:attention}J{}後，\",\n                  \"產生一張{C:spectral}幻靈{}牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}聯繫繩{C:inactive,s:0.8}進化）\"\n                }\n            },\n            j_poke_gourgeist_small = {\n                name = \"南瓜怪人（小尺寸）\",\n                text = {\n                  \"在棄掉{C:attention}#1#{} {C:inactive}[#2#]{}張{C:attention}J{}後，\",\n                  \"產生一張{C:spectral}幻靈{}牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{br:2}此為分隔線\",\n                  \"使用{C:spectral}幻靈{}牌時，將獲得{C:money}$#3#{}\",\n                  \"並對最左邊的{C:attention}小丑牌{}附上{X:psychic,C:white}超能力{}貼紙\",\n                }\n            },\n            j_poke_gourgeist_average = {\n                name = \"南瓜怪人（普通尺寸）\",\n                text = {\n                  \"在棄掉{C:attention}#1#{} {C:inactive}[#2#]{}張{C:attention}J{}後，\",\n                  \"產生一張{C:spectral}幻靈{}牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{br:2}此為分隔線\",\n                  \"使用{C:spectral}幻靈{}牌時，將獲得{C:money}$#3#{}\",\n                  \"並對最左邊的{C:attention}小丑牌{}附上{X:psychic,C:white}超能力{}貼紙\",\n                }\n            },\n            j_poke_gourgeist_large = {\n                name = \"南瓜怪人（大尺寸）\",\n                text = {\n                  \"在棄掉{C:attention}#1#{} {C:inactive}[#2#]{}張{C:attention}J{}後，\",\n                  \"產生一張{C:spectral}幻靈{}牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{br:2}此為分隔線\",\n                  \"使用{C:spectral}幻靈{}牌時，將獲得{C:money}$#3#{}\",\n                  \"並對最左邊的{C:attention}小丑牌{}附上{X:psychic,C:white}超能力{}貼紙\",\n                }\n            },\n            j_poke_gourgeist_super = {\n                name = \"南瓜怪人（特大尺寸）\",\n                text = {\n                  \"在棄掉{C:attention}#1#{} {C:inactive}[#2#]{}張{C:attention}J{}後，\",\n                  \"產生一張{C:spectral}幻靈{}牌\",\n                  \"{C:inactive}（必須有空位）\",\n                  \"{br:2}此為分隔線\",\n                  \"使用{C:spectral}幻靈{}牌時，將獲得{C:money}$#3#{}\",\n                  \"並對最左邊的{C:attention}小丑牌{}附上{X:psychic,C:white}超能力{}貼紙\",\n                }\n            },\n            j_poke_grubbin = {\n                name = '強顎雞母蟲',\n                text = {\n                    \"倍數{C:mult}+#1#{}\",\n                    \"如果你有{X:lightning, C:black}電{}屬性的小丑牌\",\n                    \"此牌給予的倍數會增加{C:attention}三倍{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }  \n            },\n            j_poke_charjabug = {\n                name = '蟲電寶',\n                text = {\n                    \"每張你擁有的{X:lightning, C:black}電{}屬性小丑牌\",\n                    \"會給予{C:mult}+#1#{}倍數{C:inactive}（包括自身）{}\",\n                     \"{C:inactive}（目前會給予{C:mult}#2#{C:inactive}倍數）\",\n                    \"{C:inactive}（使用{} {C:attention}雷之石{}{C:inactive}牌進化）\"\n                }  \n            },\n            j_poke_vikavolt = {\n                name = '鍬農炮蟲',\n                text = {\n                    \"倍數{C:mult}+#3#{}\",\n                    \"每張其他你擁有的{X:lightning, C:black}雷{}屬性小丑牌\",\n                    \"會給予{X:red,C:white} X#1# {}倍數\",\n                     \"{C:inactive}（目前會給予{X:red,C:white} X#2# {}{C:inactive}倍數）\",\n                }  \n            },\n            j_poke_rockruff = {\n              name = \"岩狗狗\",\n              text = {\n                \"每張打出的{C:attention}非人頭牌{}\",\n                \"會在得分時給予{C:mult}+#1#{}倍數\",\n                \"{C:inactive,s:0.8}（在打出並得分{C:attention,s:0.8}#2#{C:inactive,s:0.8}張偶數牌時進化）\",\n                \"{C:inactive,s:0.8}（在打出並得分{C:attention,s:0.8}#3#{C:inactive,s:0.8}張奇數牌時進化）\"\n              }\n            },\n            j_poke_lycanroc_day = {\n              name = \"鬃岩狼人（白晝）\",\n              text = {\n                \"每張打出的{C:attention}偶數牌{}\",\n                \"會在得分時給予{C:mult}+#1#{}倍數\",\n                \"{br:3}此為分隔線\",\n                \"如果第一次出牌中只有{C:attention}1{}張牌\",\n                \"該牌會在得分時對這個回合給予{C:chips}+#2#{}籌碼\",\n                \"及{C:attention}+1{}出牌次數\"\n              }\n            },\n            j_poke_lycanroc_night= {\n              name = \"鬃岩狼人（黑夜）\",\n              text = {\n                \"每張打出的{C:attention}奇數牌{}\",\n                \"會在得分時給予{C:mult}+#1#{}倍數\",\n                \"{br:3}此為分隔線\",\n                \"選擇Boss盲注時\",\n                \"對這個回合給予{C:chips}+#2#{}出牌次數，\", \n                \"{C:mult}+#3#{}棄牌次數及{C:attention}+#2#{}手牌數量\",\n              }\n            },\n            j_poke_lycanroc_dusk = {\n              name = \"鬃岩狼人（黃昏）\",\n              text = {\n                \"每張打出的{C:attention}非人頭牌{}\",\n                \"會在得分時給予{C:mult}+#1#{}倍數\",\n                \"{br:3}此為分隔線\",\n                \"每個回合中{C:attention}第一張{}得分的{C:attention}偶數牌{}\",\n                \"及{C:attention}第一張{}得分的{C:attention}奇數牌{}\",\n                \"會額外觸發一次\",\n              }\n            },\n            j_poke_mimikyu = {\n                name = \"謎擬Ｑ\",\n                text = {\n                  \"如果打出的卡牌沒有得分的{C:hearts}#2#{}牌\",\n                  \"給予{C:chips}+#1#{}籌碼\",\n                  \"如果你得到最少{C:attention}50%{}的所需籌碼\",\n                  \"這張牌會防止輸掉這個回合\",\n                  \"{C:inactive}(#3#){}\"\n                }\n            },\n            j_poke_nickit = {\n                name = \"偷兒狐\",\n                text = {\n                    \"回合結束後\",\n                    \"獲得{C:money}$#1#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\"\n                } \n            },\n            j_poke_thievul = {\n                name = \"狐大盜\",\n                text = {\n                    \"回合結束時\",\n                    \"獲得最左邊{C:attention}小丑牌{}出售價的\",\n                    \"{C:attention}雙倍{}{C:money}金錢{}\", \n                    \"{C:inactive}（自身除外）{}\",\n                    \"{C:inactive}（目前會獲得{C:money}$#1#{C:inactive}，最多{C:money}$15{C:inactive}）\",\n                } \n            },\n            j_poke_yamper = {\n                name = '來電汪',\n                text = {\n                    \"如果打出的手牌包含{C:attention}順子{}\",\n                    \"倍數{C:mult}+#1#{}並獲得{C:money}$#2#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#3#{}{C:inactive,s:0.8}個回合後進化）\"\n                } \n            },\n            j_poke_boltund = {\n                name = '逐電犬',\n                text = {\n                    \"如果打出的手牌包含{C:attention}順子{}\",\n                    \"倍數{X:red,C:white}X#1#{}並獲得{C:money}$#2#{}\",\n                } \n            },\n            j_poke_dreepy = {\n                name = \"多龍梅西亞\",\n                text = {\n                    \"賣出這張牌後\",\n                    \"對其他小丑牌的出售價增加{C:money}$#1#{}\",\n                    \"並轉換所有{C:attention}手牌中{}的卡牌至最左邊卡牌的{C:attention}花色\",\n                    \"{C:inactive}（打出同花順牌型時進化）{}\",\n                }\n            },\n            j_poke_drakloak = {\n                name = \"多龍奇\",\n                text = {\n                    \"所有持有的{C:attention}小丑牌{}的出售價的每一個{C:money}${}\",\n                    \"會給予{X:red,C:white} X#4# {}倍數\",\n                    \"{br:4}此為分隔線\",\n                    \"如果打出的牌型為{C:attention}同花順{}\",\n                    \"對所有持有的小丑牌的出售價增加{C:money}$#1#{}\",\n                    \"{C:inactive}（在所有小丑牌的出售價合共 {C:money}$#2#{}{C:inactive}/#3# 時進化）\",\n                }\n            },\n            j_poke_dragapult = {\n                name = \"多龍巴魯托\",\n                text = {\n                    \"所有持有的{C:attention}小丑牌{}的出售價的每一個{C:money}${}\",\n                    \"會給予{X:red,C:white} X#2# {}倍數\",\n                    \"{br:4}此為分隔線\",\n                    \"如果打出的牌型為{C:attention}同花順{}\",\n                    \"並未持有{C:attention}多龍梅西亞飛鏢{}\",\n                    \"產生兩個帶有{C:dark_edition}負片{}的{C:attention}多龍梅西亞飛鏢{}\",\n                    \"{C:inactive}（目前會給予{X:red,C:white} X#3# {C:inactive}倍數）{}\"\n                }\n            },\n            j_poke_dreepy_dart = {\n                name = \"多龍梅西亞飛鏢\",\n                text = {\n                    \"賣出這張牌後\",\n                    \"對其他小丑牌的出售價增加{C:money}$#1#{}\",\n                    \"並轉換所有{C:attention}手牌中{}的卡牌至最左邊卡牌的{C:attention}花色\",\n                }\n            },\n            j_poke_hisuian_qwilfish = {\n                name = \"千針魚（洗翠的樣子）\",\n                text = {\n                    \"{C:purple}+#1#張陷阱牌{C:inactive}（每#2#張牌增加一張）\",\n                    \"每次抽出{C:attention}陷阱牌{}時\",\n                    \"這張小丑牌會獲得{C:chips}+#3#{}籌碼\",\n                    \"{C:inactive}（在 {C:chips}+#4#{C:inactive} / +#5# 籌碼時進化）\",\n                }\n            },\n            j_poke_overqwil = {\n                name = \"萬針魚\",\n                text = {\n                    \"{C:purple}+#1#張陷阱牌{C:inactive}（每#2#張牌增加一張）\",\n                    \"每次抽出{C:attention}陷阱牌{}時\",\n                    \"這張小丑牌會獲得{C:chips}+#3#{}籌碼\",\n                    \"{br:3}此為分隔線\",\n                    \"打出手牌後，這張小丑牌的籌碼{C:attention}減半{}\",\n                    \"{C:inactive}（目前會給予{C:chips}+#4#{C:inactive} 籌碼）\",\n                }\n            },\n            j_poke_wyrdeer = {\n                name = \"詭角鹿\",\n                text = {\n                    \"預視{C:purple}#1#{}張牌\",\n                    \"按照{C:attention}預視{}的卡牌中牌級{C:attention}最高{}的卡牌\",\n                    \"向倍數追加其牌級{C:attention}兩倍{}的數量\",\n                    \"{br:3}此為分隔線\",\n                    \"打出手牌時，這張小丑牌會獲得{C:purple}#2#個預視{}\",\n                    \"{C:inactive,s:0.8}（回合結束後重設）\",\n                    \n                }\n            },\n            j_poke_kleavor = {\n                name = '劈斧螳螂',      \n                text = {\n                    \"選擇盲注後\",\n                    \"摧毀右邊的小丑牌並獲得{C:mult}+#2#{}倍數\",\n                    \"如果被摧毀的小丑牌為{C:green}罕見{}或更高的稀有度時\",\n                    \"增加一張帶有{C:attention}銀箔{}，{C:attention}全息{}或{C:attention}彩色{}版本\",\n                    \"的{C:attention}石頭牌{}到牌組中\",\n                    \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n                } \n            },\n            j_poke_ursaluna = {\n              name = \"月月熊\",\n              text = {\n                \"當有{C:attention}擴充包{}被跳過時\",\n                \"這張小丑牌將獲得{C:mult}+#2#{}倍數\",\n                \"並產生一張帶有{C:dark_edition}彩色{}版本的隨機{C:item}物品牌{}\",\n                \"{C:inactive,s:0.8}（必須有空位）\",\n                \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n              }\n            },\n            j_poke_tarountula = {\n                name = \"團珠蛛\",\n                text = {\n                    \"{C:purple}+#1#張陷阱牌{}，手牌數量{C:attention}+#3#{}\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_spidops = {\n                name = \"操陷蛛\",\n                text = {\n                    \"{C:purple}+#1#張陷阱牌{}，手牌數量{C:attention}+#2#{}\",\n                    \"如果在第一次出牌中只打出{C:attention}陷阱牌{}\",\n                    \"每張在牌型的卡牌會對這個回合\",\n                    \"給予{C:attention}+#2#{}手牌數量\"\n                }\n            },\n            j_poke_fidough = {\n                name = \"狗仔包\",\n                text = {\n                  \"如果打出的手牌包含{C:attention}#3#{}，此牌獲得{C:chips}+#2#{}籌碼\",\n                  \"所需的{C:attention}卡牌牌級{}會在每次觸發時提升一點\",\n                  \"{C:inactive,s:0.8}（如果是A，那就會變回2）\",\n                  \"{C:inactive}（目前會給予{C:chips}+#1#{C:inactive}籌碼）\",\n                  \"{C:inactive}（在擁有{X:fire,C:white}火{}{C:inactive}屬性小丑牌時進化）\",\n                }\n            },\n            j_poke_dachsbun = {\n                name = \"麻花犬\",\n                text = {\n                  \"如果打出的手牌包含{C:attention}#3#{}，此牌獲得{C:chips}+#2#{}籌碼\",\n                  \"所需的{C:attention}卡牌牌級{}會在每次觸發時提升一點\",\n                  \"每張{X:fire,C:white}火{}屬性小丑牌會增加{C:chips}+1{}到獲得的籌碼\",\n                  \"{C:inactive,s:0.8}（如果是A，那就會變回2）\",\n                  \"{C:inactive}（目前會給予{C:chips}+#1#{C:inactive}籌碼）\",\n                }\n            },\n            j_poke_charcadet = {\n              name = \"炭小侍\",\n              text = {\n                \"在手牌得分後\",\n                \"這張小丑牌會獲得{C:mult}+#2#{}倍數\",\n                \"{C:inactive,s:0.8}（回合結束後重設）\",\n                \"{C:inactive,s:0.8}（使用{C:attention,s:0.8}覺醒之石{C:inactive,s:0.8}或{C:attention,s:0.8}暗之石{C:inactive,s:0.8}進化）\",\n                \"{C:inactive}（目前會給予{C:mult}+#1#{C:inactive}倍數）\",\n              }\n            },\n            j_poke_armarouge = {\n              name = \"紅蓮鎧騎\",\n              text = {\n                \"倍數{X:mult,C:white} X#1# {}\",\n                \"在手牌得分後，這張小丑牌會失去{X:mult,C:white} X#2# {}倍數\",\n                \"{C:inactive,s:0.8}（回合結束後重設）\",\n              }\n            },\n            j_poke_ceruledge = {\n              name = \"蒼炎刃鬼\",\n              text = {\n                \"在手牌得分後，對其他隨機的小丑牌吸取{C:money}$#3#{}\",\n                \"並獲得{X:mult,C:white} X#2# {}倍數\",\n                \"{C:inactive,s:0.8}（回合結束後重設）\",\n                \"{C:inactive}（目前會給予{X:mult,C:white} X#1# {C:inactive}倍數）\",\n              }\n            },\n            j_poke_bramblin = {\n              name = \"納噬草\",\n              text = {\n                \"回合中第{C:attention}二{}張得分的{C:attention}#1#{}\",\n                \"會變為{C:attention}種子{}牌\",\n                \"{C:inactive,s:0.8}（牌級會在每個回合變更）{}\",\n                \"{C:inactive,s:0.7}（在盲注中抽出{C:attention,s:0.7}#2#{C:inactive,s:0.7}張牌後進化）{}\",\n              }\n            },\n            j_poke_brambleghast = {\n              name = \"怖納噬草\",\n              text = {\n                \"你每持有的{C:money}$1{}會給予{C:chips}+#1#{}籌碼\",\n                \"{C:inactive}（目前會給予{C:chips}+#2#{C:inactive}籌碼）\",\n                \"{br:2}此為分隔線\",\n                \"回合中第{C:attention}二{}張得分的{C:attention}#3#{}\",\n                \"會變為帶有{C:attention}兩級生長{}的{C:attention}種子{}牌\",\n                \"{C:inactive,s:0.8}（牌級會在每個回合變更）{}\",\n              }\n            },\n            j_poke_tinkatink = {\n                name = \"小鍛匠\",\n                text = {\n                  \"每張打出的卡牌會給予{C:mult}+#1#{}倍數\",\n                  \"{br:3}此為分隔線\",\n                  \"選擇盲注後，減益{C:attention}#3#{}張在牌組裏\",\n                  \"不是{C:attention}鋼鐵牌{}的卡牌\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_tinkatuff = {\n                name = \"巧鍛匠\",\n                text = {\n                  \"每張打出的卡牌會給予{C:mult}+#1#{}倍數\",\n                  \"{br:3}此為分隔線\",\n                  \"選擇盲注後，減益{C:attention}#3#{}張在牌組裏\",\n                  \"不是{C:attention}鋼鐵牌{}的卡牌\",\n                  \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#2#{C:inactive,s:0.8}個回合後進化）\",\n                }\n            },\n            j_poke_tinkaton = {\n                name = \"巨鍛匠\",\n                text = {\n                  \"每張打出的卡牌會給予{C:mult}+#1#{}倍數\",\n                  \"{br:3}此為分隔線\",\n                  \"選擇盲注後，減益{C:attention}#3#{}張在牌組裏\",\n                  \"不是{C:attention}鋼鐵牌{}的卡牌\",\n                  \"打出的{C:attention}鋼鐵牌{}會有{C:attention}玻璃牌{}的效果\",\n                }\n            },\n            j_poke_wiglett = {\n                name = \"海地鼠\",\n                text = {\n                    \"如果打出的牌型包含{C:attention}三條{}\",\n                    \"倍數{C:mult}+#3#{}\",\n                    \"{br:2}此為分隔線\",\n                    \"如果打出的卡牌\",\n                    \"包含{C:attention}5{}，{C:attention}6{}或{C:attention}7{}，{C:chips}+#2#{}籌碼\",\n                    \"{C:inactive,s:0.8}（在{C:attention,s:0.8}#1#{C:inactive,s:0.8}個回合後進化）\"\n                } \n            },\n            j_poke_wugtrio = {\n                name = \"三海地鼠\",\n                text = {\n                    \"如果打出的牌型包含{C:attention}三條{}\",\n                    \"倍數{X:red,C:white} X#1# {}\",\n                    \"{br:2}此為分隔線\",\n                    \"如果打出的卡牌\",\n                    \"包含{C:attention}5{}，{C:attention}6{}或{C:attention}7{}，{C:chips}+#2#{}籌碼\",\n                } \n            },\n            j_poke_annihilape = {\n                name = '棄世猴',\n                text = {\n                    \"每張得分的{C:attention}2{}，{C:attention}3{}，{C:attention}5{}或{C:attention}7{}\",\n                    \"給予{C:mult}+#1#{}倍數及{C:chips}+#2#{}籌碼\",\n                    \"加成會在每次出牌後增加，回合結束後重設\",\n                    \"{C:inactive}（目前會給予{C:mult}+#3#{}{C:inactive}倍數{C:chips}+#4#{C:inactive}籌碼）\",\n                } \n            },\n            j_poke_dudunsparce = {\n                name = '土龍節節',\n                text = {\n                  \"商店內卡牌欄位{C:attention}+#1#{}\",\n                  \"商店內擴充包欄位{C:attention}+#1#{}\",\n                  \"商店內兌換券欄位{C:attention}+#1#{}\",\n                }\n            },\n            j_poke_dudunsparce2 = {\n                name = '土龍節節',\n                text = {\n                  \"{C:attention}持有兌換券標籤{}\",\n                  \"商店內卡牌欄位{C:attention}+#1#{}\",\n                  \"商店內擴充包欄位{C:attention}+#1#{}\",\n                  \"商店內兌換券欄位{C:attention}+#1#{}\",\n                }\n            },\n            j_poke_kingambit = {\n                name = \"仆斬將軍\",\n                text = {\n                  \"倍數{X:red,C:white}X#1#{}\",\n                  \"如果打出的卡牌\",\n                  \"包含在完整牌組中的唯一一張{C:attention}K{}\",\n                  \"每張打出的{C:attention}非人頭牌{}\",\n                  \"會在得分時給予這張小丑牌一半的{X:mult,C:white}X{}倍數\",\n                }\n            },\n            j_poke_farigiraf = {\n              name = \"奇麒麟\",\n              text = {\n                \"{C:attention}持有{}{C:spectral}神秘生物{}牌\",\n                \"如果打出的手牌包含{C:attention}兩對{}\",\n                \"第一張及最後一張打出的{C:attention}人頭牌{}\",\n                \"會在得分時給予{X:mult,C:white}X#1#{}倍數\",\n              }\n            },\n            j_poke_gimmighoul = {\n                name = \"索財靈（寶箱形態）\",\n                text = {\n                  \"每張打出的{C:attention}黃金牌{}會在得分時給予{C:money}$#1#{}\",\n                  \"{br:3}此為分隔線\",\n                  \"跳過{C:attention}擴充包{}會有神奇的效果...?\",\n                  \"{C:inactive,s:0.8}（在合共花掉及獲得 $#2#/{C:money,s:0.8}$#3#{C:inactive,s:0.8}時進化）\"\n                }\n            },\n            j_poke_gimmighoulr = {\n                name = \"索財靈（徒步形態）\",\n                text = {\n                  \"獲得一些{C:money}${}\",\n                  \"{S:1.1,C:red,E:2}效果觸發後自我毀滅{}\",\n                }\n            },\n            j_poke_gholdengo = {\n                name = \"賽富豪\",\n                text = {\n                    \"每張打出的{C:attention}黃金牌{}會在得分時損失{C:money}$#2#{}\",\n                    \"並對這張牌的{X:red,C:white}倍數加成{}乘以{X:red,C:white}X#3#\",\n                    \"{br:3}此為分隔線\",\n                    \"這張小丑牌不會被減益\",\n                    \"{C:inactive}（目前會給予{X:red,C:white}X#1#{C:inactive}倍數）\",\n                    \"{C:inactive,s:0.8}（回合結束後重設）\",\n                }\n            },\n            j_poke_missingno = {\n                name = 'Missingno.',\n                text = {\n                    \"得到這張牌時，產生消耗牌\",\n                    \"回合結束後，產生{C:attention}#1#{}個{C:attention}標籤{}\",\n                } \n            },\n            j_poke_pokedex = {\n                name = '寶可夢圖鑑',\n                text = {\n                    \"由相同進化線的{C:attention}寶可夢{}\", \n                    \"會有機率重複出現\",\n                } \n            },\n            j_poke_rotomdex = {\n                name = '洛托姆圖鑑',\n                text = {\n                    \"在你擁有的小丑牌中\",\n                    \"每個不同的{C:pink}屬性{}會對{C:attention}擴充包{}的價格減少{C:money}$1{}\",\n                    \"{C:inactive}（目前會減少{C:money}$#1#{C:inactive}）\"\n                } \n            },\n            j_poke_everstone = {\n                name = '不變之石',\n                text = {\n                    \"寶可夢{C:attention}不再{}進化或變更形態\",\n                    \"{br:3.5}此為分隔線\",\n                    \"每張{C:attention}基礎{}寶可夢會給予{X:mult,C:white} X#2# {}倍數\",\n                    \"每張{C:attention}嬰兒{}寶可夢會給予{X:mult,C:white} X#1# {}倍數\",\n                } \n            },\n            j_poke_tall_grass = {\n                name = '草叢',\n                text = {\n                    \"出牌時，有{C:green}#1#/#2#{}的機率\",\n                    \"產生一張{C:chips}常見{}的寶可夢{C:attention}小丑牌{}\",\n                    \"如果得分牌中包含{C:attention}萬能牌{}，以上的效果會確保觸發\",\n                } \n            },\n            j_poke_jelly_donut = {\n                name = \"御握\",\n                text = {\n                  \"選擇盲注後\",\n                  \"產生一張{C:colorless}無色{}{C:pink}能量{}牌\",\n                  \"{C:inactive}（剩餘{C:attention}#1#{}{C:inactive}個回合）{}\"\n                }\n            },\n            j_poke_ruins_of_alph = {\n                name = \"阿露福遺跡\",\n                text = {\n                  \"選擇{C:attention}盲注{}後\",\n                  \"產生{C:attention}3{}張{C:dark_edition}負片{}{C:attention}未知圖騰\",\n                  \"{br:2}此為分隔線\",\n                  \"當有{C:attention}未知圖騰{}觸發時\",\n                  \"合併它並獲得{C:mult}+#1#{}倍數\",\n                  \"{br:2}此為分隔線\",\n                  \"賣出這張牌來獲得{C:attention}獎勵{}\", \n                  \"獎勵的大小根據{C:attention}已合併{}的未知圖騰的數量\",\n                  \"{C:inactive}（目前會給予{C:mult}+#3#{C:inactive}倍數及已合併{C:attention}#2#{C:inactive}個未知圖騰）\",\n                }\n            },\n            j_poke_unown_swarm = {\n                name = \"大群圖騰\",\n                text = {\n                  \"每張{C:purple}傳奇{}小丑牌\",\n                  \"會給予{C:mult}+#1#{}倍數及{X:mult,C:white}X#2#{}倍數\"\n                }\n            },\n            j_poke_treasure_eatery = {\n                name = \"寶食堂\",\n                text = {\n                  \"選擇盲注時\",\n                  \"轉換最左邊小丑牌的{C:pink}屬性{}\",\n                  \"至最右邊小丑牌的{C:pink}屬性{}\",\n                  \"{C:attention}屬性轉換牌{}\",\n                  \"{C:inactive}（剩餘{C:attention}#1#{C:inactive}個回合）{}\"\n                }\n            },\n            j_poke_rival = {\n                name = \"勁敵\",\n                text = {\n                    \"跳過盲注後，對下一個的支出增加{C:money}$#2#{}\",\n                    \"{br:2}此為分隔線\",\n                    \"擊敗{C:attention}Boss盲注{}後\",\n                    \"這張小丑牌會{S:1.1,C:red,E:2}自我毀滅{}並獲得{C:money}$#1#\",\n                }\n            },\n            j_poke_bitter_rival = {\n                name = \"懷恨的勁敵\",\n                text = {\n                    \"跳過盲注後，對下一個的支出增加{C:money}$#2#{}\",\n                    \"{br:2}此為分隔線\",\n                    \"擊敗{C:attention}Boss盲注{}後\",\n                    \"這張小丑牌會{S:1.1,C:red,E:2}自我毀滅{}並獲得{C:money}$#1#\",\n                }\n            },\n            j_poke_champion = {\n                name = \"冠軍\",\n                text = {\n                    \"擊敗{C:attention}Boss盲注{}後\",\n                    \"產生一個{C:attention}迅速標籤\",\n                    \"{br:2}此為分隔線\",\n                    \"在這局遊戲中\",\n                    \"每個被跳過的盲注會給予{X:mult,C:white}X#1#{}倍數\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#2#{C:inactive}倍數）{}\"\n                }\n            },\n            j_poke_professor = {\n                name = \"博士\",\n                text = {\n                    \"在{C:attention}#1#{}個回合後\",\n                    \"賣出這張牌來產生一個{C:attention}搭檔{}標籤\",\n                    \"{C:inactive}（目前已經過了{C:attention}#2#{C:inactive}/#1#個回合）{}\"\n                }\n            },\n            j_poke_mystery_egg = {\n                name = \"神奇蛋\",\n                text = {\n                  \"在{C:attention}#1#{}個回合後\",\n                  \"會孵化一個{C:attention}基礎{}或{C:attention}嬰兒{}小丑牌\",\n                  \"如果適用，會對那張牌加上{C:pink}+1{}能量\"\n                }\n            },\n            j_poke_daycare = {\n              name = \"培育屋\",\n              text = {\n                \"賣出這張牌\",\n                \"來產生如鄰近寶可夢小丑牌相似的{C:attention}神奇蛋{}\",\n                \"{C:inactive,s:0.8}（嬰兒及傳奇小丑牌除外）{}\"\n              }\n            },\n            j_poke_billion_lions = {\n                name = '十億隻獅子',\n                text = {\n                    \"選擇盲注後\",\n                    \"摧毀每張持有的{C:pink}有屬性{}小丑牌\",\n                    \"每張被摧毀的小丑牌會給予這張小丑牌{X:mult,C:white}X#2#{}倍數\",\n                    \"失去所有獅子時會{S:1.1,C:red,E:2}自我毀滅{}\",\n                    \"{C:inactive}（目前會給予{X:mult,C:white}X#1#{C:inactive}倍數，剩餘{C:attention}#3#{C:inactive}隻獅子）\"\n                } \n            },\n        },\n        Planet = {\n           --I wonder what a Pokémon planet would do?\n        },\n        Sleeve = {\n            sleeve_poke_pokemonsleeve = {\n                name = \"訓練家牌套\",\n                text = {\n                    \"開始遊戲時獲得\",\n                    \"{C:tarot,T:v_poke_goodrod}#1#{}兌換券及\",\n                    \"{C:tarot,T:c_poke_pokeball}#2#{}牌\",\n                },\n            },\n            sleeve_poke_pokemonsleeve_alt = {\n                name = \"訓練家牌套\",\n                text = {\n                    \"開始遊戲時會獲得{C:tarot,T:c_poke_greatball}#3#{}牌\",\n                    \"而非{C:tarot,T:c_poke_pokeball}#2#{}牌\",\n                },\n            },\n            sleeve_poke_obituarysleeve = {\n                name = \"訃聞牌套\",\n                text = {\n                    \"所有卡牌會帶有{C:dark_edition}#1#{}\",\n                },\n            },\n            sleeve_poke_obituarysleeve_alt = {\n                name = \"訃聞牌套\",\n                text = {\n                    \"{C:pink}粉紅封蠟章{}會有{C:green}#1#/#2#{}的機率\",\n                    \"會在出發後移除\",\n                    \"小丑牌會在賣出或摧毀後\",\n                    \"產生與其屬性相同的{C:dark_edition}負片{C:pink}能量{}牌\",\n                },\n            },\n            sleeve_poke_revenantsleeve = {\n                name = \"亡靈牌套\",\n                text = {\n                    \"所有卡牌會帶有{C:dark_edition}#1#{}\",\n                },\n            },\n\t\t\tsleeve_poke_revenantsleeve_alt = {\n              name = \"亡靈牌套\",\n              text = {\n                  \"消耗牌欄位{C:blue}+#1#{}\",\n                  \"{C:pink}寶可夢禮包{}不會再出現在商店中\",\n              },\n            },\n            sleeve_poke_luminoussleeve = {\n                name = \"發亮牌套\",\n                text = {\n                    \"所有小丑牌在產生時\",\n                    \"會帶有隨機的{C:pink}屬性{}貼紙\",\n                    \"並附有一級{C:pink}能量{}\",\n                },\n            },\n            sleeve_poke_luminoussleeve_alt = {\n                name = \"發亮牌套\",\n                text = {\n                    \"刷新會有{C:green}#1#/#2#{}的機率\",\n                    \"產生一個{C:item}太晶球\",\n                },\n            },\n            sleeve_poke_telekineticsleeve = {\n                name = \"念力牌套\",\n                text = {\n                    \"開始遊戲時獲得\",\n                    \"{C:tarot,T:v_crystal_ball}#1#{}兌換券\",\n                    \"及{C:attention}兩張{}{C:item,T:c_poke_twisted_spoon}#2#\",\n                } \n            },\n            sleeve_poke_telekineticsleeve_alt = {\n                name = \"念力牌套\",\n                text = {\n                    \"在{C:attention}消耗牌{}欄位中的{C:item,T:c_poke_twisted_spoon}#2#s{}\",\n                    \"會給予{C:blue}+1{}消耗牌欄位\",\n                }\n            },\n            sleeve_poke_ampeddeck = {\n                name = \"振奮牌套\",\n                text = {\n                    \"開始遊戲時獲得\",\n                    \"{C:tarot,T:v_poke_energysearch}#1#{}兌換券\",\n                    \"及一張{C:pink,T:c_poke_double_rainbow_energy}#2#\"\n                } \n            },\n            sleeve_poke_ampedsleeve_alt = {\n                name = \"振奮牌套\",\n                text = {\n                    \"開始遊戲時獲得的{C:pink,T:c_poke_double_rainbow_energy}#2#\",\n                    \"會以一張{C:dark_edition}負片{C:attention,T:j_poke_jelly_donut}#1#{}取代\",\n                    \"{C:pink,T:c_poke_colorless_energy}#3#{}\",\n                    \"不再對非一般屬性的小丑牌增強效果減半\",\n                } \n            },\n            sleeve_poke_futuresleeve = {\n                name = \"千里眼牌套\",\n                text = {\n                    \"{C:purple}預視#1#張卡牌{}\",\n                } \n            },\n            sleeve_poke_futuresleeve_alt = {\n                name = \"千里眼牌套\",\n                text = {\n                  \"打出手牌時，預視額外{C:purple}預視卡牌+#2#{}\",\n                  \"{C:inactive,s:0.8}（回合結束後重設）\",\n                } \n            },\n            sleeve_poke_stadiumsleeve = {\n                name = \"競技場牌套\",\n                text = {\n                    \"牌組會在有{C:attention}獎勵，倍數，\",\n                    \"{C:attention}萬能，玻璃，鋼鐵，石頭，\",\n                    \"{C:attention}黃金{}及{C:attention}幸運{}牌下開始遊戲\"\n                } \n            },\n            sleeve_poke_stadiumsleeve_alt = {\n                name = \"競技場牌套\",\n                text = {\n                    \"擊敗每個{C:attention}Boss盲注{}後\",\n                    \"產生隨機{C:attention}附加加強效果{}的{C:dark_edition}負片{}{C:tarot}塔羅{}牌\",\n                } \n            },\n            sleeve_poke_megasleeve = {\n                name = \"超進化牌套\",\n                text = {\n                    \"開始遊戲時獲得\",\n                    \"{C:tarot,T:v_reroll_surplus}#2#{}，{C:tarot,T:v_reroll_glut}#3#{}\",\n                    \"及{C:tarot,T:v_crystal_ball}#5#{}兌換券\",\n                    \"以及一張{C:spectral,T:c_poke_megastone}#1#{}牌\",\n                    \"商店欄位{C:red}-#4#{}\"\n                } \n            },\n            sleeve_poke_megasleeve_alt = {\n                name = \"超進化牌套\",\n                text = {\n                    \"{C:spectral,T:c_poke_megastone}#1#{}可以\",\n                    \"對多於一張小丑牌進行{C:attention}超級進化{}\",\n                } \n            },\n            sleeve_poke_vendingsleeve = {\n                name = \"販賣機牌套\",\n                text = {\n                    \"擊敗每個{C:attention}奇數Boss盲注後{}，\",\n                    \"將獲得一個{C:attention,T:tag_vremade_double}#1#\",\n                } \n            },\n            sleeve_poke_vendingsleeve_alt = {\n                name = \"販賣機牌套\",\n                text = {\n                    \"擊敗每個{C:attention}Boss盲注後{}，\",\n                    \"將獲得一個{C:attention,T:tag_vremade_double}#1#\",\n                } \n            },\n        },\n        Spectral = {\n            c_poke_ultraball = {\n                name = \"高級球\",\n                text = {\n                    \"產生一張隨機\",\n                    \"{C:attention}二次進化的寶可夢小丑{}牌\",\n                    \"{C:inactive}（必須有空位）\"\n                },\n            },\n            c_poke_masterball = {\n                name = \"大師球\",\n                text = {\n                    \"產生一張隨機\",\n                    \"{C:attention}傳說的寶可夢小丑{}牌\",\n                    \"{C:inactive}（必須有空位）\"\n                },\n            },\n            c_poke_transformation = {\n                name = \"蛻變\",\n                text = {\n                    \"把選擇的或最左邊的\",\n                    \"寶可夢進化到最高{C:attention}階段{}\",\n                    \"並給予{}+1{} {C:pink}能量{}\", \n                },\n            },\n            c_poke_megastone = {\n                name = \"超級石\",\n                text = {\n                    \"{C:attention}可重用{}\",\n                    \"{br:2}此為分隔線\",\n                    \"對一隻寶可夢{C:attention}超級進化{}\", \n                    \"或對一隻已超級進化的寶可夢{C:attention}還原{}至原本狀態\",\n                    \"賣出這張牌會{C:attention}退化{}超級進化的寶可夢\",\n                    \"{C:inactive}（每個回合可使用一次）\",\n                },\n            },\n            c_poke_obituary = {\n                name = \"訃告\",\n                text = {\n                    \"新增{C:pink}粉紅{}封蠟章\",\n                    \"到選擇的{C:attention}1{}張手牌中\",\n                }\n            },\n            c_poke_revenant = {\n                name = \"亡靈\",\n                text = {\n                    \"新增{C:item}銀色{}封蠟章\",\n                    \"到選擇的{C:attention}1{}張手牌中\",\n                }\n            },\n            c_poke_nightmare = {\n                name = \"夢魘\",\n                text = {\n                    \"摧毀最左邊或選擇的寶可夢小丑牌\",\n                    \"並產生{C:attention}2{}張其{C:pink}屬性{}的{C:dark_edition}負片{}{C:pink}能量{}牌\",\n                    \"{C:inactive}（無屬性的小丑牌會產生{X:colorless,C:white}一般{C:inactive}能量）\"\n                },\n            },\n            c_poke_double_rainbow_energy = {\n                name = \"雙虹能量\",\n                text = {\n                    \"對最左邊或選擇的任意{C:pink}屬性{}的小丑牌\",\n                    \"{C:red}增{C:attention}加{C:green}兩{C:blue}級{C:pink}能量{}\",\n                    \"使用後將不會獲得本回合的利息\",\n                    \"{C:inactive}（最多對小丑牌增加{C:attention}#1#{C:inactive}級能量）\",\n                },\n            },\n            c_poke_fake_banker = {\n                name = '金錢願望',\n                text = {\n                    \"{C:dark_edition}我想要財富！\",\n                }\n            },\n            c_poke_fake_booster = {\n                name = '擴充牌願望',\n                text = {\n                    \"{C:dark_edition}我想要選擇！\",\n                }\n            },\n            c_poke_fake_power = {\n                name = '力量願望',\n                text = {\n                    \"{C:dark_edition}我想要力量！\",\n                }\n            },\n            c_poke_fake_negging = {\n                name = '負片願望',\n                text = {\n                    \"{C:dark_edition}我想要更多小丑牌！\",\n                }\n            },\n            c_poke_fake_copy = {\n                name = '複製願望',\n                text = {\n                    \"{C:dark_edition}我想要一個幫手！\",\n                }\n            },\n            c_poke_fake_fixer = {\n                name = '清洗願望',\n                text = {\n                    \"{C:dark_edition}我想要更好的牌組！\",\n                }\n            },\n            c_poke_fake_masterball = {\n                name = '召喚願望',\n                text = {\n                    \"{C:dark_edition}我想要傳奇的寶可夢！\",\n                }\n            },\n        },\n        Tag = {\n            tag_poke_pocket_tag = {\n                name = \"寶可夢標籤\",\n                text = {\n                    \"獲得一個免費的\",\n                    \"{C:pink}超級寶可夢禮包\",\n                }, \n            },\n            tag_poke_shiny_tag = {\n                name = \"發光標籤\",\n                text = {\n                    \"下個在商店中的小丑牌\",\n                    \"是免費並帶有{C:colorless}發光{}\",\n                }, \n            },\n            tag_poke_stage_one_tag = {\n                name = \"一次進化標籤\",\n                text = {\n                    \"下個在商店中\",\n                    \"有免費的{C:attention}一次進化{}寶可夢\",\n                }, \n            },\n            tag_poke_safari_tag = {\n                name = \"野生標籤\",\n                text = {\n                    \"下個在商店中\",\n                    \"有免費的{C:safari}野生{}寶可夢\",\n                }, \n            },\n            tag_poke_starter_tag = {\n                name = \"搭檔標籤\",\n                text = {\n                    \"獲得一個免費的{C:attention}搭檔擴充包\",\n                }, \n            },\n        },\n        Tarot = {\n            c_poke_pokeball = {\n                name = \"精靈球\",\n                text = {\n                    \"產生一張隨機\",\n                    \"{C:attention}基礎的寶可夢小丑{}牌\",\n                    \"{C:inactive}（必須有空位）\"\n                },\n            },\n            c_poke_greatball = {\n                name = \"超級球\",\n                text = {\n                    \"產生一張隨機\",\n                    \"{C:attention}一次進化的寶可夢小丑{}牌\",\n                    \"{C:inactive}（必須有空位）\"\n                },\n            },\n           \n        },\n        Voucher = {\n            v_poke_energysearch = {\n                name = \"能量分析\",\n                text = {\n                    \"能量上限{C:pink}+2{}\"\n                },\n            },\n            v_poke_energyresearch = {\n                name = \"能量研究\",\n                text = {\n                    \"能量上限{C:pink}+3{}\"\n                },\n            },\n            v_poke_goodrod = {\n                name = \"好釣竿\",\n                text = {\n                    \"所有{C:attention}擴充包\",\n                    \"有額外{C:attention}一{}張牌在裡面\",\n                },\n            },\n            v_poke_superrod = {\n                name = \"厲害釣竿\",\n                text = {\n                    \"您可以把從任何的{C:attention}擴充包{}中的消耗牌\",\n                    \"{C:pink}放在{}欄位中\",\n                },\n            },\n        },\n        Other = {\n\n            Grass = {\n                name = \"屬性\",\n                text = {\n                  \"{X:grass,C:white}草{}\",\n                }\n            },\n            Fire = {\n                name = \"屬性\",\n                text = {\n                  \"{X:fire,C:white}火{}\",\n                }\n            },\n            Water = {\n                name = \"屬性\",\n                text = {\n                  \"{X:water,C:white}水{}\",\n                }\n            },\n            Lightning = {\n                name = \"屬性\",\n                text = {\n                  \"{X:lightning,C:black}電{}\",\n                }\n            },\n            Psychic = {\n                name = \"屬性\",\n                text = {\n                  \"{X:psychic,C:white}超能力{}\",\n                }\n            },\n            Fighting = {\n                name = \"屬性\",\n                text = {\n                  \"{X:fighting,C:white}格鬥{}\",\n                }\n            },\n            Colorless = {\n                name = \"屬性\",\n                text = {\n                  \"{X:colorless,C:white}一般{}\",\n                }\n            },\n            Dark = {\n                name = \"屬性\",\n                text = {\n                  \"{X:dark,C:white}惡{}\",\n                }\n            },\n            Metal = {\n                name = \"屬性\",\n                text = {\n                  \"{X:metal,C:white}鋼{}\",\n                }\n            },\n            Fairy = {\n                name = \"屬性\",\n                text = {\n                  \"{X:fairy,C:white}妖精{}\",\n                }\n            },\n            Dragon = {\n                name = \"屬性\",\n                text = {\n                  \"{X:dragon,C:white}龍{}\",\n                }\n            },\n            Earth = {\n                name = \"屬性\",\n                text = {\n                  \"{X:earth,C:white}地面{}\",\n                }\n            },\n            --Have you Heard? Bird is the wordddd\n            Bird = {\n                name = \"屬性\",\n                text = {\n                  \"{X:bird,C:white}鳥{}\",\n                }\n            },\n            --infoqueue used for things like kabuto and omanyte\n            ancient = {\n                name = \"原始之力\",\n                text = {\n                    \"這張牌的效果\",\n                    \"會以打出的{C:attention}#1#{}的數量來決定\",\n                    \"{C:inactive}（效果會{C:attention}累計地觸發{}{C:inactive}）\"\n                }\n            },\n            energize = {\n                name = \"能量\",\n                text = {\n                  \"永久增加小丑牌的\",\n                  \"{C:mult}倍數{}、{C:chips}籌碼{}、{C:money}金錢{}及{X:mult,C:white}X{}倍數數值\",\n                }\n            },\n            eitem = {\n                name = \"進化牌\",\n                text = {\n                    \"對最左邊及{C:attention}適合的{}\",\n                    \"小丑牌進行進化\"\n                }\n            },\n            --Infoqueue used by some Consumables\n            hitem = {\n                name = \"物品牌\",\n                text = {\n                    \"適用於{C:attention}#1#{}\"\n                }\n            },\n            typechanger = {\n                name = \"屬性轉換牌\",\n                text = {\n                    \"對最左邊或選擇的小丑牌\",\n                    \"附上{V:1}#1#{}貼紙\",\n                }\n            },\n            typechangerother = {\n                name = \"Type Changer\",\n                text = {\n                    \"附上{V:1}#1#{}貼紙\",\n                }\n            },\n            typechangerpoke = {\n                name = \"屬性轉換小丑牌\",\n                text = {\n                    \"在生成後，對自身附上{V:1}#1#{}貼紙\",\n                }\n            },\n            basic = {\n                name = \"基礎\",\n                text = {\n                    \"未曾{C:attention}進化{}的\",\n                    \"寶可夢小丑牌\",\n                    \"{C:inactive,s:0.8}（{C:attention,s:0.8}嬰兒{C:inactive,s:0.8}及{C:purple,s:0.8}傳奇{C:inactive,s:0.8}寶可夢除外）\"\n                }\n            },\n            stage1 = {\n                name = \"一次進化\",\n                text = {\n                    \"已{C:attention}進化{}一次的\",\n                    \"寶可夢小丑牌\"\n                }\n            },\n            stage2 = {\n                name = \"二次進化\",\n                text = {\n                    \"已{C:attention}進化{}兩次的\",\n                    \"寶可夢小丑牌\"\n                }\n            },\n            energy = {\n                name = \"能量\",\n                text = {\n                    \"{C:attention}#1#{}/#2#\",\n                }\n            },\n            money_chance = {\n                name = \"給予金錢的機率\",\n                text = {\n                    \"有{C:attention}#1#%{}的機率\",\n                    \"獲得額外{C:money}$1{}\"\n                }\n            },\n            mult_progress = {\n                name = \"獲得的倍數進度\",\n                text = {\n                    \"對獲得的{C:mult}倍數{}\",\n                    \"的{C:attention}#1#%{}進度增加{C:mult}+1{}\",\n                }\n            },\n            chip_progress = {\n                name = \"獲得的籌碼進度\",\n                text = {\n                    \"對獲得的{C:chip}籌碼{}\",\n                    \"的{C:attention}#1#%{}進度增加{C:chip}+1{}\",\n                }\n            },\n            money_progress = {\n                name = \"獲得的金錢進度\",\n                text = {\n                    \"對獲得的{C:money}金錢{}\",\n                    \"的{C:attention}#1#%{}進度增加{C:money}1${}\",\n                }\n            },\n            availability = {\n                name = \"現身條件\",\n                text = {\n                    \"如果你有{C:attention}有限期的小丑牌{}\",\n                    \"這張牌就不會出現\",\n                }\n            },\n            baby = {\n                name = \"嬰兒\",\n                text = {\n                    \"出牌時，如果有{C:attention}非嬰兒{}\",\n                    \"小丑牌在這張牌的右邊\",\n                    \"這張牌會被{C:attention}減益{}\"\n                }\n            },\n            nature = {\n                name = \"偏好\",\n                text = {\n                    \"這張小丑牌所需要觸發的{C:attention}#1#{}或一列的{C:attention}#1#{}\",\n                    \"會在這張牌生成後隨機決定\",\n                }\n            },\n            merge = {\n                name = \"合併\",\n                text = {\n                  \"移除一張卡牌\",\n                  \"並加入到這張小丑牌\",\n                  \"按下右滑鼠鍵\",\n                  \"來檢視已合併的卡牌\",\n                  \"{C:inactive}（合併的小丑牌不能被複製）{}\"\n                }\n            },\n            rewards_ruins_of_alph = {\n                name = \"圖騰獎勵\",\n                text = {\n                  \"{C:attention}#1#{} - {C:attention}野生{}小丑牌\",\n                  \"{C:attention}#2#{} - {C:attention}複製{}一張隨機小丑牌\",\n                  \"{C:attention}#3#{} - {C:attention}腦力激盪{}\",\n                  \"{C:attention}#4#{} - {C:attention}大群圖騰及靈魂\",\n                  \"{C:inactive}（獲得的獎勵不會重疊）{}\"\n                }\n            },\n            scry_cards = {\n                name = \"預視\",\n                text = {\n                    \"可以看見你的牌組中\",\n                    \"頂部的卡牌\"\n                }\n            },\n            mega_rule = {\n                name = \"限制\",\n                text = {\n                    \"每張持有的{C:attention}超級石{}\",\n                    \"只能對一張小丑牌進行{C:attention}超級進化{}\",\n                }\n            },\n            mega_poke = {\n                name = \"超級進化\",\n                text = {\n                    \"這張小丑牌可以使用{C:attention}超級石{}\",\n                    \"來進行{C:attention}超級進化{}\",\n                }\n            },\n            mega_used_on = {\n                name = \"使用在\",\n                text = {\n                    \"{C:attention}#1#{}\",\n                }\n            }, \n            split_mega = {\n                name = \"多種超級進化\",\n                text = {\n                  \"{C:attention}超級進化{}的形態是基於小丑牌的位置\",\n                  \"最左邊 - {C:attention}#1#{}\",\n                  \"最右邊 - {C:attention}#2#{}\"\n                }\n            },\n            playing_card_to_evolve = {\n                name = \"非自然進化\",\n                text = {\n                    \"必需使用{C:attention}進化牌{}才能進化\",\n                }\n            },\n            deli_gift = {\n                name = \"可獲得的禮物\",\n                text = {\n                    \"{C:green}35%{} - {C:money}$8{}\",\n                    \"{C:green}30%{} - {C:item}物品{}{C:attention}牌\",\n                    \"{C:green}20%{} - {C:attention}兌換券標籤\",\n                    \"{C:green}15%{} - {C:dark_edition}彩色{}{C:attention}禮物卡\",\n                }\n            },\n            dril_treasure = {\n                name = \"可獲得的寶藏\",\n                text = {\n                    \"{C:green}30%{} - {C:attention}進化{C:item}石\",\n                    \"{C:green}30%{} - {C:money}$5{}               \",\n                    \"{C:green}20%{} - {C:attention}兩張進化{C:item}石\",\n                    \"{C:green}15%{} - {C:money}$10{}              \",\n                    \"{C:green}5%{} - {C:money}$20{}             \",\n                }\n            },\n            exdril_treasure = {\n                name = \"可獲得的寶藏\",\n                text = {\n                    \"{C:green}30%{} - {C:attention}進化{C:item}石\",\n                    \"{C:green}30%{} - {C:money}$5{}               \",\n                    \"{C:green}20%{} - {C:attention}兩張進化{C:item}石\",\n                    \"{C:green}15%{} - {C:money}$10{}              \",\n                    \"{C:green}4%{} - {C:money}$20{}             \",\n                    \"{C:green}1%{} - {C:attention}超級石\",\n                }\n            },\n            pickup = {\n              name = \"撿拾的物品\",\n              text = {\n                \"{C:green}34%{} - {C:item}物品牌{}\",\n                \"{C:green}25%{} - {C:item}進化牌\",\n                \"{C:green}20%{} - {C:item}吃剩的東西\",\n                \"{C:green}20%{} - {C:item}彎曲的湯匙\",\n                \"{C:green}1%{} - {C:dark_edition}蛻變\",\n              }\n            },\n            poke_artist = {\n              name = \"畫家\",\n              text = {\n                \"{V:1}#1#\"\n              }\n            },\n            pokeballs_group = {\n              name = \"精靈球\",\n              text = {\n                \"產生一個\",\n                \"特定的隨機小丑牌\",\n              }\n            },\n            holding = {\n                name = \"攜帶物品\",\n                text = {\n                  \"這張牌附帶\",\n                  \"一張{C:attention}#1#{}牌\",\n                  \"{C:inactive}（必須有空位）{}\"\n                }\n            },\n            holding_an = {\n                name = \"攜帶物品\",\n                text = {\n                  \"這張牌附帶\",\n                  \"一張{C:attention}#1#{}牌\",\n                  \"{C:inactive}（必須有空位）{}\"\n                }\n            },\n            eeveelution = {\n                name = \"伊布家族\",\n                text = {\n                    \"{C:attention}水之石{} - {X:water,C:white}水伊布{}\",\n                    \"{C:attention}雷之石{} - {X:lightning,C:black}雷伊布{}\",\n                    \"{C:attention}火之石{} - {X:fire,C:white}火伊布{}\",\n                    \"{C:attention}日之石{} - {X:psychic,C:white}太陽伊布{}\",\n                    \"{C:attention}月之石{} - {X:dark,C:white}月亮伊布{}\",\n                    \"{C:attention}葉之石{} - {X:grass,C:white}葉伊布{}\",\n                    \"{C:attention}冰之石{} - {X:water,C:white}冰伊布{}\",\n                    \"{C:attention}光之石{} - {X:fairy,C:white}仙子伊布{}\"\n                }\n            },\n            poke_egg_tip = {\n                name = \"神奇蛋\",\n                text = {\n                  \"看下去很孤獨及冰冷的\"\n                }\n              },\n            poke_top_cards = {\n                name = \"頂部的卡牌\",\n                text = {\n                  \"{C:attention}#1#{}\",\n                  \"{C:attention}#2#{}\",\n                }\n            },\n            poke_drain = {\n                name = \"吸取\",\n                text = {\n                  \"如果有小丑牌的出售價高於{C:money}$1{}\",\n                  \"對那張小丑牌的出售價轉移至這張牌上\",\n                }\n            },\n            poke_drain_item = {\n                name = \"吸取\",\n                text = {\n                  \"如果有小丑牌的出售價高於{C:money}$1{}\",\n                  \"移除那張小丑牌的出售價\",\n                }\n            },\n            poke_volatile_left = {\n                name = \"左邊揮發\",\n                text = {\n                  \"這張小丑牌的效果\",\n                  \"只會在這張牌在{C:attention}最左邊{}時觸發\",\n                  \"{C:inactive}（無視其他{C:attention}揮發性的{C:inactive}寶可夢）\"\n                }\n            },\n              poke_volatile_right = {\n                name = \"右邊揮發\",\n                text = {\n                  \"這張小丑牌的效果\",\n                  \"只會在這張牌在{C:attention}最右邊{}時觸發\",\n                  \"{C:inactive}（無視其他{C:attention}揮發性的{C:inactive}寶可夢）\"\n                }\n            },\n            sketch = {\n                name = \"寫生\",\n                text = {\n                  \"複製小丑牌的能力\",\n                  \"直到那張牌被賣出，摧毀或複製其他能力\",\n                  \"被複製的能力會在提示框\",\n                  \"及寶可夢圖鑑中顯示\"\n                }\n            },\n            unlimited_energy_tooltip = {\n              name = \"無限能源\",\n              text = {\n                \"小丑牌不再有\",\n                \"可用{C:pink}能源{}上限\"\n              }\n            },\n            precise_energy_tooltip = {\n                name = \"精準的能量刻度\",\n                text = {\n                    \"{s:0.8}使用{C:attention,s:0.8}小數{}{s:0.8}來顯示所有的{C:pink,s:0.8}能量{}{s:0.8}加成的數值\",\n                    \"{C:attention,s:0.8}禁用{}{s:0.8}這個選項會對加成造成以下影響\",\n                    \"{C:attenion}1. {X:mult,C:white,s:0.8}乘成{}{s:0.8}倍數 - 使用小數\",\n                    \"{C:attenion}2. {s:0.8}加成{C:mult,s:0.8}倍數{}{s:0.8}及{C:chips,s:0.8}籌碼{}{s:0.8} - 上取整至整數\",\n                    \"{C:attenion}3. {s:0.8}{C:mult,s:0.8}獲得的倍數{}{s:0.8}及{C:chips,s:0.8}獲得的籌碼{}{s:0.8} - 小數單位會以\", \n                    \"{s:0.8}百分比顯示，用於套用加成到基本{C:mult,s:0.8}倍數{}{s:0.8}及{C:chips,s:0.8}籌碼{}\",\n                    \"{C:attenion}4. {C:money,s:0.8}金錢{}{s:0.8} - 小數單位會以百分比顯示\",\n                    \"{s:0.8}用於有機率獲得額外{C:money,s:0.8}金錢{}{s:0.8}的效果{}\",\n                    \"{C:inactive,s:0.8}（非寶可夢小丑牌總是使用精準刻度）{}\"\n                }   \n            },\n            discovery_tooltip = {\n                name = \"隱藏未發現的內容\",\n                text = {\n                    \"這個模組的內容\",\n                    \"全都預設為未發現的\",\n                    \"關閉這個選項會顯示所有模組的內容\",\n                    \"{C:red}關閉這個選項後，這個操作不會撤銷{}\"\n                }\n            }, \n             pokemononly_tooltip = {\n              name = \"只使用寶可夢\",\n              text = {\n                \"只會有{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            gen1_tooltip = {\n              name = \"允許第一世代\",\n              text = {\n                \"第一世代的{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            gen2_tooltip = {\n              name = \"允許第二世代\",\n              text = {\n                \"第一世代的{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            gen3_tooltip = {\n              name = \"允許第三世代\",\n              text = {\n                \"第一世代的{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            gen4_tooltip = {\n              name = \"允許第四世代\",\n              text = {\n                \"第一世代的{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            gen5_tooltip = {\n              name = \"允許第五世代\",\n              text = {\n                \"第一世代的{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            gen6_tooltip = {\n              name = \"允許第六世代\",\n              text = {\n                \"第一世代的{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            gen7_tooltip = {\n              name = \"允許第七世代\",\n              text = {\n                \"第一世代的{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            gen8_tooltip = {\n              name = \"允許第八世代\",\n              text = {\n                \"第一世代的{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            gen9_tooltip = {\n              name = \"允許第九世代\",\n              text = {\n                \"第一世代的{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            hazards_on_tooltip = {\n              name = \"允許陷阱\",\n              text = {\n                \"與{C:purple}陷阱{}牌關聯的\",\n                \"{C:attention}寶可夢{}小丑牌會出現\",\n              }\n            },\n            shinyplayingcard_tooltip = {\n              name = \"撲克牌可有發光版本\",\n              text = {\n                \"允許{C:attention}撲克牌{}帶有{C:dark_edition}發光{}版本\",\n              }\n            },\n            legacycontent_tooltip = {\n              name = \"已移除的內容\",\n              text = {\n                \"啟用已移除的內容\",\n              }\n            },\n            jokecontent_tooltip = {\n              name = \"愚人節內容\",\n              text = {\n                \"啟用開玩笑的內容\",\n              }\n            },\n            splashcard_tooltip = {\n              name = \"片頭中的寶可夢牌\",\n              text = {\n                \"片頭中顯示的卡牌\",\n                \"會以隨機的寶可夢牌取代\",\n              }\n            },\n            altart_tooltip = {\n              name = \"另個版本的畫作\",\n              text = {\n                \"對某些寶可夢小丑牌\",\n                \"使用另一個版本的材質\",\n              }\n            },\n            animation_tooltip = {\n              name = \"啟用動畫\",\n              text = {\n                \"對某些寶可夢小丑牌\",\n                \"啟用動畫材質\",\n              }\n            },\n            allowpokeballs_tooltip = {\n              name = \"允許精靈球\",\n              text = {\n                \"允許精靈球{C:item}物品牌{}出現\",\n              }\n            },\n            pokemaster_tooltip = {\n              name = \"大師級模式\",\n              text = {\n                \"只使用寶可夢小丑牌\",\n                \"並啟用額外的賭注\"\n              }\n            },\n            designed_by = {\n                name = \"設計者\",\n                text = {\n                    \"{C:dark_edition}#1#{}\"\n                }\n            },\n            endless = {\n                name = \"可重用\",\n                text = {\n                    \"使用後不會消耗\",\n                    \"{C:inactive,s:0.8}（不會被{C:attention,s:0.8}彎曲的湯匙{C:inactive,s:0.8}產生）\"\n                }\n            },\n            sylveon_tag_pool = {\n                name = \"可能獲得的標籤\",\n                text = {\n                    \"{C:attention}#1#\",\n                    \"{C:tarot}#2#\",\n                    \"{C:attention}#3#\",\n                }\n            },\n            omastar_tag_pool = {\n              name = \"可能獲得的標籤\",\n              text = {\n                \"{C:money}#1#\",\n                \"{C:money}#2#\",\n                \"{C:money}#3#\",\n                \"{C:money}#4#\",\n                \"{C:money}#5#\",\n              }\n            },\n            safaridesc = {\n                name = \"野生\",\n                text = {\n                    \"只可以透過\",\n                    \"{C:attention}進化{}或特定{C:attention}的物品{}\",\n                    \"來獲得此牌\"\n                } \n            },\n\n            --this key is extremely cursed xd\n            poke_pink_seal_seal = {\n                name = \"粉紅封蠟章\",\n                text = {\n                    \"如果此牌在{C:attention}第一次出牌{}時得分\",\n                    \"產生一張{C:pink}能量{}牌\",\n                },\n            },\n\n            poke_silver_seal = {\n                name = \"銀色封蠟章\",\n                text = {\n                  \"如果這張牌在出牌時{C:attention}在手牌中\",\n                  \"產生一張{C:item}物品{}牌\",\n                  \"並{C:attention}棄掉{}這張牌\"\n                }\n            },\n\n            --[[\n            grass_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:grass,C:white}草{}\"\n                } \n            },\n            fire_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:fire,C:white}火{}\"\n                } \n            },\n            water_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:water,C:white}水{}\"\n                } \n            },\n            lightning_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:lightning,C:white}電{}\"\n                } \n            },\n            psychic_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:psychic,C:white}超能力{}\"\n                } \n            },\n            fighting_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:fighting,C:white}格鬥{}\"\n                } \n            },\n            colorless_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:colorless,C:white}一般{}\"\n                } \n            },\n            dark_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:dark,C:white}惡{}\"\n                } \n            },\n            metal_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:metal,C:white}鋼{}\"\n                } \n            },\n            fairy_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:fairy,C:white}妖精{}\"\n                } \n            },\n            dragon_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:dragon,C:white}龍{}\"\n                } \n            },\n            earth_sticker = {\n                name = \"屬性\",\n                text = {\n                    \"{X:earth,C:white}地面{}\"\n                } \n            },\n            --]]\n            --Since these are normally discovered by default these will probably not matter\n            --But they COULD matter? Right? Right??????\n            undiscovered_energy = {\n                name = \"未發現\",\n                text = {\n                    \"在無種子遊戲中\",\n                    \"購買或使用此牌\",\n                    \"來了解功用\"\n                }\n            },\n            undiscovered_item = {\n                name = \"未發現\",\n                text = {\n                    \"在無種子遊戲中\",\n                    \"購買或使用此牌\",\n                    \"來了解功用\"\n                }\n            },\n            p_poke_pokepack_normal_1 = {\n                name = \"寶可夢禮包\",\n                text = {\n                    \"從{C:attention}#2#{}張{C:pink}能量{}或{C:item}物品{}牌中\",\n                    \"選擇{C:attention}#1#{}張\"\n                },\n            },\n            p_poke_pokepack_normal_2 = {\n                name = \"寶可夢禮包\",\n                text = {\n                    \"從{C:attention}#2#{}張{C:pink}能量{}或{C:item}物品{}牌中\",\n                    \"選擇{C:attention}#1#{}張\"\n                },\n            },\n            p_poke_pokepack_jumbo_1 = {\n                name = \"特大寶可夢禮包\",\n                text = {\n                    \"從{C:attention}#2#{}張{C:pink}能量{}或{C:item}物品{}牌中\",\n                    \"選擇{C:attention}#1#{}張\"\n                },\n            },\n            p_poke_pokepack_mega_1 = {\n                name = \"超級寶可夢禮包\",\n                text = {\n                    \"從{C:attention}#2#{}張{C:pink}能量{}或{C:item}物品{}牌中\",\n                    \"選擇{C:attention}#1#{}張\"\n                },\n            },\n            p_poke_pokepack_normal_3 = {\n                name = \"寶可夢禮包\",\n                text = {\n                    \"從{C:attention}#2#{}張{C:pink}能量{}或{C:item}物品{}牌中\",\n                    \"選擇{C:attention}#1#{}張\"\n                },\n            },\n            p_poke_pokepack_normal_4 = {\n                name = \"寶可夢禮包\",\n                text = {\n                    \"從{C:attention}#2#{}張{C:pink}能量{}或{C:item}物品{}牌中\",\n                    \"選擇{C:attention}#1#{}張\"\n                },\n            },\n            p_poke_pokepack_jumbo_2 = {\n                name = \"特大寶可夢禮包\",\n                text = {\n                    \"從{C:attention}#2#{}張{C:pink}能量{}或{C:item}物品{}牌中\",\n                    \"選擇{C:attention}#1#{}張\"\n                },\n            },\n            p_poke_pokepack_mega_2 = {\n                name = \"超級寶可夢禮包\",\n                text = {\n                    \"從{C:attention}#2#{}張{C:pink}能量{}或{C:item}物品{}牌中\",\n                    \"選擇{C:attention}#1#{}張\"\n                },\n            },\n            p_poke_pokepack_wish_pack = {\n                name = \"願望包\",\n                text = {\n                    \"{C:dark_edition}許個願望！{}\",\n                },\n            },\n            p_poke_pokepack_starter_pack = {\n                name = \"搭檔擴充包\",\n                text = {\n                    \"從{C:attention}#2#{}張卡牌中\",\n                    \"選擇{C:attention}#1#個搭檔寶可夢\"\n                },\n            },\n            poke_hazards = {\n                name = \"陷阱\",\n                text = {\n                    \"選擇{C:attention}盲注{}後\",\n                    \"對牌組的其中{C:attention}#1#{}張非加強牌\",\n                    \"變成{C:attention}陷阱牌{}\",\n                },\n            },\n        },\n    },\n    misc = {\n        achievement_names = {\n   \n        },\n        achievement_descriptions = {\n       \n        },\n        challenge_names = {\n            c_poke_poke_master = \"寶可夢大師\",\n            c_poke_nuzlocke = \"Nuzlocke\",\n            c_poke_goodasgold = \"黃金之軀\",\n            c_poke_parenthood = \"為人父母\",\n            c_poke_littlecup = \"新芽盃\",\n            c_poke_hammertime = \"錘子時間\",\n            c_poke_lonesome = \"孤行俠\",\n            c_poke_randomizer = \"千變萬化\",\n            c_poke_delibird_delimma = \"信使鳥的一日\",\n        },\n        dictionary = {\n            k_energy = \"能量\",\n            k_item = \"物品\",\n            k_poke_pocket_pack = \"寶可夢禮包\",\n            k_poke_wish_pack = \"願望包\",\n            k_poke_starter_pack = \"搭檔包\",\n            k_poke_gives = \"給予\",\n            k_poke_ignores = \"無視\",\n            k_poke_limit = \"上限\",\n            k_poke_pp = \"ＰＰ提升\",\n\n            k_poke_baby = \"嬰兒\",\n            k_poke_safari = \"野生\",\n            k_poke_mega = \"超級\",\n\n            b_save = \"儲存\",\n            b_energy_cards = \"能量牌\",\n            b_item_cards = \"物品牌\",\n            \n            --Mod Menu stuff\n            poke_settings_header_required = \"需要重啟：\",\n            poke_settings_header_norequired = \"無需重啟：\",\n            poke_settings_pokemon_only = \"只使用寶可夢？\",\n            poke_settings_unlimited_energy = \"能量無上限？\",\n            poke_settings_shiny_playing_cards = \"普通卡牌可有發光版本？\",\n            poke_settings_jokers_only = \"只用非寶可夢小丑牌？\",\n            poke_settings_no_evolutions = \"禁止進化？\",\n            poke_settings_pokeballs = \"允許精靈球？\",\n            poke_settings_pokedex_number = \"顯示圖鑑號碼？\",\n            poke_settings_pokemon_splash = \"片頭中顯示隨機的寶可夢牌？\",\n            poke_settings_pokemon_gen_one = \"允許第一世代的寶可夢？\",\n            poke_settings_pokemon_gen_two = \"允許第二世代的寶可夢？\",\n            poke_settings_pokemon_gen_three = \"允許第三世代的寶可夢？\",\n            poke_settings_pokemon_gen_four = \"允許第四世代的寶可夢？\",\n            poke_settings_pokemon_gen_five = \"允許第五世代的寶可夢？\",\n            poke_settings_pokemon_gen_six = \"允許第六世代的寶可夢？\",\n            poke_settings_pokemon_gen_seven = \"允許第七世代的寶可夢？\",\n            poke_settings_pokemon_gen_eight = \"允許第八世代的寶可夢？\",\n            poke_settings_pokemon_gen_nine = \"允許第九世代的寶可夢？\",\n            poke_settings_pokemon_hazards_on = \"允許陷阱小丑牌？\",\n            poke_settings_pokemon_precise_energy = \"使用精準的能量刻度？\",\n            poke_settings_pokemon_discovery = \"顯示所有項目？\",\n            poke_settings_pokemon_altart = \"使用其他版本的圖像？\",\n            poke_settings_pokemon_aprilfools = \"愚人節內容？\",\n            poke_settings_pokemon_legacy = \"已移除的項目？\",\n            poke_settings_enable_animations = \"啟用動畫？\",\n            poke_settings_pokemon_master = \"大師模式？\",\n            poke_settings_pokemon_spritesheet = \"預設材質\",\n            poke_settings_pokemon_spritesheet_classic = \"經典\",\n            poke_settings_pokemon_spritesheet_seriesa = \"系列 A\",\n            poke_settings_pokemon_spritesheet_seriesb = \"系列 B\",\n            poke_credits_actualcredits = \"製作員名單\",\n            poke_credits_thanks = \"鳴謝於\",\n            poke_credits_lead = \"主導開發：\",\n            poke_credits_graphics = \"圖形設計：\",\n            poke_credits_quality_assurance_main = \"品質保證：\",\n            poke_credits_developer = \"開發者：\",\n            poke_credits_designer = \"設計輔助：\",\n            poke_credits_community_manager = \"社群經理：\",\n            poke_credits_promotion_producer = \"推廣員：\",\n            poke_credits_localization = \"翻譯員：\",\n            poke_credits_sound = \"音效設計：\",\n\n            poke_plus_pokeitem = \"+1 物品\",\n            poke_plus_energy = \"+1 能量\",\n            poke_destroyed_ex = \"摧毀！\",\n            poke_evolve_success = \"進化！\",\n            poke_evolve_level = \"升級！\",\n            poke_tera = \"變更\",\n            poke_tera_ex = \"變更！\",\n            poke_metal_ex = \"鋼化！\",\n            poke_dragon_ex = \"龍化！\",\n            poke_energized_ex = \"能量上升！\",\n            poke_round_plus_ex = \"Round Passed!\",\n            poke_unlimited_energy = \"無限\",\n            poke_reroll_plural = \"刷新\",\n            poke_reroll_singular = \"刷新\",\n            poke_suit = \"花色\",\n            poke_saved_by = \"救出者：\",\n\n            --Some infoqueue/variable stuff\n            farfetchd_infoqueue = \"大蔥鴨\",\n            cubone_marowak_infoqueue = \"卡拉卡拉及嘎啦嘎啦\",\n            snorlax_infoqueue = \"卡比獸\",\n            pokeball_variable = \"精靈球\",\n            goodrod_variable = \"好釣竿\",\n            pinkseal_variable = \"粉紅封蠟章\",\n            twisted_spoon_variable = \"彎曲的湯匙\",\n            double_rainbow_energy_variable = \"雙虹能量\",\n            megastone_variable = \"超級石\",\n\n            --From Gastly Line\n            poke_lick_ex = \"舔舔！\",\n            poke_lick = \"舔舔\",\n            --From Kingler\n            poke_surf_ex = \"衝浪！\",\n            --From Voltorb Line\n            poke_explosion_ex = \"自爆！\",\n            --From Exeggutor\n            poke_solar_ex = \"日光束！\",\n            poke_solar = \"日光束\",\n            --From Pinsir\n            poke_pinsir_pin = \"釘選！\",\n            poke_pinsir_remove_pin = \"解釘！\",\n            --From Tangela line\n            poke_tangela_bonus = \"全中！\",\n            --Golbat And Crobat thingy\n            poke_screech_ex = \"尖叫！\",\n            --Hoppip Line\n            poke_hop_ex = \"Hop!\",\n            poke_skip_ex = \"Skip!\",\n            poke_jump_ex = \"Jump!\",\n            --From Bellossom\n            poke_petal_dance_ex = \"花瓣舞！\",\n            poke_petal_dance = \"花瓣舞\",\n            --From Scizor\n            poke_x_scissor_ex = \"十字剪！\",\n            poke_x_scissor = \"十字剪\",\n            --From Kingdra\n            poke_twister_ex = \"龍捲風！\",\n            --From Mime Jr.\n            poke_mime_ex = \"模仿！\",\n            --From Magmortar\n            poke_fire_blast_ex = \"大字爆炎！\",\n            --From Vikavolt\n            --If it's not 100% accurate...\n            poke_thunder_ex = \"打雷！\",\n            poke_gift_ex = \"禮物！\",\n            poke_faint_ex = \"瀕死！\",\n            poke_nido_ex = \"尼多！\",\n            poke_disguise_intact = \"畫皮被觸發！防止了死亡！\",\n            poke_disguise_broken = \"畫皮已脫落！死亡沒有防止！\",\n            poke_dig_ex = \"地鼠！\",\n            poke_blazekick_ex = \"火焰踢！\",\n            poke_darts_ex = \"Darts!\",\n            poke_none = \"None\",\n            poke_dawn_info1 = \"（會設定至下一個打出的牌型）\",\n            poke_dawn_info2 = \"（牌型設定了！）\",\n            poke_make_it_rain = \"淘金潮！\",\n            poke_val_down = \"價值下降！\",\n            poke_powder_ex = \"細雪！\",\n            poke_future_sight = \"識破！\",\n            poke_smell_ya = \"再見了！\",\n            poke_wowthree = \"三節！\",\n            poke_illusion = \"...?\",\n            poke_crack_ex = \"孵化！\",\n            poke_shake_ex = \"Shake!\",\n            poke_reload_ex = \"Reload!\",\n            poke_shadow_tag_ex = \"踩影！\",\n            poke_flees_ex = \"走掉了\",\n            poke_hidden_power_ex = \"覺醒力量！\",\n            poke_nasty_plot_ex = \"詭計！\",\n            poke_iron_tail_ex = \"鐵尾！\",\n            poke_autotomize_ex = \"輕量化！\",\n            poke_highjumpkick_ex = \"飛膝踢！\",\n            poke_water_gun_ex = \"水槍！\",\n            poke_sky_attack_ex = \"神鳥猛擊！\",\n            poke_bug_buzz_ex = \"蟲鳴！\",\n\n            poke_grass_badge = \"草\",\n            poke_fire_badge = \"火\",\n            poke_water_badge = \"水\",\n            poke_lightning_badge = \"電\",\n            poke_psychic_badge = \"超能力\",\n            poke_fighting_badge = \"格鬥\",\n            poke_colorless_badge = \"一般\",\n            poke_dark_badge = \"惡\",\n            poke_metal_badge = \"鋼\",\n            poke_fairy_badge = \"妖精\",\n            poke_dragon_badge = \"龍\",\n            poke_earth_badge = \"地面\",\n            poke_bird_badge = \"鳥\",\n        },\n        --These are the Labels\n        --You know how things like seals and editions have those badges at the bottom? That's what this is for!\n        labels = {\n            poke_pink_seal_seal = \"粉紅封蠟章\",\n            poke_silver_seal = \"銀色封蠟章\",\n\n            poke_shiny = \"發光\",\n\n            grass_sticker = \"屬性貼紙\",\n            fire_sticker = \"屬性貼紙\",\n            water_sticker = \"屬性貼紙\",\n            lightning_sticker = \"屬性貼紙\",\n            psychic_sticker = \"屬性貼紙\",\n            fighting_sticker = \"屬性貼紙\",\n            colorless_sticker = \"屬性貼紙\",\n            dark_sticker = \"屬性貼紙\",\n            metal_sticker = \"屬性貼紙\",\n            fairy_sticker = \"屬性貼紙\",\n            dragon_sticker = \"屬性貼紙\",\n            earth_sticker = \"屬性貼紙\",\n\n            k_poke_safari = \"野生\",\n            k_poke_mega = \"超級\",\n        },\n        quips = {\n          poke_lose_quip1 = {\"Maybe Pokémon contests\", \"are more your speed...\",},\n          poke_lose_quip2 = {\"You looked like a\", \"Magikarp out of water!\",},\n          poke_lose_quip3 = {\"Did you forget\", \"to study your\", \"type matchups?\",},\n          poke_lose_quip4 = {\"Oh no, we're\", \"blasting off again!\",},\n          poke_lose_quip5 = {\"Looks like that\", \"blind was super effective!\",},\n          poke_lose_quip6 = {\"That run turned to ash...\",},\n          poke_lose_quip7 = {\"It's more important\", \"to master the cards\", \"you're holding than\", \"to complain about the\", \"ones you weren't dealt!\",},\n          poke_lose_quip8 = {\"Better hurry to\", \"a Pokémon center!\",},\n          poke_lose_quip9 = {\"Need a Revive?\",},\n          poke_lose_quip10 = {\"I get half of\",\"your Poké Dollars!\",},\n          poke_win_quip1 = {\"A real Pokermon Master!\",},\n          poke_win_quip2 = {\"Truly skilled trainers\", \"win with their\", \"favorites!\",},\n          poke_win_quip3 = {\"What's next, trainer?\",},\n          poke_win_quip4 = {\"I wouldn't want\", \"to face you\", \"in the arena!\",},\n          poke_win_quip5 = {\"With your luck,\", \"our next stop\", \"should be the\", \"game corner!\",},\n          poke_win_quip6 = {\"Your skills have evolved!\",},\n          poke_win_quip7 = {\"Welcome to the\", \"Hall of Fame!\",},\n          poke_win_quip8 = {\"What a champion\", \"time we had!\",},\n          poke_win_quip9 = {\"A truly Legendary performance!\",},\n          poke_win_quip10 = {\"That run was Mythical!\",},\n        },\n        tutorial = {\n                poke_intro_1 = {\n                    \"你好！我是{C:attention}金寶博士{}！\",\n                    \"歡迎來到{C:attention}撲克夢的世界{}！\",\n                },\n          },\n        v_dictionary = {\n            poke_discards = \"棄牌次數+#1#\",\n        },\n        v_text = {\n           ch_c_poke_add_joker_slots = {\"打敗Boss盲注後，小丑牌欄位{C:attention}+1{}{C:inactive}（最多5個）\"},\n           ch_c_poke_nuzlocke = {\"每個底注中第一個商店必定有{C:attention}丑角禮包\"},\n           ch_c_apply_randomizer = {\"寶可夢小丑牌會進化成隨機的寶可夢小丑牌\"},\n        },\n    }\n}\n"
  },
  {
    "path": "lovely/UI.toml",
    "content": "[manifest]\nversion = \"1.0.0\"\ndump_lua = true\npriority = 0\n\n\n# Localization color\n[[patches]]\n[patches.pattern]\ntarget = \"functions/misc_functions.lua\"\npattern = \"legendary = G.C.RARITY[4],\"\nposition = \"after\"\npayload = \"poke_safari = G.C.RARITY['poke_safari'], poke_mega = G.C.RARITY['poke_mega'],\"\nmatch_indent = true\n# Localization color\n[[patches]]\n[patches.pattern]\ntarget = \"functions/misc_functions.lua\"\npattern = \"legendary = G.C.RARITY[4],\"\nposition = \"after\"\npayload = \"poke_safari = G.C.RARITY['poke_safari'], poke_mega = G.C.RARITY['poke_mega'],\"\nmatch_indent = true\n\n\n\n# Description functionality, a little hacky but it works\n[[patches]]\n[patches.pattern]\ntarget = \"functions/common_events.lua\"\npattern = '''\nif main_end then \n    desc_nodes[#desc_nodes+1] = main_end \nend\n'''\nposition = \"after\"\npayload = '''\nif (_c.set == 'Item' or _c.set == 'Energy') and _c.poke_add_desc then\n  localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = loc_vars}\nend\n'''\nmatch_indent = true\n\n# Card Effect Divider\n[[patches]]\n[patches.pattern]\ntarget = '=[SMODS _ \"src/utils.lua\"]'\npattern = \"elseif part.control.X or part.control.B then\"\nposition = \"before\"\npayload = '''\nelseif part.control.br then\n  local height = 0.05\n  local gaps = 0.2\n  local mid = 0.15\n  local sides = (tonumber(part.control.br) - gaps*2 - mid) / 2\n  -- spacing\n  args.nodes[#args.nodes+1] = {{n=G.UIT.R, config={align = \"cm\", minh = height}, nodes={}}}\n  if sides < gaps then\n    args.nodes[#args.nodes+1] = {{n=G.UIT.C, config={align = \"cm\", colour = G.C.UI.TRANSPARENT_DARK, minw = tonumber(part.control.br), minh = height}}}\n  else\n    local temp_nodes = {{n=G.UIT.C, config={align = \"cm\", colour = G.C.UI.TRANSPARENT_DARK, minw = sides, minh = height}, nodes={}},\n                        {n=G.UIT.C, config={align = \"cm\", minw = gaps}, nodes={}},\n                        {n=G.UIT.C, config={align = \"cm\", colour = G.C.UI.TEXT_INACTIVE, minw = mid, minh = height}, nodes={}},\n                        {n=G.UIT.C, config={align = \"cm\", minw = gaps}, nodes={}},\n                        {n=G.UIT.C, config={align = \"cm\", colour = G.C.UI.TRANSPARENT_DARK, minw = sides, minh = height}, nodes={}}}\n    args.nodes[#args.nodes+1] = {{n=G.UIT.R, config={align = \"cm\", minw = tonumber(part.control.br)}, nodes=temp_nodes}}\n  end\n'''\nmatch_indent = true\n\n# Make room for more than 3 banned Boss Blinds in Challenges\n[[patches]]\n[patches.pattern]\ntarget = 'functions/UI_definitions.lua'\npattern = \"local temp_blind =  SMODS.create_sprite(0,0,1,1, G.ANIMATION_ATLAS[v.atlas or ''] or  'blind_chips',  v.pos) \"\nposition = \"at\"\npayload = '''\nlocal blind_size = #challenge.restrictions.banned_other > 3\n    and 1.6 - 0.4 * math.sqrt(#challenge.restrictions.banned_other) or 1\nlocal temp_blind =  SMODS.create_sprite(0,0,blind_size,blind_size, G.ANIMATION_ATLAS[v.atlas or ''] or  'blind_chips',  v.pos) \n'''\nmatch_indent = true\n\n# Fix floating point number formatting\n[[patches]]\n[patches.pattern]\ntarget = 'functions/misc_functions.lua'\npattern = '''if num < 0.01 then return tostring(num) end'''\nposition = \"at\"\npayload = '''if num < 0.01 then return string.format(\"%.0f\", num) end'''\nmatch_indent = true\n"
  },
  {
    "path": "lovely/controller_support.toml",
    "content": "[manifest]\nversion = \"1.0.0\"\ndump_lua = true\npriority = 0\n\n\n# Controller support for reserving\n[[patches]]\n[patches.pattern]\ntarget = 'functions/UI_definitions.lua'\npattern = '''\nbase_attach.children.use = G.UIDEF.card_focus_button{\n  card = card, parent = base_attach, type = 'use',\n  func = 'can_use_consumeable', button = 'use_card', card_width = card_width\n}\n'''\nposition = \"at\"\npayload = '''\nlocal reserve_and_use = nil\nif poke_can_save_consumable(card) then\n  base_attach.children.reserve = G.UIDEF.card_focus_button{\n    card = card, parent = base_attach, type = 'reserve',\n    func = 'can_reserve_card', button = 'Can Reserve', card_width = card_width\n  }\n  reserve_and_use = true\nend\nbase_attach.children.use = G.UIDEF.card_focus_button{\n  card = card, parent = base_attach, type = 'use',\n  func = 'can_use_consumeable', button = 'use_card', card_width = card_width, reserve_and_use = reserve_and_use\n}\n'''\nmatch_indent = true\n\n[[patches]]\n[patches.pattern]\ntarget = 'functions/UI_definitions.lua'\npattern = '''\n  elseif args.type == 'buy_and_use' then\n    button_contents = \n    {n=G.UIT.C, config={align = \"cr\"}, nodes={\n      {n=G.UIT.R, config={align = \"cr\", maxw = 1}, nodes={\n        {n=G.UIT.T, config={text = localize('b_buy'),colour = G.C.UI.TEXT_LIGHT, scale = 0.4, shadow = true}}\n      }},\n      {n=G.UIT.R, config={align = \"cr\", maxw = 1}, nodes={\n        {n=G.UIT.T, config={text = localize('b_and_use'),colour = G.C.WHITE, scale = 0.3, shadow = true}},\n      }}\n    }}\n  end\n'''\nposition = \"before\"\npayload = '''\n  elseif args.type == 'reserve' then\n    button_contents = \n    {n=G.UIT.C, config={align = \"cr\"}, nodes={\n      {n=G.UIT.R, config={align = \"cr\", maxw = 1}, nodes={\n        {n=G.UIT.T, config={text = localize('b_save'),colour = G.C.UI.TEXT_LIGHT, scale = 0.4, shadow = true}}\n      }},\n    }}\n'''\nmatch_indent = true\n\n[[patches]]\n[patches.pattern]\ntarget = 'functions/UI_definitions.lua'\npattern = '''\nfocus_args = {button = args.type == 'sell' and 'leftshoulder' or args.type == 'buy_and_use' and 'leftshoulder' or 'rightshoulder', scale = 0.55, orientation = args.type == 'sell' and 'tli' or 'tri', offset = {x = args.type == 'sell' and 0.1 or -0.1, y = 0}, type = 'none'},\n'''\nposition = \"at\"\npayload = '''\nfocus_args = {button = args.type == 'sell' and 'leftshoulder' or args.type == 'buy_and_use' and 'leftshoulder' or args.type == 'reserve' and 'leftshoulder' or 'rightshoulder', scale = 0.55, orientation = args.type == 'sell' and 'tli' or 'tri', offset = {x = args.type == 'sell' and 0.1 or -0.1, y = 0}, type = 'none'},\n'''\nmatch_indent = true\n\n[[patches]]\n[patches.pattern]\ntarget = 'functions/UI_definitions.lua'\npattern = '''\noffset = {x=(args.type == 'sell' and -1 or 1)*((args.card_width or 0) - 0.17 - args.card.T.w/2),y=args.type == 'buy_and_use' and 0.6 or (args.buy_and_use) and -0.6 or 0}, \n'''\nposition = \"at\"\npayload = '''\noffset = {x=(args.type == 'sell' and -1 or 1)*((args.card_width or 0) - 0.17 - args.card.T.w/2),y=args.type == 'buy_and_use' and 0.6 or (args.buy_and_use) and -0.6 or args.type == 'reserve' and 0.6 or (args.reserve_and_use) and -0.6 or 0}, \n'''\nmatch_indent = true"
  },
  {
    "path": "lovely/daily_challenge.toml",
    "content": "[manifest]\r\nversion = \"1.0.0\"\r\ndump_lua = true\r\npriority = 0\r\n\r\n# Set the seed\r\n[[patches]]\r\n[patches.pattern]\r\ntarget = 'game.lua'\r\npattern = '''self.GAME.pseudorandom.seed = args.seed or (not (G.SETTINGS.tutorial_complete or G.SETTINGS.tutorial_progress.completed_parts['big_blind']) and \"TUTORIAL\") or generate_starting_seed()'''\r\nposition = 'after'\r\nmatch_indent = true\r\npayload = '''\r\nif args.challenge and args.challenge.rules and args.challenge.rules.custom and args.challenge.rules.custom[1].id == \"poke_mystery_dungeon\" then\r\n  self.GAME.pseudorandom.seed = \"poke_\"..tostring(os.date(\"!%d%m%Y\"))\r\nend\r\n'''"
  },
  {
    "path": "lovely/draw_card.toml",
    "content": "[manifest]\nversion = \"1.0.0\"\ndump_lua = true\npriority = 0\n\n# Unown Swarm Stickers\n[[patches]]\n[patches.pattern]\ntarget = '=[SMODS _ \"src/card_draw.lua\"]'\npattern = '''order = 40,\n    func = function(self, layer)'''\nposition = \"after\"\npayload = '''if self.config.center.key == 'j_poke_unown_swarm' then return end'''\nmatch_indent = true\n\n# Editions on soul layers\n[[patches]]\n[patches.pattern]\ntarget = '=[SMODS _ \"src/card_draw.lua\"]'\npattern = '''if edition.apply_to_float and self.children.floating_sprite then'''\nposition = \"at\"\npayload = '''if (edition.apply_to_float or self.config.center.poke_apply_soul_edition) and self.children.floating_sprite then'''\nmatch_indent = true\n"
  },
  {
    "path": "lovely/gameplay_functions.toml",
    "content": "[manifest]\nversion = \"1.0.0\"\ndump_lua = true\npriority = 0\n\n\n# Pokermon Family Stake Sticker Logic\n[[patches]]\n[patches.pattern]\ntarget = \"functions/misc_functions.lua\"\npattern = '''\nif G.PROFILES[G.SETTINGS.profile].joker_usage[v.config.center_key] then\n        G.PROFILES[G.SETTINGS.profile].joker_usage[v.config.center_key].wins = G.PROFILES[G.SETTINGS.profile].joker_usage[v.config.center_key].wins or {}\n        G.PROFILES[G.SETTINGS.profile].joker_usage[v.config.center_key].wins[G.GAME.stake] = (G.PROFILES[G.SETTINGS.profile].joker_usage[v.config.center_key].wins[G.GAME.stake] or 0) + 1\n        G.PROFILES[G.SETTINGS.profile].joker_usage[v.config.center_key].wins_by_key[SMODS.stake_from_index(G.GAME.stake)] = (G.PROFILES[G.SETTINGS.profile].joker_usage[v.config.center_key].wins_by_key[SMODS.stake_from_index(G.GAME.stake)] or 0) + 1\n      end\n'''\nposition = \"after\"\npayload = '''\nif pokermon_config.previous_evo_stickers then\n  set_joker_family_win(v)\nend\n'''\nmatch_indent = true\n\n\n### Shiny Edition\n\n# Shiny Shader\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = '''\nif (self.edition and self.edition.negative) or (self.ability.name == 'Antimatter' and (self.config.center.discovered or self.bypass_discovery_center)) then\n    self.children.center:draw_shader('negative_shine', nil, self.ARGS.send_to_shader)\nend\n'''\nposition = \"after\"\npayload = '''\nif (self.edition and self.edition.poke_shiny) and self.config.center and type(self.config.center) == \"table\" and not (self.config.center.stage or self.config.center.shiny) \nand self.label ~= \"e_poke_shiny\" then\n    self.children.center:draw_shader('poke_shiny', nil, self.ARGS.send_to_shader)\nend\n'''\nmatch_indent = true\n\n# Booster functionality\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = \"self.added_to_deck = true\"\nposition = \"after\"\npayload = '''\nif self.edition and self.edition.poke_shiny then\n  SMODS.change_booster_limit(1)\nend\n'''\nmatch_indent = true\n\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = \"self.added_to_deck = false\"\nposition = \"after\"\npayload = '''\nif self.edition and self.edition.poke_shiny then\n  SMODS.change_booster_limit(-1)\nend\n'''\nmatch_indent = true\n\n\n# Luminous Deck functionality\n[[patches]]\n[patches.pattern]\ntarget = \"functions/common_events.lua\"\npattern = \"if card.ability.consumeable and not skip_materialize then card:start_materialize() end\"\nposition = \"after\"\npayload = '''\nif front and G.GAME.modifiers.poke_force_seal then card:set_seal(G.GAME.modifiers.poke_force_seal) end\nif _type == 'Joker' and G.GAME.modifiers.apply_type then apply_type_sticker(card); energy_increase(card, get_type(card)) end\n'''\nmatch_indent = true\n\n\n## Foresight / Scry functionality\n# Scry Functionality 1\n[[patches]]\n[patches.pattern]\ntarget = \"game.lua\"\npattern = \"function Game:update_selecting_hand(dt)\"\nposition = \"after\"\npayload = '''\n    if not self.scry_view and type(create_scry_cardarea) == \"function\" then\n      self.scry_view = create_scry_cardarea()\n    elseif self.scry_view then\n      update_scry_cardarea(self.scry_view)\n    end\n'''\nmatch_indent = true\n\n# Scry Functionality 2\n[[patches]]\n[patches.pattern]\ntarget = \"cardarea.lua\"\npattern = \"if self.config.type == 'hand' or self.config.type == 'play' or self.config.type == 'title' or self.config.type == 'voucher' then\"\nposition = \"at\"\npayload = \"if self.config.type == 'hand' or self.config.type == 'scry' or self.config.type == 'play' or self.config.type == 'title' or self.config.type == 'voucher' then\"\nmatch_indent = true\noverwrite = true\n\n# Scry Functionality 3\n[[patches]]\n[patches.pattern]\ntarget = \"cardarea.lua\"\npattern = \"if self.config.type == 'hand' and not (G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK or G.STATE == G.STATES.SMODS_BOOSTER_OPENED) then\"\nposition = \"at\"\npayload = \"if self.config.type == 'scry' or self.config.type == 'hand' and not (G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK or G.STATE == G.STATES.SMODS_BOOSTER_OPENED) then\"\nmatch_indent = true\noverwrite = true\n\n# Scry Functionality 4\n[[patches]]\n[patches.pattern]\ntarget = \"game.lua\"\npattern = \"function Game:update_round_eval(dt)\"\nposition = \"after\"\npayload = '''\n    if G.scry_view then hide_scry_cardarea() end\n'''\nmatch_indent = true\n\n# Scry Functionality 5\n[[patches]]\n[patches.pattern]\ntarget = '=[SMODS _ \"src/utils.lua\"]'\npattern = \"-- TARGET: add your own CardAreas for playing card evaluation\"\nposition = \"after\"\npayload = '''\nif G.scry_view and G.scry_view.cards then\n    t[#t+1] = G.scry_view\nend\n'''\nmatch_indent = true\n\n# Scry Functionality 3\n[[patches]]\n[patches.pattern]\ntarget = \"functions/common_events.lua\"\npattern = \"local config = {}\"\nposition = \"before\"\npayload = '''\nif card.area == G.scry_view then\n    y_off = -0.05*G.CARD_H\n    card_aligned = 'tm'\nend\n'''\nmatch_indent = true\n\n\n### Game Modifiers\n\n\n# Pokemon only functionality\n[[patches]]\n[patches.pattern]\ntarget = \"functions/common_events.lua\"\npattern = \"if v.yes_pool_flag and not G.GAME.pool_flags[v.yes_pool_flag] then add = nil end\"\nposition = \"after\"\npayload = '''\nif v.set == 'Joker' and not v.stage and pokermon_config and pokermon_config.pokemon_only then add = nil end\nif v.set == 'Joker' and v.stage and not get_gen_allowed(v) then add = nil end\nif v.set == 'Joker' and v.stage and pokermon_config and not pokermon_config.hazards_on and v.hazard_poke then add = nil end\nif add and v.set == 'Joker' and v.stage and poke_family_present(v) then add = nil end\n'''\nmatch_indent = true\n\n\n# Enhance bonus\n[[patches]]\n[patches.pattern]\ntarget = \"functions/state_events.lua\"\npattern = '''\n    if G.GAME.current_round.discards_left > 0 and G.GAME.modifiers.money_per_discard then\n        add_round_eval_row({dollars = G.GAME.current_round.discards_left*(G.GAME.modifiers.money_per_discard), disp = G.GAME.current_round.discards_left, bonus = true, name='discards', pitch = pitch})\n        pitch = pitch + 0.06\n        dollars = dollars +  G.GAME.current_round.discards_left*(G.GAME.modifiers.money_per_discard)\n    end\n'''\nposition = \"after\"\npayload = '''\n    if G.GAME.modifiers.money_per_enhancement then\n      local tally = 0\n      for _, playing_card in ipairs(G.playing_cards) do\n          if SMODS.has_enhancement(playing_card, G.GAME.modifiers.enhance_bonus) then tally = tally + 1 end\n      end\n      if tally > 0 then\n        add_round_eval_row({dollars = tally * G.GAME.modifiers.money_per_enhancement, disp = tally * G.GAME.modifiers.money_per_enhancement, bonus = true,  name='custom',\n                            text = G.GAME.modifiers.enhance_bonus_text, number = tally, \n                            number_colour = G.GAME.modifiers.enhance_bonus_color or G.C.FILTER, pitch = pitch})\n        pitch = pitch + 0.06\n        dollars = dollars + tally * G.GAME.modifiers.money_per_enhancement\n      end\n    end\n'''\nmatch_indent = true\n\n# Jirachi Double Payout and DRE\n[[patches]]\n[patches.pattern]\ntarget = \"functions/state_events.lua\"\npattern = \"if total_cashout_rows > 7 then\"\nposition = \"before\"\npayload = '''\nlocal jirachis = find_joker('jirachi_banker')\nfor i = 1, #jirachis do\n  add_round_eval_row({bonus = true, name='joker_jirachi'..i, pitch = pitch, dollars = dollars, card = jirachis[i]})\n  dollars = dollars + dollars\nend\nif G.GAME.modifiers.reset_no_interest then\n  G.GAME.modifiers.no_interest = nil\nend\n'''\nmatch_indent = true"
  },
  {
    "path": "lovely/poke_utils.toml",
    "content": "[manifest]\nversion = \"1.0.0\"\ndump_lua = true\npriority = 0\n\n# Evolution functionality\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = \"if self.ability.perish_tally == 1 then\"\nposition = \"at\"\npayload = \"if self.ability.perish_tally and self.ability.perish_tally == 1 and not (self.ability and self.ability.extra and type(self.ability.extra) == 'table' and self.ability.extra.rounds and self.ability.extra.rounds <= 1) then\"\nmatch_indent = true\n\n# Drain functionality\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = \"self.sell_cost = math.max(1, math.floor(self.cost/2)) + (self.ability.extra_value or 0)\"\nposition = \"after\"\npayload = '''\nif self.sell_cost < 1 then self.sell_cost = 1 end\nif self.ability.name == \"unown\" then self.sell_cost = 0 end\n'''\nmatch_indent = true\n\n\n\n### POKEMON SPECIFIC PATCHES\n\n\n## Lapras\n#Lapras fix\n[[patches]]\n[patches.pattern]\ntarget = \"functions/button_callbacks.lua\"\npattern = \"if G.shop and not G.shop.alignment.offset.py then\"\nposition = \"after\"\npayload = \"if G.GAME.lapras_skip then G.shop.alignment.offset.y = -5.3 end\"\nmatch_indent = true\n\n\n## Xatu\n# (Can this be a take_ownership thing?????)\n# Resize Booster Pack UI for new options & Xatu - Resize Pack for All Planets\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = \"booster_obj = self.config.center\"\nposition = \"after\"\npayload = '''\nif self.ability.name:find('Celestial') and next(SMODS.find_card(\"j_poke_xatu\")) then\n    local xatu_count = 0\n    for k, v in pairs(G.P_CENTER_POOLS.Planet) do\n        if not G.GAME.banned_keys[v.key] and SMODS.is_poker_hand_visible(v.config.hand_type) then xatu_count = xatu_count + 1 end\n    end\n    self.ability.extra = xatu_count\nelseif G.GAME.extra_pocket_picks and G.GAME.extra_pocket_picks > 0 then\n    self.ability.extra = self.ability.extra + G.GAME.extra_pocket_picks\nend\n'''\nmatch_indent = true\n\n# Xatu Make All Planets Appear\n[[patches]]\n[patches.pattern]\ntarget = '=[SMODS _ \"src/game_object.lua\"]'\npattern = \"if G.GAME.used_vouchers.v_telescope and i == 1 then\"\nposition = \"at\"\npayload = '''\nif next(SMODS.find_card(\"j_poke_xatu\")) then\n    local pos = 0\n    for j = i, #G.P_CENTER_POOLS.Planet do\n        local _curr_planet = G.P_CENTER_POOLS.Planet[j]\n        if not G.GAME.banned_keys[_curr_planet.key] and SMODS.is_poker_hand_visible(_curr_planet.config.hand_type) then\n            pos = j\n            break\n        end\n    end\n    local _planet = G.P_CENTER_POOLS.Planet[pos].key\n    _card = create_card(\"Planet\", G.pack_cards, nil, nil, true, true, _planet, 'pl1')\nelseif G.GAME.used_vouchers.v_telescope and i == 1 then\n'''\nmatch_indent = true\noverwrite = true\n\n\n## Misdreavus\n# Check for over-drained chips (in UI creation)\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = \"elseif card_type == 'Default' or card_type == 'Enhanced' then\"\nposition = \"after\"\npayload = \"poke_stabilize_chip_drain(self)\"\nmatch_indent = true\n\n# Add nominal drain UI\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = \"elseif self.ability.set == 'Joker' then -- all remaining jokers\"\nposition = \"before\"\npayload = '''\nif loc_vars.nominal_chips then\n  loc_vars.nominal_chips = loc_vars.nominal_chips - (self.ability.nominal_drain or 0)\n  if not loc_vars.bonus_chips and (self.ability.bonus ~= 0 or self.ability.perma_bonus ~= 0) then\n      loc_vars.bonus_chips = bonus_chips\n  end\nend\n'''\nmatch_indent = true\n\n# Add nominal drain functionality\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = \"return self.base.nominal + self.ability.bonus + (self.ability.perma_bonus or 0)\"\nposition = \"at\"\npayload = '''\n  poke_stabilize_chip_drain(self)\n  return self.base.nominal - self.ability.nominal_drain + self.ability.bonus + self.ability.perma_bonus\n'''\nmatch_indent = true\n\n\n## Gligar\n# Delay debuff shader until after trigger\n[[patches]]\n[patches.pattern]\ntarget = '=[SMODS _ \"src/card_draw.lua\"]'\npattern = \"if self.debuff then\"\nposition = \"at\"\npayload = \"if self.debuff and not self.delay_debuff_sprites then\"\nmatch_indent = true\n\n\n## Houndour\n# Post Discard context\n[[patches]]\n[patches.pattern]\ntarget = \"functions/state_events.lua\"\npattern = '''\ncheck_for_unlock({type = 'discard_custom', cards = cards})\n'''\nposition = \"after\"\npayload = '''\nif not hook then\n  SMODS.calculate_context({post_discard = true})\nend\n'''\nmatch_indent = true\n\n\n## Smeargle\n# Smeargle fix with copy effects\n[[patches]]\n[patches.pattern]\ntarget = \"functions/common_events.lua\"\npattern = '''\nnew_card:set_base(other.config.card)\n'''\nposition = \"after\"\npayload = '''\nif other.config.center.name == \"smeargle\" then\n  other.ability.extra.copy_joker = nil\n  other.ability.extra.copy_pos = 0\nend\n'''\nmatch_indent = true\n\n[[patches]]\n[patches.pattern]\ntarget = \"functions/common_events.lua\"\npattern = '''\nfor k, v in pairs(other.ability) do\n    if type(v) == 'table' then \n        new_card.ability[k] = copy_table(v)\n    else\n        new_card.ability[k] = v\n    end\nend\n'''\nposition = \"after\"\npayload = '''\nif other.config.center.name == \"ruins_of_alph\" then\n  new_card.ability.extra.forms = {}\n  new_card.ability.extra.merged = 0\nend\nif new_card.config.center == G.P_CENTERS.m_poke_seed then\n  new_card:set_sprites(new_card.config.center)\nend\n'''\nmatch_indent = true\n\n[[patches]]\n[patches.pattern]\ntarget = \"functions/misc_functions.lua\"\npattern = \"colour = part.control.V and args.vars.colours[tonumber(part.control.V)] or not part.control.C and args.text_colour or loc_colour(part.control.C or nil, args.default_col),\"\nposition = \"at\"\npayload = \"colour = part.control.V and args.vars.colours and args.vars.colours[tonumber(part.control.V)] or not part.control.C and args.text_colour or loc_colour(part.control.C or nil, args.default_col),\"\nmatch_indent = true\n\n#Tooltip loc_vars fix\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = \"if vars_only then return loc_vars, main_start, main_end end\"\nposition = \"before\"\npayload = '''\nif vars_only and type(self.ability.loc_vars_replacement) == \"table\" then\n  loc_vars = self.ability.loc_vars_replacement\nend\n'''\nmatch_indent = true\n\n\n## Jirachi\n#Jirachi tag fix\n[[patches]]\n[patches.pattern]\ntarget = \"tag.lua\"\npattern = \"if self.name == 'Double Tag' and _context.tag.key ~= 'tag_double' then\"\nposition = \"at\"\npayload = \"if self.name == 'Double Tag' and _context.tag.key ~= 'tag_double' and _context.tag.key ~= 'tag_poke_jirachi_tag' then\"\nmatch_indent = true\n\n\n## Aipom\n# Aipom + Ambipom Flush Check\n[[patches]]\n[patches.pattern]\ntarget = \"functions/misc_functions.lua\"\npattern = '''local four_fingers = SMODS.four_fingers('flush')'''\nposition = \"after\"\npayload = '''\nfour_fingers = (next(SMODS.find_card('j_poke_aipom')) or (#hand == 3 and next(SMODS.find_card('j_poke_ambipom')))) and 3 or four_fingers\n'''\nmatch_indent = true\ntimes = 1\n\n\n## Garbodor\n# Garbodor functionality\n[[patches]]\n[patches.pattern]\ntarget = \"functions/state_events.lua\"\npattern = \"G.GAME.current_round.discards_used = G.GAME.current_round.discards_used + 1\"\nposition = \"after\"\npayload = '''\nG.GAME.poke_ante_discards_used = (G.GAME.poke_ante_discards_used or 0) + 1\n'''\nmatch_indent = true\n\n[[patches]]\n[patches.pattern]\ntarget = \"functions/common_events.lua\"\npattern = \"G.GAME.round_resets.ante = G.GAME.round_resets.ante + mod\"\nposition = \"after\"\npayload = '''\nG.GAME.poke_ante_discards_used = 0\n'''\nmatch_indent = true\n\n\n## Zorua\n# Zorua Rental Incompatibility\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = '''\nself.ability.rental = _rental\nself:set_cost()\n'''\nposition = \"at\"\npayload = '''\nif self.config.center.rental_compat ~= false and not self.ability.rental then \n    self.ability.rental = _rental\n    self:set_cost()\nend\n'''\nmatch_indent = true\noverwrite = true\n\n#Cost setting functionality\n[[patches]]\n[patches.pattern]\ntarget = \"card.lua\"\npattern = '''\nif (self.ability.set == 'Planet' or (self.ability.set == 'Booster' and self.ability.name:find('Celestial'))) and #find_joker('Astronomer') > 0 then self.cost = 0 end\n'''\nposition = \"after\"\npayload = '''\nif self.ability.set == 'Booster' then self.cost = math.max(0, self.cost - 1 * #SMODS.find_card('j_poke_rotom')) end\nif self.ability.set == 'Booster' then self.cost = math.max(0, self.cost - (G.GAME.rotom_discount or 0) * #SMODS.find_card('j_poke_rotomdex')) end\nif self.ability.set == 'Voucher' and #SMODS.find_card('j_poke_chimecho') > 0 then self.cost = 0 end\nif (self.ability.set == 'Planet' or (self.ability.set == 'Booster' and self.ability.name:find('Celestial'))) and #SMODS.find_card('j_poke_gothita') > 0 then self.cost = math.max(0, self.cost - 2 * #find_joker('gothita')) end\nif (self.ability.set == 'Planet' or (self.ability.set == 'Booster' and self.ability.name:find('Celestial'))) and #SMODS.find_card('j_poke_gothorita') > 0 then self.cost = math.max(0, self.cost - 3 * #find_joker('gothorita')) end\nif (self.ability.set == 'Planet' or (self.ability.set == 'Booster' and self.ability.name:find('Celestial'))) and #SMODS.find_card('j_poke_gothitelle') > 0 then self.cost = 0 end\n'''\nmatch_indent = true\n\n\n## Missingno\n#fix booster pack choices being deducted when a consumable in the jokers area is used\n[[patches]]\n[patches.pattern]\ntarget = \"functions/button_callbacks.lua\"\npattern = \"if area == G.consumeables then\"\nposition = \"at\"\npayload = \"if area == G.consumeables or area == G.jokers then\"\nmatch_indent = true\n"
  },
  {
    "path": "lovely/start_up.toml",
    "content": "[manifest]\nversion = \"1.0.0\"\ndump_lua = true\npriority = -1\n\n#Nested check\n[[patches]]\n[patches.module]\nsource = \"setup.lua\"\nbefore = \"main.lua\"\nname = \"pokermon.setup\"\n\n\n# Splash Screen\n[[patches]]\n[patches.pattern]\ntarget = \"game.lua\"\npattern = \"SC = Card(G.ROOM.T.w/2 - SC_scale*G.CARD_W/2, 10. + G.ROOM.T.h/2 - SC_scale*G.CARD_H/2, SC_scale*G.CARD_W, SC_scale*G.CARD_H, G.P_CARDS.empty, G.P_CENTERS['j_joker'])\"\nposition = \"after\"\npayload = '''\nif pokermon_config.pokemon_splash then\n  local pokemon = {}\n  for k, v in pairs(G.P_CENTERS) do\n    if v.set == 'Joker' and v.stage and v.discovered then\n      table.insert(pokemon, v)\n    end\n  end\n  if #pokemon > 0 then\n    local chosen = math.random(#pokemon)\n    local chosencard = pokemon[chosen]\n    SC = Card(G.ROOM.T.w/2 - SC_scale*G.CARD_W/2, 10. + G.ROOM.T.h/2 - SC_scale*G.CARD_H/2, SC_scale*G.CARD_W, SC_scale*G.CARD_H, G.P_CARDS.empty, chosencard)\n  end\nend\n'''\nmatch_indent = true\n\n\n# Replace start menu logo with Pokermon\n[[patches]]\n[patches.pattern]\ntarget = \"game.lua\"\npattern = '''\nG.SPLASH_LOGO = Sprite(0, 0, \n    13*SC_scale, \n    13*SC_scale*(SMODS.get_atlas(\"balatro\").py/SMODS.get_atlas(\"balatro\").px),\n    SMODS.get_atlas(\"balatro\"), {x=0,y=0})\n'''\nposition = \"after\"\npayload = '''\n    if pokermon_config.pokemon_title then\n      local poke_logo = pokermon_config.pokemon_aprilfools and \"poke_smeargle_logo\" or \"poke_logo\"\n      G.SPLASH_LOGO = Sprite(0, 0, \n          13/333*389*SC_scale, \n          13/333*389*SC_scale*(SMODS.get_atlas(poke_logo).py/SMODS.get_atlas(poke_logo).px),\n          SMODS.get_atlas(poke_logo), {x=0.0,y=0})\n    end\n'''\nmatch_indent = true\noverwrite = true\n\n#Tutorial Functionality\n[[patches]]\n[patches.pattern]\ntarget = \"functions/common_events.lua\"\npattern = \"local row_dollars_chips = G.HUD:get_UIE_by_ID('row_dollars_chips')\"\nposition = \"at\"\npayload = \"local row_dollars_chips = G.HUD and G.HUD:get_UIE_by_ID('row_dollars_chips')\"\nmatch_indent = true"
  },
  {
    "path": "pokemon/pokejokers_01.lua",
    "content": "--Code for pokemon jokers 001-030\n\n-- Bulbasaur 001\nlocal bulbasaur={ \n  name = \"bulbasaur\",\n  pos = {x = 0, y = 0},\n  config = {extra = {money_mod = 1, earned = 0, h_size = 1}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local money_left = math.max(0, self.config.evo_rqmt - center.ability.extra.earned)\n\t\treturn {vars = {center.ability.extra.money_mod, money_left, localize(G.GAME.current_round.bulb1card and G.GAME.current_round.bulb1card.rank or \"Ace\", 'ranks'),\n                    center.ability.extra.h_size}}\n  end,\n  rarity = 2, \n  cost = 5, \n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and not context.end_of_round\n        and context.other_card:get_id() == G.GAME.current_round.bulb1card.id then\n      if context.other_card.debuff then\n        return {\n          message = localize(\"k_debuffed\"),\n          colour = G.C.RED,\n        }\n      else\n        if not context.blueprint then\n          card.ability.extra.earned = card.ability.extra.earned + card.ability.extra.money_mod\n        end\n\n        local earned = ease_poke_dollars(card, \"bulba\", card.ability.extra.money_mod, true)\n        G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + earned\n        return {\n          dollars = earned,\n          func = function()\n            G.E_MANAGER:add_event(Event({\n              func = function()\n                G.GAME.dollar_buffer = 0\n                return true\n              end\n            }))\n          end\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_ivysaur\", card.ability.extra.earned, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"starter\", \"hand_size\", \"passive\", \"rank\", \"economy\", \"trigger_evo\"},\n}\n-- Ivysaur 002\nlocal ivysaur={\n  name = \"ivysaur\", \n  pos = {x = 1, y = 0}, \n  config = {extra = {money_mod = 1, earned = 0, h_size = 1}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local money_left = math.max(0, self.config.evo_rqmt - center.ability.extra.earned)\n\t\treturn {vars = {center.ability.extra.money_mod, money_left, center.ability.extra.h_size, localize(G.GAME.current_round.bulb1card and G.GAME.current_round.bulb1card.rank or \"Ace\", 'ranks'), center.ability.extra.money_mod + 1}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 9, \n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and not context.end_of_round\n        and context.other_card:get_id() == G.GAME.current_round.bulb1card.id then\n      if context.other_card.debuff then\n        return {\n          message = localize(\"k_debuffed\"),\n          colour = G.C.RED,\n        }\n      else\n        local more\n        if pseudorandom('bulba') < .50 then\n          more = 0\n        else\n          more = 1\n        end\n\n        if not context.blueprint then\n          card.ability.extra.earned = card.ability.extra.earned + card.ability.extra.money_mod + more\n        end\n\n        local earned = ease_poke_dollars(card, \"ivy\", card.ability.extra.money_mod + more, true)\n        G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + earned\n        return {\n          dollars = earned,\n          func = function()\n            G.E_MANAGER:add_event(Event({\n              func = function()\n                G.GAME.dollar_buffer = 0\n                return true\n              end\n            }))\n          end\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_venusaur\", card.ability.extra.earned, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"starter\", \"hand_size\", \"passive\", \"rank\", \"economy\", \"trigger_evo\"},\n}\n-- Venusaur 003\nlocal venusaur={\n  name = \"venusaur\", \n  pos = {x = 2, y = 0}, \n  config = {extra = {money_mod = 2, earned = 0, h_size = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money_mod, center.ability.extra.earned, center.ability.extra.h_size, localize(G.GAME.current_round.bulb1card and G.GAME.current_round.bulb1card.rank or \"Ace\", 'ranks')}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Grass\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and not context.end_of_round\n        and context.other_card:get_id() == G.GAME.current_round.bulb1card.id then\n      if context.other_card.debuff then\n        return {\n          message = localize(\"k_debuffed\"),\n          colour = G.C.RED,\n        }\n      else\n        local earned = ease_poke_dollars(card, \"venu\", card.ability.extra.money_mod, true)\n        G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + earned\n        return {\n          dollars = earned,\n          func = function()\n            G.E_MANAGER:add_event(Event({\n              func = function()\n                G.GAME.dollar_buffer = 0\n                return true\n              end\n            }))\n          end\n        }\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  megas = { \"mega_venusaur\" },\n  attributes = {\"starter\", \"hand_size\", \"passive\", \"rank\", \"economy\"},\n}\n-- Mega Venusaur 003-1\nlocal mega_venusaur = {\n  name = \"mega_venusaur\",\n  pos = { x = 0, y = 0 },\n  soul_pos = { x = 1, y = 0 },\n  config = { extra = { h_size = 4, rounds = 1 } },\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return { vars = { center.ability.extra.h_size } }\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Grass\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = false,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"starter\", \"hand_size\", \"passive\"},\n}\n-- Charmander 004\nlocal charmander={\n  name = \"charmander\", \n  pos = {x = 3, y = 0}, \n  config = {extra = {mult = 0, mult_mod = 1, d_remaining = 0, d_size = 1}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.d_remaining, center.ability.extra.d_size}}\n  end,\n  rarity = 2, \n  cost = 5, \n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  starter = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint\n        and G.GAME.current_round.discards_left == card.ability.extra.d_remaining then\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod',\n        message_colour = G.C.MULT,\n      })\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult,\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_charmeleon\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  attributes = {\"starter\", \"discard\", \"passive\", \"mult\", \"scaling\", \"scaling_evo\"},\n}\n-- Charmeleon 005\nlocal charmeleon={\n  name = \"charmeleon\", \n  pos = {x = 4, y = 0}, \n  config = {extra = {mult = 0, mult_mod = 2, d_remaining = 0, d_size = 1}, evo_rqmt = 36},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.d_remaining, center.ability.extra.d_size}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint\n        and G.GAME.current_round.discards_left == card.ability.extra.d_remaining then\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod',\n        message_colour = G.C.MULT,\n      })\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult,\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_charizard\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  attributes = {\"starter\", \"discard\", \"passive\", \"mult\", \"scaling\", \"scaling_evo\"},\n}\n-- Charizard 006\nlocal charizard={\n  name = \"charizard\", \n  pos = {x = 5, y = 0}, \n  config = {extra = {mult = 36, Xmult = 1.5, d_remaining = 0, d_size = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.Xmult, center.ability.extra.d_remaining, center.ability.extra.d_size}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      if G.GAME.current_round.discards_left == card.ability.extra.d_remaining then\n        return {\n          message = \"Fire Blast!\",\n          colour = G.C.XMULT,\n          mult_mod = card.ability.extra.mult,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      else\n        return {\n          mult = card.ability.extra.mult\n        }\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  megas = {\"mega_charizard_x\", \"mega_charizard_y\"},\n  attributes = {\"starter\", \"discard\", \"passive\", \"mult\", \"xmult\"},\n}\n-- Mega Charizard X 006-1\nlocal mega_charizard_x = {\n  name = \"mega_charizard_x\", \n  pos = {x = 2, y = 0},\n  soul_pos = { x = 3, y = 0},\n  config = {extra = {Xmult = 5, d_remaining = 0, mult = 36}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.d_remaining}}\n  end,\n  rarity = \"poke_mega\", \n  cost = 12, \n  stage = \"Mega\", \n  ptype = \"Dragon\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand and context.joker_main then\n      if G.GAME.current_round.discards_left == card.ability.extra.d_remaining then\n        return {\n          message = \"Fire Blast!\", \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n  end,\n  attributes = {\"starter\", \"discard\", \"xmult\"},\n}\n-- Mega Charizard Y 006-2\nlocal mega_charizard_y = {\n  name = \"mega_charizard_y\", \n  pos = {x = 4, y = 0},\n  soul_pos = { x = 5, y = 0},\n  config = {extra = {rounds = 1, d_size = 5, mult = 36}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.d_size}}\n  end,\n  rarity = \"poke_mega\", \n  cost = 12, \n  stage = \"Mega\", \n  ptype = \"Fire\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = false,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  attributes = {\"starter\", \"discard\", \"passive\"},\n}\n-- Squirtle 007\nlocal squirtle={\n  name = \"squirtle\", \n  pos = {x = 6, y = 0}, \n  config = {extra = {chips = 0, chip_mod = 1, hands = 1}, evo_rqmt = 40},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips, center.ability.extra.hands, self.config.evo_rqmt, center.ability.extra.chip_mod}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  starter = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'chips',\n        scalar_value = 'chip_mod',\n        operation = function(ref_table, ref_value, initial, change)\n          ref_table[ref_value] = initial + change * G.GAME.current_round.hands_left\n        end,\n      })\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_wartortle\", card.ability.extra.chips, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  attributes = {\"starter\", \"hands\", \"passive\", \"chips\", \"scaling\", \"scaling_evo\"},\n}\n-- Wartortle 008\nlocal wartortle={\n  name = \"wartortle\", \n  pos = {x = 7, y = 0},\n  config = {extra = {chips = 40, chip_mod = 2, hands = 1}, evo_rqmt = 120},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips, center.ability.extra.hands, self.config.evo_rqmt, center.ability.extra.chip_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  copy_scaled = true,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'chips',\n        scalar_value = 'chip_mod',\n        operation = function(ref_table, ref_value, initial, change)\n          ref_table[ref_value] = initial + change * G.GAME.current_round.hands_left\n        end,\n      })\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_blastoise\", card.ability.extra.chips, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  attributes = {\"starter\", \"hands\", \"passive\", \"chips\", \"scaling\", \"scaling_evo\"},\n}\n-- Blastoise 009\nlocal blastoise={\n  name = \"blastoise\", \n  pos = {x = 8, y = 0},\n  config = {extra = {chips = 120, chip_mod = 25, hands = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips, center.ability.extra.chip_mod, center.ability.extra.hands, \n                    center.ability.extra.chip_mod * G.GAME.current_round.hands_left}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\",\n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips + (card.ability.extra.chip_mod * G.GAME.current_round.hands_left)\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  megas = {\"mega_blastoise\"},\n  attributes = {\"starter\", \"hands\", \"passive\", \"chips\"},\n}\n-- Mega Blastoise 009-1\nlocal mega_blastoise = {\n  name = \"mega_blastoise\",\n  pos = {x = 6, y = 0},\n  soul_pos = { x = 7, y = 0},\n  config = {extra = {chips = 0, chip_mod = 128, hands = 3, rounds = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chip_mod, center.ability.extra.hands}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Water\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = false,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  attributes = {\"starter\", \"hands\", \"passive\"},\n}\n-- Caterpie 010\nlocal caterpie={\n  name = \"caterpie\", \n  pos = {x = 9, y = 0},\n  config = {extra = {mult = 3, rounds = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 2, \n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_metapod\")\n  end,\n  attributes = {\"mult\", \"round_evo\"},\n}\n-- Metapod 011\nlocal metapod={\n  name = \"metapod\",\n  config = {extra = {mult = 6, rounds = 3}},\n  pos = {x = 10, y = 0}, \n  rarity = 1, \n  cost = 4, \n  stage = \"One\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.rounds}}\n  end,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_butterfree\")\n  end,\n  attributes = {\"mult\", \"round_evo\"},\n}\n-- Butterfree 012\nlocal butterfree={\n  name = \"butterfree\", \n  pos = {x = 11, y = 0},\n  config = {extra = {mult = 12}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult}}\n  end,\n  rarity = 2, \n  cost = 5, \n  stage = \"Two\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n  end,\n  attributes = {\"mult\"},\n}\n-- Weedle 013\nlocal weedle={\n  name = \"weedle\", \n  pos = {x = 12, y = 0},\n  config = {extra = {chips = 20, rounds = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 2, \n  stage = \"Basic\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Grass\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_kakuna\")\n  end,\n  attributes = {\"chips\", \"round_evo\"},\n}\n-- Kakuna 014\nlocal kakuna={\n  name = \"kakuna\", \n  pos = {x = 0, y = 1}, \n  config = {extra = {chips = 40, rounds = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"One\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Grass\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = card.ability.extra.chips\n          }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_beedrill\")\n  end,\n  attributes = {\"chips\", \"round_evo\"},\n}\n-- Beedrill 015\nlocal beedrill={\n  name = \"beedrill\", \n  pos = {x = 1, y = 1}, \n  config = {extra = {chips = 80}},\n  rarity = 2,\n  cost = 5,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips}}\n  end,\n  stage = \"Two\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Grass\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n  end,\n  megas = {\"mega_beedrill\"},\n  attributes = {\"chips\"},\n}\n-- Mega Beedrill 015-1\nlocal mega_beedrill = {\n  name = \"mega_beedrill\", \n  pos = { x = 8, y = 0 },\n  soul_pos = { x = 9, y = 0 },\n  config = {extra = {chips = 640, rounds = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Grass\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n  end,\n  attributes = {\"chips\"},\n}\n-- Pidgey 016\nlocal pidgey={\n  name = \"pidgey\", \n  pos = {x = 2, y = 1},\n  config = {extra = {mult_mod = 2, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.rounds, center.ability.extra.mult_mod}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local ranks = 0\n        local suits = 0\n        \n        for k, v in pairs(SMODS.Suits) do\n          for x, y in pairs(context.scoring_hand) do\n            if y:is_suit(v.key) then\n              suits = suits + 1\n              break\n            end\n          end\n        end\n\n        for k, v in pairs(SMODS.Ranks) do\n          for x, y in pairs(context.scoring_hand) do\n            if v.id == y:get_id() then\n              ranks = ranks + 1\n              break\n            end\n          end\n        end\n        if (ranks + suits) > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult_mod * (ranks + suits)}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult_mod * (ranks + suits)\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_pidgeotto\")\n  end,\n  attributes = {\"rank\", \"suit\", \"mult\", \"round_evo\"},\n}\n-- Pidgeotto 017\nlocal pidgeotto={\n  name = \"pidgeotto\", \n  pos = {x = 3, y = 1},\n  config = {extra = {mult_mod = 3, rounds = 4}},\n  blueprint_compat = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.rounds, center.ability.extra.mult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 6, \n  stage = \"One\", \n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local ranks = 0\n        local suits = 0\n        \n        for k, v in pairs(SMODS.Suits) do\n          for x, y in pairs(context.scoring_hand) do\n            if y:is_suit(v.key) then\n              suits = suits + 1\n              break\n            end\n          end\n        end\n\n        for k, v in pairs(SMODS.Ranks) do\n          for x, y in pairs(context.scoring_hand) do\n            if v.id == y:get_id() then\n              ranks = ranks + 1\n              break\n            end\n          end\n        end\n        if (ranks + suits) > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult_mod * (ranks + suits)}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult_mod * (ranks + suits)\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_pidgeot\")\n  end,\n  attributes = {\"rank\", \"suit\", \"mult\", \"round_evo\"},\n}\n-- Pidgeot 018\nlocal pidgeot={\n  name = \"pidgeot\", \n  pos = {x = 4, y = 1},\n  config = {extra = {mult_mod = 5}}, \n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Colorless\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local ranks = 0\n        local suits = 0\n        \n        for k, v in pairs(SMODS.Suits) do\n          for x, y in pairs(context.scoring_hand) do\n            if y:is_suit(v.key) then\n              suits = suits + 1\n              break\n            end\n          end\n        end\n\n        for k, v in pairs(SMODS.Ranks) do\n          for x, y in pairs(context.scoring_hand) do\n            if v.id == y:get_id() then\n              ranks = ranks + 1\n              break\n            end\n          end\n        end\n        if (ranks + suits) > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult_mod * (ranks + suits)}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult_mod * (ranks + suits)\n          }\n        end\n      end\n    end\n  end,\n  megas = {\"mega_pidgeot\"},\n  attributes = {\"rank\", \"suit\", \"mult\"},\n}\n-- Mega Pidgeot 018-1\nlocal mega_pidgeot = {\n  name = \"mega_pidgeot\", \n  pos = { x = 10, y = 0 },\n  soul_pos = { x = 11, y = 0 },\n  config = {extra = {Xmult_multi = 0.75}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Colorless\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local ranks = 0\n        local suits = 0\n        \n        for k, v in pairs(SMODS.Suits) do\n          for x, y in pairs(context.scoring_hand) do\n            if y:is_suit(v.key) then\n              suits = suits + 1\n              break\n            end\n          end\n        end\n\n        for k, v in pairs(SMODS.Ranks) do\n          for x, y in pairs(context.scoring_hand) do\n            if v.id == y:get_id() then\n              ranks = ranks + 1\n              break\n            end\n          end\n        end\n        if (ranks + suits) > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {1 + card.ability.extra.Xmult_multi * (ranks + suits)}}, \n            colour = G.C.XMULT,\n            Xmult_mod = 1 + card.ability.extra.Xmult_multi * (ranks + suits)\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"rank\", \"suit\", \"xmult\"},\n}\n-- Rattata 019\nlocal rattata={\n  name = \"rattata\", \n  pos = {x = 5, y = 1},\n  config = {extra = {retriggers = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Colorless\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.play then\n      if (context.other_card == context.scoring_hand[1]) or (context.other_card == context.scoring_hand[2]) then\n        return {\n            message = localize('k_again_ex'),\n            repetitions = card.ability.extra.retriggers,\n            card = card\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_raticate\")\n  end,\n  attributes = {\"retrigger\", \"round_evo\"},\n}\n-- Raticate 020\nlocal raticate={\n  name = \"raticate\", \n  pos = {x = 6, y = 1}, \n  config = {extra = {retriggers = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"One\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Colorless\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.play then\n      if (context.other_card == context.scoring_hand[1]) or (context.other_card == context.scoring_hand[2]) or (context.other_card == context.scoring_hand[3]) then\n        return {\n            message = localize('k_again_ex'),\n            repetitions = card.ability.extra.retriggers,\n            card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"retrigger\"},\n}\n-- Spearow 021\nlocal spearow={\n  name = \"spearow\", \n  pos = {x = 7, y = 1},\n  config = {extra = {triggers = 0, card_threshold = 30, cards_drawn = 0, upgrade = false}, evo_rqmt = 3},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {math.max(0, self.config.evo_rqmt - center.ability.extra.triggers), center.ability.extra.card_threshold, \n                    math.max(0, center.ability.extra.card_threshold - center.ability.extra.cards_drawn), \n                    center.ability.extra.upgrade and \"(\"..localize('k_active_ex')..\")\" or ''}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Colorless\",\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return (card.ability.extra.upgrade == true) and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    \n    if context.before and card.ability.extra.upgrade and not context.blueprint then\n      card.ability.extra.upgrade = false\n      card.ability.extra.triggers = card.ability.extra.triggers + 1\n      return {\n        card = card,\n        level_up = true,\n        message = localize('k_level_up_ex')\n      }\n    end\n    \n    if context.hand_drawn and SMODS.drawn_cards and not context.blueprint then\n      card.ability.extra.cards_drawn = card.ability.extra.cards_drawn + #SMODS.drawn_cards\n      if card.ability.extra.cards_drawn >= card.ability.extra.card_threshold then\n        card.ability.extra.upgrade = true\n        local eval = function() return (card.ability.extra.upgrade == true) and not G.RESET_JIGGLES end\n        juice_card_until(card, eval, true)\n        card.ability.extra.cards_drawn = card.ability.extra.cards_drawn % card.ability.extra.card_threshold\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_fearow\", card.ability.extra.triggers, self.config.evo_rqmt)\n  end,\n  attributes = {\"hand_type\", \"trigger_evo\"},\n}\n-- Fearow 022\nlocal fearow={\n  name = \"fearow\", \n  pos = {x = 8, y = 1}, \n  config = {extra = {card_threshold = 30, cards_drawn = 0, upgrade = false, d_size = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.card_threshold, math.max(0, center.ability.extra.card_threshold - center.ability.extra.cards_drawn), \n                    center.ability.extra.upgrade and \"(\"..localize('k_active_ex')..\")\" or '', center.ability.extra.d_size}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 6, \n  stage = \"One\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Colorless\",\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return (card.ability.extra.upgrade == true) and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    \n    if context.before and card.ability.extra.upgrade and not context.blueprint then\n      card.ability.extra.upgrade = false\n      return {\n        card = card,\n        level_up = true,\n        message = localize('k_level_up_ex')\n      }\n    end\n    \n    if context.hand_drawn and SMODS.drawn_cards and not context.blueprint then\n      card.ability.extra.cards_drawn = card.ability.extra.cards_drawn + #SMODS.drawn_cards\n      if card.ability.extra.cards_drawn >= card.ability.extra.card_threshold then\n        card.ability.extra.upgrade = true\n        local eval = function() return (card.ability.extra.upgrade == true) and not G.RESET_JIGGLES end\n        juice_card_until(card, eval, true)\n        card.ability.extra.cards_drawn = card.ability.extra.cards_drawn % card.ability.extra.card_threshold\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  attributes = {\"hand_type\", \"discard\", \"passive\"},\n}\n-- Ekans 023\nlocal ekans={\n  name = \"ekans\", \n  pos = {x = 9, y = 1}, \n  config = {extra = {mult = 10, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Straight']) then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_arbok\")\n  end,\n  attributes = {\"hand_type\", \"mult\", \"round_evo\"},\n}\n-- Arbok 024\nlocal arbok={\n  name = \"arbok\", \n  pos = {x = 10, y = 1}, \n  config = {extra = {mult = 15, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"One\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Dark\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Straight']) then\n        local aces = 0\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          for i = 1, #context.scoring_hand do\n              if context.scoring_hand[i]:get_id() == 14 then aces = aces + 1 end\n          end\n        end\n        if aces > 0 then\n          G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n            colour = G.C.MULT,\n            extra = {focus = card, message = localize('k_plus_tarot'), colour = G.C.PURPLE, func = function()\n              G.E_MANAGER:add_event(Event({\n                trigger = 'before',\n                delay = 0.0,\n                func = function()\n                  local card_type = 'Tarot'\n                  local _card = create_card(card_type,G.consumeables, nil, nil, nil, nil, nil, 'sup')\n                  _card:add_to_deck()\n                  G.consumeables:emplace(_card)\n                  G.GAME.consumeable_buffer = 0\n                  return true\n                end\n              }))\n            end},\n            mult_mod = card.ability.extra.mult\n          }\n        else\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.mult}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"hand_type\", \"mult\", \"ace\", \"tarot\", \"generation\", \"rank\"},\n}\n-- Pikachu 025\nlocal pikachu={\n  name = \"pikachu\", \n  pos = {x = 11, y = 1},\n  config = {extra={money = 2, mult = 10, money_threshold = 25}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_thunderstone\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.money, center.ability.extra.money_threshold}}\n  end,\n  rarity = 1, \n  cost = 6,\n  item_req = \"thunderstone\",\n  stage = \"Basic\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local dollars = G.GAME.dollars\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        dollars = to_number(dollars)\n      end\n      if dollars < card.ability.extra.money_threshold then\n        card:juice_up()\n        ease_poke_dollars(card, \"pikachu\", card.ability.extra.money)\n      end\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      local dollars = G.GAME.dollars\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        dollars = to_number(dollars)\n      end\n      if context.joker_main and dollars >= card.ability.extra.money_threshold then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_raichu\")\n  end,\n  attributes = {\"mult\", \"economy\", \"item_evo\"},\n}\n-- Raichu 026\nlocal raichu={\n  name = \"raichu\", \n  pos = {x = 12, y = 1}, \n  config = {extra={mult_mod = 4, money_count = 10, money_threshold = 50}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local info = center.ability.extra\n    return { vars = { info.mult_mod, info.money_count, info.mult_mod * math.floor(((G.GAME.dollars or 0) + (G.GAME.dollar_buffer or 0)) / info.money_count), info.money_threshold}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      card:juice_up()\n      ease_poke_dollars(card, \"raichu\", G.GAME.interest_amount*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5))\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      local dollars = G.GAME.dollars\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        dollars = to_number(dollars)\n      end\n      if context.joker_main then\n        local Mult = card.ability.extra.mult_mod * math.floor(((G.GAME.dollars or 0) + (G.GAME.dollar_buffer or 0)) / card.ability.extra.money_count)\n        if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n          Mult = to_number(Mult)\n        end\n        if Mult > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {Mult}}, \n            colour = G.C.MULT,\n            mult_mod = Mult\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"mult\", \"economy\"},\n}\n-- Sandshrew 027\nlocal sandshrew={\n  name = \"sandshrew\", \n  pos = {x = 0, y = 2},\n  config = {extra = {rounds = 4, chip_mod = 25, sandshrew_tally = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_glass\n    end\n\t\treturn {vars = {center.ability.extra.rounds, center.ability.extra.chip_mod, center.ability.extra.chip_mod * center.ability.extra.sandshrew_tally,}}\n  end,\n  rarity = 1, \n  cost = 4,\n  enhancement_gate = 'm_glass',\n  stage = \"Basic\", \n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chip_mod * card.ability.extra.sandshrew_tally}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chip_mod * card.ability.extra.sandshrew_tally \n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_sandslash\")\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      card.ability.extra.sandshrew_tally = 0\n      for k, v in pairs(G.playing_cards) do\n        if SMODS.has_enhancement(v, 'm_glass') then card.ability.extra.sandshrew_tally = card.ability.extra.sandshrew_tally + 1 end\n      end\n    end\n  end,\n  attributes = {\"chips\", \"enhancements\", \"full_deck\", \"round_evo\"},\n}\n-- Sandslash 028\nlocal sandslash={\n  name = \"sandslash\", \n  pos = {x = 1, y = 2},\n  config = {extra = {chip_mod = 40, sandshrew_tally = 0, num = 1, dem = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_glass\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'sandslash')\n\t\treturn {vars = {center.ability.extra.chip_mod, center.ability.extra.chip_mod * center.ability.extra.sandshrew_tally, num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6, \n  enhancement_gate = 'm_glass',\n  stage = \"One\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Earth\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chip_mod * card.ability.extra.sandshrew_tally}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chip_mod * card.ability.extra.sandshrew_tally \n        }\n      end\n    end\n    if context.discard and context.other_card.config.center ~= G.P_CENTERS.c_base and not context.blueprint then\n      if SMODS.pseudorandom_probability(card, 'sandslash', card.ability.extra.num, card.ability.extra.dem, 'sandslash') then\n        local target = {context.other_card}\n        poke_convert_cards_to(target, {mod_conv = 'm_glass'})\n      end\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      card.ability.extra.sandshrew_tally = 0\n      for k, v in pairs(G.playing_cards) do\n        if SMODS.has_enhancement(v, 'm_glass') then card.ability.extra.sandshrew_tally = card.ability.extra.sandshrew_tally + 1 end\n      end\n    end\n  end,\n  attributes = {\"chips\", \"enhancements\", \"full_deck\", \"discard\", \"chance\", \"modify_card\"},\n}\n-- Nidoran-F 029\nlocal nidoranf={\n  name = \"nidoranf\", \n  pos = {x = 2, y = 2},\n  config = {extra = {chips = 50, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.rounds}}\n  end,\n  rarity = 1,\n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and context.other_card:get_id() == 12 then\n      if not context.end_of_round and not context.before and not context.after then\n        if context.other_card.debuff then\n          return {\n            message = localize(\"k_debuffed\"),\n            colour = G.C.RED,\n            card = card,\n          }\n        else\n          return {\n            h_chips = card.ability.extra.chips,\n            card = card,\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_nidorina\")\n  end,\n  attributes = {\"chips\", \"rank\", \"queen\", \"round_evo\"},\n}\n-- Nidorina 030\nlocal nidorina={\n  name = \"nidorina\", \n  pos = {x = 3, y = 2},\n  config = {extra = {chips = 75}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_moonstone\n    end\n    return {vars = {center.ability.extra.chips}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"One\",\n  item_req = \"moonstone\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and context.other_card:get_id() == 12 then\n      if not context.end_of_round and not context.before and not context.after then\n        if context.other_card.debuff then\n          return {\n            message = localize(\"k_debuffed\"),\n            colour = G.C.RED,\n            card = card,\n          }\n        else\n            return {\n              h_chips = card.ability.extra.chips,\n              card = card,\n            }\n        end\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_nidoqueen\")\n  end,\n  attributes = {\"chips\", \"rank\", \"queen\", \"item_evo\"},\n}\n\nreturn {name = \"Pokemon Jokers 01-30\",\n        list = { bulbasaur, ivysaur, venusaur, mega_venusaur, charmander, charmeleon, charizard, mega_charizard_x, mega_charizard_y, squirtle, wartortle, blastoise, mega_blastoise, caterpie, metapod, butterfree, weedle, kakuna, beedrill, mega_beedrill, pidgey, pidgeotto, pidgeot, mega_pidgeot, rattata, raticate, spearow, fearow, ekans, arbok, pikachu, raichu, sandshrew, sandslash, nidoranf, nidorina, },\n}\n"
  },
  {
    "path": "pokemon/pokejokers_02.lua",
    "content": "--Code for pokemon jokers 31-60\n\n-- Nidoqueen 031\nlocal nidoqueen={\n  name = \"nidoqueen\", \n  pos = {x = 4, y = 2}, \n  config = {extra = {chips = 90, h_size = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.h_size}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and context.other_card:get_id() == 12 then\n      if not context.end_of_round and not context.before and not context.after then\n        if context.other_card.debuff then\n          return {\n            message = localize(\"k_debuffed\"),\n            colour = G.C.RED,\n            card = card,\n          }\n        else\n          return {\n            h_chips = card.ability.extra.chips,\n            card = card,\n          }\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"hand_size\", \"passive\", \"chips\", \"rank\", \"queen\"},\n}\n-- Nidoran-M 032\nlocal nidoranm={\n  name = \"nidoranm\", \n  pos = {x = 5, y = 2}, \n  config = {extra = {mult = 8, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.hand and context.other_card:get_id() == 13 then\n      if context.other_card.debuff then\n          return {\n              message = localize('k_debuffed'),\n              colour = G.C.RED,\n              card = card,\n          }\n      else\n          return {\n              h_mult = card.ability.extra.mult,\n              card = card\n          }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_nidorino\")\n  end,\n  attributes = {\"mult\", \"rank\", \"king\", \"round_evo\"},\n}\n-- Nidorino 033\nlocal nidorino={\n  name = \"nidorino\", \n  pos = {x = 6, y = 2}, \n  config = {extra = {mult = 12}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_moonstone\n    end\n    return {vars = {center.ability.extra.mult}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"One\", \n  item_req = \"moonstone\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.hand and context.other_card:get_id() == 13 then\n      if context.other_card.debuff then\n          return {\n              message = localize('k_debuffed'),\n              colour = G.C.RED,\n              card = card,\n          }\n      else\n          return {\n              h_mult = card.ability.extra.mult,\n              card = card\n          }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_nidoking\")\n  end,\n  attributes = {\"mult\", \"rank\", \"king\", \"item_evo\"},\n}\n-- Nidoking 034\nlocal nidoking={\n  name = \"nidoking\", \n  pos = {x = 7, y = 2},\n  config = {extra = {mult = 15, h_size = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.h_size}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.hand and context.other_card:get_id() == 13 and not context.end_of_round then\n      if context.other_card.debuff then\n          return {\n              message = localize('k_debuffed'),\n              colour = G.C.RED,\n              card = card,\n          }\n      else\n          return {\n              h_mult = card.ability.extra.mult,\n              card = card\n          }\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"hand_size\", \"passive\", \"mult\", \"rank\", \"king\"},\n}\n-- Clefairy 035\nlocal clefairy={\n  name = \"clefairy\", \n  pos = {x = 8, y = 2},\n  config = {extra = {mult = 3, suit = \"Clubs\"}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_moonstone\n    end\n    return {vars = {center.ability.extra.mult, localize(center.ability.extra.suit, 'suits_singular')}}\n  end,\n  rarity = 1, \n  cost = 4, \n  item_req = \"moonstone\",\n  stage = \"Basic\", \n  ptype = \"Fairy\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.suit) then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        return {\n          mult = card.ability.extra.mult,\n          card = card\n        }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_clefable\")\n  end,\n  attributes = {\"mult\", \"suit\", \"clubs\", \"space\", \"item_evo\"},\n}\n-- Clefable 036\nlocal clefable={\n  name = \"clefable\", \n  pos = {x = 9, y = 2},\n  config = {extra = {mult_mod = 1, suit = \"Clubs\", clubs_scored = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult_mod, localize(center.ability.extra.suit, 'suits_singular'), center.ability.extra.mult_mod * center.ability.extra.clubs_scored,\n                    5 * center.ability.extra.mult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"One\", \n  ptype = \"Fairy\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and not context.blueprint then\n        local club_count = 0\n        for k, v in ipairs(context.scoring_hand) do\n          if v:is_suit(card.ability.extra.suit) then club_count = club_count + 1 end\n        end\n        card.ability.extra.clubs_scored = card.ability.extra.clubs_scored + club_count\n      end\n    end\n    if context.individual and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.suit) then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        return {\n          mult = card.ability.extra.mult_mod * card.ability.extra.clubs_scored,\n          card = card\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      if card.ability.extra.clubs_scored > 0 then\n        card.ability.extra.clubs_scored = 0\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset')})\n      end\n    end\n  end,\n  attributes = {\"mult\", \"suit\", \"clubs\", \"reset\", \"space\"},\n}\n-- Vulpix 037\nlocal vulpix={\n  name = \"vulpix\", \n  pos = {x = 10, y = 2},\n  config = {extra = {num = 1, dem = 3}},\n  rarity = 1, \n  cost = 4, \n  item_req = \"firestone\",\n  stage = \"Basic\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Fire\",\n  knockoff_starter = true,\n  blueprint_compat = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_firestone\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'vulpix')\n    return {vars = {num, dem}}\n  end,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play then\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        if (context.other_card:get_id() == 9) and (not context.other_card.debuff) and SMODS.pseudorandom_probability(card, 'vulpix', card.ability.extra.num, card.ability.extra.dem, 'vulpix') then\n          G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n          return {\n            extra = {focus = card, message = localize('k_plus_tarot'), colour = G.C.PURPLE, func = function()\n              G.E_MANAGER:add_event(Event({\n                trigger = 'before',\n                delay = 0.0,\n                func = function()\n                  local card_type = 'Tarot'\n                  local _card = create_card(card_type,G.consumeables, nil, nil, nil, nil, nil, 'sup')\n                  _card:add_to_deck()\n                  G.consumeables:emplace(_card)\n                  G.GAME.consumeable_buffer = 0\n                  return true\n                end\n              }))\n            end},\n          }\n        end\n      end \n    end\n    return item_evo(self, card, context, \"j_poke_ninetales\")\n  end,\n  attributes = {\"chance\", \"rank\", \"nine\", \"tarot\", \"generation\", \"item_evo\"},\n}\n-- Ninetales 038\nlocal ninetales={\n  name = \"ninetales\", \n  pos = {x = 11, y = 2},\n  config = {extra = {num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Medium\"}}\n      info_queue[#info_queue+1] = { set = 'Spectral', key = 'c_medium'}\n      info_queue[#info_queue+1] = {key = 'purple_seal', set = 'Other'}\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'ninetales')\n    return {vars = {num, dem}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\", \n  atlas = \"Pokedex1\",\n  gen = 1, \n  ptype = \"Fire\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play then\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        if (context.other_card:get_id() == 9) and (not context.other_card.debuff) and SMODS.pseudorandom_probability(card, 'ninetales', card.ability.extra.num, card.ability.extra.dem, 'ninetales') then\n          G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n          return {\n            extra = {focus = card, message = localize('k_plus_tarot'), colour = G.C.PURPLE, func = function()\n              G.E_MANAGER:add_event(Event({\n                trigger = 'before',\n                delay = 0.0,\n                func = function()\n                  local card_type = 'Tarot'\n                  local _card = create_card(card_type,G.consumeables, nil, nil, nil, nil, nil, 'sup')\n                  _card:add_to_deck()\n                  G.consumeables:emplace(_card)\n                  G.GAME.consumeable_buffer = 0\n                  return true\n                end\n              }))\n            end},\n          }\n        end\n      end \n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then\n      local _card = create_card('Spectral', G.consumeables, nil, nil, nil, nil, 'c_medium')\n      local edition = {negative = true}\n      _card:set_edition(edition, true)\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n      card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('k_plus_spectral'), colour = G.C.SECONDARY_SET.Spectral})\n    end\n  end,\n  attributes = {\"chance\", \"rank\", \"nine\", \"tarot\", \"generation\", \"holding\"},\n}\n-- Jigglypuff 039\nlocal jigglypuff={\n  name = \"jigglypuff\", \n  pos = {x = 12, y = 2},\n  config = {extra = {mult = 2, chips = 10, suit = \"Spades\"}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_moonstone\n    end\n    return {vars = {center.ability.extra.mult, localize(center.ability.extra.suit, 'suits_singular'), center.ability.extra.chips}}\n  end,\n  rarity = 1, \n  cost = 4, \n  item_req = \"moonstone\",\n  stage = \"Basic\", \n  ptype = \"Fairy\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.suit) then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        return {\n          message = \"Puff!\", \n          colour = G.C.MULT,\n          mult = card.ability.extra.mult,\n          chips = card.ability.extra.chips,\n          card = card\n        }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_wigglytuff\")\n  end,\n  attributes = {\"chips\", \"mult\", \"suit\", \"spades\", \"item_evo\"},\n}\n-- Wigglytuff 040\nlocal wigglytuff={\n  name = \"wigglytuff\", \n  pos = {x = 0, y = 3},\n  config = {extra = {mult = 2, chips = 30, suit = \"Spades\"}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.chips, localize(center.ability.extra.suit, 'suits_singular')}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"One\", \n  ptype = \"Fairy\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.suit) then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        local total_chips = poke_total_chips(context.other_card) \n        return {\n          message = \"Tuff!\", \n          colour = G.C.MULT,\n          mult = card.ability.extra.mult,\n          chips = card.ability.extra.chips + total_chips,\n          card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"chips\", \"mult\", \"suit\", \"spades\"},\n}\n-- Zubat 041\nlocal zubat={\n  name = \"zubat\", \n  pos = {x = 1, y = 3},\n  config = {extra = {mult = 0, mult_mod = 2}, evo_rqmt = 12},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, self.config.evo_rqmt}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      local scoring_card = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i].config.center ~= G.P_CENTERS.c_base then\n          scoring_card = context.scoring_hand[i]\n          break\n        end\n      end\n\n      if scoring_card and not scoring_card.debuff and not scoring_card.vampired then\n        scoring_card.vampired = true\n        scoring_card:set_ability(G.P_CENTERS.c_base, nil, true)\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            scoring_card:juice_up()\n            scoring_card.vampired = nil\n            return true\n          end\n        }))\n\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          message_key = 'a_mult',\n          message_colour = G.C.MULT,\n        })\n      end\n    end\n\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_golbat\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  attributes = {\"mult\", \"modify_card\", \"enhancements\", \"scaling\", \"scaling_evo\"},\n}\n-- Golbat 042\nlocal golbat={\n  name = \"golbat\", \n  pos = {x = 2, y = 3},\n  config = {extra = {mult = 0, mult_mod = 2, eaten = 0}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local eating_left = math.max(0, self.config.evo_rqmt - card.ability.extra.eaten)\n    return {vars = {card.ability.extra.mult, card.ability.extra.mult_mod, eating_left}}\n  end,\n  rarity = 3, \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      local m_count = 0\n      for k, v in ipairs(context.scoring_hand) do\n          if v.config.center ~= G.P_CENTERS.c_base and not v.debuff and not v.vampired then\n              v.vampired = true\n              m_count = m_count + 1\n\n              v:set_ability(G.P_CENTERS.c_base, nil, true)\n              G.E_MANAGER:add_event(Event({\n                  func = function()\n                      v:juice_up()\n                      v.vampired = nil\n                      return true\n                  end\n              }))\n              card.ability.extra.eaten = card.ability.extra.eaten + 1\n          end\n      end\n\n      if m_count > 0 then\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          operation = function(ref_table, ref_value, initial, change)\n            ref_table[ref_value] = initial + change * m_count\n          end,\n          no_message = true,\n        })\n      end\n    end\n    if context.joker_main and card.ability.extra.mult > 0 then\n      return {\n        message = localize(\"poke_screech_ex\"),\n        colour = G.C.MULT,\n        mult_mod = card.ability.extra.mult,\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_crobat\", card.ability.extra.eaten, self.config.evo_rqmt)\n  end,\n  attributes = {\"mult\", \"modify_card\", \"enhancements\", \"scaling\", \"scaling_evo\"},\n}\n-- Oddish 043\nlocal oddish={\n  name = \"oddish\", \n  pos = {x = 3, y = 3},\n  config = {extra = {mult = 1, mult2 = 5, rounds = 4, mult1 = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.mult2, center.ability.extra.rounds, center.ability.extra.mult1}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  knockoff_starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if poke_is_odd(context.other_card) then\n          local value\n          local random = pseudorandom('oddish')\n          if random < (1/3) then\n            value = card.ability.extra.mult\n          elseif random < (2/3) then\n            value = card.ability.extra.mult1\n          else\n            value = card.ability.extra.mult2\n          end\n          return {\n            mult = value, \n            card = card\n          }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_gloom\")\n  end,\n  attributes = {\"mult\", \"rank\", \"ace\", \"three\", \"five\", \"seven\", \"nine\", \"round_evo\"},\n}\n-- Gloom 044\nlocal gloom={\n  name = \"gloom\", \n  pos = {x = 4, y = 3},\n  config = {extra = {mult = 3, mult2 = 7, mult1 = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_leafstone\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_sunstone\n    end\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.mult2, center.ability.extra.mult1}}\n  end,\n  rarity = 2,\n  cost = 6,\n  item_req = {\"leafstone\", \"sunstone\"},\n  evo_list = {leafstone = \"j_poke_vileplume\", sunstone = \"j_poke_bellossom\"},\n  stage = \"One\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if poke_is_odd(context.other_card) then\n          local value\n          local random = pseudorandom('gloom')\n          if random < (1/3) then\n            value = card.ability.extra.mult\n          elseif random < (2/3) then\n            value = card.ability.extra.mult1\n          else\n            value = card.ability.extra.mult2\n          end\n          return {\n            mult = value,\n            card = card\n          }\n      end\n    end\n    return item_evo(self, card, context)\n  end,\n  attributes = {\"mult\", \"rank\", \"ace\", \"three\", \"five\", \"seven\", \"nine\", \"item_evo\"},\n}\n-- Vileplume 045\nlocal vileplume={\n  name = \"vileplume\",\n  config = {extra = {Xmult_multi = 1.5, mult = 7, Xmult_multi2 = 1.3}},\n  pos = {x = 5, y = 3},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.Xmult_multi, center.ability.extra.mult, center.ability.extra.Xmult_multi2}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if poke_is_odd(context.other_card) then\n          local random = pseudorandom('vileplume')\n          if random < (1/3) then\n            return { \n              mult = card.ability.extra.mult,\n              card = card\n            }\n          elseif random < (2/3) then\n            return { \n              x_mult = card.ability.extra.Xmult_multi2,\n              card = card\n            }\n          else\n            return { \n              x_mult = card.ability.extra.Xmult_multi,\n              card = card\n            }\n          end\n          if random < .50 then\n            return { \n              x_mult = card.ability.extra.Xmult_multi,\n              card = card\n            }\n          else\n            return { \n              mult = card.ability.extra.mult,\n              card = card\n            }\n          end\n      end\n    end\n  end,\n  attributes = {\"mult\", \"xmult\", \"rank\", \"ace\", \"three\", \"five\", \"seven\", \"nine\"},\n}\n-- Paras 046\nlocal paras={\n  name = \"paras\", \n  pos = {x = 6, y = 3}, \n  config = {extra = {mult = 0, mult_mod = 1}, evo_rqmt = 8},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.mult_mod}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint and next(context.poker_hands['Two Pair']) then\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod',\n        message_colour = G.C.MULT,\n      })\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_parasect\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  attributes = {\"mult\", \"hand_type\", \"scaling\", \"scaling_evo\"},\n}\n-- Parasect 047\nlocal parasect={\n  name = \"parasect\", \n  pos = {x = 7, y = 3},\n   config = {extra = {mult = 0, mult_mod = 3, mult_mod2 = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.mult_mod2}}\n  end,\n  rarity = 2, \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      if next(context.poker_hands['Two Pair']) then\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          message_colour = G.C.MULT,\n        })\n      elseif card.ability.extra.mult > 0 then\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod2',\n          operation = function(ref_table, ref_value, initial, change)\n            ref_table[ref_value] = math.max(0, initial - change)\n          end,\n          message_key = 'a_mult_minus',\n          message_colour = G.C.RED,\n        })\n      end\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n  end,\n  attributes = {\"mult\", \"hand_type\", \"scaling\"},\n}\n-- Venonat 048\nlocal venonat={\n  name = \"venonat\", \n  pos = {x = 8, y = 3},\n  config = {extra = {plus_odds = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.plus_odds, center.ability.extra.rounds}}\n  end,\n  rarity = 2, \n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.mod_probability and not context.blueprint then\n      return \n      {\n        numerator = context.numerator + card.ability.extra.plus_odds\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_venomoth\")\n  end,\n  attributes = {\"mod_chance\", \"passive\", \"round_evo\"},\n}\n-- Venomoth 049\nlocal venomoth={\n  name = \"venomoth\", \n  pos = {x = 9, y = 3},\n  config = {extra = {plus_odds = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.plus_odds}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.mod_probability and not context.blueprint then\n      return \n      {\n        numerator = context.numerator + card.ability.extra.plus_odds\n      }\n    end\n  end,\n  attributes = {\"mod_chance\", \"passive\"},\n}\n-- Diglett 050\nlocal diglett={\n  name = \"diglett\", \n  pos = {x = 10, y = 3}, \n  config = {extra = {rounds = 4, chips = 60, mult = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.rounds, center.ability.extra.chips, center.ability.extra.mult}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local score_chips = false\n        local score_mult = false\n        if next(context.poker_hands['Three of a Kind']) then score_chips = true end\n        for k, v in ipairs(context.scoring_hand) do\n          if v:get_id() == 2 or v:get_id() == 3 or v:get_id() == 4 then\n            score_mult = true\n            break\n          end\n        end\n        if score_mult and score_chips then\n          return {\n            message = localize('poke_dig_ex'), \n            colour = G.C.MULT,\n            chip_mod = card.ability.extra.chips,\n            mult_mod = card.ability.extra.mult,\n            card = card\n          }\n        elseif score_chips then\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = card.ability.extra.chips,\n            card = card\n          }\n        elseif score_mult then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult,\n            card = card\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_dugtrio\")\n  end,\n  attributes = {\"chips\", \"hand_type\", \"mult\", \"rank\", \"two\", \"three\", \"four\", \"round_evo\"},\n}\n-- Dugtrio 051\nlocal dugtrio={\n  name = \"dugtrio\", \n  pos = {x = 11, y = 3},\n  config = {extra = {chips = 120, Xmult = 1.5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.Xmult, center.ability.extra.chips}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"One\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  ptype = \"Earth\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local score_chips = false\n        local score_mult = false\n        if next(context.poker_hands['Three of a Kind']) then score_chips = true end\n        for k, v in ipairs(context.scoring_hand) do\n          if v:get_id() == 2 or v:get_id() == 3 or v:get_id() == 4 then\n            score_mult = true\n            break\n          end\n        end\n        if score_mult and score_chips then\n          return {\n            message = localize('poke_dig_ex'), \n            colour = G.C.MULT,\n            chip_mod = card.ability.extra.chips,\n            Xmult_mod = card.ability.extra.Xmult,\n            card = card\n          }\n        elseif score_chips then\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = card.ability.extra.chips,\n            card = card\n          }\n        elseif score_mult then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n            colour = G.C.MULT,\n            Xmult_mod = card.ability.extra.Xmult,\n            card = card\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"chips\", \"hand_type\", \"xmult\", \"rank\", \"two\", \"three\", \"four\"},\n}\n-- Meowth 052\nlocal meowth={\n  name = \"meowth\", \n  pos = {x = 12, y = 3},\n  config = {extra = {money = 1, money_mod = 2, limit = 1, triggers = 0}, evo_rqmt = 9},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.money, center.ability.extra.money_mod, self.config.evo_rqmt}}\n  end,\n  rarity = 2, \n  cost = 5, \n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  enhancement_gate = 'm_lucky',\n  blueprint_compat = false,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card.lucky_trigger and card.ability.extra.triggers < card.ability.extra.limit and not context.blueprint then\n      card.ability.extra.triggers = card.ability.extra.triggers + 1\n      SMODS.scale_card(card, {\n        ref_value = 'money',\n        scalar_value = 'money_mod',\n        message_colour = G.C.MONEY,\n      })\n    end\n    if not context.repetition and not context.individual and context.end_of_round then\n      card.ability.extra.triggers = 0\n    end\n    return scaling_evo(self, card, context, \"j_poke_persian\", card.ability.extra.money, self.config.evo_rqmt)\n  end,\n  calc_dollar_bonus = function(self, card)\n    return ease_poke_dollars(card, \"meowth\", card.ability.extra.money, true)\n\tend,\n  attributes = {\"economy\", \"enhancements\", \"scaling\", \"scaling_evo\"},\n}\n-- Persian 053\nlocal persian={\n  name = \"persian\", \n  pos = {x = 0, y = 4}, \n  config = {extra = {money = 1, money_mod = 2, limit = 1, triggers = 0, num = 1, dem = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'persian')\n\t\treturn {vars = {center.ability.extra.money, center.ability.extra.money_mod, num, dem}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 9, \n  stage = \"One\", \n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  enhancement_gate = 'm_lucky',\n  blueprint_compat = false,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card.lucky_trigger and card.ability.extra.triggers < card.ability.extra.limit and not context.blueprint then\n      card.ability.extra.triggers = card.ability.extra.triggers + 1\n      SMODS.scale_card(card, {\n        ref_value = 'money',\n        scalar_value = 'money_mod',\n        message_colour = G.C.MONEY,\n      })\n    end\n    if not context.repetition and not context.individual and context.end_of_round then\n      card.ability.extra.triggers = 0\n    end\n  end,\n  calc_dollar_bonus = function(self, card)\n    local payout = card.ability.extra.money\n    if SMODS.pseudorandom_probability(card, 'persian', card.ability.extra.num, card.ability.extra.dem, 'persian') then\n      payout = payout * 2\n    end\n    return ease_poke_dollars(card, \"persian\", payout, true)\n\tend,\n  attributes = {\"economy\", \"enhancements\", \"scaling\", \"chance\"},\n}\n-- Psyduck 054\nlocal psyduck={\n  name = \"psyduck\", \n  pos = {x = 1, y = 4},\n  config = {extra = {money = 3, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  knockoff_starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main and context.cardarea == G.jokers and context.scoring_hand and context.full_hand and #context.full_hand == 1 and context.scoring_hand[1]:is_face() then\n      local earned = ease_poke_dollars(card, \"psyduck\", card.ability.extra.money)\n      return {\n        message = '$'..earned,\n        colour = G.C.MONEY\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_golduck\")\n  end,\n  attributes = {\"economy\", \"face\", \"round_evo\"},\n}\n-- Golduck 055\nlocal golduck={\n  name = \"golduck\", \n  pos = {x = 2, y = 4},\n  config = {extra = {money = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and context.cardarea == G.jokers and context.scoring_hand and context.full_hand and #context.full_hand == 1 and context.scoring_hand[1]:is_face() then\n      local face = context.scoring_hand[1]\n      face:set_ability(G.P_CENTERS.m_gold, nil, true)\n      G.E_MANAGER:add_event(Event({\n          func = function()\n              face:juice_up()\n              return true\n          end\n      })) \n      return {\n        message = localize('k_gold'),\n        colour = G.C.MONEY,\n        card = card\n      }\n    end\n    if context.joker_main and context.cardarea == G.jokers and context.scoring_hand and context.full_hand and #context.full_hand == 1 and context.scoring_hand[1]:is_face()  then\n      local earned = ease_poke_dollars(card, \"golduck\", card.ability.extra.money)\n      return {\n        message = '$'..earned,\n        colour = G.C.MONEY\n      }\n    end\n  end,\n  attributes = {\"economy\", \"face\", \"modify_card\", \"enhancements\"},\n}\n-- Mankey 056\nlocal mankey={\n  name = \"mankey\", \n  pos = {x = 3, y = 4},\n  config = {extra = {mult_mod = 3, chip_mod = 5, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.chip_mod, center.ability.extra.rounds}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Fighting\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if context.other_card:get_id() == 2 or \n         context.other_card:get_id() == 3 or \n         context.other_card:get_id() == 5 or\n         context.other_card:get_id() == 7 then\n        return {\n            chips = card.ability.extra.chip_mod,\n            mult = card.ability.extra.mult_mod,\n            card = card\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_primeape\")\n  end,\n  attributes = {\"chips\", \"mult\", \"rank\", \"two\", \"three\", \"five\", \"seven\", \"round_evo\"},\n}\n-- Primeape 057\nlocal primeape={\n  name = \"primeape\", \n  pos = {x = 4, y = 4}, \n  config = {extra = {mult_mod = 5, chip_mod = 7, primes_played = 0}, evo_rqmt = 29},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local primes_left = math.max(0, self.config.evo_rqmt - card.ability.extra.primes_played)\n    return {vars = {card.ability.extra.mult_mod, card.ability.extra.chip_mod, primes_left}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 9, \n  stage = \"One\", \n  ptype = \"Fighting\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if context.other_card:get_id() == 2 or \n         context.other_card:get_id() == 3 or \n         context.other_card:get_id() == 5 or\n         context.other_card:get_id() == 7 then\n        card.ability.extra.primes_played = card.ability.extra.primes_played + 1\n        return {\n            chips = card.ability.extra.chip_mod,\n            mult = card.ability.extra.mult_mod,\n            card = card\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_annihilape\", card.ability.extra.primes_played, self.config.evo_rqmt)\n  end,\n  attributes = {\"chips\", \"mult\", \"rank\", \"two\", \"three\", \"five\", \"seven\", \"trigger_evo\"},\n}\n-- Growlithe 058\nlocal growlithe={\n  name = \"growlithe\", \n  pos = {x = 5, y = 4},\n  config = {extra = {mult = 8}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_firestone\n    end\n    return {vars = {center.ability.extra.mult}}\n  end,\n  rarity = 1, \n  cost = 5, \n  item_req = \"firestone\",\n  stage = \"Basic\", \n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  knockoff_starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Flush']) then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_arcanine\")\n  end,\n  attributes = {\"mult\", \"hand_type\", \"item_evo\"},\n}\n-- Arcanine 059\nlocal arcanine={\n  name = \"arcanine\", \n  pos = {x = 6, y = 4},\n  config = {extra = {Xmult = 1.5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_mult\n    end\n    return {vars = {center.ability.extra.Xmult}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and next(context.poker_hands['Flush']) then\n        local target = {}\n        for k, v in pairs(context.scoring_hand) do\n          if v.config.center == G.P_CENTERS.c_base then\n            target[#target + 1] = v\n            break\n          end\n        end\n        poke_convert_cards_to(target, {mod_conv = 'm_mult'}, true, true)\n      end\n      if context.joker_main and next(context.poker_hands['Flush']) then\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.MULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"hand_type\", \"modify_card\", \"enhancements\"},\n}\n-- Poliwag 060\nlocal poliwag={\n  name = \"poliwag\", \n  pos = {x = 7, y = 4},\n  config = {extra = {mult = 4, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds, localize(G.GAME.poke_poli_suit or \"Spades\",'suits_singular'),  \n                    colours = {G.C.SUITS[G.GAME.poke_poli_suit or \"Spades\"]}, localize(\"Spades\", 'suits_plural'), localize(\"Hearts\", 'suits_plural'), \n                    localize(\"Clubs\", 'suits_plural'), localize(\"Diamonds\", 'suits_plural')}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  knockoff_starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play\n        and context.other_card:is_suit(G.GAME.poke_poli_suit or \"Spades\") then\n      return {\n        mult = card.ability.extra.mult,\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_poliwhirl\")\n  end,\n  attributes = {\"mult\", \"suit\", \"round_evo\"},\n}\n\nreturn {name = \"Pokemon Jokers 31-60\", \n        list = {  nidoqueen, nidoranm, nidorino, nidoking, clefairy, clefable, vulpix, ninetales, jigglypuff, wigglytuff, zubat, golbat, oddish, gloom, vileplume, paras, parasect, venonat, venomoth, diglett, dugtrio, meowth, persian, psyduck, golduck, mankey, primeape, growlithe, arcanine, poliwag,},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_03.lua",
    "content": "--Code for pokemon jokers 61-90\n\n-- Poliwhirl 061\nlocal poliwhirl={\n  name = \"poliwhirl\", \n  pos = {x = 8, y = 4}, \n  config = {extra = {mult = 6}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_waterstone\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_kingsrock\n    end\n    return {vars = {center.ability.extra.mult, localize(G.GAME.poke_poli_suit or \"Spades\",'suits_singular'),  \n                    colours = {G.C.SUITS[G.GAME.poke_poli_suit or \"Spades\"]}, localize(\"Spades\", 'suits_plural'), localize(\"Hearts\", 'suits_plural'), \n                    localize(\"Clubs\", 'suits_plural'), localize(\"Diamonds\", 'suits_plural')}}\n  end,\n  rarity = 2, \n  cost = 7, \n  item_req = {\"waterstone\", \"kingsrock\"},\n  evo_list = {waterstone = \"j_poke_poliwrath\", kingsrock = \"j_poke_politoed\"},\n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play\n        and context.other_card:is_suit(G.GAME.poke_poli_suit or \"Spades\") then\n      return {\n        mult = card.ability.extra.mult,\n      }\n    end\n    return item_evo(self, card, context)\n  end,\n  attributes = {\"mult\", \"suit\", \"item_evo\"},\n}\n-- Poliwrath 062\nlocal poliwrath={\n  name = \"poliwrath\", \n  pos = {x = 9, y = 4},\n  config = {extra = {Xmult_multi = 1.3, mult = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi, localize(G.GAME.poke_poli_suit or \"Spades\",'suits_singular'),  \n                    colours = {G.C.SUITS[G.GAME.poke_poli_suit or \"Spades\"]}, localize(\"Spades\", 'suits_plural'), localize(\"Hearts\", 'suits_plural'), \n                    localize(\"Clubs\", 'suits_plural'), localize(\"Diamonds\", 'suits_plural'), center.ability.extra.mult}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\",\n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play\n        and context.other_card:is_suit(G.GAME.poke_poli_suit or \"Spades\") then\n      return {\n        x_mult = card.ability.extra.Xmult_multi,\n        mult = card.ability.extra.mult,\n      }\n    end\n  end,\n  attributes = {\"mult\", \"xmult\", \"suit\"},\n}\n-- Abra 063\nlocal abra={\n  name = \"abra\", \n  pos = {x = 10, y = 4}, \n  config = {extra = {num = 1, dem = 2, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'abra')\n    return {vars = {num, dem, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and G.GAME.hands[context.scoring_name] and G.GAME.hands[context.scoring_name].played_this_round > 1 then\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          if SMODS.pseudorandom_probability(card, 'abra', card.ability.extra.num, card.ability.extra.dem, 'abra') then\n            local set = nil\n            local message = nil\n            local colour = nil\n            if pseudorandom('abraitem') < .50 then\n              set = \"Item\"\n              message = \"poke_plus_pokeitem\"\n              colour = G.ARGS.LOC_COLOURS.item\n            else\n              set = \"Tarot\"\n              message = \"k_plus_tarot\"\n              colour = G.C.PURPLE\n            end\n            local _card = create_card(set, G.consumeables, nil, nil, nil, nil, nil)\n            _card:add_to_deck()\n            G.consumeables:emplace(_card)\n            card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize(message), colour = colour})\n          end\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_kadabra\")\n  end,\n  attributes = {\"chance\", \"tarot\", \"item\", \"hand_type\", \"round_evo\"},\n}\n-- Kadabra 064\nlocal kadabra={\n  name = \"kadabra\", \n  pos = {x = 11, y = 4},\n  config = {extra = {num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = { set = 'Item', key = 'c_poke_twisted_spoon', poke_add_desc = true}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_linkcable\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'kadabra')\n    return {vars = {num, dem}}\n  end,\n  rarity = 3, \n  cost = 8, \n  item_req = \"linkcable\",\n  stage = \"One\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and G.GAME.hands[context.scoring_name] and G.GAME.hands[context.scoring_name].played_this_round > 1 then\n        if SMODS.pseudorandom_probability(card, 'kadabra', card.ability.extra.num, card.ability.extra.dem, 'kadabra') then\n          if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n            local set = nil\n            local message = nil\n            local colour = nil\n            local conname = nil\n            if pseudorandom('kadabraitem') < .50 then\n              set = \"Item\"\n              message = \"poke_plus_pokeitem\"\n              colour = G.ARGS.LOC_COLOURS.item\n              conname = \"c_poke_twisted_spoon\"\n            else\n              set = \"Tarot\"\n              message = \"k_plus_tarot\"\n              colour = G.C.PURPLE\n            end\n            local _card = create_card(set, G.consumeables, nil, nil, nil, nil, conname)\n            _card:add_to_deck()\n            G.consumeables:emplace(_card)\n            card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize(message), colour = colour})\n          end\n        end\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_alakazam\")\n  end,\n  attributes = {\"chance\", \"tarot\", \"item\", \"hand_type\", \"item_evo\"},\n}\n-- Alakazam 065\nlocal alakazam={\n  name = \"alakazam\", \n  pos = {x = 12, y = 4}, \n  config = {extra = {num = 1, dem = 2, card_limit = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = { set = 'Tarot', key = 'c_fool'}\n      info_queue[#info_queue+1] = { set = 'Item', key = 'c_poke_twisted_spoon', poke_add_desc = true}\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'alakazam')\n    return {vars = {num, dem, center.ability.extra.card_limit}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and G.GAME.hands[context.scoring_name] and G.GAME.hands[context.scoring_name].played_this_round > 1 then\n        if SMODS.pseudorandom_probability(card, 'alakazam', card.ability.extra.num, card.ability.extra.dem, 'alakazam') then\n          if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n            local set = nil\n            local message = nil\n            local colour = nil\n            local conname = nil\n            if pseudorandom('alakazam') < .50 then\n              set = \"Item\"\n              message = \"poke_plus_pokeitem\"\n              colour = G.ARGS.LOC_COLOURS.item\n              conname = \"c_poke_twisted_spoon\"\n            else\n              set = \"Tarot\"\n              message = \"k_plus_tarot\"\n              colour = G.C.PURPLE\n              conname = \"c_fool\"\n            end\n            local _card = create_card(set, G.consumeables, nil, nil, nil, nil, conname)\n            _card:add_to_deck()\n            G.consumeables:emplace(_card)\n            card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize(message), colour = colour})\n          end\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    local limit = card.ability.extra.card_limit\n    G.E_MANAGER:add_event(Event({\n        func = function()\n            G.consumeables.config.card_limit = G.consumeables.config.card_limit + limit\n            return true\n        end\n    }))\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.consumeables.config.card_limit = G.consumeables.config.card_limit - card.ability.extra.card_limit\n  end, \n  megas = {\"mega_alakazam\"},\n  attributes = {\"passive\", \"chance\", \"tarot\", \"item\", \"hand_type\"},\n}\n-- Mega Alakazam 065-1\nlocal mega_alakazam={\n  name = \"mega_alakazam\", \n  pos = {x = 12, y = 0},\n  soul_pos = { x = 13, y = 0},\n  config = {extra = {Xmult_multi2 = 2, Xmult_multi = 1.5, card_limit = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = { set = 'Item', key = 'c_poke_twisted_spoon', poke_add_desc = true}\n    end\n    return {vars = {center.ability.extra.Xmult_multi, center.ability.extra.Xmult_multi2, center.ability.extra.card_limit}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Psychic\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.other_consumeable then\n        local Xmult = nil\n        if context.other_consumeable.ability.name == \"twisted_spoon\" then\n          Xmult = card.ability.extra.Xmult_multi2\n        else\n          Xmult = card.ability.extra.Xmult_multi\n        end\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = Xmult\n        }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    local limit = card.ability.extra.card_limit\n    G.E_MANAGER:add_event(Event({\n        func = function()\n            G.consumeables.config.card_limit = G.consumeables.config.card_limit + limit\n            return true\n        end\n    }))\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    local limit = card.ability.extra.card_limit\n    G.E_MANAGER:add_event(Event({\n        func = function()\n            G.consumeables.config.card_limit = G.consumeables.config.card_limit - limit\n            return true\n        end\n    }))\n  end,\n  attributes = {\"passive\", \"xmult\", \"item\"},\n}\n-- Machop 066\nlocal machop={\n  name = \"machop\", \n  pos = {x = 0, y = 5},\n  config = {extra = {hands = 1, discards = 1, rounds = 5, mult = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.hands, center.ability.extra.discards, center.ability.extra.rounds, center.ability.extra.mult}}\n  end,\n  rarity = 1, \n  cost = 6, \n  stage = \"Basic\",\n  ptype = \"Fighting\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_machoke\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.discards\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n    ease_discard(-card.ability.extra.discards)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.discards\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n    ease_discard(card.ability.extra.discards)\n  end,\n  attributes = {\"mult\", \"passive\", \"hands\", \"discard\", \"round_evo\"},\n}\n-- Machoke 067\nlocal machoke={\n  name = \"machoke\", \n  pos = {x = 1, y = 5},\n  config = {extra = {hands = 2, discards = 2, mult = 10}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_linkcable\n    end\n\t\treturn {vars = {center.ability.extra.hands, center.ability.extra.discards, center.ability.extra.mult}}\n  end,\n  rarity = 3, \n  cost = 8,\n  item_req = \"linkcable\",\n  stage = \"One\", \n  ptype = \"Fighting\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_machamp\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.discards\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n    ease_discard(-card.ability.extra.discards)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.discards\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n    ease_discard(card.ability.extra.discards)\n  end,\n  attributes = {\"mult\", \"passive\", \"hands\", \"discard\", \"item_evo\"},\n}\n-- Machamp 068\nlocal machamp={\n  name = \"machamp\", \n  pos = {x = 2, y = 5},\n  config = {extra = {hands = 4, discards = 4, mult = 20}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.hands, center.ability.extra.discards, center.ability.extra.mult}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Fighting\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.discards\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n    ease_discard(-card.ability.extra.discards)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.discards\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n    ease_discard(card.ability.extra.discards)\n  end,\n  attributes = {\"mult\", \"passive\", \"hands\", \"discard\"},\n}\n-- Bellsprout 069\nlocal bellsprout={\n  name = \"bellsprout\", \n  pos = {x = 3, y = 5},\n  config = {extra = {chips = 16, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  knockoff_starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if poke_is_even(context.other_card) then\n          return {\n            chips = card.ability.extra.chips,\n            card = card\n          }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_weepinbell\")\n  end,\n  attributes = {\"chips\", \"rank\", \"two\", \"four\", \"six\", \"eight\", \"ten\", \"round_evo\"},\n}\n-- Weepinbell 070\nlocal weepinbell={\n  name = \"weepinbell\", \n  pos = {x = 4, y = 5},\n  config = {extra = {chips = 32}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_leafstone\n    end\n\t\treturn {vars = {center.ability.extra.chips}}\n  end,\n  rarity = 2, \n  cost = 7, \n  item_req = \"leafstone\",\n  stage = \"One\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if poke_is_even(context.other_card) then\n          return {\n            chips = card.ability.extra.chips,\n            card = card\n          }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_victreebel\")\n  end,\n  attributes = {\"chips\", \"rank\", \"two\", \"four\", \"six\", \"eight\", \"ten\", \"item_evo\"},\n}\n-- Victreebel 071\nlocal victreebel={\n  name = \"victreebel\", \n  pos = {x = 5, y = 5},\n  config = {extra = {chips = 24, retriggers = 1, retrigger_max = 4, round_retriggers = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips, center.ability.extra.retrigger_max, math.max(0, center.ability.extra.retrigger_max - center.ability.extra.round_retriggers)}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if poke_is_even(context.other_card) then\n          return {\n            chips = card.ability.extra.chips,\n            card = card\n          }\n      end\n    end\n    if context.repetition and context.cardarea == G.play and not context.other_card.debuff and card.ability.extra.round_retriggers < card.ability.extra.retrigger_max then\n      if context.other_card:get_id() == 2 or \n         context.other_card:get_id() == 4 or \n         context.other_card:get_id() == 6 or \n         context.other_card:get_id() == 8 or \n         context.other_card:get_id() == 10 then\n          if not context.blueprint then\n           card.ability.extra.round_retriggers = card.ability.extra.round_retriggers + 1\n          end\n          return {\n            message = localize('k_again_ex'),\n            repetitions = card.ability.extra.retriggers,\n            card = card\n          }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then\n      card.ability.extra.round_retriggers = 0\n    end\n  end,\n  --megas = { \"mega_victreebel\" },\n  attributes = {\"chips\", \"rank\", \"two\", \"four\", \"six\", \"eight\", \"ten\", \"retrigger\"},\n}\n\n-- Tentacool 072\nlocal tentacool={\n  name = \"tentacool\", \n  pos = {x = 6, y = 5},\n  config = {extra = {mult = 7, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and context.other_card:get_id() == 10 then\n      return {\n        mult = card.ability.extra.mult,\n        card = card\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_tentacruel\")\n  end,\n  attributes = {\"mult\", \"rank\", \"ten\", \"round_evo\"},\n}\n-- Tentacruel 073\nlocal tentacruel={\n  name = \"tentacruel\", \n  pos = {x = 7, y = 5}, \n  config = {extra = {mult = 10}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and context.other_card:get_id() == 10 then\n      return {\n        mult = card.ability.extra.mult,\n        card = card\n      }\n    end\n  end,\n  attributes = {\"mult\", \"rank\", \"ten\"},\n}\n-- Geodude 074\nlocal geodude={\n  name = \"geodude\", \n  pos = {x = 8, y = 5}, \n  config = {extra = {chips = 75, h_size = 1, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.h_size, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 6, \n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_graveler\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  attributes = {\"chips\", \"hand_size\", \"round_evo\"},\n}\n-- Graveler 075\nlocal graveler={\n  name = \"graveler\", \n  pos = {x = 9, y = 5},\n  config = {extra = {chips = 175, h_size = 2, rounds = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_linkcable\n    end\n    return {vars = {center.ability.extra.chips, center.ability.extra.h_size}}\n  end,\n  rarity = 3, \n  cost = 8, \n  item_req = \"linkcable\",\n  stage = \"One\", \n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_golem\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  attributes = {\"chips\", \"hand_size\", \"item_evo\"},\n}\n-- Golem 076\nlocal golem={\n  name = \"golem\", \n  pos = {x = 10, y = 5},\n  config = {extra = {chips = 275, h_size = 3, rounds = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.h_size}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  attributes = {\"chips\", \"hand_size\"},\n}\n-- Ponyta 077\nlocal ponyta={\n  name = \"ponyta\", \n  pos = {x = 11, y = 5},\n  config = {extra = {chips = 0, chip_mod = 12}, evo_rqmt = 60},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  knockoff_starter = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint and next(context.poker_hands['Straight']) then\n      SMODS.scale_card(card, {\n        ref_value = 'chips',\n        scalar_value = 'chip_mod',\n        message_colour = G.C.CHIPS,\n      })\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_rapidash\", card.ability.extra.chips, self.config.evo_rqmt)\n  end,\n  attributes = {\"chips\", \"hand_type\", \"scaling\", \"scaling_evo\"},\n}\n-- Rapidash 078\nlocal rapidash={\n  name = \"rapidash\", \n  pos = {x = 12, y = 5},\n  config = {extra = {chips = 0, chip_mod = 15}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod}}\n  end,\n  rarity = 3, \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint and next(context.poker_hands['Straight']) then\n      SMODS.scale_card(card, {\n        ref_value = 'chips',\n        scalar_value = 'chip_mod',\n        message_colour = G.C.CHIPS,\n      })\n      card.ability.extra.chip_mod = card.ability.extra.chip_mod + 1\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n  end,\n  attributes = {\"chips\", \"hand_type\", \"scaling\"},\n}\n-- Slowpoke 079\nlocal slowpoke={\n  name = \"slowpoke\", \n  pos = {x = 0, y = 6}, \n  config = {extra = {Xmult = 2, last_counter = 0, num = 1, dem = 7, shell_used = 0}, evo_rqmt = 4},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local triggers_left = math.max(0, self.config.evo_rqmt - card.ability.extra.last_counter)\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'tauros')\n    return {vars = {card.ability.extra.Xmult, triggers_left, num, dem}}\n  end,\n  rarity = 2, \n  cost = 6,\n  item_req = \"kingsrock\",\n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  knockoff_starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and G.GAME.current_round.hands_left == 0 then\n        if not context.blueprint then\n          card.ability.extra.last_counter = card.ability.extra.last_counter + 1\n        end\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n    if context.reroll_shop and not context.blueprint then\n      if SMODS.pseudorandom_probability(card, 'slowpoke', card.ability.extra.num, card.ability.extra.dem, 'slowpoke') then\n        local temp_card = {set = \"Joker\", area = G.shop_jokers, key = \"j_poke_shell\"}\n        local add_card = SMODS.create_card(temp_card)\n        poke_add_shop_card(add_card, card)\n        add_card.cost = 0\n      end\n    end\n    local evo = item_evo(self, card, context, \"j_poke_slowking\")\n    if not evo then\n      evo = scaling_evo(self, card, context, \"j_poke_slowbro\", card.ability.extra.last_counter, self.config.evo_rqmt)\n    end\n    if not evo then\n      evo = scaling_evo(self, card, context, \"j_poke_slowbro\", card.ability.extra.shell_used, 1)\n    end\n    return evo\n  end,\n  attributes = {\"xmult\", \"hands\", \"trigger_evo\", \"item_evo\"},\n}\n-- Slowbro 080\nlocal slowbro={\n  name = \"slowbro\", \n  pos = {x = 1, y = 6}, \n  config = {extra = {Xmult_mod = 0.4, Xmult = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local xmult_total = center.ability.extra.Xmult\n    if G.STATE == G.STATES.SELECTING_HAND or G.STATE == G.STATES.HAND_PLAYED or G.STATE == G.STATES.DRAW_TO_HAND or G.STATE == G.STATES.PLAY_TAROT then\n      xmult_total = xmult_total + G.GAME.current_round.hands_played * center.ability.extra.Xmult_mod\n    end\n    return {vars = {center.ability.extra.Xmult_mod, xmult_total}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local xmult_total = card.ability.extra.Xmult + (1+G.GAME.current_round.hands_played) * card.ability.extra.Xmult_mod\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {xmult_total}}, \n          colour = G.C.XMULT,\n          Xmult_mod = xmult_total\n        }\n      end\n    elseif not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  megas = {\"mega_slowbro\"},\n  attributes = {\"xmult\", \"hands\", \"scaling\", \"reset\"},\n}\n-- Mega Slowbro 080-1\nlocal mega_slowbro={\n  name = \"mega_slowbro\", \n  pos = {x = 14, y = 0},\n  soul_pos = { x = 0, y = 1},\n  config = {extra = {Xmult_mod = 0.5, Xmult = 1, hands_played = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local xmult_total = center.ability.extra.Xmult\n    xmult_total = xmult_total + center.ability.extra.hands_played * center.ability.extra.Xmult_mod\n    return {vars = {center.ability.extra.Xmult_mod, xmult_total}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Water\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before then\n      card.ability.extra.hands_played = card.ability.extra.hands_played + 1\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult + card.ability.extra.hands_played * card.ability.extra.Xmult_mod\n      }\n    end\n    if context.end_of_round and context.game_over == false and context.main_eval and context.beat_boss and not context.blueprint then\n      card.ability.extra.hands_played = 0\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"hands\", \"scaling\", \"reset\", \"boss_blind\"},\n}\nlocal shell={\n  name = \"shell\",\n  pos = {x = 11, y = 6},\n  config = {extra = {}},\n  no_collection = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 0,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  aux_poke = true,\n  auto_sticker = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = false,\n  add_to_deck = function(self, card, from_debuff)\n    for k, v in pairs(G.jokers.cards) do\n      if v.config.center_key == 'j_poke_slowpoke' and v.ability.extra.shell_used ~= 1 then\n        v.ability.extra.shell_used = 1\n        play_sound('poke_shellchomp', 1, 0.5)\n        break\n      end\n    end\n    remove(self, card, {})\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      local edition = {negative = true}\n      card:set_edition(edition, true, true)\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end\n}\n-- Magnemite 081\nlocal magnemite={\n  name = \"magnemite\", \n  pos = {x = 2, y = 6}, \n  config = {extra = {Xmult_multi = 1.5, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n    end\n    return {vars = {center.ability.extra.Xmult_multi, center.ability.extra.rounds}}\n  end,\n  rarity = 2, \n  cost = 7,\n  enhancement_gate = 'm_steel',\n  stage = \"Basic\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.play and context.individual and not context.other_card.debuff and not context.end_of_round and\n       SMODS.has_enhancement(context.other_card, 'm_steel') then\n        return {\n          x_mult = card.ability.extra.Xmult_multi\n        }\n    end\n    return level_evo(self, card, context, \"j_poke_magneton\")\n  end,\n  attributes = {\"xmult\", \"enhancements\", \"round_evo\"},\n}\n-- Magneton 082\nlocal magneton={\n  name = \"magneton\", \n  pos = {x = 3, y = 6}, \n  config = {extra = {Xmult_multi = 1.5, Xmult_multi2 = 0.2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_thunderstone\n    end\n    local adjacent = 0\n    local pos = 0\n    if G.STAGE == G.STAGES.RUN then\n      local adjacent_jokers = poke_get_adjacent_jokers(center)\n      for i = 1, #adjacent_jokers do\n        if is_type(adjacent_jokers[i], \"Metal\") then adjacent = adjacent + 1 end\n      end\n    end\n    return {vars = {center.ability.extra.Xmult_multi, center.ability.extra.Xmult_multi2, center.ability.extra.Xmult_multi + (adjacent * center.ability.extra.Xmult_multi2)}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  enhancement_gate = 'm_steel',\n  stage = \"One\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  item_req = \"thunderstone\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.play and context.individual and not context.other_card.debuff and not context.end_of_round and\n       SMODS.has_enhancement(context.other_card, 'm_steel') then\n        local adjacent = 0\n        local adjacent_jokers = poke_get_adjacent_jokers(card)\n        for i = 1, #adjacent_jokers do\n          if is_type(adjacent_jokers[i], \"Metal\") then adjacent = adjacent + 1 end\n        end\n        \n        return {\n          x_mult = card.ability.extra.Xmult_multi + (adjacent * card.ability.extra.Xmult_multi2)\n        }\n    end\n    return item_evo(self, card, context, \"j_poke_magnezone\")\n  end,\n  attributes = {\"xmult\", \"enhancements\", \"types\", \"joker\", \"item_evo\"},\n}\n-- Farfetch'd 083\nlocal farfetchd={\n  name = \"farfetchd\", \n  pos = {x = 4, y = 6}, \n  config = {extra = {money = 4, num = 1, dem = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_leek\n      info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Leek\"}}\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num or 1, center.ability.extra.dem, 'farfetchd')\n    return {vars = {center.ability.extra.money, num, dem}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"Basic\", \n  ptype = \"Colorless\",\n  joblacklist = true,\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, 'c_poke_leek')\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n      card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('poke_plus_pokeitem'), colour = G.C.FILTER})\n      return true\n    end\n  end,\n  calculate = function(self, card, context)\n    if context.using_consumeable then\n      if SMODS.pseudorandom_probability(card, 'farfetchd', card.ability.extra.num, card.ability.extra.dem, 'farfetchd') or context.consumeable.ability.name == \"leek\" then\n        card:juice_up()\n        ease_poke_dollars(card, \"farfet\", card.ability.extra.money)\n      end\n    end\n  end,\n  attributes = {\"holding\", \"chance\", \"economy\"},\n}\n-- Doduo 084\nlocal doduo={\n  name = \"doduo\", \n  pos = {x = 5, y = 6}, \n  config = {extra = {mult = 6, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play then\n      local first_face = nil\n      local second_face = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:is_face() then\n          if not first_face then\n            first_face = context.scoring_hand[i];\n          elseif not second_face then\n            second_face = context.scoring_hand[i];\n            break\n          end\n        end\n      end\n      if context.other_card == first_face or context.other_card == second_face then\n        return {\n            mult = card.ability.extra.mult,\n            colour = G.C.RED,\n            card = card\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_dodrio\")\n  end,\n  attributes = {\"mult\", \"face\", \"round_evo\"},\n}\n-- Dodrio 085\nlocal dodrio={\n  name = \"dodrio\", \n  pos = {x = 6, y = 6}, \n  config = {extra = {mult = 7, h_size = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.h_size}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\", \n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and #context.scoring_hand == 3 then\n        local faces = 0\n        for k, v in ipairs(context.scoring_hand) do\n          if v:is_face() then\n            faces = faces + 1\n          end\n        end\n        if faces == 3 then\n          G.hand:change_size(card.ability.extra.h_size)\n          G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + card.ability.extra.h_size\n        end\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play then\n      local first_face = nil\n      local second_face = nil\n      local third_face = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:is_face() then\n          if not first_face then\n            first_face = context.scoring_hand[i];\n          elseif not second_face then\n            second_face = context.scoring_hand[i];\n          elseif not third_face then\n            third_face = context.scoring_hand[i];\n            break\n          end\n        end\n      end\n      if context.other_card == first_face or context.other_card == second_face or context.other_card == third_face then\n        return {\n            mult = card.ability.extra.mult,\n            colour = G.C.RED,\n            card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"mult\", \"face\", \"hand_size\"},\n}\n-- Seel 086\nlocal seel={\n  name = \"seel\", \n  pos = {x = 7, y = 6}, \n  config = {extra = {num = 1, dem = 2, rounds = 5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'seel')\n    return {vars = {num, dem, card.ability.extra.rounds}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.before and context.cardarea == G.jokers and G.GAME.current_round.hands_played == 0 and not context.blueprint then\n      if SMODS.pseudorandom_probability(card, 'seel', card.ability.extra.num, card.ability.extra.dem, 'seel') then\n        local _card = context.scoring_hand[1]\n        local args = {guaranteed = true}\n        local seal_type = SMODS.poll_seal(args)\n        _card:set_seal(seal_type, true)\n      end\n    end\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.hands_played == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    return level_evo(self, card, context, \"j_poke_dewgong\")\n  end,\n  attributes = {\"chance\", \"modify_card\", \"seals\", \"hands\", \"round_evo\"},\n}\n-- Dewgong 087\nlocal dewgong={\n  name = \"dewgong\", \n  pos = {x = 8, y = 6}, \n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n  end,\n  rarity = \"poke_safari\", \n  cost = 9, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.before and context.cardarea == G.jokers and G.GAME.current_round.hands_played == 0 and not context.blueprint then\n      local _card = context.scoring_hand[1]\n      local args = {guaranteed = true}\n      local seal_type = SMODS.poll_seal(args)\n      _card:set_seal(seal_type, true)\n    end\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.hands_played == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n  end,\n  attributes = {\"modify_card\", \"seals\", \"hands\"},\n}\n-- Grimer 088\nlocal grimer={\n  name = \"grimer\", \n  pos = {x = 9, y = 6}, \n  config = {extra = {mult = 8, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds, G.GAME.starting_deck_size}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and #G.playing_cards > G.GAME.starting_deck_size then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      local added_card = SMODS.add_card{set = 'Base', no_edition = true}\n      playing_card_joker_effects({added_card})\n      card:juice_up()\n    end\n    return level_evo(self, card, context, \"j_poke_muk\")\n  end,\n  attributes = {\"mult\", \"full_deck\", \"generation\", \"round_evo\"},\n}\n-- Muk 089\nlocal muk={\n  name = \"muk\", \n  pos = {x = 10, y = 6}, \n  config = {extra = {mult_mod = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult_mod, G.GAME.starting_deck_size, \n                    math.max(0, ((G.playing_cards and (#G.playing_cards - G.GAME.starting_deck_size) or 0) * center.ability.extra.mult_mod))}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 6, \n  stage = \"One\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and #G.playing_cards > G.GAME.starting_deck_size then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult_mod * (#G.playing_cards - G.GAME.starting_deck_size)}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult_mod * (#G.playing_cards - G.GAME.starting_deck_size),\n          card = card\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      local cards = {}\n      for i = 1, 2 do\n        cards[i] = SMODS.add_card{set = 'Base', no_edition = true}\n      end\n      playing_card_joker_effects(cards);\n      local target = pseudorandom_element(G.playing_cards, pseudoseed('muk'))\n      G.E_MANAGER:add_event(Event({\n          trigger = 'after',\n          delay = 0.2,\n          func = function() \n              if target.ability.name == 'Glass Card' then \n                  target:shatter()\n              else\n                  target:start_dissolve()\n              end\n          return true end }))\n      delay(0.3)\n      for i = 1, #G.jokers.cards do\n          G.jokers.cards[i]:calculate_joker({remove_playing_cards = true, removed = {target}, poke_removed_at_end = true})\n      end\n      card:juice_up()\n    end\n  end,\n  attributes = {\"mult\", \"full_deck\", \"generation\", \"destroy_card\"},\n}\n-- Shellder 090\nlocal shellder={\n  name = \"shellder\", \n  pos = {x = 11, y = 6}, \n  config = {extra = {retriggers = 1, num = 1, dem = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_waterstone\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'shellder')\n    return {vars = {num, dem}}\n  end,\n  rarity = 2, \n  cost = 5, \n  item_req = \"waterstone\",\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.play and #context.scoring_hand == 5 then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        if SMODS.pseudorandom_probability(card, 'shellder', card.ability.extra.num, card.ability.extra.dem, 'shellder') then\n          return {\n            message = localize('k_again_ex'),\n            repetitions = card.ability.extra.retriggers,\n            card = card\n          }\n        end\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_cloyster\")\n  end,\n  attributes = {\"chance\", \"retrigger\", \"item_evo\"},\n}\n\nreturn {name = \"Pokemon Jokers 61-90\", \n        list = { poliwhirl, poliwrath, abra, kadabra, alakazam, mega_alakazam, machop, machoke, machamp, bellsprout, weepinbell, victreebel, tentacool, tentacruel, geodude, graveler, \n                 golem, ponyta, rapidash, slowpoke, slowbro, mega_slowbro, shell, magnemite, magneton, farfetchd, doduo, dodrio, seel, dewgong, grimer, muk, shellder, },\n}\n"
  },
  {
    "path": "pokemon/pokejokers_04.lua",
    "content": "--Code for pokemon jokers 91-120\n\n-- Cloyster 091\nlocal cloyster={\n  name = \"cloyster\", \n  pos = {x = 12, y = 6},\n  config = {extra = {retriggers = 1, num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'cloyster')\n    return {vars = {num, dem}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.play and #context.scoring_hand == 5 then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        if SMODS.pseudorandom_probability(card, 'cloyster', card.ability.extra.num, card.ability.extra.dem, 'cloyster') then\n          return {\n            message = localize('k_again_ex'),\n            repetitions = card.ability.extra.retriggers,\n            card = card\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"chance\", \"retrigger\"},\n}\n-- Gastly 092\nlocal gastly={\n  name = \"gastly\", \n  pos = {x = 0, y = 7}, \n  config = {extra = {num = 1, dem = 6, rounds = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.negative) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_negative\n      end\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'gastly')\n    return {vars = {num, dem, center.ability.extra.rounds}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"Basic\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  eternal_compat = false,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if not card.gone then\n      return level_evo(self, card, context, \"j_poke_haunter\")\n    end\n  end,\n  calc_dollar_bonus = function(self, card)\n    local eligible_card = nil\n    if SMODS.pseudorandom_probability(card, 'gastly', card.ability.extra.num, card.ability.extra.dem, 'gastly') then\n      if #G.jokers.cards > 0 then\n        local eligible_editionless_jokers = {}\n        for k, v in pairs(G.jokers.cards) do\n          if v.ability.set == 'Joker' and v ~= card and not v.gone then\n              table.insert(eligible_editionless_jokers, v)\n          end\n        end\n        if #eligible_editionless_jokers > 0 then\n          eligible_card = pseudorandom_element(eligible_editionless_jokers, pseudoseed('gastly'))\n          local edition = {negative = true}\n          eligible_card:set_edition(edition, true)\n        else\n          eligible_card = pseudorandom_element(G.jokers.cards, pseudoseed('gastly'))\n          local edition = {negative = true}\n          eligible_card:set_edition(edition, true)\n        end\n      end\n\n      SMODS.destroy_cards(card, nil, nil, true)\n\n      card_eval_status_text(eligible_card, 'extra', nil, nil, nil, {message = localize(\"poke_lick_ex\"), colour = G.C.PURPLE})\n    end\n  end,\n  attributes = {\"chance\", \"editions\", \"round_evo\"},\n}\n-- Haunter 093\nlocal haunter={\n  name = \"haunter\", \n  pos = {x = 1, y = 7}, \n  config = {extra = {num = 1, dem = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.negative) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_negative\n      end\n    end\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_linkcable\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'haunter')\n    return {vars = {num, dem}}\n  end,\n  rarity = 3, \n  cost = 9,\n  item_req = \"linkcable\",\n  stage = \"One\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  eternal_compat = false,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if not card.gone then\n      return item_evo(self, card, context, \"j_poke_gengar\")\n    end\n  end,\n  calc_dollar_bonus = function(self, card)\n    local eligible_card = nil\n    if SMODS.pseudorandom_probability(card, 'haunter', card.ability.extra.num, card.ability.extra.dem, 'haunter') and not card.ability.extra.evolve then\n      if #G.jokers.cards > 0 then\n        local eligible_editionless_jokers = {}\n        for k, v in pairs(G.jokers.cards) do\n          if v.ability.set == 'Joker' and v ~= card and not v.gone then\n              table.insert(eligible_editionless_jokers, v)\n          end\n        end\n        if #eligible_editionless_jokers > 0 then\n          eligible_card = pseudorandom_element(eligible_editionless_jokers, pseudoseed('haunter'))\n          local edition = {negative = true}\n          eligible_card:set_edition(edition, true)\n        else\n          eligible_card = pseudorandom_element(G.jokers.cards, pseudoseed('gastly'))\n          local edition = {negative = true}\n          eligible_card:set_edition(edition, true)\n        end\n      end\n\n      SMODS.destroy_cards(card, nil, nil, true)\n\n      card_eval_status_text(eligible_card, 'extra', nil, nil, nil, {message = localize(\"poke_lick_ex\"), colour = G.C.PURPLE})\n    end\n  end,\n  attributes = {\"chance\", \"editions\", \"item_evo\"},\n}\n-- Gengar 094\nlocal gengar={\n  name = \"gengar\", \n  pos = {x = 2, y = 7}, \n  config = {extra = {gengar_rounds = 5, trigger = false}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.negative) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_negative\n      end\n    end\n    return {vars = {center.ability.extra.gengar_rounds}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  eternal_compat = true,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then\n      card.ability.extra.gengar_rounds = card.ability.extra.gengar_rounds - 1\n      if card.ability.extra.gengar_rounds ~= 0 then\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_nasty_plot_ex\"), colour = G.C.PURPLE})\n      end\n      if card.ability.extra.gengar_rounds == 0 then\n        card.ability.extra.trigger = true\n        \n        local gengar_chance = pseudorandom('gengar')\n        if gengar_chance < .05 then card.ability.extra.gengar_rounds = 2\n        elseif gengar_chance < .15 then card.ability.extra.gengar_rounds = 3\n        elseif gengar_chance < .35 then card.ability.extra.gengar_rounds = 4\n        elseif gengar_chance < .65 then card.ability.extra.gengar_rounds = 5\n        elseif gengar_chance < .85 then card.ability.extra.gengar_rounds = 6\n        elseif gengar_chance < .95 then card.ability.extra.gengar_rounds = 7\n        else card.ability.extra.gengar_rounds = 8\n        end\n      end\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      local gengar_chance = pseudorandom('gengar')\n      if gengar_chance < .05 then card.ability.extra.gengar_rounds = 2\n      elseif gengar_chance < .15 then card.ability.extra.gengar_rounds = 3\n      elseif gengar_chance < .35 then card.ability.extra.gengar_rounds = 4\n      elseif gengar_chance < .65 then card.ability.extra.gengar_rounds = 5\n      elseif gengar_chance < .85 then card.ability.extra.gengar_rounds = 6\n      elseif gengar_chance < .95 then card.ability.extra.gengar_rounds = 7\n      else card.ability.extra.gengar_rounds = 8\n      end\n    end\n  end,\n  calc_dollar_bonus = function(self, card)\n    local eligible_card = nil\n    if card.ability.extra.trigger then\n      card.ability.extra.trigger = false\n      if #G.jokers.cards > 0 then\n        local eligible_jokers = {}\n        for k, v in pairs(G.jokers.cards) do\n          if v.ability.set == 'Joker' and v.ability.name ~= \"gengar\" and not v.gone then\n              table.insert(eligible_jokers, v)\n          end\n        end\n        if #eligible_jokers > 0 then\n          eligible_card = pseudorandom_element(eligible_jokers, pseudoseed('gengar'))\n          local edition = {negative = true}\n          eligible_card:set_edition(edition, true)\n          card_eval_status_text(eligible_card, 'extra', nil, nil, nil, {message = localize(\"poke_lick_ex\"), colour = G.C.PURPLE})\n        end\n      end\n    end\n  end,\n  megas = {\"mega_gengar\"},\n  attributes = {\"editions\"},\n}\n-- Mega Gengar 094-1\nlocal mega_gengar ={\n  name = \"mega_gengar\", \n  pos = {x = 1, y = 1},\n  soul_pos = { x = 2, y = 1},\n  config = {extra = {xmult = 2, mega_gengar_tally = 0, rounds = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if not center.edition or (center.edition and not center.edition.negative) then\n      info_queue[#info_queue+1] = G.P_CENTERS.e_negative\n    end\n  end,\n  rarity = \"poke_mega\", \n  cost = 12, \n  stage = \"Mega\", \n  ptype = \"Psychic\",\n  atlas = \"Megas\",\n  gen = 1,\n  eternal_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind and not context.blind.boss then\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n            add_tag(Tag('tag_negative'))\n            play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n            play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n            return true\n        end)\n      }))\n    end\n  end,\n  attributes = {\"tag\"},\n}\n-- Onix 095\nlocal onix={\n  name = \"onix\", \n  pos = {x = 3, y = 7},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n    end\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.hands_played == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.before and context.cardarea == G.jokers and not context.blueprint then\n      if G.GAME.current_round.hands_played == 0 then\n        local card = context.scoring_hand[1]\n        card:set_ability(G.P_CENTERS.m_stone, nil, true)\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                card:juice_up()\n                return true\n            end\n        })) \n      end\n    end\n    return type_evo(self, card, context, \"j_poke_steelix\", \"metal\")\n  end,\n  attributes = {\"modify_card\", \"enhancements\", \"type_evo\"},\n}\n-- Drowzee 096\nlocal drowzee={\n  name = \"drowzee\", \n  pos = {x = 4, y = 7}, \n  config = {extra = {Xmult_mod = 0.2, planets_used = 0}, evo_rqmt = 7},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local Xmult = 1 + card.ability.extra.planets_used * card.ability.extra.Xmult_mod\n    local planets_left = math.max(0, self.config.evo_rqmt - card.ability.extra.planets_used)\n    return {vars = {Xmult, card.ability.extra.Xmult_mod, planets_left}}\n  end,\n  rarity = 2, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and card.ability.extra.planets_used > 0 then\n        local Xmult = 1 + card.ability.extra.planets_used * card.ability.extra.Xmult_mod\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n          colour = G.C.MULT,\n          Xmult_mod = Xmult\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_hypno\", card.ability.extra.planets_used, self.config.evo_rqmt)\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      local planets_used = 0\n      for k, v in pairs(G.GAME.consumeable_usage) do\n          if v.set == 'Planet' then planets_used = planets_used + 1 end\n      end\n      card.ability.extra.planets_used = planets_used\n    end\n  end,\n  attributes = {\"xmult\", \"planet\", \"condition_evo\"},\n}\n-- Hypno 097\nlocal hypno={\n  name = \"hypno\", \n  pos = {x = 5, y = 7},  \n  config = {extra = {Xmult_mod = 0.25, planets_used = 0}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Trance\"}}\n      info_queue[#info_queue+1] = { set = 'Spectral', key = 'c_trance'}\n      info_queue[#info_queue+1] = {key = 'blue_seal', set = 'Other'}\n    end\n    local Xmult = 1 + card.ability.extra.planets_used * card.ability.extra.Xmult_mod\n    return {vars = {Xmult, card.ability.extra.Xmult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and card.ability.extra.planets_used > 0 then\n        local Xmult = 1 + card.ability.extra.planets_used * card.ability.extra.Xmult_mod\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n          colour = G.C.MULT,\n          Xmult_mod = Xmult\n        }\n      end\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      local planets_used = 0\n      for k, v in pairs(G.GAME.consumeable_usage) do\n          if v.set == 'Planet' then planets_used = planets_used + 1 end\n      end\n      card.ability.extra.planets_used = planets_used\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit and not from_debuff then\n      local _card = create_card('Spectral', G.consumeables, nil, nil, nil, nil, 'c_trance')\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n      card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('k_plus_spectral'), colour = G.C.SECONDARY_SET.Spectral})\n    end\n  end,\n  attributes = {\"xmult\", \"planet\", \"holding\"},\n}\n-- Krabby 098\nlocal krabby={\n  name = \"krabby\", \n  pos = {x = 6, y = 7},  \n  config = {extra = {chips = 20, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card:is_face() then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        return {\n          colour = G.C.CHIPS,\n          chips = card.ability.extra.chips\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_kingler\")\n  end,\n  attributes = {\"chips\", \"face\", \"round_evo\"},\n}\n-- Kingler 099\nlocal kingler={\n  name = \"kingler\", \n  pos = {x = 7, y = 7},\n  config = {extra = {chips = 20}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_bonus\n    end\n    return {vars = {center.ability.extra.chips}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and context.cardarea == G.jokers and not context.blueprint then\n      local faces = {}\n      for k, v in ipairs(context.scoring_hand) do\n          if v:is_face() and v.config.center == G.P_CENTERS.c_base then \n              faces[#faces+1] = v\n              v:set_ability(G.P_CENTERS.m_bonus, nil, true)\n              G.E_MANAGER:add_event(Event({\n                  func = function()\n                      v:juice_up()\n                      return true\n                  end\n              })) \n          end\n      end\n      if #faces > 0 then \n          return {\n              message = localize(\"poke_surf_ex\"),\n              colour = G.C.CHIPS,\n              card = card\n          }\n      end\n    end\n    if context.individual and context.cardarea == G.play and context.other_card:is_face() then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n            G.E_MANAGER:add_event(Event({func = function()\n                card:juice_up(0.8, 0.8)\n            return true end }))\n        return {\n          colour = G.C.CHIPS,\n          chips = card.ability.extra.chips\n        }\n      end\n    end\n  end,\n  attributes = {\"chips\", \"face\", \"modify_card\", \"enhancements\"},\n}\n-- Voltorb 100\nlocal voltorb={\n  name = \"voltorb\", \n  pos = {x = 8, y = 7}, \n  config = {extra = {Xmult = 1.75, rounds = 4, volatile = 'right'}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..center.ability.extra.volatile}\n    end\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  volatile = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and volatile_active(self, card, card.ability.extra.volatile) then\n        if not context.blueprint then\n          G.E_MANAGER:add_event(Event({\n            func = function()\n                card.ability.fainted = G.GAME.round\n                card:set_debuff()\n                return true\n            end\n          })) \n        end\n        return {\n          message = localize(\"poke_explosion_ex\"),\n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_electrode\")\n  end,\n  attributes = {\"xmult\", \"volatile\", \"round_evo\"},\n}\n-- Electrode 101\nlocal electrode={\n  name = \"electrode\", \n  pos = {x = 9, y = 7}, \n  config = {extra = {Xmult = 2.25, money = 3, volatile = 'right'}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..center.ability.extra.volatile}\n    end\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.money}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 6, \n  stage = \"One\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  volatile = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and volatile_active(self, card, card.ability.extra.volatile) then\n        ease_poke_dollars(card, \"electrode\", card.ability.extra.money)\n        if not context.blueprint then\n          G.E_MANAGER:add_event(Event({\n            func = function()\n              card.ability.fainted = G.GAME.round\n              card:set_debuff()\n              return true\n            end\n          })) \n        end\n        \n        return {\n          message = localize(\"poke_explosion_ex\"),\n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult,\n        }\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"economy\", \"volatile\"},\n}\n-- Exeggcute 102\nlocal exeggcute={\n  name = \"exeggcute\", \n  pos = {x = 10, y = 7}, \n  config = {extra = {mult = 2, suit = \"Hearts\", mult2 = 6, num = 1, dem = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n        info_queue[#info_queue+1] = G.P_CENTERS.c_poke_leafstone\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'exeggcute')\n    return {vars = {center.ability.extra.mult, localize(center.ability.extra.suit, 'suits_singular'), center.ability.extra.mult2, num, dem}}\n  end,\n  rarity = 1, \n  cost = 4,\n  item_req = \"leafstone\",\n  stage = \"Basic\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.suit) then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        local Mult = card.ability.extra.mult\n        if SMODS.pseudorandom_probability(card, 'exeggcute', card.ability.extra.num, card.ability.extra.dem, 'exeggcute') then\n          Mult = card.ability.extra.mult2\n        end\n        return {\n          mult = Mult ,\n          card = card\n        }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_exeggutor\")\n  end,\n  attributes = {\"mult\", \"suit\", \"hearts\", \"chance\", \"item_evo\"},\n}\n-- Exeggutor 103\nlocal exeggutor={\n  name = \"exeggutor\", \n  pos = {x = 11, y = 7}, \n  config = {extra = {mult_mod = 2, Xmult_multi = 1.4, suit = \"Hearts\", num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'exeggutor')\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.Xmult_multi, localize(center.ability.extra.suit, 'suits_singular'), num, dem}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"One\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.suit) then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        if SMODS.pseudorandom_probability(card, 'exeggutor', card.ability.extra.num, card.ability.extra.dem, 'exeggutor') then\n          return {\n            message = localize(\"poke_solar_ex\"),\n            colour = G.C.XMULT,\n            x_mult = card.ability.extra.Xmult_multi,\n            card = card\n          }\n        else\n          return {\n            colour = G.C.MULT,\n            mult = card.ability.extra.mult_mod,\n            card = card\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"mult\", \"xmult\", \"suit\", \"hearts\", \"chance\"},\n}\n-- Cubone 104\nlocal cubone={\n  name = \"cubone\", \n  pos = {x = 12, y = 7},  \n  config = {extra = {mult = 5, consumables_used = 0}, evo_rqmt = 20},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Thick Club\"}}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_thickclub\n    end\n    local consumables_left = math.max(0, self.config.evo_rqmt - card.ability.extra.consumables_used)\n    return {vars = {card.ability.extra.mult, card.ability.extra.mult * (#poke_get_consumeables() + #SMODS.find_card('c_poke_thickclub')), consumables_left}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Earth\",\n  joblacklist = true,\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, 'c_poke_thickclub')\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n      card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('poke_plus_pokeitem'), colour = G.C.FILTER})\n    end\n  end,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local count = #poke_get_consumeables() + #SMODS.find_card('c_poke_thickclub')\n        if count > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult * count}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult * count\n          }\n        end\n      end\n    end\n    if context.using_consumeable then\n      card.ability.extra.consumables_used = card.ability.extra.consumables_used + 1\n    end\n    return scaling_evo(self, card, context, \"j_poke_marowak\", card.ability.extra.consumables_used, self.config.evo_rqmt)\n  end,\n  attributes = {\"mult\", \"holding\", \"condition_evo\"},\n}\n-- Marowak 105\nlocal marowak={\n  name = \"marowak\", \n  pos = {x = 0, y = 8},  \n  config = {extra = {Xmult_mod = 0.4, card_limit = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_thickclub\n    end\n    local count = #poke_get_consumeables() + #SMODS.find_card('c_poke_thickclub')\n    return {vars = {center.ability.extra.Xmult_mod, center.ability.extra.card_limit, \n                    1 + (center.ability.extra.Xmult_mod * count)}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Earth\",\n  joblacklist = true,\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local count = #poke_get_consumeables() + #SMODS.find_card('c_poke_thickclub')\n        if count > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {1 + (card.ability.extra.Xmult_mod * count)}}, \n            colour = G.C.XMULT,\n            Xmult_mod = 1 + (card.ability.extra.Xmult_mod * count)\n          }\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    local limit = card.ability.extra.card_limit\n    G.E_MANAGER:add_event(Event({\n        func = function()\n            G.consumeables.config.card_limit = G.consumeables.config.card_limit + limit\n            return true\n        end\n    }))\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    local limit = card.ability.extra.card_limit\n    G.E_MANAGER:add_event(Event({\n        func = function()\n            G.consumeables.config.card_limit = G.consumeables.config.card_limit - limit\n            return true\n        end\n    }))\n  end,\n  attributes = {\"passive\", \"xmult\"},\n}\n-- Hitmonlee 106\nlocal hitmonlee={\n  name = \"hitmonlee\", \n  pos = {x = 1, y = 8},\n  config = {extra = {Xmult_mod = 0.15}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_mod, G.GAME.starting_deck_size, math.max(1, 1 + (G.playing_cards and (G.GAME.starting_deck_size - #G.playing_cards) or 0) * center.ability.extra.Xmult_mod)}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Fighting\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Xmult = 1 + ((G.GAME.starting_deck_size - #G.playing_cards) * card.ability.extra.Xmult_mod)\n        if Xmult > 1 then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n            colour = G.C.MULT,\n            Xmult_mod = Xmult\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"full_deck\"},\n}\n-- Hitmonchan 107\nlocal hitmonchan={\n  name = \"hitmonchan\", \n  pos = {x = 2, y = 8}, \n  config = {extra = {Xmult_mod = 0.15}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_mod, G.GAME.starting_deck_size, math.max(1, 1 + (G.playing_cards and (#G.playing_cards - G.GAME.starting_deck_size) or 0) * center.ability.extra.Xmult_mod)}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Fighting\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Xmult = 1 + ((#G.playing_cards - G.GAME.starting_deck_size) * card.ability.extra.Xmult_mod)\n        if Xmult > 1 then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n            colour = G.C.MULT,\n            Xmult_mod = Xmult\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"full_deck\"},\n}\n-- Lickitung 108\nlocal lickitung={\n  name = \"lickitung\", \n  pos = {x = 3, y = 8}, \n  config = {extra = {Xmult_multi = 1.5, jacks_played = 0}, evo_rqmt = 15},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local jacks_left = math.max(0, self.config.evo_rqmt - card.ability.extra.jacks_played)\n    return {vars = {card.ability.extra.Xmult_multi, jacks_left}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      local first_jack = nil\n      local second_jack = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:get_id() == 11 then\n          if not first_jack then\n            first_jack = context.scoring_hand[i];\n          else\n            second_jack = context.scoring_hand[i];\n            break\n          end\n        end\n      end\n      if context.other_card == first_jack or context.other_card == second_jack then\n        if not context.blueprint then\n          card.ability.extra.jacks_played = card.ability.extra.jacks_played + 1\n        end\n        return {\n            x_mult = card.ability.extra.Xmult_multi,\n            colour = G.C.RED,\n            card = card\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_lickilicky\", card.ability.extra.jacks_played, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"rank\", \"jack\", \"trigger_evo\"},\n}\n-- Koffing 109\nlocal koffing={\n  name = \"koffing\", \n  pos = {x = 4, y = 8},\n  config = {extra = {mult = 12, rounds = 2, volatile = 'left'}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..center.ability.extra.volatile}\n    end\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  volatile = true,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and volatile_active(self, card, card.ability.extra.volatile) then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              card.ability.fainted = G.GAME.round\n              card:set_debuff()\n              return true\n          end\n        })) \n        return {\n          message = localize(\"poke_explosion_ex\"),\n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_weezing\")\n  end,\n  attributes = {\"mult\", \"volatile\", \"round_evo\"},\n}\n-- Weezing 110\nlocal weezing={\n  name = \"weezing\", \n  pos = {x = 5, y = 8}, \n  config = {extra = {mult = 18, volatile = 'left'}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..center.ability.extra.volatile}\n    end\n    return {vars = {center.ability.extra.mult}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  volatile = true,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and volatile_active(self, card, card.ability.extra.volatile) then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              card.ability.fainted = G.GAME.round\n              card:set_debuff()\n              return true\n          end\n        })) \n        return {\n          message = localize(\"poke_explosion_ex\"),\n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    if context.selling_self and not context.blueprint then\n      if G.GAME.blind and G.GAME.blind:get_type() == 'Boss' then \n        card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('ph_boss_disabled')})\n        G.GAME.blind:disable()\n      end\n    end\n  end,\n  attributes = {\"mult\", \"volatile\", \"on_sell\", \"boss_blind\"},\n}\n-- Rhyhorn 111\nlocal rhyhorn={\n  name = \"rhyhorn\", \n  pos = {x = 6, y = 8}, \n  config = {extra = {chips = 12, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n    end\n    return {vars = {center.ability.extra.chips, center.ability.extra.rounds}}\n  end,\n  rarity = 2, \n  cost = 5, \n  enhancement_gate = 'm_stone',\n  stage = \"Basic\", \n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and not context.end_of_round and SMODS.has_enhancement(context.other_card, 'm_stone') then\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus or 0\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus + card.ability.extra.chips\n      return {\n          extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},\n          colour = G.C.CHIPS,\n          card = card\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_rhydon\")\n  end,\n  attributes = {\"enhancements\", \"modify_card\", \"chips\", \"perma_bonus\", \"round_evo\"},\n}\n-- Rhydon 112\nlocal rhydon={\n  name = \"rhydon\", \n  pos = {x = 7, y = 8},\n  config = {extra = {chips = 16, retriggers = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_linkcable\n    end\n    return {vars = {center.ability.extra.chips}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8,\n  enhancement_gate = 'm_stone',\n  item_req = \"linkcable\",\n  stage = \"One\", \n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and not context.end_of_round and SMODS.has_enhancement(context.other_card, 'm_stone') then\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus or 0\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus + card.ability.extra.chips\n      return {\n          extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},\n          colour = G.C.CHIPS,\n          card = card\n      }\n    end\n    if context.repetition and not context.end_of_round and context.cardarea == G.play then\n      if context.other_card.ability.name == 'Stone Card' then\n        local first = nil\n        for i = 1, #context.scoring_hand do\n          if context.scoring_hand[i] == context.other_card then\n            first = true\n            break\n          elseif context.scoring_hand[i].ability.name == 'Stone Card' then\n            break\n          end\n        end\n        if first then\n          return {\n            message = localize('k_again_ex'),\n            repetitions = card.ability.extra.retriggers,\n            card = card\n          }\n        end\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_rhyperior\")\n  end,\n  attributes = {\"enhancements\", \"modify_card\", \"chips\", \"perma_bonus\", \"retrigger\", \"item_evo\"},\n}\n-- Chansey 113\nlocal chansey={\n  name = \"chansey\", \n  pos = {x = 8, y = 8}, \n  config = {extra = {limit = 2, triggers = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_lucky\n    end\n    local deck_data = ''\n    if G.playing_cards then\n      local enhance_count = 0\n      for k, v in pairs(G.playing_cards) do\n        if v.config.center.key == \"m_lucky\" then enhance_count = enhance_count  + 1 end\n      end\n      deck_data = '['..tostring(enhance_count)..'/'..tostring(math.ceil(#G.playing_cards/4))..'] '\n    end\n\t\treturn {vars = {center.ability.extra.limit, center.ability.extra.triggers, deck_data}}\n  end,\n  rarity = 3, \n  cost = 8,\n  ptype = \"Colorless\",\n  enhancement_gate = 'm_lucky',\n  stage = \"Basic\", \n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card.lucky_trigger and card.ability.extra.triggers < card.ability.extra.limit then\n      G.playing_card = (G.playing_card and G.playing_card + 1) or 1\n      local card_to_copy = context.other_card\n      G.E_MANAGER:add_event(Event({\n          func = function()\n              local copy = copy_card(card_to_copy, nil, nil, G.playing_card)\n              copy:add_to_deck()\n              G.deck.config.card_limit = G.deck.config.card_limit + 1\n              table.insert(G.playing_cards, copy)\n              G.hand:emplace(copy)\n              copy.states.visible = nil\n              copy:start_materialize()\n              playing_card_joker_effects({copy})\n              return true\n          end\n      })) \n      if not context.blueprint then\n        card.ability.extra.triggers = card.ability.extra.triggers + 1\n      end\n      return {\n          message = localize('k_copied_ex'),\n          colour = G.C.CHIPS,\n          card = card,\n          playing_cards_created = {true}\n      }\n    end\n    if not context.repetition and not context.individual and context.end_of_round then\n      card.ability.extra.triggers = 0\n    end\n    return deck_enhance_evo(self, card, context, \"j_poke_blissey\", \"Lucky\", .25)\n  end,\n  attributes = {\"enhancements\", \"generation\", \"condition_evo\"},\n}\n-- Tangela 114\nlocal tangela={\n  name = \"tangela\", \n  pos = {x = 9, y = 8},\n  config = {extra = {mult = 10, chips = 50, money_mod = 3, num = 1, dem = 4, wilds_scored = 0}, evo_rqmt = 10},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_wild\n    end\n    local wild_left = math.max(0, self.config.evo_rqmt - card.ability.extra.wilds_scored)\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'tangela')\n    return {vars = {card.ability.extra.mult, card.ability.extra.chips, card.ability.extra.money_mod, num, dem, wild_left}}\n  end,\n  rarity = 1, \n  cost = 6,\n  enhancement_gate = 'm_wild',\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and not context.end_of_round and\n       SMODS.has_enhancement(context.other_card, 'm_wild') then\n        if not context.blueprint then\n          card.ability.extra.wilds_scored = card.ability.extra.wilds_scored + 1\n        end\n        if SMODS.pseudorandom_probability(card, 'tangela', card.ability.extra.num, card.ability.extra.dem, 'tangela') then\n          G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money_mod\n          G.E_MANAGER:add_event(Event({func = (function() G.GAME.dollar_buffer = 0; return true end)}))\n          return {\n            message = localize(\"poke_tangela_bonus\"),\n            colour = G.C.BLACK,\n            mult = card.ability.extra.mult,\n            chips = card.ability.extra.chips,\n            dollars = ease_poke_dollars(card, \"tangela\", card.ability.extra.money_mod, true),\n            card = card\n          }\n        else\n          local scoring_bonuses = {\"Mult\", \"Chips\", \"Money\"}\n          local bonus = pseudorandom_element(scoring_bonuses, pseudoseed('tangela'))\n          if bonus == \"Mult\" then\n            return {\n              message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n              colour = G.C.MULT,\n              mult = card.ability.extra.mult\n            }\n          elseif bonus == \"Chips\" then\n            return {\n              message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n              colour = G.C.CHIPS,\n              chips = card.ability.extra.chips\n            }\n          elseif bonus == \"Money\" then\n            G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money_mod\n            G.E_MANAGER:add_event(Event({func = (function() G.GAME.dollar_buffer = 0; return true end)}))\n            return {\n              dollars = ease_poke_dollars(card, \"tangela\", card.ability.extra.money_mod, true),\n              card = card\n            }\n          end\n        end\n    end\n    return scaling_evo(self, card, context, \"j_poke_tangrowth\", card.ability.extra.wilds_scored, self.config.evo_rqmt)\n  end,\n  attributes = {\"enhancements\", \"chips\", \"mult\", \"economy\", \"chance\", \"trigger_evo\"},\n}\n-- Kangaskhan 115\nlocal kangaskhan={\n  name = \"kangaskhan\", \n  pos = {x = 10, y = 8},\n  config = {extra = {card_limit = 2, interest_cap = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.card_limit, center.ability.extra.interest_cap/5}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = false,\n  add_to_deck = function(self, card, from_debuff)\n    local add = card.ability.extra.card_limit\n    G.E_MANAGER:add_event(Event({func = function()\n      G.consumeables.config.card_limit = G.consumeables.config.card_limit + add\n      return true end }))\n    G.GAME.interest_cap = G.GAME.interest_cap - card.ability.extra.interest_cap\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    local remove = card.ability.extra.card_limit\n    G.E_MANAGER:add_event(Event({func = function()\n      G.consumeables.config.card_limit = G.consumeables.config.card_limit - remove\n      return true end }))\n    G.GAME.interest_cap = G.GAME.interest_cap + card.ability.extra.interest_cap\n  end, \n  megas = {\"mega_kangaskhan\"},\n  attributes = {\"passive\", \"economy\"},\n}\n-- Mega Kangaskhan 115-1\nlocal mega_kangaskhan={\n  name = \"mega_kangaskhan\", \n  pos = {x = 3, y = 1},\n  soul_pos = {x = 4, y = 1},\n  config = {extra = {consumeables_used = 0, consumeable_target = 2, retriggers = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.consumeable_target, center.ability.extra.consumeables_used}}\n  end,\n  rarity = \"poke_mega\", \n  cost = 12, \n  stage = \"Mega\", \n  ptype = \"Colorless\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and not context.end_of_round and context.cardarea == G.play then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n    if context.using_consumeable and not context.blueprint then\n      card.ability.extra.consumeables_used = card.ability.extra.consumeables_used + 1\n      if card.ability.extra.consumeables_used >= 2 then\n        local eval = function(card) return (card.ability.extra.consumeables_used and card.ability.extra.consumeables_used >= 2) and not G.RESET_JIGGLES end\n        juice_card_until(card, eval, true)\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      if card.ability.extra.consumeables_used >= 2 then\n        G.E_MANAGER:add_event(Event({\n          func = (function()\n              add_tag(Tag('tag_double'))\n              play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n              play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n              return true\n          end)\n        }))\n      end\n      card.ability.extra.consumeables_used = 0\n    end\n  end,\n  attributes = {\"retrigger\", \"tag\"},\n}\n-- Horsea 116\nlocal horsea={\n  name = \"horsea\", \n  pos = {x = 11, y = 8},\n  config = {extra = {mult = 0, mult_mod = 1}, evo_rqmt = 12},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod}}\n  end,\n  rarity = 2, \n  cost = 3, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      local _6s = 0\n      for k, v in ipairs(context.scoring_hand) do\n        if v:get_id() == 6 then\n          _6s = _6s + 1\n        end\n      end\n      if _6s > 0 then\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          operation = function(ref_table, ref_value, initial, change)\n            ref_table[ref_value] = initial + change * _6s\n          end,\n          message_colour = G.C.MULT,\n        })\n      end\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_seadra\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  attributes = {\"mult\", \"rank\", \"six\", \"scaling\", \"scaling_evo\"},\n}\n-- Seadra 117\nlocal seadra={\n  name = \"seadra\", \n  pos = {x = 12, y = 8},\n  config = {extra = {mult = 0, mult_mod = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 6, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and not context.blueprint\n        and context.other_card:get_id() == 6 then\n      local has_king = false\n      for i = 1, #G.hand.cards do\n        if G.hand.cards[i]:get_id() == 13 then has_king = true; break end\n      end\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod',\n        operation = function(ref_table, ref_value, initial, change)\n          ref_table[ref_value] = initial + change * (has_king and 2 or 1)\n        end,\n      })\n    end\n    return type_evo(self, card, context, \"j_poke_kingdra\", \"dragon\")\n  end,\n  attributes = {\"mult\", \"rank\", \"six\", \"king\", \"scaling\", \"type_evo\"},\n}\n-- Goldeen 118\nlocal goldeen={\n  name = \"goldeen\", \n  pos = {x = 0, y = 9},\n  config = {extra = {retriggers = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_gold\n    end\n\t\treturn {vars = {center.ability.extra.retriggers, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 5,\n  enhancement_gate = 'm_gold',\n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.hand and (next(context.card_effects[1]) or #context.card_effects > 1) and SMODS.has_enhancement(context.other_card, 'm_gold') then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_seaking\")\n  end,\n  attributes = {\"enhancements\", \"retrigger\", \"round_evo\"},\n}\n-- Seaking 119\nlocal seaking={\n  name = \"seaking\", \n  pos = {x = 1, y = 9},\n  config = {extra = {retriggers = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_gold\n    end\n\t\treturn {vars = {center.ability.extra.retriggers}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  enhancement_gate = 'm_gold',\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.hand and (next(context.card_effects[1]) or #context.card_effects > 1) and SMODS.has_enhancement(context.other_card, 'm_gold') then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n  end,\n  attributes = {\"enhancements\", \"retrigger\"},\n}\n-- Staryu 120\nlocal staryu={\n  name = \"staryu\", \n  pos = {x = 2, y = 9},\n  config = {extra = {mult = 1, money_mod = 1, suit = \"Diamonds\"}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_waterstone\n    end\n    return {vars = {center.ability.extra.mult, localize(center.ability.extra.suit, 'suits_singular'), center.ability.extra.money_mod}}\n  end,\n  rarity = 1, \n  cost = 4,\n  item_req = \"waterstone\",\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.suit) then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money_mod\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                G.GAME.dollar_buffer = 0\n                return true\n            end\n        }))\n\n        local earned = ease_poke_dollars(card, \"starmie\", card.ability.extra.money_mod, true)\n        return {\n          mult = card.ability.extra.mult,\n          dollars = earned,\n          card = card\n        }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_starmie\")\n  end,\n  attributes = {\"mult\", \"economy\", \"suit\", \"diamonds\", \"space\", \"item_evo\"},\n}\n\nreturn {name = \"Pokemon Jokers 91-120\", \n        list = { cloyster, gastly, haunter, gengar, mega_gengar, onix, drowzee, hypno, krabby, kingler, voltorb, electrode, exeggcute, exeggutor, cubone, marowak, hitmonlee, hitmonchan, lickitung, koffing, weezing, rhyhorn, rhydon, chansey, tangela, kangaskhan, mega_kangaskhan, horsea, seadra, goldeen, seaking, staryu, },\n}\n"
  },
  {
    "path": "pokemon/pokejokers_05.lua",
    "content": "--Code for pokemon jokers 121-150\n\n-- Starmie 121\nlocal starmie={\n  name = \"starmie\", \n  pos = {x = 3, y = 9},\n  config = {extra = {mult = 2, money_mod = 2, suit = \"Diamonds\"}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.money_mod, localize(center.ability.extra.suit, 'suits_singular')}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.suit) then\n      if not context.end_of_round and not context.before and not context.after and not context.other_card.debuff then\n        G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money_mod\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                G.GAME.dollar_buffer = 0\n                return true\n            end\n        }))\n        local earned = ease_poke_dollars(card, \"starmie\", card.ability.extra.money_mod, true)\n        return {\n          mult = card.ability.extra.mult,\n          dollars = earned,\n          card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"mult\", \"economy\", \"suit\", \"diamonds\", \"space\"},\n}\n-- Mr Mime 122\nlocal mrmime={\n  name = \"mrmime\", \n  pos = {x = 4, y = 9}, \n  config = {extra = {retriggers = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers}}\n  end,\n  rarity = 3, \n  cost = 8, \n  stage = \"Basic\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.hand then\n      if (context.other_card == G.hand.cards[1]) and (next(context.card_effects[1]) or #context.card_effects > 1) then\n        return {\n            message = localize('k_again_ex'),\n            repetitions = card.ability.extra.retriggers,\n            card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"retrigger\"},\n}\n-- Scyther 123\nlocal scyther={\n  name = \"scyther\", \n  pos = {x = 5, y = 9},\n  config = {extra = {mult = 0, mult_mod = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n      info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n      info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_hardstone\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod}}\n  end,\n  rarity = 2, \n  cost = 6, \n  item_req = \"hardstone\",\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.ending_shop then\n      card.ability.extra.selected = false\n      local eval = function() return not card.ability.extra.selected end\n      juice_card_until(card, eval, true)\n    end\n    if context.setting_blind and not card.getting_sliced and not context.blueprint then\n      card.ability.extra.selected = true\n      local my_pos = nil\n      for i = 1, #G.jokers.cards do\n        if G.jokers.cards[i] == card then my_pos = i; break end\n      end\n\n      if my_pos and G.jokers.cards[my_pos+1] and not card.getting_sliced and not G.jokers.cards[my_pos+1].ability.eternal and not G.jokers.cards[my_pos+1].getting_sliced then\n        local sliced_card = G.jokers.cards[my_pos + 1]\n        sliced_card.getting_sliced = true\n        if (sliced_card.config.center.rarity ~= 1) and (sliced_card.config.center.rarity ~= 2) and not card.edition then\n          local edition = poll_edition('wheel_of_fortune', nil, true, true)\n          card:set_edition(edition, true)\n        end\n\n        G.GAME.joker_buffer = G.GAME.joker_buffer - 1\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            G.GAME.joker_buffer = 0\n            SMODS.scale_card(card, {\n              ref_value = 'mult',\n              scalar_value = 'mult_mod',\n              no_message = true,\n            })\n            card:juice_up(0.8, 0.8)\n            sliced_card:start_dissolve({ HEX(\"57ecab\") }, nil, 1.6)\n            play_sound('slice1', 0.96 + math.random() * 0.08)\n            return true\n          end\n        }))\n\n        return {\n          message = localize { type = 'variable', key = 'a_mult', vars = { card.ability.extra.mult } },\n          colour = G.C.RED,\n          no_juice = true\n        }\n      end\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    return type_evo(self, card, context, \"j_poke_scizor\", \"metal\")\n        or item_evo(self, card, context, \"j_poke_kleavor\")\n  end,\n  attributes = {\"destroy_card\", \"mult\", \"editions\", \"scaling\", \"type_evo\", \"item_evo\"},\n}\n-- Jynx 124\nlocal jynx={\n  name = \"jynx\", \n  pos = {x = 6, y = 9}, \n  config = {extra = {h_size = 2, deck_size = 12}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.h_size, G.GAME.starting_deck_size + center.ability.extra.deck_size}}\n  end,\n  rarity = 3, \n  cost = 5, \n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.playing_card_added and not card.getting_sliced and context.cards then\n      if context.cards and type(context.cards) == \"table\" and #context.cards > 0 then\n        local cards_added = {}\n        for k, v in ipairs(context.cards) do\n          if type(v) == \"table\" then\n            if v.jynx then\n              G.E_MANAGER:add_event(Event({\n                  func = function()\n                      v.jynx = nil\n                      return true\n                  end\n              }))\n            else\n              local card_to_copy = v\n              local copy = copy_card(card_to_copy, nil, nil, G.playing_card)\n              copy:add_to_deck()\n              G.deck.config.card_limit = G.deck.config.card_limit + 1\n              table.insert(G.playing_cards, copy)\n              G.deck:emplace(copy)\n              card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('k_copied_ex')})\n              copy.jynx = true\n              cards_added[#cards_added + 1] = copy\n            end\n          end\n        end\n        if cards_added then playing_card_joker_effects(cards_added) end\n      end\n    end\n    if context.setting_blind then\n      if ((G.playing_cards and #G.playing_cards or 0) >= (G.GAME.starting_deck_size + card.ability.extra.deck_size)) then\n        G.hand:change_size(card.ability.extra.h_size)\n        G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + card.ability.extra.h_size\n        card:juice_up()\n      end\n    end\n  end,\n  attributes = {\"generation\", \"passive\", \"hand_size\"}\n}\n-- Electabuzz 125\nlocal electabuzz={\n  name = \"electabuzz\", \n  pos = {x = 7, y = 9}, \n  config = {extra = {money_mod = 2, percent = 25, max = 20}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_linkcable\n    end\n    return {vars = {center.ability.extra.money_mod, center.ability.extra.percent, math.min(center.ability.extra.max, math.ceil(center.sell_cost * center.ability.extra.percent/100)), \n                    center.ability.extra.max}}\n  end,\n  rarity = 3, \n  cost = 8, \n  item_req = \"linkcable\",\n  stage = \"Basic\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if ((context.selling_card and not context.selling_self) or (not context.repetition and not context.individual and context.end_of_round)) and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_table = card.ability,\n        ref_value = 'extra_value',\n        scalar_table = card.ability.extra,\n        scalar_value = 'money_mod',\n        scaling_message = {\n          message = localize('k_val_up'),\n        }\n      })\n      card:set_cost()\n    end\n    return item_evo(self, card, context, \"j_poke_electivire\")\n  end,\n  calc_dollar_bonus = function(self, card)\n    local earned = math.min(card.ability.extra.max, math.ceil(card.sell_cost * card.ability.extra.percent/100))\n    return ease_poke_dollars(card, \"electabuzz\", earned, true)\n\tend,\n  attributes = {\"sell_value\", \"scaling\", \"economy\", \"item_evo\"},\n}\n-- Magmar 126\nlocal magmar={\n  name = \"magmar\", \n  pos = {x = 8, y = 9}, \n  config = {extra = {mult = 0, mult_mod = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_linkcable\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod}}\n  end,\n  rarity = 3, \n  cost = 7, \n  item_req = \"linkcable\",\n  stage = \"Basic\", \n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.discards_used == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.discard and not context.blueprint\n        and G.GAME.current_round.discards_used == 0 and #context.full_hand == 1 then\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod'\n      })\n\n      return {\n        remove = true\n      }\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    return item_evo(self, card, context, \"j_poke_magmortar\")\n  end,\n  attributes = {\"discard\", \"destroy_card\", \"mult\", \"scaling\", \"item_evo\"},\n}\n-- Pinsir 127\nlocal pinsir={\n  name = \"pinsir\", \n  pos = {x = 9, y = 9},\n  config = {extra = {Xmult = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand and context.full_hand then\n      if context.joker_main then\n        if G.hand and G.hand.cards then\n          local found_ranks = {}\n          for _,played_card in pairs(context.scoring_hand) do\n            found_ranks[played_card:get_id()] = true\n          end\n          for _,hand_card in pairs(G.hand.cards) do\n            if found_ranks[hand_card:get_id()] then\n              return {\n                message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n                colour = G.C.XMULT,\n                Xmult_mod = card.ability.extra.Xmult\n              }\n            end\n          end\n        end\n      end\n    end\n  end,\n  megas = {\"mega_pinsir\"},\n  attributes = {\"xmult\", \"rank\"},\n}\n-- Mega Pinsir 127-1\nlocal mega_pinsir={\n  name = \"mega_pinsir\", \n  pos = {x = 5, y = 1},\n  soul_pos = {x = 6, y = 1},\n  config = {extra = {Xmult_multi = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_mega\", \n  cost = 12, \n  stage = \"Mega\", \n  ptype = \"Grass\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and context.other_card.config.center == G.P_CENTERS.c_base then\n        return {\n          x_mult = card.ability.extra.Xmult_multi,\n          card = card\n        }\n    end\n  end,\n  attributes = {\"xmult\", \"enhancements\"},\n}\n-- Tauros 128\nlocal tauros={\n  name = \"tauros\", \n  pos = {x = 10, y = 9},\n  config = {extra = {Xmult_multi = 1.75, num = 1, dem = 15}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'tauros')\n    return {vars = {center.ability.extra.Xmult_multi, num, dem}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"Basic\", \n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.other_joker and context.other_joker.config and (context.other_joker.label == \"tauros\" or context.other_joker.label == \"taurosh\" or context.other_joker.label == \"miltank\") then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              context.other_joker:juice_up(0.5, 0.5)\n              return true\n          end\n        })) \n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_multi}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_multi\n        }\n    end\n    if context.reroll_shop and not context.blueprint then\n      if SMODS.pseudorandom_probability(card, 'tauros', card.ability.extra.num, card.ability.extra.dem, 'tauros') then\n        local temp_card = {set = \"Joker\", area = G.shop_jokers, key = \"j_poke_taurosh\"}\n        local add_card = SMODS.create_card(temp_card)\n        poke_add_shop_card(add_card, card)\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"reroll\", \"chance\", \"joker\", \"generation\"},\n}\n-- Tauros-Herd 128-1\nlocal taurosh={\n  name = \"taurosh\",\n  pos = {x = 11, y = 9},\n  config = {extra = {mult = 6}},\n  no_collection = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  aux_poke = true,\n  auto_sticker = true,\n  blueprint_compat = true, \n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"mult\"},\n}\n-- Magikarp 129\nlocal magikarp={\n  name = \"magikarp\",\n  pos = {x = 12, y = 9},\n  config = {extra = {rounds = 8, chips = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = { set = 'Joker', key = 'j_splash', config={}}\n    end\n    return {vars = {center.ability.extra.rounds, center.ability.extra.chips}}\n  end,\n  rarity = 1, \n  cost = 2, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    if context.modify_scoring_hand and not context.blueprint then\n      return {\n          add_to_hand = true\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_gyarados\")\n  end,\n  attributes = {\"chips\", \"passive\", \"applies\", \"round_evo\"},\n}\n-- Gyarados 130\nlocal gyarados={\n  name = \"gyarados\", \n  pos = {x = 0, y = 10},\n  config = {extra = {Xmult = 2.5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n  end,\n  megas = {\"mega_gyarados\"},\n  attributes = {\"xmult\"},\n}\n-- Mega Gyarados 130-1\nlocal mega_gyarados={\n  name = \"mega_gyarados\", \n  pos = {x = 7, y = 1},\n  soul_pos = { x = 8, y = 1 },\n  config = {extra = {Xmult = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult}}\n  end,\n  rarity = \"poke_mega\", \n  cost = 12, \n  stage = \"Mega\", \n  ptype = \"Water\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n    if context.setting_blind and not card.getting_sliced then\n      if not context.blueprint and context.blind.boss and not card.getting_sliced then\n          G.E_MANAGER:add_event(Event({func = function()\n              G.E_MANAGER:add_event(Event({func = function()\n                  G.GAME.blind:disable()\n                  play_sound('timpani')\n                  delay(0.4)\n                  return true end }))\n              card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('ph_boss_disabled')})\n          return true end }))\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if G.GAME.blind and G.GAME.blind.boss and not G.GAME.blind.disabled then\n      G.GAME.blind:disable()\n      play_sound('timpani')\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('ph_boss_disabled')})\n    end\n  end,\n  attributes = {\"xmult\", \"boss_blind\"},\n}\n-- Lapras 131\nlocal lapras={\n  name = \"lapras\",\n  pos = {x = 1, y = 10},\n  config = {extra = {chips = 0, chip_mod = 25}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod}}\n  end,\n  rarity = 3, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    if context.skip_blind and not context.blueprint and not G.GAME.lapras_skip then\n      G.GAME.lapras_skip = true\n      G.E_MANAGER:add_event(Event({\n        trigger = \"immediate\",\n        func = function()\n          G.blind_select:remove()\n          G.blind_prompt_box:remove()\n          G.blind_select = nil\n          delay(0.2)\n          G.GAME.current_round.jokers_purchased = 0\n          G.STATE = G.STATES.SHOP\n          G.GAME.shop_free = nil\n          G.GAME.shop_d6ed = nil\n          G.STATE_COMPLETE = false\n          G.GAME.current_round.used_packs = {}\n          G.GAME.current_round.reroll_cost_increase = 0\n          G.GAME.current_round.free_rerolls = G.GAME.round_resets.free_rerolls\n          calculate_reroll_cost(true)\n          return true\n        end,\n      }))\n    end\n    if context.ending_shop and not context.blueprint then\n      G.GAME.lapras_skip = nil\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      card.ability.extra.chips = G.GAME.skips * card.ability.extra.chip_mod\n    end\n  end,\n  attributes = {\"chips\", \"scaling\", \"skip\"},\n}\n-- Ditto 132\nlocal ditto={\n  name = \"ditto\", \n  pos = {x = 2, y = 10}, \n   config = {extra = {volatile = 'right'}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'availability', vars = {\"you have a Perishable Joker\"}}\n      if not center.ability.perishable then\n        info_queue[#info_queue+1] = {key = 'perishable', set = 'Other', vars = {G.GAME.perishable_rounds or 1, G.GAME.perishable_rounds}}\n      end\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..center.ability.extra.volatile}\n    end\n  end,\n  rarity = 3, \n  cost = 8, \n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  volatile = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  custom_pool_func = true, \n  calculate = function(self, card, context) --mostly copied from how invisible joker works\n    if context.ending_shop and not context.blueprint and volatile_active(self, card, card.ability.extra.volatile) then\n      local jokers = {}\n      for i=1, #G.jokers.cards do \n          if G.jokers.cards[i] ~= card and G.jokers.cards[i].ability.name ~= \"ditto\" then\n              jokers[#jokers+1] = G.jokers.cards[i]\n          end\n      end\n      \n      if #jokers > 0 then \n        local chosen_joker_key = jokers[1].config.center.key\n        card.ability.perishable = true\n        card.ability.perish_tally = G.GAME.perishable_rounds\n        apply_type_sticker(card, \"Colorless\")\n        return {\n          message = poke_evolve(card, chosen_joker_key, nil, localize(\"poke_transform_success\"), true)\n        }\n      else\n        card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('k_no_other_jokers')})\n      end\n    end\n  end,\n  in_pool = function(self)\n    if G.jokers and G.jokers.cards and #G.jokers.cards > 0 then\n      for k, v in ipairs(G.jokers.cards) do\n        if v.ability.perishable then\n          return false\n        end\n      end\n    end\n    if next(find_joker(\"Showman\")) then return true end\n    return true\n  end,\n  attributes = {\"joker\", \"volatile\"},\n}\n-- Eevee 133\nlocal eevee={\n  name = \"eevee\", \n  pos = {x = 3, y = 10},\n  config = {extra = {Xmult = 1.33}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'eeveelution'}\n    end\n    return {vars = {center.ability.extra.Xmult}}\n  end,\n  rarity = 1, \n  cost = 3,\n  item_req = {\"waterstone\", \"thunderstone\", \"firestone\", \"sunstone\", \"moonstone\", \"leafstone\", \"icestone\", \"shinystone\"},\n  evo_list = {waterstone = \"j_poke_vaporeon\", thunderstone = \"j_poke_jolteon\", firestone = \"j_poke_flareon\", sunstone = \"j_poke_espeon\", moonstone = \"j_poke_umbreon\", \n              leafstone = \"j_poke_leafeon\", icestone = \"j_poke_glaceon\", shinystone = \"j_poke_sylveon\"},\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and G.GAME.current_round.hands_played == 0 then\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n    return item_evo(self, card, context, nil)\n  end,\n  attributes = {\"xmult\", \"hands\", \"item_evo\"},\n}\n-- Vaporeon 134\nlocal vaporeon={\n  name = \"vaporeon\", \n  pos = {x = 4, y = 10},\n  config = {extra = {chips = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  perishable_compat = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play then\n        local bonus = card.ability.extra.chips\n        if SMODS.has_enhancement(context.other_card, 'm_bonus') then\n          bonus = bonus * 2\n        end\n        context.other_card.ability.perma_bonus = (context.other_card.ability.perma_bonus or 0) + bonus\n        return {\n            message = localize('k_upgrade_ex'),\n            colour = G.C.CHIPS\n        }\n    end\n  end,\n  attributes = {\"modify_card\", \"chips\", \"perma_bonus\", \"enhancements\"},\n}\n-- Jolteon 135\nlocal jolteon={\n  name = \"jolteon\", \n  pos = {x = 5, y = 10},\n  config = {extra = {money = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_gold\n    end\n    return {vars = {center.ability.extra.money}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.discard and SMODS.has_enhancement(context.other_card, 'm_gold') then\n      local earned = ease_poke_dollars(card, \"jolteon\", card.ability.extra.money, true)\n      G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + earned\n      return {\n          dollars = earned,\n          func = function() -- This is for timing purposes, it runs after the dollar manipulation\n              G.E_MANAGER:add_event(Event({\n                  func = function()\n                      G.GAME.dollar_buffer = 0\n                      return true\n                  end\n              }))\n          end\n      }\n    end\n  end,\n  attributes = {\"discard\", \"economy\", \"enhancements\"},\n}\n-- Flareon 136\nlocal flareon={\n  name = \"flareon\", \n  pos = {x = 6, y = 10},\n  config = {extra = {Xmult_multi = 3}}, \n  blueprint_compat = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\", \n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  perishable_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and not context.end_of_round then\n      local first_mult = nil\n      for i=1, #G.hand.cards do\n        if SMODS.has_enhancement(G.hand.cards[i], 'm_mult') then\n          first_mult = G.hand.cards[i]\n          break\n        end\n      end\n      if context.other_card == first_mult then\n        if context.other_card.debuff then\n            return {\n                message = localize('k_debuffed'),\n                colour = G.C.RED,\n                card = card,\n            }\n        else\n            return {\n                x_mult = card.ability.extra.Xmult_multi,\n                card = card\n            }\n        end\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"enhancements\"},\n}\n-- Porygon 137\nlocal porygon={\n  name = \"porygon\", \n  pos = {x = 7, y = 10},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_upgrade\n    end\n    return {vars = {}}\n  end,\n  rarity = 2, \n  cost = 6, \n  item_req = \"upgrade\",\n  joblacklist = true,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.open_booster and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n      G.E_MANAGER:add_event(Event({\n          trigger = 'before',\n          delay = 0.0,\n          func = (function()\n                  local card = create_card('Energy', G.consumeables, nil, nil, nil, nil, nil, 'pory')\n                  card:add_to_deck()\n                  G.consumeables:emplace(card)\n                  G.GAME.consumeable_buffer = 0\n              return true\n          end)}))\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_plus_energy\"), colour = G.ARGS.LOC_COLOURS[\"pink\"]})\n    end\n    return item_evo(self, card, context, \"j_poke_porygon2\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 1\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus + 1\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 0\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus - 1\n    end\n  end,\n  attributes = {\"generation\", \"energy\", \"energy_limit\", \"item_evo\"},\n}\n-- Omanyte 138\nlocal omanyte={\n  name = \"omanyte\", \n  pos = {x = 8, y = 10},\n  config = {extra = {rank = \"3\", money = 2, third_goal = 5, third_times = 0}, evo_rqmt = 5},\n  loc_vars = function(self, info_queue, card)\n     type_tooltip(self, info_queue, card)\n     info_queue[#info_queue+1] = {set = 'Other', key = 'ancient', vars = {localize(card.ability.extra.rank, 'ranks')}}\n     local third_left = math.max(0, self.config.evo_rqmt - card.ability.extra.third_times)\n     return {vars = {localize(card.ability.extra.rank, 'ranks'), card.ability.extra.money, third_left}}\n  end,\n  rarity = 2, \n  cost = 5, \n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n       get_ancient_amount(context.scoring_hand, 3, card)\n      end\n      if context.joker_main and card.ability.extra.ancient_count > 0 then\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          local _card = create_card('Tarot', G.consumeables, nil, nil, nil, nil, nil)\n          _card:add_to_deck()\n          G.consumeables:emplace(_card)\n          card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('k_plus_tarot'), colour = G.C.PURPLE})\n        end\n        \n        if card.ability.extra.ancient_count > 2 then\n          card.ability.extra.third_times = card.ability.extra.third_times + 1\n          if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n            local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil)\n            _card:add_to_deck()\n            G.consumeables:emplace(_card)\n            card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('poke_plus_pokeitem'), colour = G.ARGS.LOC_COLOURS.item})\n          end\n        end\n        \n        if card.ability.extra.ancient_count > 1 then\n          local earned = ease_poke_dollars(card, \"omanyte\", card.ability.extra.money, true)\n          return {\n            dollars = earned, \n            card = card\n          }\n        end\n      end\n      if context.after then\n        card.ability.extra.ancient_count = 0\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_omastar\", card.ability.extra.third_times, self.config.evo_rqmt)\n  end,\n  generate_ui = fossil_generate_ui,\n  attributes = {\"ancient\", \"rank\", \"three\", \"generation\", \"tarot\", \"item\", \"economy\", \"trigger_evo\"},\n}\n-- Omastar 139\nlocal omastar={\n  name = \"omastar\", \n  pos = {x = 9, y = 10}, \n  config = {extra = {rank = \"3\", money = 4, tag_created = false}},\n  loc_vars = function(self, info_queue, center)\n   type_tooltip(self, info_queue, center)\n   info_queue[#info_queue+1] = {set = 'Other', key = 'ancient', vars = {localize(center.ability.extra.rank, 'ranks')}}\n   info_queue[#info_queue+1] = {set = 'Other', key = 'omastar_tag_pool', vars = {'Handy', 'Garbage', 'Investment', 'Economy', 'D6'}}\n   return {vars = {localize(center.ability.extra.rank, 'ranks'), center.ability.extra.money, not center.ability.extra.tag_created and \"(\"..localize('k_active_ex')..\")\" or ''}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n       get_ancient_amount(context.scoring_hand, 3, card)\n      end\n      if context.joker_main and card.ability.extra.ancient_count > 0 then\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          local _card = create_card('Tarot', G.consumeables, nil, nil, nil, nil, nil)\n          _card:add_to_deck()\n          G.consumeables:emplace(_card)\n          card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('k_plus_tarot'), colour = G.C.PURPLE})\n        end\n        if card.ability.extra.ancient_count > 2 then\n          if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n            local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil)\n            _card:add_to_deck()\n            G.consumeables:emplace(_card)\n            card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('poke_plus_pokeitem'), colour = G.ARGS.LOC_COLOURS.item})\n          end\n        end\n        if card.ability.extra.ancient_count > 3 and not card.ability.extra.tag_created then\n          card.ability.extra.tag_created = true\n          local tag = ''\n          local tag_choice = pseudorandom('sylveon')\n          if tag_choice < 1/5 then\n            tag = 'tag_handy'\n          elseif tag_choice < 2/5 then\n            tag = 'tag_garbage'\n          elseif tag_choice < 3/5 then\n            tag = 'tag_investment'\n          elseif tag_choice < 4/5 then\n            tag = 'tag_economy'\n          else\n            tag = 'tag_d_six'\n          end\n          G.E_MANAGER:add_event(Event({\n            func = (function()\n                add_tag(Tag(tag))\n                play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n                play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n                return true\n            end)\n          }))\n        end\n        if card.ability.extra.ancient_count > 1 then\n          local earned = ease_poke_dollars(card, \"omastar\", card.ability.extra.money, true)\n          return {\n            dollars = earned, \n            card = card\n          }\n        end\n      end\n      if context.after then\n        card.ability.extra.ancient_count = 0\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      card.ability.extra.tag_created = nil\n    end\n  end,\n  generate_ui = fossil_generate_ui,\n  attributes = {\"ancient\", \"rank\", \"three\", \"generation\", \"tarot\", \"item\", \"economy\", \"tag\"},\n}\n-- Kabuto 140\nlocal kabuto={\n  name = \"kabuto\", \n  pos = {x = 10, y = 10}, \n  config = {extra = {rank = \"2\", chips1 = 50, chips2 = 5, chips3 = 50, third_times = 0}, evo_rqmt = 5},\n  loc_vars = function(self, info_queue, card)\n   type_tooltip(self, info_queue, card)\n   info_queue[#info_queue+1] = {set = 'Other', key = 'ancient', vars = {localize(card.ability.extra.rank, 'ranks')}}\n   local third_left = math.max(0, self.config.evo_rqmt - card.ability.extra.third_times)\n   return {vars = {localize(card.ability.extra.rank, 'ranks'), card.ability.extra.chips1, card.ability.extra.chips2, card.ability.extra.chips3, third_left}}\n  end,\n  rarity = 2, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        get_ancient_amount(context.scoring_hand, 2, card)\n      end\n      if context.joker_main and card.ability.extra.ancient_count > 0 then\n        local chips = card.ability.extra.chips1\n        if card.ability.extra.ancient_count > 2 then\n          card.ability.extra.third_times = card.ability.extra.third_times + 1\n          chips = chips + card.ability.extra.chips3\n        end\n        \n        if chips > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = chips\n          }\n        end\n      end\n      if context.after then\n        card.ability.extra.ancient_count = 0\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and card.ability.extra.ancient_count > 1 then\n      if context.other_card:get_id() == 2 then \n        context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus or 0\n        context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus + card.ability.extra.chips2\n        return {\n          extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},\n          colour = G.C.CHIPS,\n          card = card\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_kabutops\", card.ability.extra.third_times, self.config.evo_rqmt)\n  end,\n  generate_ui = fossil_generate_ui,\n  attributes = {\"ancient\", \"rank\", \"two\", \"chips\", \"modify_card\", \"perma_bonus\", \"trigger_evo\"},\n}\n-- Kabutops 141\nlocal kabutops={\n  name = \"kabutops\", \n  pos = {x = 11, y = 10}, \n  config = {extra = {rank = \"2\", chips1 = 70, chips2 = 5, chips3 = 70, retriggers = 1}},\n  loc_vars = function(self, info_queue, center)\n   type_tooltip(self, info_queue, center)\n   info_queue[#info_queue+1] = {set = 'Other', key = 'ancient', vars = {localize(center.ability.extra.rank, 'ranks')}}\n   return {vars = {localize(center.ability.extra.rank, 'ranks'), center.ability.extra.chips1, center.ability.extra.chips2, center.ability.extra.chips3, center.ability.extra.retriggers}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        get_ancient_amount(context.scoring_hand, 2, card)\n      end\n      if context.joker_main and card.ability.extra.ancient_count > 0 then\n        local chips = card.ability.extra.chips1\n        \n        if card.ability.extra.ancient_count > 2 then\n          chips = chips + card.ability.extra.chips3\n        end\n        \n        if chips > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = chips\n          }\n        end\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and card.ability.extra.ancient_count > 1 then\n      if context.other_card:get_id() == 2 then \n        context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus or 0\n        context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus + card.ability.extra.chips2\n        return {\n          extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},\n          colour = G.C.CHIPS,\n          card = card\n        }\n      end\n    end\n    if context.repetition and context.cardarea == G.play and card.ability.extra.ancient_count > 3 then\n      if context.other_card:get_id() == 2 then\n        return {\n            message = localize('k_again_ex'),\n            repetitions = card.ability.extra.retriggers,\n            card = card\n        }\n      end\n    end\n    \n    if context.after then\n      card.ability.extra.ancient_count = 0\n    end\n  end,\n  generate_ui = fossil_generate_ui,\n  attributes = {\"ancient\", \"rank\", \"two\", \"chips\", \"modify_card\", \"perma_bonus\", \"retrigger\"},\n}\n-- Aerodactyl 142\nlocal aerodactyl={\n  name = \"aerodactyl\", \n  pos = {x = 12, y = 10},\n  config = {extra = {rank = \"Ace\", Xmult = 2, Xmult_mod = .50, Xmult1 = 2}},\n  loc_vars = function(self, info_queue, center)\n     type_tooltip(self, info_queue, center)\n     info_queue[#info_queue+1] = {set = 'Other', key = 'ancient', vars = {localize(center.ability.extra.rank, 'ranks')}}\n     if pokermon_config.detailed_tooltips then\n       info_queue[#info_queue+1] = G.P_CENTERS.m_glass\n     end\n     return {vars = {localize(center.ability.extra.rank, 'ranks'), center.ability.extra.Xmult, center.ability.extra.Xmult_mod}}\n  end,\n  rarity = 3, \n  cost = 6, \n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before then\n      get_ancient_amount(context.scoring_hand, 14, card)\n\n      if card.ability.extra.ancient_count > 2 and not context.blueprint then\n        local target = nil\n        for k, v in pairs(context.scoring_hand) do\n          if v:get_id() == 14 and v.config.center == G.P_CENTERS.c_base then\n            target = v\n            break\n          end\n        end\n        if target then\n          poke_convert_cards_to(target, { mod_conv = 'm_glass' }, true, true)\n        end\n      end\n    end\n\n    if context.joker_main and card.ability.extra.ancient_count > 0 then\n      if card.ability.extra.ancient_count > 1 and not context.blueprint then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          no_message = true,\n        })\n      end\n\n      if card.ability.extra.ancient_count > 3 and not context.blueprint then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult',\n          no_message = true,\n        })\n      end\n\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n\n    if context.after then\n      card.ability.extra.ancient_count = 0\n    end\n\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      card.ability.extra.Xmult = card.ability.extra.Xmult1\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  generate_ui = fossil_generate_ui,\n  megas = {\"mega_aerodactyl\"},\n  attributes = {\"ancient\", \"rank\", \"ace\", \"xmult\", \"scaling\", \"modify_card\", \"enhancements\", \"reset\"},\n}\n-- Mega Aerodactyl 142-1\nlocal mega_aerodactyl={\n  name = \"mega_aerodactyl\", \n  pos = {x = 9, y = 1},\n  soul_pos = { x = 10, y = 1 },\n  config = {extra = {rank = \"Ace\", Xmult_multi = 1, num = 1, dem = 4}},\n  loc_vars = function(self, info_queue, center)\n     type_tooltip(self, info_queue, center)\n     local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'mega_aerodactyl')\n     return {vars = {localize(center.ability.extra.rank, 'ranks'), center.ability.extra.Xmult_multi, num, dem}}\n  end,\n  rarity = \"poke_mega\", \n  cost = 12, \n  stage = \"Mega\",\n  ptype = \"Earth\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and context.other_card:get_id() == 14 then\n      return { \n        x_mult = card.ability.extra.Xmult_multi * card.ability.extra.aces,\n        card = card\n      }\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        local aces = 0\n        for i = 1, #context.scoring_hand do\n            if context.scoring_hand[i]:get_id() == 14 then aces = aces + 1 end\n        end\n        card.ability.extra.aces = aces\n      end\n      if context.after then\n        card.ability.extra.aces = 0\n      end\n    end\n    if context.destroying_card and SMODS.pseudorandom_probability(card, 'mega_aerodactyl', card.ability.extra.num, card.ability.extra.dem, 'mega_aerodactyl') then\n      return not context.blueprint and context.destroying_card:get_id() == 14\n    end\n  end,\n  attributes = {\"rank\", \"ace\", \"xmult\", \"chance\", \"destroy_card\"},\n}\n-- Snorlax 143\nlocal snorlax={\n  name = \"snorlax\", \n  pos = {x = 0, y = 11},\n  config = {extra = {Xmult_mod = 0.2, Xmult = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Leftovers\"}}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_leftovers\n    end\n    return {vars = {center.ability.extra.Xmult_mod, center.ability.extra.Xmult}}\n  end,\n  rarity = 3, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Colorless\",\n  joblacklist = true,\n  atlas = \"Pokedex1\",\n  gen = 1,\n  perishable_compat = false,\n  blueprint_compat = true,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local leftovers = SMODS.add_card({ set = 'Item', key = 'c_poke_leftovers' })\n      SMODS.calculate_effect({ message = localize('poke_plus_pokeitem') }, leftovers)\n    end\n  end,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      local count = #SMODS.find_card('c_poke_leftovers')\n      if count > 0 then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          operation = function(ref_table, ref_value, initial, change)\n            ref_table[ref_value] = initial + change * count\n          end,\n          message_colour = G.C.RED,\n        })\n      end\n    end\n  end,\n  attributes = {\"holding\", \"xmult\", \"scaling\"},\n}\n-- Articuno 144\nlocal articuno={\n  name = \"articuno\", \n  pos = {x = 1, y = 11},\n  soul_pos = { x = 2, y = 11},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue +1] = G.P_CENTERS.e_foil\n  end,\n  rarity = 4, \n  cost = 20, \n  stage = \"Legendary\", \n  ptype = \"Water\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.before and context.cardarea == G.jokers and not context.blueprint and context.scoring_hand then\n      local target = context.scoring_hand[1]\n      local args = {edition = \"e_foil\", seal = SMODS.poll_seal({guaranteed = true})}\n      poke_convert_cards_to(target, args, true, true)\n    end\n  end,\n  attributes = {\"modify_card\", \"seals\", \"editions\"},\n}\n-- Zapdos 145\nlocal zapdos={\n  name = \"zapdos\", \n  pos = {x = 3, y = 11},\n  soul_pos = { x = 4, y = 11},\n  config = {extra = {Xmult = 0.08, money_threshold = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.money_threshold , \n                    1 + center.ability.extra.Xmult*math.floor((G.GAME.dollars + (G.GAME.dollar_buffer or 0))/center.ability.extra.money_threshold)}}\n  end,\n  rarity = 4, \n  cost = 20, \n  stage = \"Legendary\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Xmult = 1 + card.ability.extra.Xmult*math.floor((G.GAME.dollars + (G.GAME.dollar_buffer or 0))/card.ability.extra.money_threshold)\n        local can_score = nil\n        if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n          can_score = to_big(Xmult) > to_big(1)\n        else\n          can_score = Xmult > 1\n        end\n        if can_score then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n            colour = G.C.MULT,\n            Xmult_mod = Xmult\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"xmult\"},\n}\n-- Moltres 146\nlocal moltres={\n  name = \"moltres\", \n  pos = {x = 5, y = 11},\n  soul_pos = { x = 6, y = 11},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n  end,\n  rarity = 4, \n  cost = 20, \n  stage = \"Legendary\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.pre_discard and G.GAME.current_round.discards_used <= 0 and not context.hook then\n      local text,disp_text = G.FUNCS.get_poker_hand_info(G.hand.highlighted)\n      card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('k_upgrade_ex')})\n      update_hand_text({sound = 'button', volume = 0.7, pitch = 0.8, delay = 0.3}, {handname=localize(text, 'poker_hands'),chips = G.GAME.hands[text].chips, mult = G.GAME.hands[text].mult, level=                       G.GAME.hands[text].level})\n      level_up_hand(context.blueprint_card or card, text, nil, 3)\n      update_hand_text({sound = 'button', volume = 0.7, pitch = 1.1, delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})\n    end\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.discards_used <= 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n  end,\n  attributes = {\"discard\", \"hand_type\"},\n}\n-- Dratini 147\nlocal dratini={\n  name = \"dratini\", \n  pos = {x = 7, y = 11},\n  config = {extra = {mult = 0, mult_mod = 1, size = 3}, evo_rqmt = 15},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.size, self.config.evo_rqmt}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Dragon\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  pseudol = true, \n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and #context.full_hand <= card.ability.extra.size and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod',\n        no_message = true,\n      })\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_dragonair\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  attributes = {\"mult\", \"scaling\", \"scaling_evo\"},\n}\n-- Dragonair 148\nlocal dragonair={\n  name = \"dragonair\", \n  pos = {x = 8, y = 11}, \n  config = {extra = {mult = 0, mult_mod = 2, size = 2}, evo_rqmt = 55},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.size, self.config.evo_rqmt}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Dragon\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.before and #context.full_hand <= card.ability.extra.size and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod',\n        no_message = true,\n      })\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_dragonite\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  attributes = {\"mult\", \"scaling\", \"scaling_evo\"},\n}\n-- Dragonite 149\nlocal dragonite={\n  name = \"dragonite\", \n  pos = {x = 9, y = 11},\n  config = {extra = {mult = 55, retriggers = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.retriggers}} \n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Dragon\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    if context.repetition and context.cardarea == G.play and #context.full_hand == 1 then\n      return {\n        repetitions = card.ability.extra.retriggers\n      }\n    end\n  end,\n  attributes = {\"mult\", \"scaling\", \"retrigger\"},\n}\n-- Mewtwo 150\nlocal mewtwo={\n  name = \"mewtwo\", \n  pos = {x = 10, y = 11},\n  soul_pos = { x = 11, y = 11},\n  config = {extra = {Xmult_multi = 1.2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'energize'}\n      if not center.edition or (center.edition and not center.edition.polychrome) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      end\n    end\n    return {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = 4, \n  cost = 20, \n  stage = \"Legendary\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if (context.end_of_round and G.GAME.blind.boss) and not context.repetition and not context.individual and not context.blueprint then\n      local leftmost = G.jokers.cards[1]\n      if leftmost ~= card and not leftmost.getting_sliced then\n        card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('k_duplicated_ex')})\n        local chosen_joker = G.jokers.cards[1]\n        \n        if (#G.jokers.cards - 1 < G.jokers.config.card_limit and not leftmost.ability.eternal) or (#G.jokers.cards < G.jokers.config.card_limit and leftmost.ability.eternal) then\n          G.E_MANAGER:add_event(Event({\n            func = function()\n              local _card = copy_card(chosen_joker, nil, nil, nil, chosen_joker.edition and chosen_joker.edition.negative)\n              local edition = {polychrome = true}\n              _card:set_edition(edition, true)\n              _card.ability.card_limit = 0\n              if _card.config and _card.config.center.stage and _card.config.center.stage ~= \"Other\" and not type_sticker_applied(_card) then\n                energy_increase(_card, _card.ability.extra.ptype)\n              elseif type_sticker_applied(_card) then\n                energy_increase(_card, type_sticker_applied(_card))\n              end\n              _card:add_to_deck()\n              G.jokers:emplace(_card)\n              if _card.debuff then \n                _card.debuff = false \n                if _card.ability.perishable then _card.ability.perish_tally = G.GAME.perishable_rounds end\n              end\n              return true\n            end\n          }))\n        end\n        \n        if not leftmost.ability.eternal then\n          G.E_MANAGER:add_event(Event({\n            remove(self, G.jokers.cards[1], context)\n          }))\n        end\n      end\n    end\n    if context.other_joker and context.other_joker.edition and context.other_joker.edition.polychrome then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              context.other_joker:juice_up(0.5, 0.5)\n              return true\n          end\n        })) \n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_multi}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_multi\n        }\n    end\n  end,\n  megas = {\"mega_mewtwo_x\", \"mega_mewtwo_y\"},\n  attributes = {\"boss_blind\", \"generation\", \"editions\", \"destroy_card\", \"joker\", \"xmult\", \"energy_count\"},\n}\n-- Mega Mewtwo X 150-1\nlocal mega_mewtwo_x = {\n  name = \"mega_mewtwo_x\",\n  pos = {x = 11, y = 1},\n  soul_pos = { x = 12, y = 1},\n  config = {extra = {Xmult_multi = 2.5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 30,\n  stage = \"Mega\",\n  ptype = \"Fighting\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.other_joker then\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_multi}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_multi\n        }\n    end\n  end,\n  attributes = {\"xmult\", \"joker\"},\n}\n-- Mega Mewtwo Y 150-2\nlocal mega_mewtwo_y = {\n  name = \"mega_mewtwo_y\",\n  pos = {x = 13, y = 1},\n  soul_pos = { x = 14, y = 1},\n  config = {extra = {Xmult_mod = 3, rounds = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'energize'}\n    end\n    return {vars = {center.ability.extra.Xmult_mod}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 30,\n  stage = \"Mega\",\n  ptype = \"Psychic\",\n  atlas = \"Megas\",\n  gen = 1,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.ending_shop and not context.blueprint then\n      local leftmost = G.jokers.cards[1]\n      if leftmost ~= card then\n        local _card = G.jokers.cards[1]\n        if _card.config and _card.config.center.stage and _card.config.center.stage ~= \"Other\" and not type_sticker_applied(_card) then\n          for i = 1, 2 do\n            energy_increase(_card, _card.ability.extra.ptype)\n          end\n        elseif type_sticker_applied(_card) then\n          for i = 1, 2 do\n            energy_increase(_card, type_sticker_applied(_card))\n          end\n        end\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and G.GAME.blind.boss then\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_future_sight\"), colour = G.ARGS.LOC_COLOURS.psychic})\n      if not G.GAME.energy_plus then\n        G.GAME.energy_plus = 1\n      else\n        G.GAME.energy_plus = G.GAME.energy_plus + 1\n      end\n    end\n  end,\n  attributes = {\"boss_blind\", \"energy_count\", \"energy_limit\"},\n}\n----------------------\nreturn {name = \"Pokemon Jokers 121-150\", \n        list = { starmie, mrmime, scyther, jynx, electabuzz, magmar, pinsir, mega_pinsir, tauros, taurosh, magikarp, gyarados, mega_gyarados, lapras, ditto, eevee, vaporeon, jolteon, flareon, porygon,                 omanyte, omastar, kabuto, kabutops, aerodactyl, mega_aerodactyl, snorlax, articuno, zapdos, moltres, dratini, dragonair, dragonite, mewtwo, mega_mewtwo_x, mega_mewtwo_y},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_06.lua",
    "content": "--Code for pokemon jokers 151-180\nlocal mew ={\n  name = \"mew\", \n  pos = {x = 12, y = 11},\n  soul_pos = { x = 0, y = 12},\n  config = {extra = {percent = 15}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.negative) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_negative\n      end\n    end\n    return {vars = {center.ability.extra.percent}}\n  end,\n  rarity = 4, \n  cost = 20, \n  stage = \"Legendary\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.ending_shop then\n      if pseudorandom('mew') < card.ability.extra.percent/100 then\n        --create random joker\n        local joker = SMODS.add_card{set = 'Joker', edition = 'e_negative', key_append = 'mew'}\n        SMODS.calculate_effect({ message = localize('k_plus_joker'), colour = G.C.BLUE }, joker)\n      else\n        --create random consumable and apply negative\n        local sets = {{set = \"Tarot\", message = localize('k_plus_tarot'), colour = G.C.PURPLE}, {set = \"Spectral\", message = localize('k_plus_spectral'), colour = G.C.SECONDARY_SET.Spectral}, \n                      {set = \"Item\", message = localize('poke_plus_pokeitem'), colour = G.ARGS.LOC_COLOURS.pink}}\n        local creation = pseudorandom_element(sets, pseudoseed('mewcreate'))\n        \n        local consum = SMODS.add_card{set = creation.set, edition = 'e_negative', key_append = 'mew'}\n        SMODS.calculate_effect({ message = creation.message, colour = creation.colour }, consum)\n      end\n      card:juice_up()\n    end\n  end,\n  attributes = {\"generation\", \"tarot\", \"spectral\", \"item\", \"joker\"},\n}\n-- Chikorita 152\nlocal chikorita = {\n  name = \"chikorita\",\n  pos = {x = 0, y = 0},\n  config = {extra = {money = 1, h_size = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.h_size, card.ability.extra.money, card.ability.extra.rounds}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.end_of_round and context.individual and context.cardarea == G.hand then\n      local beyond = false\n      for k, v in ipairs(G.hand.cards) do\n        if k > 4 and v == context.other_card then\n          beyond = true\n          break\n        end\n      end\n      if beyond then\n        G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money\n        G.E_MANAGER:add_event(Event({func = (function() G.GAME.dollar_buffer = 0; return true end)}))\n        local earned = ease_poke_dollars(card, 'chikorita', card.ability.extra.money, true)\n        return {\n            dollars = earned,\n            card = context.other_card or card,\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_bayleef\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"starter\", \"hand_size\", \"passive\", \"economy\", \"round_evo\"},\n}\n-- Bayleef 153\nlocal bayleef = {\n  name = \"bayleef\",\n  pos = {x = 1, y = 0},\n  config = {extra = {money = 1, h_size = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.h_size, card.ability.extra.money, card.ability.extra.rounds,}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.end_of_round and context.individual and context.cardarea == G.hand then\n      local beyond = false\n      for k, v in ipairs(G.hand.cards) do\n        if k > 2 and v == context.other_card then\n          beyond = true\n          break\n        end\n      end\n      if beyond then\n        G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money\n        G.E_MANAGER:add_event(Event({func = (function() G.GAME.dollar_buffer = 0; return true end)}))\n        local earned = ease_poke_dollars(card, 'chikorita', card.ability.extra.money, true)\n        return {\n            dollars = earned,\n            card = context.other_card or card,\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_meganium\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"starter\", \"hand_size\", \"passive\", \"economy\", \"round_evo\"},\n}\n-- Meganium 154\nlocal meganium = {\n  name = \"meganium\",\n  pos = {x = 2, y = 0},\n  config = {extra = {money = 1, h_size = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.h_size, card.ability.extra.money}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.end_of_round and context.individual and context.cardarea == G.hand then\n      G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money\n      G.E_MANAGER:add_event(Event({func = (function() G.GAME.dollar_buffer = 0; return true end)}))\n      local earned = ease_poke_dollars(card, 'chikorita', card.ability.extra.money, true)\n      return {\n          dollars = earned,\n          card = context.other_card or card,\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"starter\", \"hand_size\", \"passive\", \"economy\"},\n}\n-- Cyndaquil 155\nlocal cyndaquil = {\n  name = \"cyndaquil\",\n  pos = {x = 3, y = 0},\n  config = {extra = {mult = 4, d_size = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.d_size, card.ability.extra.mult, card.ability.extra.rounds, card.ability.extra.mult * G.GAME.current_round.discards_left}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and G.GAME.current_round.discards_left > 0 then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult * G.GAME.current_round.discards_left}},\n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult * G.GAME.current_round.discards_left\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_quilava\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  attributes = {\"starter\", \"discard\", \"passive\", \"mult\", \"round_evo\"},\n}\n-- Quilava 156\nlocal quilava = {\n  name = \"quilava\",\n  pos = {x = 4, y = 0},\n  config = {extra = {mult = 8, d_size = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.d_size, card.ability.extra.mult, card.ability.extra.rounds, card.ability.extra.mult * G.GAME.current_round.discards_left}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and G.GAME.current_round.discards_left > 0 then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult * G.GAME.current_round.discards_left}},\n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult * G.GAME.current_round.discards_left\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_typhlosion\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  attributes = {\"starter\", \"discard\", \"passive\", \"mult\", \"round_evo\"},\n}\n-- Typhlosion 157\nlocal typhlosion = {\n  name = \"typhlosion\",\n  pos = {x = 5, y = 0},\n  config = {extra = {mult = 8, Xmult = 0.3, d_size = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.d_size, card.ability.extra.mult, card.ability.extra.Xmult, card.ability.extra.mult * G.GAME.current_round.discards_left, \n                    1 + (card.ability.extra.Xmult * G.GAME.current_round.discards_left)}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and G.GAME.current_round.discards_left > 0 then\n        return {\n          message = localize(\"poke_fire_blast_ex\"),\n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult * G.GAME.current_round.discards_left,\n          Xmult_mod = 1 + (card.ability.extra.Xmult * G.GAME.current_round.discards_left)\n        }\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  attributes = {\"starter\", \"discard\", \"passive\", \"mult\", \"xmult\"},\n}\n-- Totodile 158\nlocal totodile = {\n  name = \"totodile\",\n  pos = {x = 6, y = 0},\n  config = {extra = {chips = 0, chip_mod = 4, hands = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.hands, card.ability.extra.chip_mod, card.ability.extra.chips, card.ability.extra.rounds}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  starter = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and not context.blueprint then\n        card.ability.extra.chips = card.ability.extra.chips + (card.ability.extra.chip_mod * #context.full_hand)\n        return {\n          message = localize('k_upgrade_ex'),\n          colour = G.C.CHIPS\n        }\n      elseif context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}},\n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      card.ability.extra.chips = 0\n      return {\n        message = localize('k_reset'),\n        colour = G.C.CHIPS\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_croconaw\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  attributes = {\"starter\", \"hands\", \"passive\", \"chips\", \"scaling\", \"reset\", \"round_evo\"},\n}\n-- Croconaw 159\nlocal croconaw = {\n  name = \"croconaw\",\n  pos = {x = 7, y = 0},\n  config = {extra = {chips = 0, chip_mod = 7, hands = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.hands, card.ability.extra.chip_mod, card.ability.extra.chips, card.ability.extra.rounds}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and not context.blueprint then\n        card.ability.extra.chips = card.ability.extra.chips + (card.ability.extra.chip_mod * #context.full_hand)\n        return {\n          message = localize('k_upgrade_ex'),\n          colour = G.C.CHIPS\n        }\n      elseif context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}},\n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      card.ability.extra.chips = 0\n      return {\n        message = localize('k_reset'),\n        colour = G.C.CHIPS\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_feraligatr\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  attributes = {\"starter\", \"hands\", \"passive\", \"chips\", \"scaling\", \"reset\", \"round_evo\"},\n}\n-- Feraligatr 160\nlocal feraligatr = {\n  name = \"feraligatr\",\n  pos = {x = 8, y = 0},\n  config = {extra = {chips = 0, chip_mod = 10, hands = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.hands, card.ability.extra.chip_mod, card.ability.extra.chips}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and not context.blueprint then\n        card.ability.extra.chips = card.ability.extra.chips + (card.ability.extra.chip_mod * #context.full_hand)\n        return {\n          message = localize('k_upgrade_ex'),\n          colour = G.C.CHIPS\n        }\n      elseif context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}},\n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      card.ability.extra.chips = 0\n      return {\n        message = localize('k_reset'),\n        colour = G.C.CHIPS\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  attributes = {\"starter\", \"hands\", \"passive\", \"chips\", \"scaling\", \"reset\"},\n}\n-- Sentret 161\nlocal sentret={\n  name = \"sentret\",\n  config = {extra = {mult = 0, mult_mod = 1, last_hand = 'None'}, evo_rqmt = 15},\n  pos = {x = 9, y = 0}, \n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  perishable_compat = false,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, G.GAME.last_hand_played and localize(G.GAME.last_hand_played, 'poker_hands') or localize(\"poke_none\")}}\n  end,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      if card.ability.extra.last_hand ~= context.scoring_name then\n        card.ability.extra.last_hand = G.GAME.last_hand_played\n\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          message_colour = G.C.MULT,\n        })\n      else\n        card.ability.extra.mult = 0\n        return {\n          message = localize('k_reset'),\n        }\n      end\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_furret\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    card.ability.extra.last_hand = G.GAME.last_hand_played\n  end,\n  attributes = {\"hand_type\", \"mult\", \"scaling\", \"reset\", \"scaling_evo\"},\n}\n-- Furret 162\nlocal furret={\n  name = \"furret\",\n  config = {extra = {mult = 0, mult_mod = 1, last_hand = 'None'}},\n  pos = {x = 0, y = 1}, \n  rarity = 2, \n  cost = 6, \n  stage = \"One\", \n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  perishable_compat = false,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, G.GAME.last_hand_played and localize(G.GAME.last_hand_played, 'poker_hands') or localize(\"poke_none\")}}\n  end,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint and card.ability.extra.last_hand ~= context.scoring_name then\n      card.ability.extra.last_hand = G.GAME.last_hand_played\n\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod',\n        message_colour = G.C.MULT,\n      })\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    card.ability.extra.last_hand = G.GAME.last_hand_played\n  end,\n  attributes = {\"hand_type\", \"mult\", \"scaling\"},\n}\n-- Hoothoot 163\nlocal hoothoot={\n  name = \"hoothoot\",\n  pos = {x = 1, y = 1},\n  config = {extra = {scry = 2, rounds = 4}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    info_queue[#info_queue + 1] = {set = 'Other', key = 'scry_cards'}\n\t\treturn {vars = {card.ability.extra.scry, card.ability.extra.rounds}}\n  end,\n  rarity = 1,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if not context.end_of_round and context.scoring_hand then\n      if context.individual and context.cardarea == G.scry_view and not context.other_card.debuff then\n        local chips = poke_total_chips(context.other_card)\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {chips}},\n          message_card = context.other_card,\n          colour = G.C.CHIPS,\n          chip_mod = chips,\n          card = card,\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_noctowl\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = (G.GAME.scry_amount or 0) + card.ability.extra.scry\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = math.max(0,(G.GAME.scry_amount or 0) - card.ability.extra.scry)\n  end,\n  attributes = {\"foresight\", \"chips\", \"round_evo\"},\n}\n-- Noctowl 164\nlocal noctowl={\n  name = \"noctowl\",\n  pos = {x = 2, y = 1},\n  config = {extra = {scry = 4}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    info_queue[#info_queue + 1] = {set = 'Other', key = 'scry_cards'}\n\t\treturn {vars = {card.ability.extra.scry}}\n  end,\n  rarity = 2,\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if not context.end_of_round and context.scoring_hand then\n      if context.individual and context.cardarea == G.scry_view and not context.other_card.debuff then\n        local chips = poke_total_chips(context.other_card)\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {chips}},\n          message_card = context.other_card,\n          colour = G.C.CHIPS,\n          chip_mod = chips,\n          card = card,\n        }\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = (G.GAME.scry_amount or 0) + card.ability.extra.scry\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = math.max(0,(G.GAME.scry_amount or 0) - card.ability.extra.scry)\n  end,\n  attributes = {\"foresight\", \"chips\"},\n}\n-- Ledyba 165\nlocal ledyba={\n  name = \"ledyba\",\n  pos = {x = 3, y = 1},\n  config = {extra = {mult = 1,rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local deck_count = (G.deck and G.deck.cards) and #G.deck.cards or 0\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds, center.ability.extra.mult * math.floor(deck_count/5)}}\n  end,\n  rarity = 1,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult * math.floor(#G.deck.cards/5)}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult * math.floor(#G.deck.cards/5)\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_ledian\")\n  end,\n  attributes = {\"mult\", \"round_evo\"},\n}\n-- Ledian 166\nlocal ledian={\n  name = \"ledian\",\n  pos = {x = 4, y = 1},\n  config = {extra = {mult = 1,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local deck_count = (G.deck and G.deck.cards) and #G.deck.cards or 0\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult * math.floor(deck_count/3)}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult * math.floor(#G.deck.cards/3)}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult * math.floor(#G.deck.cards/3)\n        }\n      end\n    end\n  end,\n  attributes = {\"mult\"},\n}\n-- Spinarak 167\nlocal spinarak={\n  name = \"spinarak\",\n  pos = {x = 5, y = 1},\n  config = {extra = {chips = 40, chips2 = 90, num = 1, dem = 3,rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'spinarak')\n    return {vars = {center.ability.extra.chips, num, dem, center.ability.extra.rounds, center.ability.extra.chips2}}\n  end,\n  rarity = 1,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local chips = card.ability.extra.chips\n        if SMODS.pseudorandom_probability(card, 'spinarak', card.ability.extra.num, card.ability.extra.dem, 'spinarak') then\n          chips = card.ability.extra.chips2\n        end\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = chips\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_ariados\")\n  end,\n  attributes = {\"chips\", \"chance\", \"round_evo\"},\n}\n-- Ariados 168\nlocal ariados={\n  name = \"ariados\",\n  pos = {x = 6, y = 1},\n  config = {extra = {chips = 60, chips2 = 135, num = 1, dem = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'ariados')\n    return {vars = {center.ability.extra.chips, num, dem, center.ability.extra.chips2}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local chips = card.ability.extra.chips\n        if SMODS.pseudorandom_probability(card, 'ariados', card.ability.extra.num, card.ability.extra.dem, 'ariados') then\n          chips = card.ability.extra.chips2\n        end\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = chips\n        }\n      end\n    end\n  end,\n  attributes = {\"chips\", \"chance\", \"round_evo\"},\n}\n-- Crobat 169\nlocal crobat={\n  name = \"crobat\", \n  pos = {x = 7, y = 1},\n  config = {extra = {mult = 0, mult_mod = 2, chips = 0, chip_mod = 15, Xmult = 1, Xmult_mod = .1, money = 0, money_mod = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'bat_leech'}\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.chips, center.ability.extra.chip_mod, center.ability.extra.Xmult, center.ability.extra.Xmult_mod,                    center.ability.extra.money, center.ability.extra.money_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.before and not context.blueprint then\n      local m_count = 0\n      local c_count = 0\n      local x_count = 0\n      local d_count = 0\n      for k, v in ipairs(context.scoring_hand) do\n        if v.config.center ~= G.P_CENTERS.c_base and not v.debuff and not v.vampired then\n          v.vampired = true\n\n          local enh = v.config.center.key\n          if enh == 'm_bonus' or enh == 'm_stone' then\n            c_count = c_count + 1\n          elseif enh == 'm_steel' or enh == 'm_glass' or enh == 'm_poke_flower' then\n            x_count = x_count + 1\n          elseif enh == 'm_gold' then\n            d_count = d_count + 1\n          else\n            m_count = m_count + 1\n          end\n\n          v:set_ability(G.P_CENTERS.c_base, nil, true)\n          G.E_MANAGER:add_event(Event({\n            func = function()\n              v:juice_up()\n              v.vampired = nil\n              return true\n            end\n          }))\n        end\n      end\n\n      local scale_crobat = function(base, mod, count)\n        SMODS.scale_card(card, {\n          ref_value = base,\n          scalar_value = mod,\n          operation = function(ref_table, ref_value, initial, change)\n            ref_table[ref_value] = initial + change * count\n          end,\n          no_message = true,\n        })\n      end\n\n      if m_count > 0 then\n        scale_crobat('mult', 'mult_mod', m_count)\n      end\n      if c_count > 0 then\n        scale_crobat('chips', 'chip_mod', c_count)\n      end\n      if x_count > 0 then\n        scale_crobat('Xmult', 'Xmult_mod', x_count)\n      end\n      if d_count > 0 then\n        scale_crobat('money', 'money_mod', d_count)\n      end\n    end\n    if context.joker_main then\n      return {\n        message = localize(\"poke_screech_ex\"),\n        colour = G.C.BLACK,\n        mult_mod = card.ability.extra.mult,\n        chip_mod = card.ability.extra.chips,\n        Xmult_mod = card.ability.extra.Xmult\n      }\n    end\n  end,\n  calc_dollar_bonus = function(self, card)\n    if card.ability.extra.money > 0 then\n      return ease_poke_dollars(card, \"crobat\", card.ability.extra.money, true)\n    end\n\tend,\n  attributes = {\"chips\", \"mult\", \"xmult\", \"economy\", \"modify_card\", \"enhancements\", \"scaling\"},\n}\n-- Chinchou 170\nlocal chinchou={\n  name = \"chinchou\",\n  pos = {x = 8, y = 1},\n  config = {extra = {chips = 40,money = 1,rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.money, center.ability.extra.rounds, }}\n  end,\n  rarity = 1,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Pair']) then\n        local earned = ease_poke_dollars(card, \"chinchou\", card.ability.extra.money, true)\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          dollars = earned,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_lanturn\")\n  end,\n  attributes = {\"chips\", \"economy\", \"hand_type\", \"round_evo\"},\n}\n-- Lanturn 171\nlocal lanturn={\n  name = \"lanturn\",\n  pos = {x = 9, y = 1},\n  config = {extra = {chips = 60, chip_mod = 20, money = 1, money_mod = 1,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local Money = center.ability.extra.money + (center.ability.extra.money_mod * #find_pokemon_type(\"Lightning\"))\n    local Chips = center.ability.extra.chips + (center.ability.extra.chip_mod * #find_pokemon_type(\"Water\"))\n    return {vars = {center.ability.extra.chips, center.ability.extra.money, center.ability.extra.chip_mod, center.ability.extra.money_mod, Money, Chips}}\n  end,\n  rarity = 2,\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Pair']) then\n        local Money = card.ability.extra.money + (card.ability.extra.money_mod * #find_pokemon_type(\"Lightning\"))\n        local earned = ease_poke_dollars(card, \"lanturn\", Money, true)\n        local Chips = card.ability.extra.chips + (card.ability.extra.chip_mod * #find_pokemon_type(\"Water\"))\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {Chips}}, \n          colour = G.C.CHIPS,\n          dollars = earned,\n          chip_mod = Chips\n        }\n      end\n    end\n  end,\n  attributes = {\"chips\", \"economy\", \"hand_type\", \"types\", \"joker\"},\n}\n-- Pichu 172\nlocal pichu={\n  name = \"pichu\", \n  pos = {x = 0, y = 2},\n  config = {extra={money = 10, Xmult_minus = 0.75, rounds = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    return {vars = {center.ability.extra.money, center.ability.extra.Xmult_minus, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 3,\n  stage = \"Baby\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_pikachu\")\n  end,\n  calc_dollar_bonus = function(self, card)\n    return ease_poke_dollars(card, \"pichu\", card.ability.extra.money, true)\n\tend,\n  attributes = {\"baby\", \"economy\", \"round_evo\"},\n}\n-- Cleffa 173\nlocal cleffa={\n  name = \"cleffa\",\n  pos = {x = 1, y = 2},\n  config = {extra = {Xmult_minus = 0.75,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_moon\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 1,\n  cost = 3,\n  stage = \"Baby\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.add_card{set = 'Tarot', key = 'c_moon', edition = 'e_negative'}\n          return true\n        end\n      }))\n    end\n    return level_evo(self, card, context, \"j_poke_clefairy\")\n  end,\n  attributes = {\"baby\", \"tarot\", \"generation\", \"space\", \"round_evo\"},\n}\n-- Igglybuff 174\nlocal igglybuff={\n  name = \"igglybuff\",\n  pos = {x = 2, y = 2},\n  config = {extra = {Xmult_minus = 0.75,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_world\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 1,\n  cost = 3,\n  stage = \"Baby\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context) \n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.add_card{set = 'Tarot', key = 'c_world', edition = 'e_negative'}\n          return true\n        end\n      }))\n    end\n    return level_evo(self, card, context, \"j_poke_jigglypuff\")\n  end,\n  attributes = {\"baby\", \"tarot\", \"generation\", \"round_evo\"},\n}\n-- Togepi 175\nlocal togepi={\n  name = \"togepi\",\n  pos = {x = 3, y = 2},\n  config = {extra = {Xmult1 = 0.50, Xmult2 = 1.5, rounds = 2,}},\n  rarity = 2,\n  cost = 4,\n  stage = \"Baby\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  enhancement_gate = 'm_lucky',\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        local xmult = 20 * (card.ability.extra.Xmult1 + pseudorandom('togepi') * (card.ability.extra.Xmult2 - card.ability.extra.Xmult1))\n        xmult = math.floor(xmult + 0.5) / 20\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {xmult}},\n          colour = G.C.XMULT,\n          Xmult_mod = xmult\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_togetic\")\n  end,\n  generate_ui = function(self, info_queue, card, desc_nodes, specific_vars, full_UI_table)\n    local _c = card and card.config.center or self\n    if not full_UI_table.name then\n\t\t\tfull_UI_table.name = localize({ type = \"name\", set = _c.set, key = _c.key, nodes = full_UI_table.name })\n\t\tend\n\n    info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    type_tooltip(_c, info_queue, card)\n\n    local r_mults = {}\n    for i = card.ability.extra.Xmult1 * 20, card.ability.extra.Xmult2 * 20 do\n      r_mults[#r_mults+1] = string.format(\"%.2f\", i/20)\n    end\n\n    desc_nodes[#desc_nodes+1] = {{n=G.UIT.T, config={text = localize('k_poke_baby'), colour = G.C.FILTER, scale = 0.32}},{n=G.UIT.T, config={text = ', ', colour = G.C.UI.TEXT_DARK, scale = 0.32}},{n=G.UIT.C, config={align = \"m\", colour = G.C.MULT, r = 0.05, padding = 0.03, res = 0.15}, nodes={\n      {n=G.UIT.T, config={text = 'X', colour = G.C.WHITE, scale = 0.32}},\n      {n=G.UIT.O, config={object = DynaText({string = r_mults, colours = {G.C.WHITE},pop_in_rate = 9999999, silent = true, random_element = true, pop_delay = 0.5, scale = 0.32, min_cycle_time = 0})}},\n    }},\n    {n=G.UIT.T, config={text = ' '..(localize('k_mult')), colour = G.C.UI.TEXT_DARK, scale = 0.32}}}\n    localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = {card.ability.extra.rounds}}\n  end,\n  attributes = {\"baby\", \"xmult\", \"round_evo\"},\n}\n-- Togetic 176\nlocal togetic={\n  name = \"togetic\",\n  pos = {x = 4, y = 2},\n  config = {extra = {num = 1, chip_dem = 5, Xmult_dem = 10, chips = 100, Xmult_multi = 1.5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_shinystone\n    end\n    local num, chip_dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.chip_dem, 'togetic_chips')\n    local _, Xmult_dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.Xmult_dem, 'togetic_Xmult')\n    return {vars = {num, chip_dem, Xmult_dem, card.ability.extra.chips, card.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  item_req = \"shinystone\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card and context.other_card.ability.effect == \"Lucky Card\" then\n      local ret = nil\n      if SMODS.pseudorandom_probability(card, 'togetic', card.ability.extra.num, card.ability.extra.chip_dem, 'togetic_chips') then\n        ret = {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}},\n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n      if SMODS.pseudorandom_probability(card, 'togetic', card.ability.extra.num, card.ability.extra.Xmult_dem, 'togetic_Xmult') then\n        local temp = {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_multi}},\n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_multi\n        }\n        if ret then\n          ret.extra = temp\n        else\n          ret = temp\n        end\n      end\n\n      return ret\n    end\n    return item_evo(self, card, context, \"j_poke_togekiss\")\n  end,\n  attributes = {\"enhancements\", \"chance\", \"chips\", \"xmult\", \"item_evo\"},\n}\n-- Natu 177\nlocal natu = {\n  name = \"natu\",\n  pos = {x = 5, y = 2},\n  config = {levels = {}, extra = {level_amt = 1, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.rounds}}\n  end,\n  rarity = 2,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.using_consumeable and context.consumeable and context.consumeable.ability then\n      if context.consumeable.ability.set == 'Planet' then\n        for hand, data in pairs(G.GAME.hands) do\n          if self.config.levels[hand] ~= data.level then\n            update_hand_text({sound = 'button', volume = 0.7, pitch = 0.8, delay = 0.3}, {handname=localize(hand, 'poker_hands'), chips = G.GAME.hands[hand].chips, mult = G.GAME.hands[hand].mult, level=G.GAME.hands[hand].level})\n            level_up_hand(card, hand, nil, card.ability.extra.level_amt)\n            update_hand_text({sound = 'button', volume = 0.7, pitch = 1.1, delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})\n          end\n        end\n      end\n    end\n    for hand, data in pairs(G.GAME.hands) do\n      if self.config.levels[hand] ~= data.level then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            for hand, data in pairs(G.GAME.hands) do\n              self.config.levels[hand] = data.level\n            end\n            return true\n          end\n        }))\n        break\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_xatu\")\n  end,\n  set_sprites = function(self, card, front)\n    for hand, data in pairs(G.GAME.hands) do\n      self.config.levels[hand] = data.level\n    end\n  end,\n  attributes = {\"planet\", \"round_evo\"},\n}\n-- Xatu 178\nlocal xatu = {\n  name = \"xatu\",\n  pos = {x = 6, y = 2},\n  config = {levels = {}, extra = {level_amt = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.level_amt}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.using_consumeable and context.consumeable and context.consumeable.ability then\n      if context.consumeable.ability.set == 'Planet' then\n        for hand, data in pairs(G.GAME.hands) do\n          if self.config.levels[hand] ~= data.level then\n            update_hand_text({sound = 'button', volume = 0.7, pitch = 0.8, delay = 0.3}, {handname=localize(hand, 'poker_hands'), chips = G.GAME.hands[hand].chips, mult = G.GAME.hands[hand].mult, level=G.GAME.hands[hand].level})\n            level_up_hand(context.blueprint_card or card, hand, nil, card.ability.extra.level_amt)\n            update_hand_text({sound = 'button', volume = 0.7, pitch = 1.1, delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})\n          end\n        end\n      end\n    end\n    for hand, data in pairs(G.GAME.hands) do\n      if self.config.levels[hand] ~= data.level then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            for hand, data in pairs(G.GAME.hands) do\n              self.config.levels[hand] = data.level\n            end\n            return true\n          end\n        }))\n        break\n      end\n    end\n  end,\n  set_sprites = function(self, card, front)\n    for hand, data in pairs(G.GAME.hands) do\n      self.config.levels[hand] = data.level\n    end\n  end,\n  attributes = {\"planet\", \"round_evo\"},\n}\n-- Mareep 179\nlocal mareep={\n  name = \"mareep\",\n  pos = {x = 7, y = 2},\n  config = {extra = {Xmult = 1,Xmult_mod = 0.1, Xmult_minus = 0.1}, evo_rqmt = 1.5},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.Xmult_minus, self.config.evo_rqmt}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  knockoff_pseudol = true,\n  calculate = function(self, card, context)\n    if context.joker_main and card.ability.extra.Xmult >= 0.01 then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.playing_card_added and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n      })\n    end\n    if context.remove_playing_cards and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_minus',\n        operation = '-',\n        message_key = 'a_xmult_minus'\n      })\n    end\n    return scaling_evo(self, card, context, \"j_poke_flaaffy\", card.ability.extra.Xmult, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"scaling\", \"scaling_evo\"},\n}\n-- Flaaffy 180\nlocal flaaffy={\n  name = \"flaaffy\",\n  pos = {x = 8, y = 2},\n  config = {extra = {Xmult = 1,Xmult_mod = 0.25, Xmult_minus = 0.1}, evo_rqmt = 2.5},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.Xmult_minus, self.config.evo_rqmt}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main and card.ability.extra.Xmult >= 0.01 then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.playing_card_added and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n      })\n    end\n    if context.remove_playing_cards and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_minus',\n        operation = '-',\n        message_key = 'a_xmult_minus'\n      })\n    end\n    return scaling_evo(self, card, context, \"j_poke_ampharos\", card.ability.extra.Xmult, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"scaling\", \"scaling_evo\"},\n}\n\nreturn {name = \"Pokemon Jokers 151-180\", \n        list = { mew, chikorita, bayleef, meganium, cyndaquil, quilava, typhlosion, totodile, croconaw, feraligatr, sentret, furret, hoothoot, noctowl, ledyba, ledian, spinarak, ariados,\n                 crobat, chinchou, lanturn, pichu, cleffa, igglybuff, togepi, togetic, natu, xatu, mareep,flaaffy},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_07.lua",
    "content": "-- Ampharos 181\nlocal ampharos={\n  name = \"ampharos\",\n  pos = {x = 9, y = 2},\n  config = {extra = {Xmult = 1,Xmult_mod = 0.3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 9,\n  stage = \"Two\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  poke_custom_values_to_keep = {\"Xmult\"},\n  calculate = function(self, card, context)\n    if context.joker_main and card.ability.extra.Xmult >= 0.01 then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.playing_card_added and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n      })\n    end\n  end,\n  megas = { \"mega_ampharos\" },\n  attributes = {\"xmult\", \"scaling\"},\n}\nlocal mega_ampharos={\n  name = \"mega_ampharos\",\n  pos = {x = 0, y = 2},\n  soul_pos = {x = 1, y = 2},\n  config = {extra = {Xmult = 1, Xmult_mod = 0.3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, G.deck and math.ceil(#G.deck.cards/2) or 0}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Dragon\",\n  atlas = \"Megas\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  poke_custom_values_to_keep = {\"Xmult\"},\n  calculate = function(self, card, context)\n    if context.setting_blind and not context.blueprint then\n      if G.hand.config.card_limit < math.ceil(#G.deck.cards/2) then\n        local increase = math.ceil(#G.deck.cards/2) - G.hand.config.card_limit\n        G.hand:change_size(increase)\n        G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + increase\n      end\n      ease_discard(-G.GAME.current_round.discards_left, nil, true)\n      if G.GAME.blind.name ~= \"The Needle\" then\n        ease_hands_played(-G.GAME.current_round.hands_left + 1)\n      end\n    end\n    if context.joker_main and card.ability.extra.Xmult > 0 and card.ability.extra.Xmult ~= 1  then\n      return {\n        message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n        colour = G.C.XMULT,\n        Xmult_mod = card.ability.extra.Xmult\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"hand_size\", \"full_deck\", \"hands\", \"discard\"},\n}\n-- Bellossom 182\nlocal bellossom={\n  name = \"bellossom\",\n  config = {extra = {mult = 7}},\n  pos = {x = 0, y = 3},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.polychrome) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      end\n      if not center.edition or (center.edition and not center.edition.foil) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n      end\n      if not center.edition or (center.edition and not center.edition.holo) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n      end\n      info_queue[#info_queue+1] = G.P_CENTERS.m_wild\n      info_queue[#info_queue+1] = G.P_CENTERS.m_seed\n    end\n\t\treturn {vars = {center.ability.extra.mult}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.before and context.cardarea == G.jokers and not context.blueprint then\n      local odds = {}\n      for k, v in ipairs(context.scoring_hand) do\n          local upgrade = pseudorandom(pseudoseed('bellossom'))\n          if poke_is_odd(v) and upgrade > .50 and not v.edition then\n              odds[#odds+1] = v\n              if v.config.center ~= G.P_CENTERS.c_base and not v.edition then\n                local edition = poll_edition('aura', nil, true, true)\n                v:set_edition(edition, true, true)\n              end\n              if v.config.center == G.P_CENTERS.c_base then\n                local enhancements = {'m_wild', 'm_poke_seed'}\n                local enhancement = pseudorandom_element(enhancements, pseudorandom(pseudoseed('wildorseed')))\n                v:set_ability(G.P_CENTERS[enhancement], nil, true)\n                if enhancement == 'm_poke_seed' then\n                  v:set_sprites(v.config.center)\n                end\n                G.E_MANAGER:add_event(Event({\n                    func = function()\n                        v:juice_up()\n                        return true\n                    end\n                })) \n              end\n          else\n            v.bellossom_score = true\n          end\n      end\n      if #odds > 0 then \n          return {\n            message = localize(\"poke_petal_dance_ex\"),\n              colour = G.C.MULT,\n              card = card\n          }\n      end\n    end\n    if context.after and context.cardarea == G.jokers and not context.blueprint then\n      for k, v in ipairs(context.scoring_hand) do\n        if v.bellossom_score then v.bellossom_score = nil end\n      end\n    end\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if poke_is_odd(context.other_card) then\n          if context.other_card.bellossom_score then\n            return {\n              mult = card.ability.extra.mult,\n              card = card\n            }\n          end\n      end\n    end\n  end,\n  attributes = {\"mult\", \"rank\", \"ace\", \"three\", \"five\", \"seven\", \"nine\", \"modify_card\", \"enhancements\", \"editions\"},\n}\n-- Marill 183\nlocal marill={\n  name = \"marill\",\n  pos = {x = 1, y = 3},\n  config = {extra = {bonus_scored = 0, Xmult = 2}, evo_rqmt = 15},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_bonus\n    end\n    local bonus_left = math.max(0, self.config.evo_rqmt - card.ability.extra.bonus_scored)\n\t\treturn {vars = {bonus_left, card.ability.extra.Xmult}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      if SMODS.has_enhancement(context.other_card, 'm_bonus') then\n        card.ability.extra.bonus_scored = card.ability.extra.bonus_scored + 1\n      end\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local enhanced = nil\n        local unenhanced = nil\n        for k, v in pairs(context.scoring_hand) do\n          if v.config.center == G.P_CENTERS.c_base then\n            unenhanced = true\n          else\n            enhanced = true\n          end\n        end\n        if enhanced and unenhanced then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n            colour = G.C.XMULT,\n            Xmult_mod = card.ability.extra.Xmult\n          }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_azumarill\", card.ability.extra.bonus_scored, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"enhancements\", \"condition_evo\"},\n}\n-- Azumarill 184\nlocal azumarill={\n  name = \"azumarill\",\n  pos = {x = 2, y = 3},\n  config = {extra = {Xmult = 2}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_bonus\n    end\n\t\treturn {vars = {card.ability.extra.Xmult}}\n  end,\n  rarity = 'poke_safari',\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Xmult = card.ability.extra.Xmult\n        local bonus = nil\n        local unbonus = nil\n        for k, v in pairs(context.scoring_hand) do\n          if SMODS.has_enhancement(v, 'm_bonus') and not v.debuff then\n            bonus = true\n          else\n            unbonus = true\n          end\n        end\n        if bonus and unbonus then\n          Xmult = Xmult * 2\n        end\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = Xmult\n        }\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"enhancements\"},\n}\n-- Sudowoodo 185\nlocal sudowoodo={\n  name = \"sudowoodo\",\n  pos = {x = 3, y = 3},\n  config = {extra = {retriggers = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and not context.end_of_round and context.cardarea == G.play then\n      if context.other_card:is_face() then\n        return {\n          message = localize('k_again_ex'),\n          repetitions = card.ability.extra.retriggers,\n          card = card\n        }\n      end\n    end\n    if context.repetition and context.cardarea == G.hand and (next(context.card_effects[1]) or #context.card_effects > 1) and context.other_card:is_face() then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n  end,\n  attributes = {\"face\", \"retrigger\"},\n}\n\nlocal weird_tree={\n  name = \"weird_tree\",\n  pos = {x = 6, y = 10},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'typechangerpoke', vars = {\"Grass Type\", colours = {G.ARGS.LOC_COLOURS.grass}}}\n    end\n    return {vars = {}}\n  end,\n  rarity = 3,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  aux_poke = true,\n  auto_sticker = true,\n  no_collection = true,\n  custom_pool_func = true,\n  calculate = function(self, card, context)\n    return scaling_evo(self, card, context, \"j_poke_sudowoodo\", \n                      ((not is_type(card, \"Grass\")) or find_other_poke_or_energy_type(card, \"Water\", true) > 0) and 1 or 0, 1, localize(\"poke_transform_success\"))\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      apply_type_sticker(card, \"Grass\")\n    end\n  end,\n  in_pool = function(self)\n    return not (next(SMODS.find_card('j_poke_sudowoodo')) or next(SMODS.find_card('j_poke_bonsly')))\n  end,\n  attributes = {\"types\"},\n}\n-- Politoed 186\nlocal politoed={\n  name = \"politoed\", \n  pos = {x = 4, y = 3}, \n  config = {extra = {retriggers = 1, suits = {\"Spades\", \"Hearts\", \"Clubs\", \"Diamonds\"}, indice = 1,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers, localize(G.GAME.poke_poli_suit or \"Spades\",'suits_singular'),  \n                    colours = {G.C.SUITS[G.GAME.poke_poli_suit or \"Spades\"]}, localize(\"Spades\", 'suits_plural'), localize(\"Hearts\", 'suits_plural'), \n                    localize(\"Clubs\", 'suits_plural'), localize(\"Diamonds\", 'suits_plural'), center.ability.extra.retriggers + #find_pokemon_type(\"Water\")}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.play then\n      local scoring_suit = G.GAME.poke_poli_suit or \"Spades\"\n      local first_suit = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:is_suit(scoring_suit) then\n          first_suit = context.scoring_hand[i]\n          break\n        end\n      end\n      if first_suit and first_suit == context.other_card then\n        local poli_retriggers = card.ability.extra.retriggers + #find_pokemon_type(\"Water\")\n        return {\n          repetitions = poli_retriggers\n        }\n      end\n    end\n  end,\n  attributes = {\"retrigger\", \"suit\", \"types\", \"joker\"},\n}\n-- Hoppip 187\nlocal hoppip={\n  name = \"hoppip\",\n  pos = {x = 5, y = 3},\n  config = {extra = {h_size = 1, rounds = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_poke_seed\n    end\n    return {vars = {center.ability.extra.h_size, center.ability.extra.rounds}}\n  end,\n  rarity = 1,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  knockoff_starter = true,\n  blueprint_compat = false,\n  perishable_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.pre_discard and context.full_hand and #context.full_hand > 0 and not context.hook then\n      local target = {context.full_hand[1],context.full_hand[2]}\n      poke_convert_cards_to(target, {mod_conv = 'm_poke_seed'})\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          remove(self, card, context, true)\n          return true\n        end\n      }))\n      return {\n        message = localize(\"poke_hop_ex\"),\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_skiploom\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"passive\", \"hand_size\", \"discard\", \"modify_card\", \"enhancements\", \"round_evo\"},\n}\n-- Skiploom 188\nlocal skiploom={\n  name = \"skiploom\",\n  pos = {x = 6, y = 3},\n  config = {extra = {h_size = 2, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_poke_seed\n    end\n    return {vars = {center.ability.extra.h_size, center.ability.extra.rounds}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = false,\n  perishable_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.pre_discard and context.full_hand and #context.full_hand > 0 and not context.hook then\n      local target = {context.full_hand[1],context.full_hand[2], context.full_hand[3]}\n      poke_convert_cards_to(target, {mod_conv = 'm_poke_seed'})\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          remove(self, card, context, true)\n          return true\n        end\n      }))\n      return {\n        message = localize(\"poke_skip_ex\"),\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_jumpluff\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"passive\", \"hand_size\", \"discard\", \"modify_card\", \"enhancements\", \"round_evo\"},\n}\n-- Jumpluff 189\nlocal jumpluff={\n  name = \"jumpluff\",\n  pos = {x = 7, y = 3},\n  config = {extra = {h_size = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_poke_seed\n    end\n    return {vars = {center.ability.extra.h_size}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"Two\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = false,\n  perishable_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.pre_discard and context.full_hand and #context.full_hand > 0 and not context.hook then\n      local target = {}\n      for k, v in pairs(context.full_hand) do\n        if v then table.insert(target, v) end\n      end\n      poke_convert_cards_to(target, {mod_conv = 'm_poke_seed'})\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          remove(self, card, context, true)\n          return true\n        end\n      }))\n      return {\n        message = localize(\"poke_jump_ex\"),\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"passive\", \"hand_size\", \"discard\", \"modify_card\", \"enhancements\"},\n}\n-- Aipom 190\nlocal aipom={\n  name = \"aipom\",\n  pos = {x = 8, y = 3},\n  config = {extra = {straights_played = 0, flushes_played = 0, limit = 2}, straight_rqmt = 5, flush_rqmt = 5},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local straights_remaining = math.max(0, self.config.straight_rqmt - center.ability.extra.straights_played)\n    local flushes_remaining = math.max(0, self.config.flush_rqmt - center.ability.extra.flushes_played)\n    return {vars = {straights_remaining, flushes_remaining, center.ability.extra.limit}}\n  end,\n  rarity = 3,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        if next(context.poker_hands['Straight']) then\n          card.ability.extra.straights_played = card.ability.extra.straights_played + 1\n        end\n        if next(context.poker_hands['Flush']) then\n          card.ability.extra.flushes_played = card.ability.extra.flushes_played + 1\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_ambipom\", math.min(self.config.straight_rqmt, card.ability.extra.straights_played) + \n                       math.min(self.config.straight_rqmt, card.ability.extra.flushes_played), self.config.straight_rqmt + self.config.flush_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n\t\tSMODS.change_play_limit(-card.ability.extra.limit)\n\t\tSMODS.change_discard_limit(-card.ability.extra.limit)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n\t\tSMODS.change_play_limit(card.ability.extra.limit)\n\t\tSMODS.change_discard_limit(card.ability.extra.limit)\n\t\tif not G.GAME.before_play_buffer then\n\t\t\tG.hand:unhighlight_all()\n\t\tend\n  end,\n  attributes = {\"passive\", \"hand_type\", \"condition_evo\"},\n}\n-- Sunkern 191\nlocal sunkern={\n  name = \"sunkern\",\n  pos = {x = 9, y = 3},\n  config = {extra = {money = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_sunstone\n    end\n    return {vars = {card.ability.extra.money}}\n  end,\n  rarity = 1,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  knockoff_starter = true,\n  item_req = \"sunstone\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind or context.joker_main then\n      local earned = ease_poke_dollars(card, \"sunkern\", card.ability.extra.money, true)\n      return {\n        dollars = earned,\n        card = card\n      }\n    end\n    return item_evo(self, card, context, \"j_poke_sunflora\")\n  end,\n  attributes = {\"economy\", \"hands\", \"item_evo\"},\n}\n-- Sunflora 192\nlocal sunflora={\n  name = \"sunflora\",\n  pos = {x = 0, y = 4},\n  config = {extra = {money = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.money}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind or context.joker_main or context.pre_discard or context.using_consumeable then\n      local earned = ease_poke_dollars(card, \"sunflora\", card.ability.extra.money, true)\n      return {\n        dollars = earned,\n        card = card\n      }\n    end\n  end,\n  calc_dollar_bonus = function(self, card)\n    return ease_poke_dollars(card, \"sunflora\", card.ability.extra.money, true)\n\tend,\n  attributes = {\"economy\", \"hands\", \"discard\"},\n}\n-- Yanma 193\nlocal yanma={\n  name = \"yanma\",\n  pos = {x = 1, y = 4},\n  config = {extra = {mult_mod = 3,chip_mod = 6, mult_mod2 = 6, chip_mod2 = 12, num = 1, dem = 3, scored = 0}, evo_rqmt = 36},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'yanma')\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.chip_mod, center.ability.extra.mult_mod2, center.ability.extra.chip_mod2, \n                    num, dem, math.max(0, self.config.evo_rqmt - center.ability.extra.scored)}}\n  end,\n  rarity = 1,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play then\n      if context.other_card:get_id() == 3 or context.other_card:get_id() == 6 then\n        if not context.blueprint then\n          card.ability.extra.scored = card.ability.extra.scored + 1\n        end\n        local Mult = card.ability.extra.mult_mod\n        local Chips = card.ability.extra.chip_mod\n        if SMODS.pseudorandom_probability(card, 'yanma', card.ability.extra.num, card.ability.extra.dem, 'yanma') then\n          Mult = card.ability.extra.mult_mod2\n          Chips = card.ability.extra.chip_mod2\n        end\n        return {\n          mult = Mult,\n          chips = Chips,\n          card = card\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_yanmega\", card.ability.extra.scored, self.config.evo_rqmt)\n  end,\n  attributes = {\"chips\", \"mult\", \"rank\", \"three\", \"six\", \"chance\", \"trigger_evo\"},\n}\n-- Wooper 194\nlocal wooper={\n  name = \"wooper\",\n  pos = {x = 2, y = 4},\n  config = {extra = {mult = 15,mult_mod = 1, rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local mult_total = center.ability.extra.mult\n    if G.deck and G.deck.cards then\n      for k, v in pairs(G.deck.cards) do\n        if v:is_face() then mult_total = mult_total - center.ability.extra.mult_mod end\n      end\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds, center.ability.extra.mult_mod, math.max(0, mult_total)}}\n  end,\n  rarity = 1,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  knockoff_starter = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Mult = card.ability.extra.mult\n        for k, v in pairs(G.deck.cards) do\n          if v:is_face() then Mult = Mult - card.ability.extra.mult_mod end\n        end\n        if Mult > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {Mult}}, \n            colour = G.C.MULT,\n            mult_mod = Mult\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_quagsire\")\n  end,\n  attributes = {\"mult\", \"face\", \"round_evo\"},\n}\n-- Quagsire 195\nlocal quagsire={\n  name = \"quagsire\",\n  pos = {x = 3, y = 4},\n  config = {extra = {mult = 25, mult_mod = 1, rerolls = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local mult_total = center.ability.extra.mult\n    if G.deck and G.deck.cards then\n      for k, v in pairs(G.deck.cards) do\n        if v:is_face() then mult_total = mult_total - center.ability.extra.mult_mod end\n      end\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, math.max(0, mult_total), center.ability.extra.rerolls}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Mult = card.ability.extra.mult\n        for k, v in pairs(G.deck.cards) do\n          if v:is_face() then Mult = Mult - card.ability.extra.mult_mod end\n        end\n        if Mult > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {Mult}}, \n            colour = G.C.MULT,\n            mult_mod = Mult\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_quagsire\")\n  end,\n  attributes = {\"mult\", \"face\"},\n}\n-- Espeon 196\nlocal espeon={\n  name = \"espeon\", \n  pos = {x = 4, y = 4},\n  config = {extra = {retriggers = 1, Xmult_multi = 1.2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers, center.ability.extra.Xmult_multi, localize(G.GAME.current_round.espeon_rank or \"Ace\", 'ranks'),\n                    localize(G.GAME.current_round.espeon_suit or \"Spades\", 'suits_singular'), colours = {G.C.SUITS[G.GAME.current_round.espeon_suit or \"Spades\"]}}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.end_of_round and context.other_card:is_suit(G.GAME.current_round.espeon_suit) then\n      return {\n        x_mult = card.ability.extra.Xmult_multi,\n        card = card\n      }\n    end\n    if context.repetition and context.cardarea == G.play and not context.end_of_round and context.other_card:get_id() == G.GAME.current_round.espeon_id then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n  end,\n  attributes = {\"retrigger\", \"rank\", \"xmult\", \"suit\"},\n}\n-- Umbreon 197\nlocal umbreon={\n  name = \"umbreon\", \n  pos = {x = 5, y = 4},\n  config = {extra = {hand_played = \"High Card\"}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.hand_played and localize(center.ability.extra.hand_played, 'poker_hands') or localize('poke_none'),}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n     if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then\n      --cycle hand_name\n      local hands = {\"High Card\", \"Pair\", \"Two Pair\", \"Three of a Kind\", \"Straight\", \"Flush\", \"Full House\", \"Four of a Kind\", \"Straight Flush\", \"Five of a Kind\", \"Flush House\", \"Flush Five\"}\n      local visible_hands = {}\n      for i = 1, #hands do\n        if G.GAME.hands[hands[i]].visible then\n          table.insert(visible_hands, hands[i])\n        end\n      end\n      \n      for j = 1, #visible_hands do\n        if visible_hands[j] == card.ability.extra.hand_played then\n          if j == #visible_hands then\n            card.ability.extra.hand_played = visible_hands[1]\n          else\n            card.ability.extra.hand_played = visible_hands[j+1]\n          end\n          break\n        end\n      end\n    end\n    if context.pre_discard and G.GAME.current_round.discards_used <= 0 and not context.blueprint and not context.hook then\n      local text = G.FUNCS.get_poker_hand_info(G.hand.highlighted)\n      if G.GAME.hands[card.ability.extra.hand_played] == G.GAME.hands[text] then\n        local highest_played = 0\n        local highest_hands = {}\n        for handname, values in pairs(G.GAME.hands) do\n          if SMODS.is_poker_hand_visible(handname) then\n            if values.played > highest_played then\n              highest_hands = {}\n              highest_hands[#highest_hands + 1] = handname\n              highest_played = values.played\n            elseif values.played == highest_played then\n              highest_hands[#highest_hands + 1] = handname\n            end\n          end\n        end\n        local text =  pseudorandom_element(highest_hands, pseudoseed('umbreon'))\n        return {\n          level_up = true,\n          level_up_hand = text\n        }\n      end\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      local hands = {\"High Card\", \"Pair\", \"Two Pair\", \"Three of a Kind\", \"Straight\", \"Flush\", \"Full House\", \"Four of a Kind\", \"Straight Flush\", \"Five of a Kind\", \"Flush House\", \"Flush Five\"}\n      local visible_hands = {}\n      for i = 1, #hands do\n        if G.GAME.hands[hands[i]].visible then\n          table.insert(visible_hands, hands[i])\n        end\n      end\n      card.ability.extra.hand_played = pseudorandom_element(visible_hands, pseudoseed('umbreon'))\n    end\n  end,\n  attributes = {\"discard\", \"hand_type\"},\n}\n-- Murkrow 198\nlocal murkrow={\n  name = \"murkrow\",\n  pos = {x = 6, y = 4},\n  config = {extra = {Xmult = 0.5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, math.max(1, 1 + center.ability.extra.Xmult * #find_pokemon_type(\"Dark\"))}}\n  end,\n  rarity = 2,\n  cost = 6,\n  item_req = \"duskstone\",\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Xmult = math.max(1, 1 + card.ability.extra.Xmult * #find_pokemon_type(\"Dark\"))\n        if Xmult > 1 then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n            colour = G.C.XMULT,\n            Xmult_mod = Xmult\n          }\n        end\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_honchkrow\")\n  end,\n  attributes = {\"xmult\", \"types\", \"joker\", \"item_evo\"},\n}\n-- Slowking 199\nlocal slowking={\n  name = \"slowking\",\n  pos = {x = 7, y = 4},\n  config = {extra = {Xmult_multi = 1, Xmult_multi2 = 0.2, Xmult_multi1 = 1 }},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi, center.ability.extra.Xmult_multi2, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult_multi',\n        scalar_value = 'Xmult_multi2',\n        message_colour = G.C.XMULT,\n      })\n    end\n    if context.individual and context.cardarea == G.play and context.other_card:get_id() == 13 then\n      return {\n        x_mult = card.ability.extra.Xmult_multi,\n      }\n    end\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      card.ability.extra.Xmult_multi = card.ability.extra.Xmult_multi1\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"rank\", \"king\", \"scaling\", \"hands\", \"reset\"},\n}\n-- Misdreavus 200\nlocal misdreavus = {\n  name = \"misdreavus\",\n  pos = {x = 8, y = 4},\n  config = {extra = {chip_mod = 5, chips = 0}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.chip_mod, card.ability.extra.chips, }}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  item_req = \"duskstone\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play\n        and context.other_card:is_face() and not context.other_card.debuff then\n\n      local drained_chips = poke_drain_chips(context.other_card, card.ability.extra.chip_mod)\n\n      if drained_chips > 0 then\n        return {\n          message = localize('k_eroded_ex'),\n          colour = G.C.CHIPS,\n          func = function()\n            SMODS.scale_card(card, {\n              ref_value = 'chips',\n              operation = function(ref_table, ref_value, initial)\n                ref_table[ref_value] = initial + drained_chips\n              end,\n            })\n          end,\n        }\n      end\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips,\n      }\n    end\n    return item_evo(self, card, context, \"j_poke_mismagius\")\n  end,\n  attributes = {\"face\", \"modify_card\", \"scaling\", \"chips\", \"item_evo\"},\n}\n-- Unown 201\nlocal unown={\n  name = \"unown\",\n  pos = {x = 9, y = 4},\n  soul_pos = {x = 0, y = 0},\n  config = {extra = {mult = 6, form = \"A\", targets = {{value = \"Ace\", id = \"14\"}}}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local card_vars = {center.ability.extra.mult}\n    add_target_cards_to_vars(card_vars, center.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  discovered = true,\n  rarity = \"poke_safari\",\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  aux_poke = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local score = nil\n        for k, v in pairs(context.scoring_hand) do\n          if v:get_id() == card.ability.extra.targets[1].id then\n            score = true\n          end\n        end\n        if score then\n          card.ability.extra.triggered = true\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult\n          }\n        end\n      end\n      if context.after and card.ability.extra.triggered and next(SMODS.find_card(\"j_poke_ruins_of_alph\")) and not context.blueprint then\n        SMODS.destroy_cards(card, nil, nil, true)\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      SMODS.destroy_cards(card, nil, nil, true)\n      return {\n        message = localize(\"poke_flees_ex\")\n      }\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      local form = \"A\"\n      local forms = { \"A\", \"B\", \"C\", \"D\", \"E\", \"F\", \"G\",\n                      \"H\", \"I\", \"J\", \"K\", \"L\", \"M\", \"N\",\n                      \"O\", \"P\", \"Q\", \"R\", \"S\", \"T\", \"U\",\n                      \"V\", \"W\", \"X\", \"Y\", \"Z\", \"ZEx\", \"ZQu\"\n                    }\n      if G.jokers and G.jokers.cards then\n        for k, v in pairs(G.jokers.cards) do\n          if v.config.center.name == \"unown\" then\n            for i = 1, #forms do\n              if forms[i] == v.ability.extra.form then\n                table.remove(forms, i)\n                break\n              end\n            end\n          end\n          if v.config.center.name == \"ruins_of_alph\" then\n            for i = #forms, 1, -1 do\n              for x, y in pairs(v.ability.extra.forms) do\n                if forms[i] == y then\n                  table.remove(forms, i)\n                  break\n                end\n              end\n            end\n          end\n        end\n      end\n      if #forms > 0 then\n        form = pseudorandom_element(forms, pseudoseed(\"unown\"))\n      end\n      card.ability.extra.form = form\n      self:set_sprites(card)\n      \n      self:set_nature(card)\n      \n      if poke_is_in_collection(card) then\n        local edition = {negative = true}\n        card:set_edition(edition, true, true)\n      end\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"unown\", 1, card.ability.extra.targets)\n  end,\n  set_sprites = function(self, card, front)\n    card.children.center:set_sprite_pos({x = 0, y = 0})\n    if card.ability and card.ability.extra and card.ability.extra.form then\n      local forms = {A = {x = 1, y = 0}, B = {x = 2, y = 0}, C = {x = 3, y = 0}, D = {x = 4, y = 0}, E = {x = 5, y = 0}, F = {x = 6, y = 0}, G = {x = 7, y = 0},\n                     H = {x = 8, y = 0}, I = {x = 9, y = 0}, J = {x = 0, y = 1}, K = {x = 1, y = 1}, L = {x = 2, y = 1}, M = {x = 3, y = 1}, N = {x = 4, y = 1},\n                     O = {x = 5, y = 1}, P = {x = 6, y = 1}, Q = {x = 7, y = 1}, R = {x = 8, y = 1}, S = {x = 9, y = 1}, T = {x = 0, y = 2}, U = {x = 1, y = 2},\n                     V = {x = 2, y = 2}, W = {x = 3, y = 2}, X = {x = 4, y = 2}, Y = {x = 5, y = 2}, Z = {x = 6, y = 2}, ZEx = {x = 7, y = 2}, ZQu = {x = 8, y = 2}\n                    }\n      card.children.floating_sprite:set_sprite_pos(forms[card.ability.extra.form])\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"rank\", \"mult\", \"nature\"},\n}\n-- Wobbuffet 202\nlocal wobbuffet={\n  name = \"wobbuffet\",\n  pos = {x = 0, y = 5},\n  config = {extra = {retriggers = 1, volatile = 'left'}},\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  volatile = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind and not context.blueprint and volatile_active(self, card, card.ability.extra.volatile) then\n      local target = G.jokers.cards[#G.jokers.cards]\n      if target ~= card and not (target.ability.eternal or target.ability.perishable) and target.config.center.eternal_compat then\n        target:set_eternal(true)\n        card:juice_up()\n        card_eval_status_text(target, 'extra', nil, nil, nil, {message = localize('poke_shadow_tag_ex'), COLOUR = G.C.DARK_EDITION})\n      end\n    end\n    if context.repetition and not context.end_of_round and context.cardarea == G.play then\n      if context.other_card:get_id() == 6 or \n         context.other_card:get_id() == 7 or \n         context.other_card:get_id() == 8 or \n         context.other_card:get_id() == 9 or \n         context.other_card:get_id() == 10 then\n        return {\n          message = localize('k_again_ex'),\n          repetitions = card.ability.extra.retriggers,\n          card = card\n        }\n      end\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN and card.area == G.jokers then\n      local right_joker = G.jokers.cards[#G.jokers.cards]\n      card.ability.blueprint_compat = ( right_joker and right_joker ~= card and not right_joker.debuff and right_joker.config.center.eternal_compat and 'compatible') or 'incompatible'\n    end\n  end,\n  generate_ui = function(self, info_queue, card, desc_nodes, specific_vars, full_UI_table)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..card.ability.extra.volatile}\n    if not card.ability.eternal then\n      info_queue[#info_queue+1] = {key = 'eternal', set = 'Other'}\n    end\n    type_tooltip(self, info_queue, card)\n    local _c = card and card.config.center or card\n    if not full_UI_table.name then\n      full_UI_table.name = localize({ type = \"name\", set = _c.set, key = _c.key, nodes = full_UI_table.name })\n    end\n    card.ability.blueprint_compat_ui = card.ability.blueprint_compat_ui or ''\n    card.ability.blueprint_compat_check = nil\n    local main_end = (card.area and card.area == G.jokers) and {\n      {n=G.UIT.C, config={align = \"bm\", minh = 0.4}, nodes={\n        {n=G.UIT.C, config={ref_table = card, align = \"m\", colour = G.C.JOKER_GREY, r = 0.05, padding = 0.06, func = 'blueprint_compat'}, nodes={\n          {n=G.UIT.T, config={ref_table = card.ability, ref_value = 'blueprint_compat_ui',colour = G.C.UI.TEXT_LIGHT, scale = 0.32*0.8}},\n        }}\n      }}\n    } or nil\n    localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = {card.ability.extra.retriggers}}\n    desc_nodes[#desc_nodes+1] = main_end\n  end,\n  attributes = {\"retrigger\", \"rank\", \"six\", \"seven\", \"eight\", \"nine\", \"ten\", \"volatile\"},\n}\n-- Girafarig 203\nlocal girafarig={\n  name = \"girafarig\",\n  pos = {x = 1, y = 5},\n  config = {extra = {Xmult_multi = 2, score = false, death_used = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and next(context.poker_hands['Two Pair']) and not context.blueprint then\n        card.ability.extra.score = true\n      end\n      if context.after then\n        card.ability.extra.score = false\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and card.ability.extra.score then\n      local first_face = nil\n      local last_face = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:is_face() then\n          first_face = context.scoring_hand[i];\n          break\n        end\n      end\n      for i = #context.scoring_hand, 1, -1 do\n        if context.scoring_hand[i]:is_face() and context.scoring_hand[i] ~= first_face then\n          last_face = context.scoring_hand[i];\n          break\n        end\n      end\n      if context.other_card == first_face or context.other_card == last_face then\n        return {\n            x_mult = card.ability.extra.Xmult_multi,\n            colour = G.C.RED,\n            card = card\n        }\n      end\n    end\n    if context.using_consumeable and context.consumeable.label == \"Death\" then\n      if G.hand and G.hand.highlighted and #G.hand.highlighted > 1 then\n        if G.hand.highlighted[1]:is_face() and G.hand.highlighted[2]:is_face() then\n          card.ability.extra.death_used = card.ability.extra.death_used + 1\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_farigiraf\", card.ability.extra.death_used, 1)\n  end,\n  attributes = {\"face\", \"xmult\", \"hand_type\", \"condition_evo\"},\n}\n-- Pineco 204\nlocal pineco={\n  name = \"pineco\",\n  pos = {x = 2, y = 5},\n  config = {extra = {chips = 120,rounds = 3, volatile = 'left'}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..center.ability.extra.volatile}\n    end\n    return {vars = {center.ability.extra.chips, center.ability.extra.rounds, }}\n  end,\n  rarity = 1,\n  cost = 3,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  volatile = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and volatile_active(self, card, card.ability.extra.volatile) then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              card.ability.fainted = G.GAME.round\n              card:set_debuff()\n              return true\n          end\n        })) \n        return {\n          message = localize(\"poke_explosion_ex\"),\n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_forretress\")\n  end,\n  attributes = {\"chips\", \"volatile\", \"round_evo\"},\n}\n-- Forretress 205\nlocal forretress={\n  name = \"forretress\",\n  pos = {x = 3, y = 5},\n  config = {extra = {chips = 150, chip_mod = 5, volatile = 'left'}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..center.ability.extra.volatile}\n    end\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod, }}\n  end,\n  rarity = 3,\n  cost = 6,\n  stage = \"One\",\n  ptype = \"Metal\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  volatile = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and volatile_active(self, card, card.ability.extra.volatile) then\n        local multiplier = 1\n        for k, v in pairs(G.hand.cards) do\n          if SMODS.has_enhancement(v, 'm_steel') then\n            multiplier = 2\n            break\n          end\n        end\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              card.ability.fainted = G.GAME.round\n              card:set_debuff()\n              return true\n          end\n        })) \n        return {\n          message = localize(\"poke_explosion_ex\"),\n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips * multiplier\n        }\n      end\n    end\n  end,\n  attributes = {\"chips\", \"volatile\", \"enhancements\", \"round_evo\"},\n}\n-- Dunsparce 206\nlocal dunsparce={\n  name = \"dunsparce\",\n  pos = {x = 4, y = 5},\n  config = {extra = {rounds = 5, rerolled = false}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.rounds, }}\n  end,\n  rarity = 3,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.reroll_shop and not context.blueprint then\n      card.ability.extra.rerolled = true\n      local eval = function(card) return not card.REMOVED end\n      juice_card_until(card, eval, true)\n    end\n    if context.ending_shop and not context.blueprint and card.ability.extra.rerolled then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          remove(self, card, context, true)\n          return true\n        end\n      }))\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_screech_ex\")})\n    end\n    return level_evo(self, card, context, \"j_poke_dudunsparce\")\n  end,\n  attributes = {\"reroll\", \"round_evo\"},\n}\n-- Gligar 207\nlocal gligar = {\n  name = \"gligar\",\n  pos = {x = 5, y = 5},\n  config = {extra = {Xmult_multi = 0.15}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local played_Xmult = 1\n    if G.hand then\n        local suit_count = 0\n        for i=1, #G.hand.cards do\n        if G.hand.cards[i]:is_suit(G.GAME.current_round.gligar_suit) and not G.hand.cards[i].highlighted then\n          suit_count = suit_count + 1\n        end\n      end\n      played_Xmult = 1 + (card.ability.extra.Xmult_multi * suit_count)\n    end\n    return {vars = {card.ability.extra.Xmult_multi, localize(G.GAME.current_round.gligar_suit or \"Clubs\", 'suits_singular'), played_Xmult,\n                    colours = {G.C.SUITS[G.GAME.current_round.gligar_suit or \"Clubs\"]}}}\n  end,\n  rarity = 3,\n  cost = 8,\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  item_req = \"duskstone\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      local suit_count = 0\n      for i=1, #G.hand.cards do\n        if G.hand.cards[i]:is_suit(G.GAME.current_round.gligar_suit) then\n          suit_count = suit_count + 1\n        end\n      end\n      if suit_count > 0 then\n        local Xmult = 1 + (card.ability.extra.Xmult_multi * suit_count)\n        return {\n          x_mult = Xmult,\n          card = card\n        }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_gliscor\")\n  end,\n  attributes = {\"xmult\", \"suit\", \"item_evo\"},\n}\n-- Steelix 208\nlocal steelix={\n  name = \"steelix\", \n  pos = {x = 6, y = 5},  \n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n    end\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\",\n  ptype = \"Metal\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.hands_played == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.before and context.cardarea == G.jokers and not context.blueprint then\n      if G.GAME.current_round.hands_played == 0 then\n        local card = context.scoring_hand[1]\n        card:set_ability(G.P_CENTERS.m_steel, nil, true)\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                card:juice_up()\n                return true\n            end\n        })) \n      end\n    end\n    if context.individual and context.cardarea == G.hand and SMODS.has_enhancement(context.other_card, \"m_stone\") and not context.blueprint then\n      context.other_card:set_ability(G.P_CENTERS.m_steel, nil, true)\n      return\n      {\n        message = localize('poke_iron_tail_ex'),\n        colour = G.ARGS.LOC_COLOURS.metal,\n        card = card\n      }\n    end\n  end,\n  megas = { \"mega_steelix\" },\n  attributes = {\"modify_card\", \"enhancements\"},\n}\nlocal mega_steelix={\n  name = \"mega_steelix\",\n  pos = {x = 2, y = 2},\n  soul_pos = {x = 3, y = 2},\n  config = {extra = {money = 1, suit = \"Diamonds\"}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money, localize(center.ability.extra.suit, 'suits_singular'), localize(center.ability.extra.suit, 'suits_plural')}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Metal\",\n  atlas = \"Megas\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and SMODS.has_enhancement(context.other_card, \"m_steel\") \n       and not context.other_card:is_suit(card.ability.extra.suit) and not context.blueprint then\n      context.other_card:change_suit(card.ability.extra.suit)\n      context.other_card:set_ability(G.P_CENTERS.c_base, nil, true)\n      return\n        {\n          message = localize('poke_autotomize_ex'),\n          colour = G.ARGS.LOC_COLOURS.metal,\n          card = card\n        }\n    end\n  end,\n  calc_dollar_bonus = function(self, card)\n      local diamond_tally = 0\n      for _, playing_card in ipairs(G.playing_cards) do\n          if playing_card:is_suit(card.ability.extra.suit) then diamond_tally = diamond_tally + 1 end\n      end\n      return diamond_tally > 0 and card.ability.extra.money * diamond_tally or nil\n  end,\n  attributes = {\"modify_card\", \"enhancements\", \"suit\", \"diamonds\", \"economy\", \"full_deck\"},\n}\n-- Snubbull 209\nlocal snubbull = {\n  name = \"snubbull\",\n  pos = {x = 7, y = 5},\n  config = {extra = {Xmult_multi = 1.75, rounds = 4,}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.Xmult_multi, card.ability.extra.rounds}}\n  end,\n  rarity = 1,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play then\n      local first_face = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:is_face() then\n          first_face = context.scoring_hand[i]\n          break\n        end\n      end\n      if context.other_card == first_face then\n        local Xmult = card.ability.extra.Xmult_multi\n        return {\n            x_mult = Xmult,\n            colour = G.C.RED,\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_granbull\")\n  end,\n  attributes = {\"xmult\", \"face\", \"round_evo\"},\n}\n-- Granbull 210\nlocal granbull = {\n  name = \"granbull\",\n  pos = {x = 8, y = 5},\n  config = {extra = {Xmult_multi = 2.25, Xmult_multi2 = 2.5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.Xmult_multi, card.ability.extra.Xmult_multi2}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6,\n  stage = \"One\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play then\n      local first_face = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:is_face() then\n          first_face = context.scoring_hand[i]\n          break\n        end\n      end\n      if context.other_card == first_face then\n        local Xmult = nil\n        if context.other_card:get_id() == 12 then\n          Xmult = card.ability.extra.Xmult_multi2\n        else\n          Xmult = card.ability.extra.Xmult_multi\n        end\n        return {\n            x_mult = Xmult,\n            colour = G.C.RED,\n        }\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"face\", \"rank\", \"queen\"},\n}\n\nreturn {name = \"Pokemon Jokers 181-210\",\n        list = {ampharos, mega_ampharos, bellossom, marill, azumarill, sudowoodo, weird_tree, politoed, hoppip, skiploom, jumpluff, aipom, sunkern, sunflora, yanma, wooper, quagsire, espeon, umbreon, murkrow, slowking, misdreavus, unown, wobbuffet, girafarig, pineco, forretress, dunsparce, gligar, steelix, mega_steelix, snubbull, granbull},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_08.lua",
    "content": "-- Qwilfish 211\nlocal qwilfish = {\n  name = \"qwilfish\", \n  pos = {x = 9, y = 5},\n  config = {extra = {hazard_level = 1, chips = 0, chip_mod = 15}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n    \n    return {vars = {abbr.hazard_level, abbr.chip_mod, abbr.chips}}\n  end,\n  rarity = 2,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  hazard_poke = true,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    if context.remove_playing_cards and not context.blueprint then\n      for _, removed_card in ipairs(context.removed) do\n        if removed_card.config.center ~= G.P_CENTERS.c_base then\n          SMODS.scale_card(card, {\n            ref_value = 'chips',\n            scalar_value = 'chip_mod',\n            message_colour = G.C.CHIPS\n          })\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"chips\", \"scaling\", \"enhancements\"},\n}\n-- Scizor 212\nlocal scizor={\n  name = \"scizor\", \n  pos = {x = 0, y = 6},\n  config = {extra = {mult = 0, scizor_chips = 0, scizor_Xmult = 1, mult_mod = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n      info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n      info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n    end\n    local emult = 0 \n    local echips = 0 \n    local eXmult = 1\n    if center.edition and center.edition.holo then\n      emult = center.edition.mult or 0\n    end\n    if center.edition and center.edition.foil then\n      echips = center.edition.chips or 0\n    end\n    if center.edition and center.edition.polychrome then\n     eXmult = center.edition.x_mult or 1\n    end\n    return {vars = {center.ability.extra.mult + emult, center.ability.extra.scizor_chips + echips, center.ability.extra.scizor_Xmult * eXmult, center.ability.extra.mult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"One\",\n  ptype = \"Metal\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  poke_custom_values_to_keep = {\"mult\", \"scizor_chips\", \"scizor_Xmult\", \"mult_mod\"},\n  calculate = function(self, card, context)\n    if context.ending_shop then\n      card.ability.extra.selected = false\n      local eval = function() return not card.ability.extra.selected end\n      juice_card_until(card, eval, true)\n    end\n    if context.setting_blind and not card.getting_sliced and not context.blueprint then\n      card.ability.extra.selected = true\n      local my_pos = nil\n      for i = 1, #G.jokers.cards do\n        if G.jokers.cards[i] == card then my_pos = i; break end\n      end\n      if my_pos and G.jokers.cards[my_pos+1] and not card.getting_sliced and not G.jokers.cards[my_pos+1].ability.eternal and not G.jokers.cards[my_pos+1].getting_sliced then \n        local sliced_card = G.jokers.cards[my_pos + 1]\n        sliced_card.getting_sliced = true\n        if (sliced_card.config.center.rarity ~= 1 and sliced_card.config.center.rarity ~= 2) then\n          if card.edition then\n            if card.edition.chips then\n              SMODS.scale_card(card, {\n                ref_value = 'scizor_chips',\n                scalar_table = card.edition,\n                scalar_value = 'chips',\n                no_message = true,\n              })\n            end\n            if card.edition.mult then\n              SMODS.scale_card(card, {\n                ref_value = 'mult',\n                scalar_table = card.edition,\n                scalar_value = 'mult',\n                no_message = true,\n              })\n            end\n            if card.edition.x_mult then\n              SMODS.scale_card(card, {\n                ref_value = 'scizor_Xmult',\n                scalar_table = card.edition,\n                scalar_value = 'x_mult',\n                operation = 'X',\n                no_message = true,\n              })\n            end\n          end\n          local edition = nil\n          if sliced_card.edition and (sliced_card.edition.foil or sliced_card.edition.holo or sliced_card.edition.polychrome) then\n            edition = sliced_card.edition\n          else\n            edition = poll_edition('wheel_of_fortune', nil, true, true)\n          end\n          card:set_edition(edition, true)\n        end\n\n        G.GAME.joker_buffer = G.GAME.joker_buffer - 1\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            G.GAME.joker_buffer = 0\n            SMODS.scale_card(card, {\n              ref_value = 'mult',\n              scalar_value = 'mult_mod',\n              no_message = true,\n            })\n            card:juice_up(0.8, 0.8)\n            sliced_card:start_dissolve({ HEX(\"57ecab\") }, nil, 1.6)\n            play_sound('slice1', 0.96 + math.random() * 0.08)\n            return true\n          end\n        }))\n\n        return {\n          message = localize(\"k_upgrade_ex\"),\n          colour = G.C.RED,\n          no_juice = true\n        }\n      end\n    end\n    if context.joker_main and (card.ability.extra.mult > 0 or card.ability.extra.scizor_chips > 0 or card.ability.extra.scizor_Xmult > 1) then\n      return {\n        message = localize(\"poke_x_scissor_ex\"),\n        colour = G.ARGS.LOC_COLOURS.metal,\n        mult_mod = card.ability.extra.mult,\n        chip_mod = card.ability.extra.scizor_chips,\n        Xmult_mod = card.ability.extra.scizor_Xmult\n      }\n    end\n  end,\n  megas = { \"mega_scizor\" },\n  attributes = {\"destroy_card\", \"mult\", \"editions\", \"scaling\", \"chips\", \"xmult\"},\n}\n\nlocal mega_scizor={\n  name = \"mega_scizor\",\n  pos = {x = 4, y = 2},\n  soul_pos = {x = 5, y = 2},\n  config = {extra = {Xmult_multi = 4, mult = 0, scizor_chips = 0, scizor_Xmult = 1, mult_mod = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Metal\",\n  atlas = \"Megas\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  poke_custom_values_to_keep = {\"mult\", \"scizor_chips\", \"scizor_Xmult\", \"mult_mod\"},\n  calculate = function(self, card, context)\n    if context.other_joker and context.other_joker.config.center.rarity == 1 then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n            context.other_joker:juice_up(0.5, 0.5)\n            return true\n        end\n      })) \n      return {\n        message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_multi}}, \n        colour = G.C.XMULT,\n        Xmult_mod = card.ability.extra.Xmult_multi\n      }\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      card:juice_up()\n      for k, v in pairs(G.jokers.cards) do\n        if v.config.center.rarity == 1 and not v.ability.eternal then\n          v:start_dissolve({HEX(\"57ecab\")}, nil, 1.6)\n          play_sound('slice1', 0.96+math.random()*0.08)\n        end\n      end\n    end\n  end,\n  attributes = {\"destroy_card\", \"joker\", \"xmult\"},\n}\n-- Shuckle 213\nlocal shuckle={\n  name = \"shuckle\",\n  pos = {x = 1, y = 6},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_berry_juice\n    end\n    return {vars = {}}\n  end,\n  rarity = 3,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind and not card.getting_sliced and not context.blueprint and G.consumeables and G.consumeables.cards and #G.consumeables.cards > 0 then\n      local sliced_card = G.consumeables.cards[1]\n      if not sliced_card.getting_sliced and not sliced_card.config.center.berry_juice then\n        sliced_card.getting_sliced = true\n        G.E_MANAGER:add_event(Event({func = function()\n            card:juice_up(0.8, 0.8)\n            sliced_card:start_dissolve({HEX(\"57ecab\")}, nil, 1.6)\n            play_sound('slice1', 0.96+math.random()*0.08)\n            local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, pokermon.juice_list[sliced_card.config.center.set] or 'c_poke_berry_juice_mystery')\n            _card:add_to_deck()\n            G.consumeables:emplace(_card)\n            card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('poke_plus_pokeitem'), colour = G.C.FILTER})\n        return true end }))\n      end\n    end\n  end,\n  attributes = {\"destroy_card\", \"generation\", \"item\"},\n}\n-- Heracross 214\nlocal heracross = {\n  name = \"heracross\", \n  pos = {x = 2, y = 6},\n  config = {extra = {Xmult = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand and context.full_hand then\n      if context.joker_main then\n        if G.hand and G.hand.cards then\n          local found_ranks = {}\n          for _, played_card in pairs(context.scoring_hand) do\n            found_ranks[played_card:get_id()] = true\n          end\n          for _, hand_card in pairs(G.hand.cards) do\n            if found_ranks[hand_card:get_id()] then return end\n          end\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}},\n            colour = G.C.XMULT,\n            Xmult_mod = card.ability.extra.Xmult\n          }\n        end\n      end\n    end\n  end,\n  megas = { \"mega_heracross\" },\n  attributes = {\"rank\", \"xmult\"},\n}\nlocal mega_heracross={\n  name = \"mega_heracross\",\n  pos = {x = 6, y = 2},\n  soul_pos = {x = 7, y = 2},\n  config = {extra = {retriggers = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Grass\",\n  atlas = \"Megas\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      card.ability.extra.no_score = nil\n    end\n    if context.repetition and not context.end_of_round and context.cardarea == G.play and not card.ability.extra.no_score then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n    if context.cardarea == G.jokers and context.scoring_hand and not context.blueprint then\n      if context.before and #context.full_hand < 5 then\n        card.ability.extra.no_score = true\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              card:juice_up()\n              card.ability.fainted = G.GAME.round\n              card:set_debuff()\n              return true\n          end\n        })) \n      end\n    end\n    if context.pre_discard and #G.hand.highlighted < 5 and not context.hook and not context.blueprint then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              card:juice_up()\n              card.ability.fainted = G.GAME.round\n              card:set_debuff()\n              return true\n          end\n        })) \n    end\n  end,\n  attributes = {\"retrigger\"},\n}\n-- Sneasel 215\nlocal sneasel = {\n  name = \"sneasel\",\n  pos = {x = 3, y = 6},\n  config = {extra = {money = 4}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_duskstone\n    end\n    return {vars = {localize(G.GAME.current_round.sneaselcard and G.GAME.current_round.sneaselcard.rank or \"Ace\", 'ranks'), card.ability.extra.money}}\n  end,\n  rarity = 2,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  item_req = \"duskstone\",\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.final_scoring_step and #context.full_hand == 1 and context.full_hand[1]:get_id() == G.GAME.current_round.sneaselcard.id and not context.blueprint then\n      context.full_hand[1].to_be_removed_by = card\n      ease_poke_dollars(card, \"sneasel\", card.ability.extra.money)\n      card:juice_up()\n    end\n    if context.destroy_card and context.destroy_card.to_be_removed_by == card and not context.blueprint then\n      context.destroy_card.to_be_removed_by = nil\n      return {\n        remove = true\n      }\n    end\n    return item_evo(self, card, context, \"j_poke_weavile\")\n  end,\n  attributes = {\"rank\", \"destroy_card\", \"economy\", \"item_evo\"},\n}\n-- Teddiursa 216\nlocal teddiursa={\n  name = \"teddiursa\",\n  pos = {x = 4, y = 6},\n  config = {extra = {mult = 0,mult_mod = 2,},evo_rqmt = 12},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, self.config.evo_rqmt}}\n  end,\n  rarity = 1,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.skipping_booster and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod',\n        message_colour = G.C.MULT\n      })\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult,\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_ursaring\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  attributes = {\"mult\", \"scaling\", \"scaling_evo\"},\n}\n-- Ursaring 217\nlocal ursaring={\n  name = \"ursaring\",\n  pos = {x = 5, y = 6},\n  config = {extra = {mult = 0,mult_mod = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_moonstone\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod}}\n  end,\n  rarity = 2,\n  cost = 8,\n  item_req = \"moonstone\",\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.skipping_booster then\n      if not context.blueprint then\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          no_message = true,\n        })\n      end\n\n      SMODS.calculate_effect({ message = localize('k_upgrade_ex'), colour = G.C.MULT },\n        context.blueprint_card or card)\n\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        SMODS.add_card({ set = 'Item', key_append = 'ursa' })\n      end\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult,\n      }\n    end\n    return item_evo(self, card, context, \"j_poke_ursaluna\")\n  end,\n  attributes = {\"mult\", \"scaling\", \"item\", \"generation\", \"item_evo\"},\n}\n-- Slugma 218\nlocal slugma={\n  name = \"slugma\",\n  pos = {x = 6, y = 6},\n  config = {extra = {chips = 0,chip_mod = 12, hands = 4, hand_reset = 4}, evo_rqmt = 60},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod,self.config.evo_rqmt, center.ability.extra.hands}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  knockoff_starter = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and card.ability.extra.hands == 1 then\n      local eval = function(_card) return _card.ability.extra.hands <= 1 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.before and not context.blueprint then\n      card.ability.extra.hands = card.ability.extra.hands - 1\n      if card.ability.extra.hands == 1 then\n        local eval = function(_card) return _card.ability.extra.hands <= 1 and not G.RESET_JIGGLES end\n        juice_card_until(card, eval, true)\n      end\n      if card.ability.extra.hands == 0 then\n        card.ability.extra.hands = card.ability.extra.hand_reset\n\n        if G.hand.cards[1] then\n          card.ability.extra.remove = true\n        end\n\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          no_message = true,\n        })\n      end\n    end\n    if context.after and card.ability.extra.remove and not context.blueprint then\n      card.ability.extra.remove = false\n      poke_remove_card(G.hand.cards[1], card)\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_magcargo\", card.ability.extra.chips, self.config.evo_rqmt)\n  end,\n  attributes = {\"chips\", \"scaling\", \"destroy_card\", \"hands\", \"scaling_evo\"},\n}\n-- Magcargo 219\nlocal magcargo={\n  name = \"magcargo\",\n  pos = {x = 7, y = 6},\n  config = {extra = {chips = 0,chip_mod = 15, hands = 3, hand_reset = 3, remove = false}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod,center.ability.extra.hands}}\n  end,\n  rarity = 3,\n  cost = 6,\n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and card.ability.extra.hands == 1 then\n      local eval = function(_card) return _card.ability.extra.hands <= 1 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.before and not context.blueprint then\n      card.ability.extra.hands = card.ability.extra.hands - 1\n      if card.ability.extra.hands == 1 then\n        local eval = function(_card) return _card.ability.extra.hands <= 1 and not G.RESET_JIGGLES end\n        juice_card_until(card, eval, true)\n      end\n      if card.ability.extra.hands == 0 then\n        card.ability.extra.hands = card.ability.extra.hand_reset\n\n        if G.hand.cards[1] then\n          card.ability.extra.remove = true\n        end\n\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          no_message = true,\n        })\n      end\n    end\n    if context.after and card.ability.extra.remove and not context.blueprint then\n      card.ability.extra.remove = false\n      poke_remove_card(G.hand.cards[1], card)\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n  end,\n  attributes = {\"chips\", \"scaling\", \"destroy_card\", \"hands\"},\n}\n-- Swinub 220\nlocal swinub={\n  name = \"swinub\",\n  pos = {x = 8, y = 6},\n  config = {extra = {mult = 5,money = 3,num = 1, dem = 2,rounds = 5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'swinub')\n    return {vars = {center.ability.extra.mult, center.ability.extra.money, num, dem, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and context.scoring_hand then\n      if context.other_card == context.scoring_hand[1] then\n        local stoneglass = 0\n        for k, v in pairs(context.scoring_hand) do\n          if SMODS.has_enhancement(v, 'm_stone') or SMODS.has_enhancement(v, 'm_glass') then\n            stoneglass = stoneglass + 1\n          end\n        end\n        \n        if stoneglass > 0 then\n          return {\n            mult = card.ability.extra.mult * stoneglass,\n            card = card\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_piloswine\")\n  end,\n  calc_dollar_bonus = function(self, card)\n    if SMODS.pseudorandom_probability(card, 'swinub', card.ability.extra.num, card.ability.extra.dem, 'swinub') then\n      return ease_poke_dollars(card, \"2swinub\", card.ability.extra.money, true)\n    end\n  end,\n  attributes = {\"mult\", \"enhancements\", \"chance\", \"economy\", \"round_evo\"},\n}\n-- Piloswine 221\nlocal piloswine={\n  name = \"piloswine\",\n  pos = {x = 9, y = 6},\n  config = {extra = {mult = 10,money = 6,num = 1, dem = 2,scored = 0,}, evo_rqmt = 15},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'piloswine')\n    return {vars = {center.ability.extra.mult, center.ability.extra.money, num, dem, math.max(0, self.config.evo_rqmt - center.ability.extra.scored)}}\n  end,\n  rarity = 3,\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and context.scoring_hand then\n      if SMODS.has_enhancement(context.other_card, 'm_stone') or SMODS.has_enhancement(context.other_card, 'm_glass') then\n        card.ability.extra.scored = card.ability.extra.scored + 1\n      end\n      if context.other_card == context.scoring_hand[1] then\n        local stoneglass = 0\n        for k, v in pairs(context.scoring_hand) do\n          if SMODS.has_enhancement(v, 'm_stone') or SMODS.has_enhancement(v, 'm_glass') then\n            stoneglass = stoneglass + 1\n          end\n        end\n        \n        if stoneglass > 0 then\n          return {\n            mult = card.ability.extra.mult * stoneglass,\n            card = card\n          }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_mamoswine\", card.ability.extra.scored, self.config.evo_rqmt)\n  end,\n  calc_dollar_bonus = function(self, card)\n    if SMODS.pseudorandom_probability(card, 'piloswine', card.ability.extra.num, card.ability.extra.dem, 'piloswine') then\n      return ease_poke_dollars(card, \"2piloswine\", card.ability.extra.money, true)\n    end\n  end,\n  attributes = {\"mult\", \"enhancements\", \"chance\", \"economy\", \"trigger_evo\"},\n}\n-- Corsola 222\nlocal corsola={\n  name = \"corsola\", \n  pos = {x = 0, y = 7},\n  config = {extra = {mult = 0, mult_mod = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'basic'}\n    end\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.mult}}\n  end,\n  rarity = 3, \n  cost = 7, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      if not context.blueprint then\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          operation = function(ref_table, ref_value, initial, change)\n            ref_table[ref_value] = initial + change * #find_pokemon_type(\"Water\")\n          end,\n          message_colour = G.C.MULT\n        })\n      end\n      if (#G.jokers.cards + G.GAME.joker_buffer) < G.jokers.config.card_limit then\n        G.GAME.joker_buffer = G.GAME.joker_buffer + 1\n        G.E_MANAGER:add_event(Event({\n          trigger = 'after',\n          delay = 0.2,\n          func = function()\n            G.GAME.joker_buffer = 0\n            play_sound('timpani')\n            SMODS.add_card({ set = 'Joker', key = get_random_poke_key('corsola', \"Basic\", nil, nil, \"Water\") })\n            return true\n          end\n        }))\n\n        return {\n          message = localize('k_plus_joker'),\n          colour = G.C.BLUE,\n        }\n      end\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n  end,\n  attributes = {\"mult\", \"scaling\", \"types\", \"joker\", \"generation\"},\n}\n-- Remoraid 223\nlocal remoraid={\n  name = \"remoraid\",\n  pos = {x = 1, y = 7},\n  config = {extra = {retriggers = 1,rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers, center.ability.extra.rounds}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.hands_played == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.repetition and not context.end_of_round and context.cardarea == G.play and G.GAME.current_round.hands_played == 0 then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_octillery\")\n  end,\n  attributes = {\"retrigger\", \"hands\", \"round_evo\"},\n}\n-- Octillery 224\nlocal octillery={\n  name = \"octillery\",\n  pos = {x = 2, y = 7},\n  config = {extra = {retriggers = 1, card_max = 8, cards = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers, center.ability.extra.card_max, center.ability.extra.card_max - center.ability.extra.cards}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and not context.end_of_round and context.cardarea == G.play then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n    if context.cardarea == G.jokers and context.scoring_hand and not context.blueprint then\n      if context.joker_main then\n        local has_eight = nil\n        for k, v in ipairs(context.scoring_hand) do\n          if v:get_id() == 8 then\n            has_eight = true\n          end\n        end\n        if not has_eight then\n          G.E_MANAGER:add_event(Event({\n            func = function()\n                card.ability.fainted = G.GAME.round\n                card:set_debuff()\n                return true\n            end\n          })) \n        end\n      end\n    end\n  end,\n  attributes = {\"retrigger\", \"rank\", \"eight\"},\n}\n-- Delibird 225\nlocal delibird={\n  name = \"delibird\",\n  pos = {x = 3, y = 7},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'deli_gift'}\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.polychrome) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      end\n      info_queue[#info_queue+1] = {key = 'tag_coupon', set = 'Tag'}\n      info_queue[#info_queue+1] = G.P_CENTERS.j_gift\n    end\n    return {vars = {}}\n  end,\n  rarity = 3,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calc_dollar_bonus = function(self, card)\n    local gift = pseudorandom(pseudoseed('delibird'))\n    if gift > .65 then\n      return 8\n    elseif gift > .35 then\n      --create item\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil)\n        _card:add_to_deck()\n        G.consumeables:emplace(_card)\n      end\n    elseif gift > .15 then\n      --create coupon tag\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n            add_tag(Tag('tag_coupon'))\n            play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n            play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n            return true\n        end)\n      }))\n    else\n      --create polychrome gift card\n      if #G.jokers.cards < G.jokers.config.card_limit then\n        local temp_card = {set = \"Joker\", area = G.jokers, key = \"j_gift\", no_edition = true}\n        local new_card = SMODS.create_card(temp_card)\n        local edition = {polychrome = true}\n        new_card:set_edition(edition, true)\n        new_card:add_to_deck()\n        G.jokers:emplace(new_card)\n      end\n    end\n    card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('poke_gift_ex'), colour = G.C.GREEN})\n  end,\n  attributes = {\"economy\", \"generation\", \"item\", \"joker\", \"tag\"},\n}\n-- Mantine 226\nlocal mantine={\n  name = \"mantine\",\n  pos = {x = 4, y = 7},\n  config = {extra = {chips = 0, chip_mod = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod,}}\n  end,\n  designer = \"FlamingRok\",\n  rarity = 3,\n  cost = 8,\n  enhancement_gate = \"m_gold\",\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    if context.individual and not context.end_of_round and (context.cardarea == G.play or context.cardarea == G.hand) then\n      if SMODS.has_enhancement(context.other_card, 'm_gold') then\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          message_colour = G.C.CHIPS,\n        })\n      end\n    end\n  end,\n  attributes = {\"chips\", \"scaling\", \"enhancements\"},\n}\n-- Skarmory 227\nlocal skarmory = {\n  name = \"skarmory\", \n  pos = {x = 5, y = 7},\n  config = {extra = {hazard_level = 1, Xmult_mod = 0.4, hazard_max = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n    end\n\n    local hazard_count = 0\n    if G.hand and G.hand.cards and #G.hand.cards > 0 then\n      for i=1, #G.hand.cards do\n        if SMODS.has_enhancement(G.hand.cards[i], \"m_poke_hazard\") or SMODS.has_enhancement(G.hand.cards[i], \"m_steel\") then\n          hazard_count = hazard_count + 1\n        end\n      end \n    end\n    return {vars = {abbr.hazard_level, abbr.Xmult_mod, 1 + abbr.Xmult_mod * hazard_count, abbr.hazard_max}}\n  end,\n  rarity = 3,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Metal\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  hazard_poke = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local hazard_count = 0\n        if G.hand and G.hand.cards and #G.hand.cards > 0 then\n          for i=1, #G.hand.cards do\n            if SMODS.has_enhancement(G.hand.cards[i], \"m_poke_hazard\") or SMODS.has_enhancement(G.hand.cards[i], \"m_steel\")  then\n              hazard_count = hazard_count + 1\n            end\n          end \n        end\n        local Xmult = 1 + card.ability.extra.Xmult_mod * hazard_count\n        if Xmult > 1 then\n          return{\n            message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n            colour = G.C.XMULT,\n            Xmult_mod = Xmult\n          }\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_max(card.ability.extra.hazard_max)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_max(-card.ability.extra.hazard_max)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"xmult\", \"enhancements\"},\n}\n-- Houndour 228\nlocal houndour={\n  name = \"houndour\",\n  pos = {x = 6, y = 7},\n  config = {extra = {mult_mod = 2,rounds = 4, limit = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.rounds, center.ability.extra.limit}}\n  end,\n  rarity = 2,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.discard and context.other_card then\n      context.other_card.ability.perma_mult = (context.other_card.ability.perma_mult or 0) + card.ability.extra.mult_mod\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"k_upgrade_ex\"), colour = G.C.RED})\n    end\n    return level_evo(self, card, context, \"j_poke_houndoom\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n\t\tSMODS.change_discard_limit(card.ability.extra.limit)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n\t\tSMODS.change_discard_limit(-card.ability.extra.limit)\n\t\tif not G.GAME.before_play_buffer then\n\t\t\tG.hand:unhighlight_all()\n\t\tend\n  end,\n  attributes = {\"passive\", \"discard\", \"modify_card\", \"perma_bonus\", \"mult\", \"round_evo\"},\n}\n-- Houndoom 229\nlocal houndoom={\n  name = \"houndoom\",\n  pos = {x = 7, y = 7},\n  config = {extra = {mult_mod = 2, limit = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.limit}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.discard and context.other_card then\n      context.other_card.ability.perma_mult = (context.other_card.ability.perma_mult or 0) + card.ability.extra.mult_mod\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"k_upgrade_ex\"), colour = G.C.RED})\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n\t\tSMODS.change_discard_limit(card.ability.extra.limit)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n\t\tSMODS.change_discard_limit(-card.ability.extra.limit)\n\t\tif not G.GAME.before_play_buffer then\n\t\t\tG.hand:unhighlight_all()\n\t\tend\n  end,\n  megas = { \"mega_houndoom\" },\n  attributes = {\"passive\", \"discard\", \"modify_card\", \"perma_bonus\", \"mult\"},\n}\n\nlocal mega_houndoom={\n  name = \"mega_houndoom\",\n  pos = {x = 8, y = 2},\n  soul_pos = {x = 9, y = 2},\n  config = {extra = {Xmult = 1, Xmult_mod = 2, Xmult1 = 1, limit = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.limit}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Dark\",\n  atlas = \"Megas\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.pre_discard and not context.hook and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n        message_colour = G.C.XMULT,\n      })\n    end\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      card.ability.extra.Xmult = card.ability.extra.Xmult1\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n\t\tSMODS.change_discard_limit(card.ability.extra.limit)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n\t\tSMODS.change_discard_limit(-card.ability.extra.limit)\n\t\tif not G.GAME.before_play_buffer then\n\t\t\tG.hand:unhighlight_all()\n\t\tend\n  end,\n  attributes = {\"discard\", \"xmult\", \"scaling\", \"reset\"},\n}\n-- Kingdra 230\nlocal kingdra={\n  name = \"kingdra\", \n  pos = {x = 8, y = 7},\n  config = {extra = {mult = 0, mult_mod = 1, Xmult = 1, Xmult_mod = .05}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.Xmult, center.ability.extra.Xmult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Dragon\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and not context.blueprint\n        and context.other_card:get_id() == 6 then\n      local has_king = false\n      for i = 1, #G.hand.cards do\n        if G.hand.cards[i]:get_id() == 13 then has_king = true; break end\n      end\n      if has_king then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n        })\n      else\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n        })\n      end\n    end\n    if context.joker_main and (card.ability.extra.mult > 0 or card.ability.extra.Xmult > 1) then\n      return {\n        message = localize(\"poke_twister_ex\"),\n        colour = G.C.XMULT,\n        mult_mod = card.ability.extra.mult,\n        Xmult_mod = card.ability.extra.Xmult\n      }\n    end\n  end,\n  attributes = {\"mult\", \"xmult\", \"rank\", \"six\", \"king\", \"scaling\"},\n}\n-- Phanpy 231\nlocal phanpy={\n  name = \"phanpy\",\n  pos = {x = 9, y = 7},\n  config = {extra = {Xmult = 1,Xmult_mod = 0.1,rounds = 5, Xmult2 = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      if #context.scoring_hand >= 5 then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          message_colour = G.C.RED,\n        })\n      else\n        card.ability.extra.Xmult = card.ability.extra.Xmult2\n        return {\n          message = localize('k_reset'),\n          colour = G.C.RED\n        }\n      end\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_donphan\")\n  end,\n  attributes = {\"xmult\", \"scaling\", \"reset\", \"round_evo\"},\n}\n-- Donphan 232\nlocal donphan={\n  name = \"donphan\",\n  pos = {x = 0, y = 8},\n  config = {extra = {Xmult = 1, Xmult_mod = 0.15, Xmult2 = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod,}}\n  end,\n  rarity = 3,\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      if #context.scoring_hand >= 5 then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          message_colour = G.C.RED,\n        })\n      else\n        card.ability.extra.Xmult = card.ability.extra.Xmult2\n        return {\n          message = localize('k_reset'),\n          colour = G.C.RED\n        }\n      end\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"scaling\", \"reset\"},\n}\n-- Porygon2 233\nlocal porygon2={\n  name = \"porygon2\", \n  pos = {x = 1, y = 8},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_dubious_disc\n    end\n    return {vars = {}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  item_req = \"dubious_disc\",\n  joblacklist = true,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.open_booster and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local forced_key = matching_energy(G.jokers.cards[1], true);\n      if forced_key == \"c_poke_bird_energy\" then\n        poke_evolve(card, 'j_poke_porygonz')\n      end\n      G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n      G.E_MANAGER:add_event(Event({\n          trigger = 'before',\n          delay = 0.0,\n          func = (function()\n                  local card = create_card('Energy', G.consumeables, nil, nil, nil, nil, forced_key)\n                  card:add_to_deck()\n                  G.consumeables:emplace(card)\n                  G.GAME.consumeable_buffer = 0\n              return true\n          end)}))\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_plus_energy\"), colour = G.ARGS.LOC_COLOURS[\"pink\"]})\n    end\n    return item_evo(self, card, context, \"j_poke_porygonz\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 2\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus + 2\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 0\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus - 2\n    end\n  end,\n  attributes = {\"energy_limit\", \"generation\", \"energy\", \"types\", \"item_evo\"},\n}\n-- Stantler 234\nlocal stantler={\n  name = \"stantler\",\n  pos = {x = 2, y = 8},\n  config = {extra = {scry = 2, triggered = 0}, evo_rqmt = 12},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.scry, math.max(0, self.config.evo_rqmt - center.ability.extra.triggered)}}\n  end,\n  rarity = 1,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if not context.end_of_round and context.scoring_hand then\n      if context.individual and context.cardarea == G.scry_view and not context.other_card.debuff then\n        local highest = nil\n        local highest_card = nil\n        for k, v in pairs(G.scry_view.cards) do\n          if not SMODS.has_no_suit(v) then\n            if not highest then highest = v.base.id; highest_card = v end\n            if v.base.id > highest then\n              highest = v.base.id\n              highest_card = v\n            end\n          end\n        end\n        if highest_card and context.other_card == highest_card then\n          if not context.blueprint then card.ability.extra.triggered = card.ability.extra.triggered + 1 end\n          local Mult = highest_card.base.nominal\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {Mult}},\n            message_card = context.other_card,\n            colour = G.C.MULT,\n            mult_mod = Mult,\n            card = card,\n          }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_wyrdeer\", card.ability.extra.triggered, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = (G.GAME.scry_amount or 0) + card.ability.extra.scry\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = math.max(0,(G.GAME.scry_amount or 0) - card.ability.extra.scry)\n  end,\n  attributes = {\"foresight\", \"mult\", \"trigger_evo\"},\n}\n-- Smeargle 235\nlocal smeargle={\n  name = \"smeargle\",\n  pos = {x = 3, y = 8},\n  config = {extra = {copy_val = nil, copy_val__ID = nil}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'sketch'}\n    end\n\n    if not (card.area and card.area == G.jokers) then return end\n\n    local copy = self:get_copy(card)\n    if copy then\n      -- Display the description of the copy, instead of the center\n      local other_center = copy.config.center\n      local new_config = copy_table(copy.ability)\n      if type(other_center.loc_vars) == 'function' then\n        local other_vars = other_center:loc_vars({}, copy)\n        if other_vars and other_vars.vars then\n          new_config.loc_vars_replacement = other_vars.vars\n        end\n      end\n      info_queue[#info_queue+1] = {set = 'Joker', key = other_center.key, name = other_center.name, config = new_config }\n    end\n\n    -- Add blueprint compatible/incompatible text\n    local found_pos = get_index(G.jokers.cards, card) + 1\n    local other_joker = G.jokers.cards[found_pos]\n\n    local main_end = poke_blueprint_compat_ui(other_joker)\n\n    return { main_end = main_end }\n  end,\n  rarity = 3,\n  cost = 8,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  get_copy = function(self, card)\n    if card.sketched_joker and not card.sketched_joker.removed then return card.sketched_joker end\n    if card.ability.extra.copy_val then\n      -- If we don't have a reference, such as after reloading, we need to find it again\n      for _, v in ipairs(G.jokers.cards) do\n        if v.unique_val == card.ability.extra.copy_val then\n          card.sketched_joker = v\n          return v\n        end\n      end\n      -- If we can't find it (usually because we've sold/destroyed it) don't try again \n      card.ability.extra.copy_val = nil\n    end\n  end,\n  calculate = function(self, card, context)\n    if context.setting_blind and not card.getting_sliced then\n      local found_pos = get_index(G.jokers.cards, card) + 1\n      local other_joker = G.jokers.cards[found_pos]\n      if other_joker and other_joker.config.center.blueprint_compat then\n        card.sketched_joker = other_joker\n        card.ability.extra.copy_val = other_joker.unique_val\n        card.ability.extra.copy_val__ID = other_joker.unique_val__saved_ID or other_joker.ID\n        SMODS.calculate_effect({message = localize('k_copied_ex')}, card)\n      end\n    end\n\n    local copy = self:get_copy(card)\n    if copy then\n      local ret = SMODS.blueprint_effect(card, copy, context)\n      if ret then ret.colour = G.C.BLACK end\n      return ret\n    end\n  end,\n  load = function(self, card, card_table, other_card)\n    -- Fix for an incredibly niche scenario where a reload *could* facilitate your copy reference changing\n    -- In reality this would never actually happen, but in theory it *can* so we're fixing that\n    local copy_ID = card_table.ability.extra.copy_val__ID\n    if copy_ID and G.ID <= copy_ID then\n      G.ID = copy_ID + 1\n    end\n  end,\n  attributes = {\"copying\", \"applies\", \"suit\", \"diamonds\", \"hearts\", \"clubs\", \"spades\"},\n}\n-- Tyrogue 236\nlocal tyrogue={\n  name = \"tyrogue\",\n  config = {extra = {Xmult_minus = 0.5,rounds = 2,}},\n  pos = {x = 4, y = 8}, \n  rarity = 2, \n  cost = 4, \n  stage = \"Baby\", \n  ptype = \"Fighting\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  perishable_compat = false,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    end\n\t\treturn {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n      if context.after and not context.blueprint and G.GAME.current_round.hands_played == 0 and G.GAME.current_round.discards_used == 0 and context.full_hand and #context.full_hand == 5 then\n        local target = pseudorandom_element(context.full_hand, pseudoseed('tyrogue'))\n        local copy = copy_card(target, nil, nil, G.playing_card)\n        copy:add_to_deck()\n        G.deck.config.card_limit = G.deck.config.card_limit + 1\n        table.insert(G.playing_cards, copy)\n        G.hand:emplace(copy)\n        copy.states.visible = nil\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              copy:start_materialize()\n              return true\n          end\n        })) \n        playing_card_joker_effects({copy})\n        return {\n            message = localize('k_copied_ex'),\n            colour = G.C.CHIPS,\n            card = card,\n            playing_cards_created = {true}\n        }\n      end\n    end\n    \n    if context.discard and G.GAME.current_round.hands_played == 0 and G.GAME.current_round.discards_used == 0 and context.full_hand and #context.full_hand == 5 then\n      if not card.ability.extra.destroyed_card then\n        card.ability.extra.destroyed_card = pseudorandom_element(context.full_hand, pseudoseed('tyrogue'))\n      end\n      if context.other_card == card.ability.extra.destroyed_card then\n        return {\n          delay = 0.45, \n          remove = true,\n          card = card\n        }\n      end\n    end\n    \n    if context.first_hand_drawn and not context.blueprint then\n      card.ability.extra.destroyed_card = nil\n      local eval = function() return G.GAME.current_round.hands_played == 0 and G.GAME.current_round.discards_used == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    \n    local forced_key = nil\n    if #G.playing_cards > G.GAME.starting_deck_size then\n      forced_key = \"j_poke_hitmonchan\"\n    elseif #G.playing_cards < G.GAME.starting_deck_size then\n      forced_key = \"j_poke_hitmonlee\"\n    else\n      forced_key = \"j_poke_hitmontop\"\n    end\n    return level_evo(self, card, context, forced_key)\n  end,\n  attributes = {\"baby\", \"hands\", \"discard\", \"generation\", \"destroy_card\", \"round_evo\"},\n}\n-- Hitmontop 237\nlocal hitmontop={\n  name = \"hitmontop\", \n  pos = {x = 5, y = 8},\n  config = {extra = {Xmult = 1.5, Xmult_mod = .15}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, G.GAME.starting_deck_size, center.ability.extra.Xmult_mod}}\n  end,\n  rarity = 2, \n  cost = 7, \n  stage = \"Basic\", \n  ptype = \"Fighting\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.setting_blind and #G.playing_cards == G.GAME.starting_deck_size and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n      })\n    end\n  end,\n  attributes = {\"xmult\", \"scaling\", \"full_deck\"},\n}\n-- Smoochum 238\nlocal smoochum ={\n  name = \"smoochum\",\n  pos = {x = 6, y = 8},\n  config = {extra = {Xmult_minus = 0.75,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n      info_queue[#info_queue+1] = {key = 'tag_standard', set = 'Tag'}\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 4,\n  stage = \"Baby\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    local evo = level_evo(self, card, context, \"j_poke_jynx\")\n    if evo and type(evo) == \"table\" then\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n            add_tag(Tag('tag_standard'))\n            play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n            play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n            return true\n        end)\n      }))\n    end\n    return evo\n  end,\n  attributes = {\"baby\", \"tag\", \"generation\", \"round_evo\"},\n}\n-- Elekid 239\nlocal elekid ={\n  name = \"elekid\",\n  pos = {x = 7, y = 8},\n  config = {extra = {Xmult_minus = 0.75,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n      info_queue[#info_queue+1] = {key = 'tag_coupon', set = 'Tag'}\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 4,\n  stage = \"Baby\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    local evo = level_evo(self, card, context, \"j_poke_electabuzz\")\n    if evo and type(evo) == \"table\" then\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n            add_tag(Tag('tag_coupon'))\n            play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n            play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n            return true\n        end)\n      }))\n    end\n    return evo\n  end,\n  attributes = {\"baby\", \"tag\", \"generation\", \"round_evo\"},\n}\n-- Magby 240\nlocal magby={\n  name = \"magby\",\n  pos = {x = 8, y = 8},\n  config = {extra = {Xmult_minus = 0.75, d_size = 1, rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.d_size, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 4,\n  stage = \"Baby\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_magmar\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  attributes = {\"baby\", \"discard\", \"round_evo\"},\n}\n\nreturn {name = \"Pokemon Jokers 211-240\",\n        list = {qwilfish, scizor, mega_scizor, shuckle, heracross, mega_heracross, sneasel, teddiursa, ursaring, slugma, magcargo, swinub, piloswine, corsola, remoraid, octillery, delibird, mantine, skarmory, houndour, houndoom, mega_houndoom, kingdra, phanpy, donphan, porygon2, stantler, smeargle, tyrogue, hitmontop, smoochum, elekid, magby},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_09.lua",
    "content": "-- Miltank 241\nlocal miltank={\n  name = \"miltank\",\n  pos = {x = 9, y = 8},\n  config = {extra = {money = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money, center.ability.extra.money * #find_pokemon_type(\"Colorless\")}}\n  end,\n  rarity = 2,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calc_dollar_bonus = function(self, card)\n    local earned = card.ability.extra.money * #find_pokemon_type(\"Colorless\")\n    local above_zero = nil\n    if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n      above_zero = to_big(earned) > to_big(0)\n    else\n      above_zero = earned > 0\n    end\n    if above_zero then\n      return ease_poke_dollars(card, \"miltank\", earned, true)\n    end\n  end,\n  attributes = {\"types\", \"joker\", \"economy\"},\n}\n-- Blissey 242\nlocal blissey={\n  name = \"blissey\", \n  pos = {x = 0, y = 9}, \n  config = {extra = {limit = 2, triggers = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_lucky\n      if not center.edition or (center.edition and not center.edition.polychrome) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      end\n    end\n    return {vars = {center.ability.extra.limit, center.ability.extra.triggers}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10,\n  ptype = \"Colorless\",\n  enhancement_gate = 'm_lucky',\n  stage = \"One\", \n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card.lucky_trigger and card.ability.extra.triggers < card.ability.extra.limit then\n      G.playing_card = (G.playing_card and G.playing_card + 1) or 1\n      local card_to_copy = context.other_card\n\n      G.E_MANAGER:add_event(Event({\n          func = function()\n              local copy = copy_card(card_to_copy, nil, nil, G.playing_card)\n              copy:add_to_deck()\n              G.deck.config.card_limit = G.deck.config.card_limit + 1\n              table.insert(G.playing_cards, copy)\n              G.hand:emplace(copy)\n              copy.states.visible = nil\n              copy:start_materialize()\n              local edition = {polychrome = true}\n              copy:set_edition(edition, true)\n              playing_card_joker_effects({copy})\n              return true\n          end\n      })) \n      if not context.blueprint then\n        card.ability.extra.triggers = card.ability.extra.triggers + 1\n      end\n      return {\n          message = localize('k_copied_ex'),\n          colour = G.C.CHIPS,\n          card = card,\n          playing_cards_created = {true}\n      }\n    end\n    if not context.repetition and not context.individual and context.end_of_round then\n      card.ability.extra.triggers = 0\n    end\n  end,\n  attributes = {\"enhancements\", \"generation\"},\n}\n-- Raikou 243\nlocal raikou={\n  name = \"raikou\",\n  pos = {x = 1, y = 9},\n  soul_pos = {x = 2, y = 9},\n  config = {extra = {money = 9,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money, }}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.hands_played == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.cardarea == G.jokers and context.scoring_hand and not context.blueprint then\n      if context.before and #context.full_hand == 1 and G.GAME.current_round.hands_played == 0 and G.hand and #G.hand.cards > 0 then\n        local rank = poke_get_rank(context.scoring_hand[1])\n        local hand_cards = {}\n        local conv_cards = {}\n        for k, v in pairs(G.hand.cards) do\n          hand_cards[#hand_cards + 1] = v\n        end\n        pseudoshuffle(hand_cards, pseudoseed('raikou'))\n        local limit = math.min(3, #hand_cards)\n        for i = 1, limit do\n         conv_cards[#conv_cards + 1] = hand_cards[i]\n        end\n        juice_flip_table(card, conv_cards, false, limit)\n        for i = 1, limit do\n          G.E_MANAGER:add_event(Event({\n            trigger = 'after',\n            delay = 0.2,\n            func = function()\n                SMODS.change_base(conv_cards[i], nil, rank)\n                return true\n            end\n          }))\n        end\n        juice_flip_table(card, conv_cards, true, limit)\n        local earned = ease_poke_dollars(card, \"raikou\", card.ability.extra.money, true)\n        return {\n          dollars = earned,\n          card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"modify_card\", \"rank\", \"economy\", \"hands\"},\n}\n-- Entei 244\nlocal entei={\n  name = \"entei\",\n  pos = {x = 3, y = 9},\n  soul_pos = {x = 4, y = 9},\n  config = {extra = {Xmult = 1,Xmult_mod = 0.4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, }}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.discards_used == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.pre_discard and #context.full_hand == 4 and G.GAME.current_round.discards_used == 0 and not context.blueprint then\n      local target = pseudorandom_element(context.full_hand, pseudoseed('entei'))\n      target.entei_destroy = true\n      target:juice_up()\n      delay(0.6)\n    end\n    if context.discard and context.other_card and context.other_card.entei_destroy and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n        message_colour = G.C.XMULT\n      })\n\n      return {\n        remove = true\n      }\n    end\n  end,\n  attributes = {\"discard\", \"destroy_card\", \"xmult\", \"scaling\"},\n}\n-- Suicune 245\nlocal suicune={\n  name = \"suicune\",\n  pos = {x = 5, y = 9},\n  soul_pos = {x = 6, y = 9},\n  config = {extra = {chips_max = 50}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips_max}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Water\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        for k, v in pairs(context.scoring_hand) do\n          v.ability.perma_bonus = v.ability.perma_bonus or 0\n          v.ability.perma_bonus = v.ability.perma_bonus + math.min(card.ability.extra.chips_max, poke_total_chips(v))\n        end\n        \n        return {\n          extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},\n          colour = G.C.CHIPS,\n          card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"chips\", \"modify_card\", \"perma_bonus\"},\n}\n-- Larvitar 246\nlocal larvitar={\n  name = \"larvitar\",\n  pos = {x = 7, y = 9},\n  config = {extra = {chip_mod = 10, full_houses = 0}, evo_rqmt = 6},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chip_mod, math.max(0, self.config.evo_rqmt - center.ability.extra.full_houses)}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  pseudol = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and context.scoring_name == \"Full House\" and not context.blueprint then\n        card.ability.extra.full_houses = card.ability.extra.full_houses + 1\n      end\n    end\n    if context.individual and context.cardarea == G.play and context.scoring_hand and context.scoring_name == \"Full House\" then\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus or 0\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus + card.ability.extra.chip_mod\n      return {\n        extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},\n        colour = G.C.CHIPS,\n        card = card\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_pupitar\", card.ability.extra.full_houses, self.config.evo_rqmt)\n  end,\n  attributes = {\"hand_type\", \"chips\", \"modify_card\", \"perma_bonus\", \"trigger_evo\"},\n}\n-- Pupitar 247\nlocal pupitar={\n  name = \"pupitar\",\n  pos = {x = 8, y = 9},\n  config = {extra = {chip_mod = 15, full_houses = 0}, evo_rqmt = 8},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chip_mod, math.max(0, self.config.evo_rqmt - center.ability.extra.full_houses)}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and context.scoring_name == \"Full House\" and not context.blueprint then\n        card.ability.extra.full_houses = card.ability.extra.full_houses + 1\n      end\n    end\n    if context.individual and context.cardarea == G.play and context.scoring_hand and context.scoring_name == \"Full House\" then\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus or 0\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus + card.ability.extra.chip_mod\n      return {\n        extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},\n        colour = G.C.CHIPS,\n        card = card\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_tyranitar\", card.ability.extra.full_houses, self.config.evo_rqmt)\n  end,\n  attributes = {\"hand_type\", \"chips\", \"modify_card\", \"perma_bonus\", \"trigger_evo\"},\n}\n-- Tyranitar 248\nlocal tyranitar={\n  name = \"tyranitar\",\n  pos = {x = 9, y = 9},\n  config = {extra = {chip_mod_minus = 4, Xmult_multi = 0.1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chip_mod_minus, center.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.scoring_name == \"Full House\" then\n\n      local drained_chips = poke_drain_chips(context.other_card, card.ability.extra.chip_mod_minus)\n\n      if drained_chips > 0 then\n        context.other_card.ability.perma_x_mult = (context.other_card.ability.perma_x_mult or 1) + card.ability.extra.Xmult_multi\n        return {\n          message = localize('k_eroded_ex'),\n          colour = G.C.CHIPS,\n          extra = {\n            message = localize('k_upgrade_ex'),\n            colour = G.C.XMULT\n          },\n        }\n      end\n    end\n  end,\n  megas = { \"mega_tyranitar\" },\n  attributes = {\"hand_type\", \"chips\", \"modify_card\", \"perma_bonus\", \"xmult\"},\n}\nlocal mega_tyranitar={\n  name = \"mega_tyranitar\",\n  pos = {x = 10, y = 2},\n  soul_pos = {x = 11, y = 2},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {}}\n  end,\n  rarity = \"poke_mega\",\n  cost = 12,\n  stage = \"Mega\",\n  ptype = \"Dark\",\n  atlas = \"Megas\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before and context.main_eval and context.scoring_hand and context.scoring_name == \"Full House\" then\n        return {\n            level_up = true,\n            message = localize('k_level_up_ex')\n        }\n    end\n    if context.individual and context.cardarea == G.play and context.scoring_hand and context.scoring_name == \"Full House\" then\n      local level = G.GAME.hands[context.scoring_name].level\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        level = to_number(level)\n      end\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus or 0\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus + level\n      return {\n        extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},\n        colour = G.C.CHIPS,\n        card = card\n      }\n    end\n  end,\n  attributes = {\"hand_type\", \"chips\", \"modify_card\", \"perma_bonus\"},\n}\n-- Lugia 249\nlocal lugia={\n  name = \"lugia\",\n  pos = {x = 0, y = 10},\n  soul_pos = {x = 1, y = 10},\n  config = {extra = {Xmult = 1, Xmult_mod = 1, to_draw = 40, drawn = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.to_draw, center.ability.extra.to_draw - (center.ability.extra.drawn % center.ability.extra.to_draw)}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.hand_drawn and SMODS.drawn_cards and not context.blueprint then\n      card.ability.extra.drawn = card.ability.extra.drawn + #SMODS.drawn_cards\n      if card.ability.extra.drawn >= card.ability.extra.to_draw then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          operation = function(ref_table, ref_value, initial, change)\n            ref_table[ref_value] = initial + change * math.floor(card.ability.extra.drawn / card.ability.extra.to_draw)\n          end,\n          message_colour = G.C.XMULT\n        })\n        card.ability.extra.drawn = card.ability.extra.drawn % card.ability.extra.to_draw\n      end\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"scaling\"},\n}\n-- Ho-oh 250\nlocal ho_oh={\n  name = \"ho_oh\",\n  pos = {x = 2, y = 10},\n  soul_pos = {x = 3, y = 10},\n  config = {extra = {limit = 1, used = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.polychrome) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      end\n    end\n    return {vars = {center.ability.extra.limit, center.ability.extra.limit - center.ability.extra.used}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.using_consumeable and (card.ability.extra.used < card.ability.extra.limit) and not context.consumeable.config.center.jirachi_item and \n    not context.consumeable.config.center.helditem then\n      if not context.blueprint then\n        card.ability.extra.used = card.ability.extra.used + 1\n      end\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n          func = function() \n            local copy = nil\n            if context.consumeable.label == \"bird_energy\" then\n              copy = SMODS.create_card{set = \"spectral\", key = \"c_poke_double_rainbow_energy\"}\n            else\n              copy = copy_card(context.consumeable)\n            end\n            local edition = {polychrome = true}\n            copy:set_edition(edition)\n            copy:add_to_deck()\n            G.consumeables:emplace(copy) \n            G.GAME.consumeable_buffer = 0\n            return true\n        end}))\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_duplicated_ex')})\n      end\n    end\n    if context.setting_blind and not context.blueprint then\n      card.ability.extra.used = 0\n    end\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function(card) return card.ability.extra.used == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n  end,\n  attributes = {\"generation\"},\n}\n-- Celebi 251\nlocal celebi = {\n  name = \"celebi\", \n  pos = {x = 4, y = 10},\n  soul_pos = { x = 5, y = 10},\n  config = {extra = {reward = 1, skip_count = 0, Xmult_mod = .05}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {(G.GAME.celebi_skips or 1), card.ability.extra.reward, (G.GAME.celebi_skips or 1) - card.ability.extra.skip_count, \n                    card.ability.extra.Xmult_mod, 1 + (G.GAME.round * card.ability.extra.Xmult_mod)}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex2\",\n  gen = 2,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.skip_blind and not context.blueprint then\n      card:juice_up(0.1)\n      card.ability.extra.skip_count = card.ability.extra.skip_count + 1\n      if card.ability.extra.skip_count >= (G.GAME.celebi_skips or 1) then\n        ease_ante(-card.ability.extra.reward)\n        G.GAME.round_resets.blind_ante = G.GAME.round_resets.blind_ante or G.GAME.round_resets.ante\n        G.GAME.round_resets.blind_ante = G.GAME.round_resets.blind_ante - card.ability.extra.reward\n        G.GAME.celebi_skips = (G.GAME.celebi_skips or 1) + 1\n        card.ability.extra.skip_count = 0\n      end\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Xmult = 1 + (G.GAME.round * card.ability.extra.Xmult_mod)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = Xmult\n        }\n      end\n    end\n  end,\n  attributes = {\"skip\", \"xmult\"},\n}\n-- Treecko 252\nlocal treecko={\n  name = \"treecko\",\n  pos = {x = 0, y = 0},\n  config = {extra = {money_mod = 1, triggers = 0, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}, h_size = 1}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local triggers_left = math.max(0, self.config.evo_rqmt - card.ability.extra.triggers)\n    local card_vars = {card.ability.extra.money_mod, triggers_left, card.ability.extra.h_size}\n    add_target_cards_to_vars(card_vars, card.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  starter = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money_mod\n          G.E_MANAGER:add_event(Event({\n              func = function()\n                  G.GAME.dollar_buffer = 0\n                  return true\n              end\n          }))\n            local earned = ease_poke_dollars(card, \"grovyle\", card.ability.extra.money_mod, true)\n            if not context.blueprint then\n              card.ability.extra.triggers = card.ability.extra.triggers + 1\n            end\n            return {\n              dollars = earned,\n              card = card\n            }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_grovyle\", card.ability.extra.triggers, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"treecko\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"starter\", \"hand_size\", \"passive\", \"nature\", \"rank\", \"economy\", \"trigger_evo\"},\n}\n-- Grovyle 253\nlocal grovyle={\n  name = \"grovyle\",\n  pos = {x = 1, y = 0},\n  config = {extra = {money_mod = 1, triggers = 0, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}, h_size = 1}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local triggers_left = math.max(0, self.config.evo_rqmt - card.ability.extra.triggers)\n    local card_vars = {card.ability.extra.money_mod, triggers_left, card.ability.extra.h_size, card.ability.extra.money_mod + 1}\n    add_target_cards_to_vars(card_vars, card.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          local more\n          if pseudorandom('grovyle') < .50 then\n            more = 0\n          else\n            more = 1\n          end\n          G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money_mod + more\n          G.E_MANAGER:add_event(Event({\n              func = function()\n                  G.GAME.dollar_buffer = 0\n                  return true\n              end\n          }))\n            local earned = ease_poke_dollars(card, \"grovyle\", card.ability.extra.money_mod + more, true)\n            if not context.blueprint then\n              card.ability.extra.triggers = card.ability.extra.triggers + 1\n            end\n            return {\n              dollars = earned,\n              card = card\n            }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_sceptile\", card.ability.extra.triggers, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"grovyle\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"starter\", \"hand_size\", \"passive\", \"nature\", \"rank\", \"economy\", \"trigger_evo\"},\n}\n-- Sceptile 254\nlocal sceptile={\n  name = \"sceptile\",\n  pos = {x = 2, y = 0},\n  config = {extra = {money_mod = 2, money_increase = 1, money_earned = 0, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}, h_size = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local card_vars = {center.ability.extra.money_mod, center.ability.extra.money_earned, center.ability.extra.h_size, \n                       center.ability.extra.money_mod + (#find_pokemon_type(\"Grass\", center) * center.ability.extra.money_increase), center.ability.extra.money_increase}\n    add_target_cards_to_vars(card_vars, center.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money_mod + (#find_pokemon_type(\"Grass\", card) * card.ability.extra.money_increase)\n            G.E_MANAGER:add_event(Event({\n                func = function()\n                    G.GAME.dollar_buffer = 0\n                    return true\n                end\n            }))\n            local earned = ease_poke_dollars(card, \"sceptile\", card.ability.extra.money_mod + (#find_pokemon_type(\"Grass\", card) * card.ability.extra.money_increase), true)\n            card.ability.extra.money_earned = card.ability.extra.money_earned + earned\n            return {\n              dollars = earned,\n              card = card\n            }\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"sceptile\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"starter\", \"hand_size\", \"passive\", \"nature\", \"rank\", \"economy\", \"types\"},\n}\n-- Torchic 255\nlocal torchic={\n  name = \"torchic\",\n  pos = {x = 3, y = 0},\n  config = {extra = {mult_mod = 5, triggers = 0, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}, d_size = 1}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local triggers_left = math.max(0, self.config.evo_rqmt - card.ability.extra.triggers)\n    local card_vars = {card.ability.extra.mult_mod, triggers_left, card.ability.extra.d_size}\n    add_target_cards_to_vars(card_vars, card.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  starter = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          if not context.blueprint then\n            card.ability.extra.triggers = card.ability.extra.triggers + 1\n          end\n          return {\n            mult = card.ability.extra.mult_mod,\n            card = card\n          }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_combusken\", card.ability.extra.triggers, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"torchic\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"starter\", \"discard\", \"passive\", \"nature\", \"rank\", \"mult\", \"trigger_evo\"},\n}\n-- Combusken 256\nlocal combusken={\n  name = \"combusken\",\n  pos = {x = 4, y = 0},\n  config = {extra = {mult_mod = 8, triggers = 0, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}, d_size = 1}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local triggers_left = math.max(0, self.config.evo_rqmt - card.ability.extra.triggers)\n    local card_vars = {card.ability.extra.mult_mod, triggers_left, card.ability.extra.d_size}\n    add_target_cards_to_vars(card_vars, card.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          if not context.blueprint then\n            card.ability.extra.triggers = card.ability.extra.triggers + 1\n          end\n          return {\n            mult = card.ability.extra.mult_mod,\n            card = card\n          }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_blaziken\", card.ability.extra.triggers, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"combusken\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"starter\", \"discard\", \"passive\", \"nature\", \"rank\", \"mult\", \"trigger_evo\"},\n}\n-- Blaziken 257\nlocal blaziken={\n  name = \"blaziken\",\n  pos = {x = 5, y = 0},\n  config = {extra = {mult_mod = 10, Xmult_multi = 1.5, cards_discarded = 0, discard_target = 5, \n            targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}, d_size = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local card_vars = {center.ability.extra.mult_mod, center.ability.extra.Xmult_multi, center.ability.extra.d_size, center.ability.extra.discard_target, \n                       math.max(0, center.ability.extra.discard_target - center.ability.extra.cards_discarded)}\n    add_target_cards_to_vars(card_vars, center.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          return {\n            mult = card.ability.extra.mult_mod,\n            card = card\n          }\n        end\n      end\n    end\n    \n    if context.discard and not context.other_card.debuff and not context.blueprint then\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          card.ability.extra.cards_discarded = card.ability.extra.cards_discarded + 1\n          if card.ability.extra.cards_discarded >= card.ability.extra.discard_target and not card.ability.extra.juiced then\n            card.ability.extra.juiced = true\n            local eval = function(card) return (card.ability.extra.cards_discarded >= card.ability.extra.discard_target) and not G.RESET_JIGGLES end\n            juice_card_until(card, eval, true)\n          end\n          break\n        end\n      end\n    end\n    \n    if context.other_joker and (is_type(context.other_joker, \"Fire\") or is_type(context.other_joker, \"Fighting\")) and card.ability.extra.cards_discarded >= card.ability.extra.discard_target then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n            context.other_joker:juice_up(0.5, 0.5)\n            return true\n        end\n      })) \n      return {\n        message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_multi}}, \n        colour = G.C.XMULT,\n        Xmult_mod = card.ability.extra.Xmult_multi, \n        card = context.other_joker\n      }\n    end\n    \n    if context.end_of_round and not context.individual and not context.repetition then\n      card.ability.extra.cards_discarded = 0\n      card:juice_up()\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset')})\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards + card.ability.extra.d_size\n    ease_discard(card.ability.extra.d_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.discards = G.GAME.round_resets.discards - card.ability.extra.d_size\n    ease_discard(-card.ability.extra.d_size)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"blaziken\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"starter\", \"discard\", \"passive\", \"nature\", \"rank\", \"mult\", \"xmult\", \"types\"},\n}\n-- Mudkip 258\nlocal mudkip={\n  name = \"mudkip\",\n  pos = {x = 6, y = 0},\n  config = {extra = {chip_mod = 30, triggers = 0, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}, hands = 1}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local triggers_left = math.max(0, self.config.evo_rqmt - card.ability.extra.triggers)\n    local card_vars = {card.ability.extra.chip_mod, triggers_left, card.ability.extra.hands}\n    add_target_cards_to_vars(card_vars, card.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  starter = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          if not context.blueprint then\n            card.ability.extra.triggers = card.ability.extra.triggers + 1\n          end\n          return {\n            chips = card.ability.extra.chip_mod,\n            card = card\n          }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_marshtomp\", card.ability.extra.triggers, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"mudkip\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"starter\", \"hands\", \"passive\", \"nature\", \"rank\", \"chips\", \"trigger_evo\"},\n}\n-- Marshtomp 259\nlocal marshtomp={\n  name = \"marshtomp\",\n  pos = {x = 7, y = 0},\n  config = {extra = {chip_mod = 50, triggers = 0, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}, hands = 1}, evo_rqmt = 16},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local triggers_left = math.max(0, self.config.evo_rqmt - card.ability.extra.triggers)\n    local card_vars = {card.ability.extra.chip_mod, triggers_left, card.ability.extra.hands}\n    add_target_cards_to_vars(card_vars, card.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      local chips = card.ability.extra.chips\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          if not context.blueprint then\n            card.ability.extra.triggers= card.ability.extra.triggers + 1\n          end\n          return {\n            chips = card.ability.extra.chip_mod,\n            card = card\n          }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_swampert\", card.ability.extra.triggers, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"marshtomp\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"starter\", \"hands\", \"passive\", \"nature\", \"rank\", \"chips\", \"trigger_evo\"},\n}\n-- Swampert 260\nlocal swampert={\n  name = \"swampert\",\n  pos = {x = 8, y = 0},\n  config = {extra = {chip_mod = 60, nature_target = 5, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}, hands = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    local card_vars = {center.ability.extra.chip_mod, center.ability.extra.hands, center.ability.extra.nature_target}\n    add_target_cards_to_vars(card_vars, center.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      for i=1, #card.ability.extra.targets do\n        if context.other_card:get_id() == card.ability.extra.targets[i].id then\n          return {\n            chips = card.ability.extra.chip_mod,\n            card = card\n          }\n        end\n      end\n    end\n    if context.joker_main then\n      local nature_count = 0\n      for i = 1, #context.scoring_hand do\n        for j = 1, #card.ability.extra.targets do\n          if context.scoring_hand[i]:get_id() == card.ability.extra.targets[j].id then\n            nature_count = nature_count + 1\n            break\n          end\n        end\n      end\n      if nature_count >= 5 then\n        local create_number = math.floor((#find_pokemon_type(\"Water\") + #find_pokemon_type(\"Earth\"))/2)\n        if create_number > 0 then\n          return {\n            extra = {focus = card, message = localize('k_plus_tarot'), colour = G.C.PURPLE, func = function()\n              for i = 1, create_number do\n                if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n                  G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n                  G.E_MANAGER:add_event(Event({\n                    trigger = 'before',\n                    delay = 0.0,\n                    func = function()\n                      SMODS.add_card{set = 'Tarot'}\n                      G.GAME.consumeable_buffer = 0\n                      return true\n                    end\n                  }))\n                end\n              end\n            end}\n          }\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands + card.ability.extra.hands\n    if not from_debuff then\n      ease_hands_played(card.ability.extra.hands)\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.round_resets.hands = G.GAME.round_resets.hands - card.ability.extra.hands\n    local to_decrease = math.min(G.GAME.current_round.hands_left - 1, card.ability.extra.hands)\n    if to_decrease > 0 then\n      ease_hands_played(-to_decrease)\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"swampert\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"starter\", \"hands\", \"passive\", \"nature\", \"rank\", \"chips\", \"types\", \"tarot\", \"generation\"},\n}\n-- Poochyena 261\nlocal poochyena={\n  name = \"poochyena\",\n  pos = {x = 9, y = 0},\n  config = {extra = {mult = 0,mult_mod = 2,rounds = 5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.rounds, }}\n  end,\n  designer = \"18themxxn_\",\n  rarity = 1,\n  cost = 5,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex3\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    if context.remove_playing_cards and not context.blueprint then\n      for _, removed_card in ipairs(context.removed) do\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          message_colour = G.C.MULT\n        })\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_mightyena\")\n  end,\n  attributes = {\"mult\", \"scaling\", \"round_evo\"},\n}\n-- Mightyena 262\nlocal mightyena={\n  name = \"mightyena\",\n  pos = {x = 0, y = 1},\n  config = {extra = {mult = 0,mult_mod = 2,mult_scaling_mod = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.mult_scaling_mod, }}\n  end,\n  designer = \"18themxxn_\",\n  rarity = 2,\n  cost = 5,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex3\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    if context.remove_playing_cards and not context.blueprint then\n      for _, removed_card in ipairs(context.removed) do\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          operation = function(ref_table, ref_value, initial, modifier)\n            ref_table[ref_value] = initial + modifier + #find_pokemon_type(\"Dark\") * card.ability.extra.mult_scaling_mod\n          end,\n          message_colour = G.C.MULT\n        })\n      end\n    end\n  end,\n  attributes = {\"mult\", \"scaling\", \"types\"},\n}\n-- Zigzagoon 263\nlocal zigzagoon={\n  name = \"zigzagoon\",\n  pos = {x = 1, y = 1},\n  config = {extra = {num = 1, dem = 4,rounds = 5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'pickup'}\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'zigzagoon')\n    return {vars = {num, dem, center.ability.extra.rounds, }}\n  end,\n  rarity = 1,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        if SMODS.pseudorandom_probability(card, 'zigzagoon', card.ability.extra.num, card.ability.extra.dem, 'zigzagoon') then\n          G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n          return {\n            extra = {focus = card, message = localize('poke_plus_pokeitem'), colour = G.ARGS.LOC_COLOURS.pink, func = function()\n              G.E_MANAGER:add_event(Event({\n                trigger = 'before',\n                delay = 0.0,\n                func = function()\n                  local _card = create_card('Item',G.consumeables, nil, nil, nil, nil, generate_pickup_item_key('zigzag'))\n                  _card:add_to_deck()\n                  G.consumeables:emplace(_card)\n                  G.GAME.consumeable_buffer = 0\n                  return true\n                end\n              }))\n            end}\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_linoone\")\n  end,\n  attributes = {\"chance\", \"generation\", \"item\", \"round_evo\"},\n}\n-- Linoone 264\nlocal linoone={\n  name = \"linoone\",\n  pos = {x = 2, y = 1},\n  config = {extra = {num = 1, dem = 3,rounds = 5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'pickup'}\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'linoone')\n    return {vars = {num, dem, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        if next(context.poker_hands['Straight']) or SMODS.pseudorandom_probability(card, 'linoone', card.ability.extra.num, card.ability.extra.dem, 'linoone') then\n          G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n          return {\n            extra = {focus = card, message = localize('poke_plus_pokeitem'), colour = G.ARGS.LOC_COLOURS.pink, func = function()\n              G.E_MANAGER:add_event(Event({\n                trigger = 'before',\n                delay = 0.0,\n                func = function()\n                  local card_type = 'Item'\n                  local _card = create_card(card_type,G.consumeables, nil, nil, nil, nil, generate_pickup_item_key('linoone'))\n                  _card:add_to_deck()\n                  G.consumeables:emplace(_card)\n                  G.GAME.consumeable_buffer = 0\n                  return true\n                end\n              }))\n            end}\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"chance\", \"generation\", \"item\", \"hand_type\"},\n}\n-- Wurmple 265\nlocal wurmple={\n  name = \"wurmple\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 3, chips = 20, targets = {{suit = 'Spades'}}, nature_scored = 0}, evo_rqmt = 5},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"suit\"}}\n    end\n    local suit_colours = (center.ability.extra.nature_scored <= 0) and {G.C.UI.TEXT_INACTIVE} or {G.C.SUITS[center.ability.extra.targets[1].suit or \"Spades\"]}\n    local suits_message = (center.ability.extra.nature_scored <= 0) and '??? '..localize('poke_suit') or localize(center.ability.extra.targets[1].suit, 'suits_plural')\n    return {vars = {center.ability.extra.mult, center.ability.extra.chips, math.max(0, self.config.evo_rqmt - center.ability.extra.nature_scored), suits_message,\n                    colours = suit_colours}}\n  end,\n  rarity = 1,\n  cost = 2,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        if pseudorandom('wurmple') < .50 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult\n          }\n        else\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = card.ability.extra.chips\n          }\n        end\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.targets[1].suit) and not context.blueprint then\n      card.ability.extra.nature_scored = card.ability.extra.nature_scored + 1\n    end\n    if card.ability.extra.targets[1].suit == 'Hearts' or card.ability.extra.targets[1].suit == 'Diamonds' then\n      return scaling_evo(self, card, context, \"j_poke_silcoon\", card.ability.extra.nature_scored, self.config.evo_rqmt)\n    elseif card.ability.extra.targets[1].suit == 'Spades' or card.ability.extra.targets[1].suit == 'Clubs' then\n      return scaling_evo(self, card, context, \"j_poke_cascoon\", card.ability.extra.nature_scored, self.config.evo_rqmt)\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_suit('wurmple', true, 'Spades', {'Spades', 'Hearts', 'Diamonds', 'Clubs'})\n  end,\n  attributes = {\"chips\", \"mult\", \"nature\", \"suit\", \"condition_evo\"},\n}\n-- Silcoon 266\nlocal silcoon={\n  name = \"silcoon\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 8,targets = {{suit = 'Hearts'}}, nature_scored = 0}, evo_rqmt = 15},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"suit\"}}\n    end\n    return {vars = {center.ability.extra.mult, localize(center.ability.extra.targets[1].suit, 'suits_plural'), math.max(0, self.config.evo_rqmt - center.ability.extra.nature_scored), \n            colours = {G.C.SUITS[center.ability.extra.targets[1].suit or \"Hearts\"]}}}\n  end,\n  rarity = 2,\n  cost = 4,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.targets[1].suit) then\n      card.ability.extra.nature_scored = card.ability.extra.nature_scored + 1\n    end\n    return scaling_evo(self, card, context, \"j_poke_beautifly\", card.ability.extra.nature_scored, self.config.evo_rqmt)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_suit('silcoon', true, 'Hearts', {'Hearts', 'Diamonds'})\n  end,\n  attributes = {\"mult\", \"nature\", \"suit\", \"condition_evo\"},\n}\n-- Beautifly 267\nlocal beautifly={\n  name = \"beautifly\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 8,targets = {{suit = 'Hearts'}}, num = 1, dem = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"suit\"}}\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'beautifly')\n    return {vars = {center.ability.extra.mult, localize(center.ability.extra.targets[1].suit, 'suits_plural'), num, dem, \n            colours = {G.C.SUITS[center.ability.extra.targets[1].suit or \"Hearts\"]}}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 3,\n  stage = \"Two\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        local has_nature = nil\n        for k, v in ipairs(context.scoring_hand) do\n          if v:is_suit(card.ability.extra.targets[1].suit) then\n            has_nature = true\n          end\n        end\n        if has_nature and SMODS.pseudorandom_probability(card, 'beautifly', card.ability.extra.num, card.ability.extra.dem, 'beautifly') then\n          SMODS.smart_level_up_hand(context.blueprint_card or card, 'Flush')\n        end\n      end\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_suit('beautifly', true, 'Hearts', {'Hearts', 'Diamonds'})\n  end,\n  attributes = {\"mult\", \"nature\", \"suit\", \"chance\", \"hand_type\"},\n}\n-- Cascoon 268\nlocal cascoon={\n  name = \"cascoon\",\n  pos = {x = 0, y = 0},\n  config = {extra = {chips = 60,targets = {{suit = 'Spades'}}, nature_scored = 0}, evo_rqmt = 15},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"suit\"}}\n    end\n    return {vars = {center.ability.extra.chips, localize(center.ability.extra.targets[1].suit, 'suits_plural'), math.max(0, self.config.evo_rqmt - center.ability.extra.nature_scored), \n            colours = {G.C.SUITS[center.ability.extra.targets[1].suit or \"Spades\"]}}}\n  end,\n  rarity = 2,\n  cost = 4,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and context.other_card:is_suit(card.ability.extra.targets[1].suit) then\n      card.ability.extra.nature_scored = card.ability.extra.nature_scored + 1\n    end\n    return scaling_evo(self, card, context, \"j_poke_dustox\", card.ability.extra.nature_scored, self.config.evo_rqmt)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_suit('cascoon', true, 'Spades', {'Spades', 'Clubs'})\n  end,\n  attributes = {\"chips\", \"nature\", \"suit\", \"condition_evo\"},\n}\n-- Dustox 269\nlocal dustox={\n  name = \"dustox\",\n  pos = {x = 0, y = 0},\n  config = {extra = {chips = 60,targets = {{suit = 'Spades'}}, Xmult = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"suit\"}}\n    end\n    return {vars = {center.ability.extra.chips, localize(center.ability.extra.targets[1].suit, 'suits_plural'), center.ability.extra.Xmult, \n            colours = {G.C.SUITS[center.ability.extra.targets[1].suit or \"Spades\"]}}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 3,\n  stage = \"Two\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local all_nature = true\n        for k, v in ipairs(G.hand.cards) do\n          if not v:is_suit(card.ability.extra.targets[1].suit) then\n            all_nature = false\n          end\n        end\n        if all_nature then\n          return {\n            message = localize('poke_bug_buzz_ex'), \n            colour = G.C.XMULT,\n            chip_mod = card.ability.extra.chips,\n            Xmult_mod = card.ability.extra.Xmult,\n          }\n        else\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = card.ability.extra.chips\n          }\n        end\n      end\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_suit('dustox', true, 'Spades', {'Spades', 'Clubs'})\n  end,\n  attributes = {\"chips\", \"nature\", \"suit\", \"xmult\"},\n}\n-- Lotad 270\nreturn {name = \"Pokemon Jokers 240-270\", \n        list = {miltank, blissey, raikou, entei, suicune, larvitar, pupitar, tyranitar, mega_tyranitar, lugia, ho_oh, celebi, \n                treecko, grovyle, sceptile, torchic, combusken, blaziken, mudkip, marshtomp, swampert, poochyena, mightyena, \n                zigzagoon, linoone, wurmple, silcoon, beautifly, cascoon, dustox},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_10.lua",
    "content": "-- Lombre 271\n-- Ludicolo 272\n-- Seedot 273\n-- Nuzleaf 274\n-- Shiftry 275\n-- Taillow 276\nlocal taillow={\n  name = \"taillow\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 0,mult_mod = 4,rounds = 5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.rounds, }}\n  end,\n  rarity = 1,\n  cost = 5,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return \n      {\n        mult = card.ability.extra.mult\n      }\n    end\n  \n    if context.hand_drawn and SMODS.drawn_cards and not context.blueprint then\n      for i = 1, #SMODS.drawn_cards do\n        if SMODS.drawn_cards[i]:get_id() == 14 then\n          SMODS.scale_card(card, {\n            ref_value = 'mult',\n            scalar_value = 'mult_mod',\n            message_colour = G.C.MULT\n          })\n        end\n      end\n    end\n    \n    if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then\n      card.ability.extra.mult = 0\n      return {\n        message = localize('k_reset'),\n        colour = G.C.CHIPS\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_swellow\")\n  end,\n  attributes = {\"rank\", \"ace\", \"mult\", \"scaling\", \"reset\", \"round_evo\"},\n}\n-- Swellow 277\nlocal swellow={\n  name = \"swellow\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 0,mult_mod = 6,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind and context.blind.boss then\n      card.ability.extra.active = true\n    end\n    if context.drawing_cards and not context.blueprint and card.ability.extra.active then\n      for i = 1, 2 do\n        local top = G.deck.cards[#G.deck.cards - i + 1]\n        if top then\n          SMODS.change_base(top, nil, \"Ace\")\n        end\n      end\n      card.ability.extra.active = nil\n    end\n  \n    if context.joker_main then\n      return \n      {\n        mult = card.ability.extra.mult\n      }\n    end\n  \n    if context.hand_drawn and SMODS.drawn_cards and not context.blueprint then\n      for i = 1, #SMODS.drawn_cards do\n        if SMODS.drawn_cards[i]:get_id() == 14 then\n          SMODS.scale_card(card, {\n            ref_value = 'mult',\n            scalar_value = 'mult_mod',\n            message_colour = G.C.MULT\n          })\n        end\n      end\n    end\n    \n    if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then\n      card.ability.extra.mult = 0\n      return {\n        message = localize('k_reset'),\n        colour = G.C.CHIPS\n      }\n    end\n  end,\n  attributes = {\"rank\", \"ace\", \"mult\", \"scaling\", \"reset\", \"boss_blind\", \"modify_card\"},\n}\n-- Wingull 278\nlocal wingull={\n  name = \"wingull\",\n  pos = {x = 0, y = 0},\n  config = {extra = {money_mod = 4,rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money_mod, center.ability.extra.rounds, localize(G.GAME.current_round.wingullcard and G.GAME.current_round.wingullcard.rank or \"Ace\", 'ranks')}}\n  end,\n  rarity = 1,\n  cost = 4,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.discard and not context.other_card.debuff and context.other_card:get_id() == G.GAME.current_round.wingullcard.id then\n      local earned = ease_poke_dollars(card, \"wingull\", card.ability.extra.money_mod, true)\n      G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + earned\n      return {\n        dollars = earned,\n        func = function() -- This is for timing purposes, it runs after the dollar manipulation\n            G.E_MANAGER:add_event(Event({\n                func = function()\n                    G.GAME.dollar_buffer = 0\n                    return true\n                end\n            }))\n        end\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_pelipper\")\n  end,\n  attributes = {\"rank\", \"discard\", \"economy\", \"round_evo\"},\n}\n-- Pelipper 279\nlocal pelipper={\n  name = \"pelipper\",\n  pos = {x = 0, y = 0},\n  config = {extra = {money_mod = 4, water_money = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money_mod, center.ability.extra.water_money, localize(G.GAME.current_round.wingullcard and G.GAME.current_round.wingullcard.rank or \"Ace\", 'ranks')}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.discard and not context.other_card.debuff and context.other_card:get_id() == G.GAME.current_round.wingullcard.id then\n      local earned = ease_poke_dollars(card, \"wingull\", card.ability.extra.money_mod, true) + #find_pokemon_type(\"Water\")\n      G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + earned\n      return {\n        dollars = earned,\n        func = function() -- This is for timing purposes, it runs after the dollar manipulation\n            G.E_MANAGER:add_event(Event({\n                func = function()\n                    G.GAME.dollar_buffer = 0\n                    return true\n                end\n            }))\n        end\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_pelipper\")\n  end,\n  attributes = {\"rank\", \"discard\", \"economy\", \"types\", \"joker\"},\n}\n-- Ralts 280\nlocal ralts={\n  name = \"ralts\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult_mod = 5,rounds = 5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Psychic Energy\"}}\n    local energized = 0\n    if G.jokers then\n      for k, v in ipairs(G.jokers.cards) do\n        if get_total_energy(v) > 0 then\n          energized = energized + 1\n        end\n      end\n    end\n    local total = center.ability.extra.mult_mod * energized\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.rounds, total}}\n  end,\n  rarity = 2,\n  cost = 6,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex3\",\n  knockoff_pseudol = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main and next(context.poker_hands['Pair']) then\n      local energized = 0\n      for k, v in ipairs(G.jokers.cards) do\n        if get_total_energy(v) > 0 then\n          energized = energized + 1\n        end\n      end\n      local total = card.ability.extra.mult_mod * energized\n      return \n      {\n        mult = total\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_kirlia\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local energy = SMODS.add_card{ set = 'Energy', key = 'c_poke_psychic_energy'}\n      SMODS.calculate_effect({ message = localize('poke_plus_energy') }, energy)\n    end\n  end,\n  attributes = {\"holding\", \"mult\", \"energy_count\", \"joker\", \"hand_type\", \"round_evo\"},\n}\n-- Kirlia 281\nlocal kirlia={\n  name = \"kirlia\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult_mod = 8, e_limit = 1, planets_used = 0}, evo_rqmt = 15},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local energized = 0\n    if G.jokers then\n      for k, v in ipairs(G.jokers.cards) do\n        if get_total_energy(v) > 0 then\n          energized = energized + 1\n        end\n      end\n    end\n    local total = center.ability.extra.mult_mod * energized\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.e_limit, total, math.max(0, self.config.evo_rqmt - center.ability.extra.planets_used)}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  item_req = \"dawnstone\",\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main and next(context.poker_hands['Pair']) then\n      local energized = 0\n      for k, v in ipairs(G.jokers.cards) do\n        if get_total_energy(v) > 0 then\n          energized = energized + 1\n        end\n      end\n      local total = card.ability.extra.mult_mod * energized\n      return \n      {\n        mult = total\n      }\n    end\n    if context.using_consumeable and context.consumeable.ability.set == 'Planet' and not context.blueprint then\n      card.ability.extra.planets_used = card.ability.extra.planets_used + 1\n    end\n    local evo = item_evo(self, card, context, \"j_poke_gallade\")\n    if not evo then\n      return scaling_evo(self, card, context, \"j_poke_gardevoir\", card.ability.extra.planets_used, self.config.evo_rqmt)\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = card.ability.extra.e_limit\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus + card.ability.extra.e_limit\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 0\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus - card.ability.extra.e_limit\n    end\n  end,\n  attributes = {\"mult\", \"energy_count\", \"joker\", \"hand_type\", \"passive\", \"energy_limit\", \"item_evo\", \"condition_evo\"},\n}\n-- Gardevoir 282\nlocal gardevoir={\n  name = \"gardevoir\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult_mod = 0.3, e_limit = 1, hand_level = 6}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = { set = 'Spectral', key = 'c_black_hole'}\n      if not center.edition or (center.edition and not center.edition.negative) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_negative\n      end\n    end\n    local energized = 0\n    if G.jokers then\n      for k, v in ipairs(G.jokers.cards) do\n        if get_total_energy(v) > 0 then\n          energized = energized + 1\n        end\n      end\n    end\n    local hands = 0\n    for k, v in pairs(G.GAME.hands) do\n      local level = v.level\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        level = to_number(level)\n      end\n      if level >= center.ability.extra.hand_level then\n        hands = hands + 1\n      end\n    end\n    local total = 1 + (center.ability.extra.Xmult_mod * (hands + energized))\n    return {vars = {center.ability.extra.Xmult_mod, center.ability.extra.e_limit, total, center.ability.extra.hand_level}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  gen = 3,\n  stage = \"Two\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      local energized = 0\n      for k, v in ipairs(G.jokers.cards) do\n        if get_total_energy(v) > 0 then\n          energized = energized + 1\n        end\n      end\n      local hands = 0\n      for k, v in pairs(G.GAME.hands) do\n        local level = v.level\n        if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n          level = to_number(level)\n        end\n        if level >= card.ability.extra.hand_level then\n          hands = hands + 1\n        end\n      end\n      local total = 1 + (card.ability.extra.Xmult_mod * (hands + energized))\n      return \n      {\n        Xmult = total\n      }\n    end\n    if context.selling_card and context.card.config.center.set == 'Joker' and get_total_energy(context.card) > 0 then\n      local bhole = SMODS.add_card{ set = 'Spectral', key = 'c_black_hole', edition = 'e_negative'}\n      SMODS.calculate_effect({ message = localize('k_plus_spectral') }, bhole)\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = card.ability.extra.e_limit\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus + card.ability.extra.e_limit\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 0\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus - card.ability.extra.e_limit\n    end\n  end,\n  attributes = {\"mult\", \"xmult\", \"energy_count\", \"joker\", \"passive\", \"energy_limit\", \"generation\", \"spectral\"},\n}\n-- Surskit 283\n-- Masquerain 284\n-- Shroomish 285\nlocal shroomish={\n  name = \"shroomish\",\n  pos = {x = 3, y = 3},\n  config = {extra = {hands = 1, d_size = 1, h_size = 1, boss_defeated = 0}, evo_rqmt = 2},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.hands, center.ability.extra.d_size, center.ability.extra.h_size, math.max(0, self.config.evo_rqmt - center.ability.extra.boss_defeated)}}\n  end,\n  rarity = 1,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  knockoff_starter = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local bonus = pseudorandom('shroomish')\n      local message_card = context.blueprint_card or card\n      if bonus > .66 then\n        card_eval_status_text(message_card, 'extra', nil, nil, nil, {message = localize{type = 'variable', key = 'a_hands', vars = {card.ability.extra.hands}}, colour = G.C.CHIPS})\n        ease_hands_played(card.ability.extra.hands)\n      elseif bonus > .33 then\n        card_eval_status_text(message_card, 'extra', nil, nil, nil, {message = localize{type = 'variable', key = 'poke_discards', vars = {card.ability.extra.d_size}}, colour = G.C.MULT})\n        ease_discard(card.ability.extra.d_size)\n      else\n        card_eval_status_text(message_card, 'extra', nil, nil, nil, {message = localize{type='variable',key='a_handsize',vars={card.ability.extra.h_size}}})\n        G.hand:change_size(card.ability.extra.h_size)\n        G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + card.ability.extra.h_size\n      end\n      card:juice_up()\n    end\n    if context.end_of_round and not context.individual and not context.repetition and G.GAME.blind.boss then\n      card.ability.extra.boss_defeated = card.ability.extra.boss_defeated + 1\n    end\n    return scaling_evo(self, card, context, \"j_poke_breloom\", card.ability.extra.boss_defeated, self.config.evo_rqmt)\n  end,\n  attributes = {\"hands\", \"discard\", \"hand_size\", \"condition_evo\"},\n}\n-- Breloom 286\nlocal breloom={\n  name = \"breloom\",\n  pos = {x = 4, y = 3},\n  config = {extra = {hands = 2, d_size = 2, h_size = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.hands, center.ability.extra.d_size, center.ability.extra.h_size}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local bonus = pseudorandom('shroomish')\n      local message_card = context.blueprint_card or card\n      if bonus > .66 then\n        card_eval_status_text(message_card, 'extra', nil, nil, nil, {message = localize{type = 'variable', key = 'a_hands', vars = {card.ability.extra.hands}}, colour = G.C.CHIPS})\n        ease_hands_played(card.ability.extra.hands)\n      elseif bonus > .33 then\n        card_eval_status_text(message_card, 'extra', nil, nil, nil, {message = localize{type = 'variable', key = 'poke_discards', vars = {card.ability.extra.d_size}}, colour = G.C.MULT})\n        ease_discard(card.ability.extra.d_size)\n      else\n        card_eval_status_text(message_card, 'extra', nil, nil, nil, {message = localize{type='variable',key='a_handsize',vars={card.ability.extra.h_size}}})\n        G.hand:change_size(card.ability.extra.h_size)\n        G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + card.ability.extra.h_size\n      end\n      card:juice_up()\n    end\n  end,\n  attributes = {\"hands\", \"discard\", \"hand_size\"},\n}\n-- Slakoth 287\nlocal slakoth={\n  name = \"slakoth\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 15, hands = 1, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds, center.ability.extra.hands, center.ability.extra.money}}\n  end,\n  rarity = 2,\n  cost = 4,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  knockoff_pseudol = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before then\n      ease_hands_played(-card.ability.extra.hands)\n    end\n    if context.joker_main then\n      return\n      {\n        mult = card.ability.extra.mult\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_vigoroth\")\n  end,\n  attributes = {\"mult\", \"hands\", \"round_evo\"},\n}\n-- Vigoroth 288\nlocal vigoroth={\n  name = \"vigoroth\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult_mod = 0.5, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_mod, 1 + math.max(0, (center.ability.extra.Xmult_mod * G.GAME.current_round.hands_left)), center.ability.extra.rounds}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = 1 + (card.ability.extra.Xmult_mod * G.GAME.current_round.hands_left)\n      }\n    end\n    if G.GAME.current_round.discards_used <= 0  then\n      return level_evo(self, card, context, \"j_poke_slaking\")\n    end\n  end,\n  attributes = {\"xmult\", \"hands\", \"condition_evo\"},\n}\n-- Slaking 289\nlocal slaking={\n  name = \"slaking\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 4, hands = 1, }},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.hands}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  stage = \"Two\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before then\n      ease_hands_played(-card.ability.extra.hands)\n    end\n    if context.joker_main then\n      return\n      {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"hands\"},\n}\n-- Nincada 290\nlocal nincada={\n  name = \"nincada\",\n  pos = {x = 0, y = 0},\n  config = {extra = {chips = 65, chips_minus = 5, num = 1, dem = 2}, },\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'multi_evolution'}\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'nincada')\n    return {vars = {center.ability.extra.chips, center.ability.extra.chips_minus, num, dem}}\n  end,\n  rarity = 2,\n  cost = 7,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.before then\n      local has_nine_or_jack = false\n      for k, v in ipairs(context.scoring_hand) do\n        if v:get_id() == 9 or v:get_id() == 11 then\n          has_nine_or_jack = true\n          break\n        end\n      end\n\n      if has_nine_or_jack then\n        if not context.blueprint and card.ability.extra.chips > 0 then\n          SMODS.scale_card(card, {\n            ref_value = 'chips',\n            scalar_value = 'chips_minus',\n            operation = function(ref_table, ref_value, initial, modifier)\n              ref_table[ref_value] = math.max(0, initial - modifier)\n            end,\n            message_key = 'a_chips_minus',\n            message_colour = G.C.CHIPS\n          })\n        end\n\n        if SMODS.pseudorandom_probability(card, 'nincada', card.ability.extra.num, card.ability.extra.dem, 'nincada') and\n            #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          local set = pseudorandom_element(SMODS.ConsumableTypes, pseudoseed('adacnin'))\n          SMODS.add_card { set = set.key }\n        end\n      end\n    end\n\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n\n    local evo = scaling_evo(self, card, context, \"j_poke_ninjask\", (card.ability.extra.chips <= 0) and 1 or 0, 1)\n    if evo and type(evo) == \"table\" then\n      if #G.jokers.cards + G.GAME.joker_buffer < G.jokers.config.card_limit then\n        G.GAME.joker_buffer = G.GAME.joker_buffer + 1\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            local copy = copy_card(card)\n            copy:add_to_deck()\n            G.jokers:emplace(copy)\n            poke_evolve(copy, 'j_poke_shedinja', true)\n            copy.states.visible = nil\n            G.GAME.joker_buffer = 0\n            G.E_MANAGER:add_event(Event({\n              func = function()\n                copy:start_materialize()\n                return true\n              end\n            }))\n            return true\n          end\n        }))\n      end\n    end\n    return evo\n  end,\n  attributes = {\"chips\", \"chance\", \"rank\", \"nine\", \"jack\", \"scaling\", \"scaling_evo\"},\n}\n-- Ninjask 291\nlocal ninjask={\n  name = \"ninjask\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult_mod = 13, num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {key = 'tag_skip', set = 'Tag', specific_vars = {5, 5 * G.GAME.skips}}\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'ninjask')\n    return {vars = {center.ability.extra.mult_mod, num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.setting_blind and SMODS.pseudorandom_probability(card, 'ninjask', card.ability.extra.num, card.ability.extra.dem, 'ninjask') then\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n            add_tag(Tag('tag_skip'))\n            play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n            play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n            return true\n        end)\n      }))\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and G.GAME.current_round.hands_played == 0 then\n      if context.other_card:get_id() == 9 or context.other_card:get_id() == 11 then\n        local earned = ease_poke_dollars(card, \"ninjask\", card.ability.extra.money_mod, true)\n        return {\n          mult = card.ability.extra.mult_mod,\n          dollars = earned,\n          card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"chance\", \"tag\", \"rank\", \"nine\", \"jack\", \"mult\", \"hands\"},\n}\n-- Shedinja 292\nlocal shedinja={\n  name = \"shedinja\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 1, Xmult_mod = 0.5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  stage = \"???\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if (context.end_of_round and not G.GAME.blind.boss) and context.game_over and not context.blueprint then\n      G.E_MANAGER:add_event(Event({\n          func = function()\n              G.hand_text_area.blind_chips:juice_up()\n              G.hand_text_area.game_chips:juice_up()\n              play_sound('tarot1')\n              return true\n          end\n      }))\n      \n      card.ability.extra.Xmult = card.ability.extra.Xmult + card.ability.extra.Xmult_mod\n      \n      return {\n          message = localize('k_saved_ex'),\n          saved = localize('poke_saved_by')..' '..(G.localization.descriptions.Joker[card.config.center.key].name),\n          colour = G.C.RED\n      }\n    end\n    \n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and card.ability.extra.Xmult > 1 then\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n    \n    if context.ending_shop and not context.blueprint then\n      local fire_count = #find_pokemon_type(\"Fire\", nil, \"shedinja\")\n      local earth_count = #find_pokemon_type(\"Earth\", nil, \"shedinja\")\n      local dark_count = #find_pokemon_type(\"Dark\", nil, \"shedinja\")\n      local psychic_count = #find_pokemon_type(\"Psychic\", nil, \"shedinja\")\n      if fire_count > 0 or earth_count > 0 or dark_count > 0 or psychic_count > 0 then\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            remove(self, card, context, true)\n            return true\n          end\n        }))\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_screech_ex\")})\n      end\n    end\n  end,\n  attributes = {\"prevents_death\", \"xmult\", \"scaling\", \"types\"},\n}\n-- Whismur 293\n-- Loudred 294\n-- Exploud 295\n-- Makuhita 296\nlocal makuhita={\n  name = \"makuhita\",\n  pos = {x = 0, y = 0},\n  config = {extra = {hands = 1, rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.hands, center.ability.extra.rounds, }}\n  end,\n  rarity = 1,\n  cost = 4,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Fighting\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      ease_hands_played(card.ability.extra.hands)\n      card:juice_up()\n    end\n    return level_evo(self, card, context, \"j_poke_hariyama\")\n  end,\n  attributes = {\"hands\", \"round_evo\"},\n}\n-- Hariyama 297\nlocal hariyama={\n  name = \"hariyama\",\n  pos = {x = 0, y = 0},\n  config = {extra = {hands = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.hands}}\n  end,\n  rarity = 2,\n  cost = 7,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Fighting\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local hands = card.ability.extra.hands * #find_pokemon_type(\"Fighting\")\n      ease_hands_played(hands)\n      card:juice_up()\n    end\n  end,\n  attributes = {\"hands\", \"types\", \"joker\"},\n}\n\n-- Azurill 298\nlocal azurill ={\n  name = \"azurill\",\n  pos = {x = 6, y = 4},\n  config = {extra = {Xmult_minus = 0.75,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_heirophant\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 4,\n  stage = \"Baby\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}},\n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.add_card{set = 'Tarot', key = 'c_heirophant', edition = 'e_negative'}\n          return true\n        end\n      }))\n    end\n    return level_evo(self, card, context, \"j_poke_marill\")\n  end,\n  attributes = {\"baby\", \"tarot\", \"generation\", \"round_evo\"},\n}\n-- Nosepass 299\nlocal nosepass={\n  name = \"nosepass\",\n  pos = {x = 7, y = 4},\n  config = {extra = {Xmult_multi = 2.5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = 2,\n  cost = 6,\n  item_req = \"thunderstone\",\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play then\n      if context.other_card == card.ability.extra.first then\n        return {\n            x_mult = card.ability.extra.Xmult_multi,\n            colour = G.C.XMULT,\n            card = card\n        }\n      end\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        if not card.ability.extra.first then\n          for i = 1, #context.scoring_hand do\n            if context.scoring_hand[i]:is_face() then\n              context.scoring_hand[i]:set_ability(G.P_CENTERS.m_stone, nil, true)\n              card.ability.extra.first = context.scoring_hand[i];\n              break\n            end\n          end\n        end\n      end\n      if context.after then\n        card.ability.extra.first = nil\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_probopass\")\n  end,\n  attributes = {\"face\", \"modify_card\", \"enhancements\", \"xmult\", \"item_evo\"},\n}\n-- Skitty 300\nlocal skitty={\n  name = \"skitty\",\n  pos = {x = 0, y = 0},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n\n    local cattype = G.GAME.current_round.cattype or \"Grass\"\n\n    local highlight_colour = cattype ~= \"Lightning\" and G.C.WHITE or G.C.BLACK\n    local type_colour = G.ARGS.LOC_COLOURS[string.lower(cattype)]\n    local main_end\n\n    if card.area and card.area == G.jokers then\n      local found_pos = get_index(G.jokers.cards, card) + 1\n      local other_joker = G.jokers.cards[found_pos]\n      main_end = poke_blueprint_compat_ui(is_type(other_joker, cattype) and other_joker)\n    end\n\n    return {vars = {cattype, colours = {type_colour, highlight_colour}}, main_end = main_end}\n  end,\n  rarity = 3,\n  cost = 7,\n  gen = 3,\n  item_req = \"moonstone\",\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    local evo = item_evo(self, card, context, \"j_poke_delcatty\")\n    if evo then return evo end\n\n    local found_pos = get_index(G.jokers.cards, card) + 1\n    local other_joker = G.jokers.cards[found_pos]\n    if is_type(other_joker, G.GAME.current_round.cattype or \"Grass\") then\n      local ret = SMODS.blueprint_effect(card, other_joker, context)\n      if ret then ret.colour = G.C.BLUE end\n      return ret\n    end\n  end,\n  attributes = {\"copying\", \"types\", \"item_evo\"},\n}\nreturn {name = \"Pokemon Jokers 271-300\", \n        list = {taillow, swellow, wingull, pelipper, ralts, kirlia, gardevoir, shroomish, breloom, slakoth, vigoroth, slaking, nincada, ninjask, shedinja, \n                makuhita, hariyama, azurill, nosepass, skitty},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_11.lua",
    "content": "-- Delcatty 301\nlocal delcatty={\n  name = \"delcatty\",\n  pos = {x = 0, y = 0},\n  config = {extra = {energy_buff = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n\n    local cattype = G.GAME.current_round.cattype or \"Grass\"\n\n    local highlight_colour = cattype ~= \"Lightning\" and G.C.WHITE or G.C.BLACK\n    local type_colour = G.ARGS.LOC_COLOURS[string.lower(cattype)]\n    local main_end\n\n    if card.area and card.area == G.jokers then\n      local found_pos = get_index(G.jokers.cards, card) + 1\n      local other_joker = G.jokers.cards[found_pos]\n      main_end = poke_blueprint_compat_ui(is_type(other_joker, cattype) and other_joker)\n    end\n\n    return {vars = {cattype, card.ability.extra.energy_buff, colours = {type_colour, highlight_colour}}, main_end = main_end}\n  end,\n  rarity = \"poke_safari\",\n  cost = 9,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    local found_pos = get_index(G.jokers.cards, card) + 1\n    local other_joker = G.jokers.cards[found_pos]\n    if other_joker and other_joker.config.center.blueprint_compat and not context.no_blueprint\n        and is_type(other_joker, G.GAME.current_round.cattype or \"Grass\") then\n      local fake_card = {config = other_joker.config}\n      fake_card.ability = setmetatable({}, {__index = other_joker.ability})\n      fake_card.ability.extra = other_joker.ability.extra\n      if type(other_joker.ability.extra) == 'table' then\n        fake_card.ability.extra = setmetatable({}, {__index = other_joker.ability.extra})\n      end\n      energize(fake_card, nil, nil, true, card.ability.extra.energy_buff)\n\n      other_joker.gone = true --prevent evolution\n      local true_ability = other_joker.ability\n      other_joker.ability = fake_card.ability\n      local ret = SMODS.blueprint_effect(card, other_joker, context)\n      other_joker.ability = true_ability\n      other_joker.gone = nil\n\n      if ret then ret.colour = G.C.BLUE end\n      return ret\n    end\n  end,\n  attributes = {\"copying\", \"types\", \"energy_count\"},\n}\n-- Sableye 302\n-- Mawile 303\n-- Aron 304\nlocal aron = {\n  name = \"aron\",\n  pos = { x = 2, y = 5 },\n  config = { extra = { Xmult = 1, Xmult_mod = .25, eaten = 0 }, evo_rqmt = 2 },\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  ptype = \"Metal\",\n  blueprint_compat = true,\n  perishable_compat = false,\n  enhancement_gate = 'm_steel',\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n    end\n    return { vars = { center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.eaten } }\n  end,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      for k, v in ipairs(context.scoring_hand) do\n        if SMODS.has_enhancement(v, 'm_steel') and not v.debuff then\n          card.ability.extra.eaten = card.ability.extra.eaten + 1\n          SMODS.scale_card(card, {\n            ref_value = 'Xmult',\n            scalar_value = 'Xmult_mod',\n            no_message = true,\n          })\n          v.aron_target = true\n          G.E_MANAGER:add_event(Event({\n            func = function()\n              v:juice_up()\n              return true\n            end\n          }))\n        end\n      end\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.destroying_card and context.destroying_card.aron_target and not context.blueprint\n        and SMODS.has_enhancement(context.destroying_card, 'm_steel') then\n      return true\n    end\n    return scaling_evo(self, card, context, \"j_poke_lairon\", card.ability.extra.Xmult, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"enhancements\", \"destroy_card\", \"scaling\", \"scaling_evo\"},\n}\n-- Lairon 305\nlocal lairon = {\n  name = \"lairon\",\n  pos = { x = 3, y = 5 },\n  config = { extra = { Xmult = 1, Xmult_mod = .4, eaten = 0 }, evo_rqmt = 4 },\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  ptype = \"Metal\",\n  blueprint_compat = true,\n  perishable_compat = false,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n      info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n    end\n    return { vars = { center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.eaten } }\n  end,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      for k, v in ipairs(context.scoring_hand) do\n        if (SMODS.has_enhancement(v, 'm_steel') or SMODS.has_enhancement(v, 'm_stone')) and not v.debuff then\n          card.ability.extra.eaten = card.ability.extra.eaten + 1\n          SMODS.scale_card(card, {\n            ref_value = 'Xmult',\n            scalar_value = 'Xmult_mod',\n            no_message = true,\n          })\n          v.lairon_target = true\n          G.E_MANAGER:add_event(Event({\n            func = function()\n              v:juice_up()\n              return true\n            end\n          }))\n        end\n      end\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.destroying_card and context.destroying_card.lairon_target and not context.blueprint\n        and (SMODS.has_enhancement(context.destroying_card, 'm_steel')\n          or SMODS.has_enhancement(context.destroying_card, 'm_stone')) then\n      return true\n    end\n    return scaling_evo(self, card, context, \"j_poke_aggron\", card.ability.extra.Xmult, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"enhancements\", \"destroy_card\", \"scaling\", \"scaling_evo\"},\n}\n-- Aggron 306\nlocal aggron = {\n  name = \"aggron\",\n  pos = { x = 4, y = 5 },\n  config = { extra = { Xmult = 1, Xmult_mod = .4, eaten = 0 } },\n  rarity = \"poke_safari\",\n  cost = 12,\n  stage = \"Two\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  ptype = \"Metal\",\n  blueprint_compat = true,\n  perishable_compat = false,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n      info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n      info_queue[#info_queue+1] = G.P_CENTERS.m_gold\n    end\n    return { vars = { center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.eaten } }\n  end,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.before and not context.blueprint then\n      for k, v in ipairs(context.scoring_hand) do\n        if (SMODS.has_enhancement(v, 'm_steel') or SMODS.has_enhancement(v, 'm_stone') or SMODS.has_enhancement(v, 'm_gold')) and not v.debuff then\n          card.ability.extra.eaten = card.ability.extra.eaten + 1\n          SMODS.scale_card(card, {\n            ref_value = 'Xmult',\n            scalar_value = 'Xmult_mod',\n            no_message = true,\n          })\n          v.aggron_target = true\n          G.E_MANAGER:add_event(Event({\n            func = function()\n              v:juice_up()\n              return true\n            end\n          }))\n        end\n      end\n    end\n      if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.destroying_card and context.destroying_card.aggron_target and not context.blueprint\n        and (SMODS.has_enhancement(context.destroying_card, 'm_steel')\n          or SMODS.has_enhancement(context.destroying_card, 'm_stone')\n          or SMODS.has_enhancement(context.destroying_card, 'm_gold')) then\n      return true\n    end\n  end,\n  attributes = {\"xmult\", \"enhancements\", \"destroy_card\", \"scaling\"},\n}\n-- Meditite 307\nlocal meditite={\n  name = \"meditite\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult_mod = 7,rounds = 5, d_remaining = 0,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local total = 0\n    if G.consumeables and G.GAME and G.GAME.current_round and G.GAME.current_round.discards_left == center.ability.extra.d_remaining then\n      total = math.max(0, G.consumeables.config.card_limit - #G.consumeables.cards) * center.ability.extra.mult_mod\n    end\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.rounds, center.ability.extra.d_remaining, total}}\n  end,\n  rarity = 1,\n  cost = 5,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Fighting\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main and G.GAME.current_round.discards_left == card.ability.extra.d_remaining then\n      local total = math.max(0, G.consumeables.config.card_limit - #G.consumeables.cards) * card.ability.extra.mult_mod\n      return {\n        mult = total\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_medicham\")\n  end,\n  attributes = {\"mult\", \"discard\", \"round_evo\"},\n}\n-- Medicham 308\nlocal medicham={\n  name = \"medicham\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult_mod = 12, d_remaining = 0,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = { set = 'Joker', key = 'j_sixth_sense', config={}}\n    local total = 0\n    if G.consumeables and G.GAME and G.GAME.current_round and G.GAME.current_round.discards_left == center.ability.extra.d_remaining then\n      total = math.max(0, G.consumeables.config.card_limit - #G.consumeables.cards) * center.ability.extra.mult_mod\n    end\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.rounds, center.ability.extra.d_remaining, total}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Fighting\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main and G.GAME.current_round.discards_left == card.ability.extra.d_remaining then\n      local total = math.max(0, G.consumeables.config.card_limit - #G.consumeables.cards) * card.ability.extra.mult_mod\n      return {\n        mult = total\n      }\n    end\n    if context.destroy_card and not context.blueprint then\n      if #context.full_hand == 1 and context.destroy_card == context.full_hand[1] and context.full_hand[1]:get_id() == 6 and G.GAME.current_round.hands_played == 0 then\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n                G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n                G.E_MANAGER:add_event(Event({\n                    func = (function()\n                        SMODS.add_card { set = 'Spectral'}\n                        G.GAME.consumeable_buffer = 0\n                        return true\n                    end)\n                }))\n                return {\n                    message = localize('k_plus_spectral'),\n                    colour = G.C.SECONDARY_SET.Spectral,\n                    remove = true\n                }\n            end\n            return {\n                remove = true\n            }\n        end\n      end\n  end,\n  attributes = {\"mult\", \"discard\", \"applies\"},\n}\n-- Electrike 309\n-- Manectric 310\n-- Plusle 311\n-- Minun 312\n-- Volbeat 313\nlocal volbeat={\n  name = \"volbeat\",\n  pos = {x = 0, y = 0},\n  config = {extra = {chips = 0, chip_mod = 6, Xmult_mod = 0.1, Xmult = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod, center.ability.extra.Xmult, center.ability.extra.Xmult_mod}}\n  end,\n  rarity = 2,\n  cost = 5,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult,\n        chips = card.ability.extra.chips\n      }\n    end\n    if context.using_consumeable and not context.blueprint and context.consumeable.ability.set == 'Planet' then\n      SMODS.scale_card(card, {\n        ref_value = 'chips',\n        scalar_value = 'chip_mod',\n        message_key = 'a_chips',\n        message_colour = G.C.CHIPS\n      })\n      if #find_pokemon_type(\"Grass\", card) > 0 then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          message_key = 'a_xmult',\n          message_colour = G.C.XMULT,\n        })\n      end\n    end\n  end,\n  attributes = {\"chips\", \"planet\", \"types\", \"joker\", \"xmult\"},\n}\n-- Illumise 314\nlocal illumise={\n  name = \"illumise\",\n  pos = {x = 0, y = 0},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {}}\n  end,\n  rarity = 1,\n  cost = 4,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local grass_count = #find_pokemon_type(\"Grass\")\n      for i = 1, grass_count do\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n          G.E_MANAGER:add_event(Event({\n            func = (function()\n                local planet = SMODS.add_card{set = 'Planet'}\n                SMODS.calculate_effect({ message = localize('k_plus_planet'), colour = G.C.SECONDARY_SET.Planet}, planet)\n                G.GAME.consumeable_buffer = 0\n                return true\n            end)}))\n        end\n      end\n    end\n  end,\n  attributes = {\"planet\", \"types\", \"joker\"},\n}\n-- Roselia 315\nlocal roselia={\n  name = \"roselia\",\n  pos = {x = 0, y = 0},\n  config = {extra = {retriggers = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_seed\n    return {vars = {center.ability.extra.retriggers, }}\n  end,\n  rarity = 2,\n  cost = 7,\n  gen = 3,\n  item_req = \"shinystone\",\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and not context.end_of_round and context.cardarea == G.play and G.GAME.current_round.hands_played == 0 and context.other_card == context.scoring_hand[1]\n      and poke_is_odd(context.other_card) then\n      return {\n        repetitions = card.ability.extra.retriggers\n      }\n    end\n    if context.before and context.cardarea == G.jokers and not context.blueprint then\n      if G.GAME.current_round.hands_played == 0 and not poke_is_odd(context.scoring_hand[1]) then\n        local _card = context.scoring_hand[1]\n        _card:set_ability(G.P_CENTERS.m_poke_seed, nil, true)\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                _card:juice_up()\n                return true\n            end\n        })) \n      end\n    end\n    return item_evo(self, card, context, \"j_poke_roserade\")\n  end,\n  attributes = {\"rank\", \"ace\", \"three\", \"five\", \"seven\", \"nine\", \"retrigger\", \"enhancements\", \"item_evo\"},\n}\n-- Gulpin 316\n-- Swalot 317\n-- Carvanha 318\nlocal carvanha={\n  name = \"carvanha\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 2, eaten = 0,}, evo_rqmt = 3},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult,  math.max(0, self.config.evo_rqmt - center.ability.extra.eaten)}}\n  end,\n  rarity = 2,\n  cost = 6,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  knockoff_starter = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.ending_shop then\n      card.ability.extra.selected = false\n      local eval = function() return not card.ability.extra.selected end\n      juice_card_until(card, eval, true)\n    end\n    if context.setting_blind and not card.getting_sliced and not context.blueprint then\n      card.ability.extra.selected = true\n      local my_pos = nil\n      for i = 1, #G.jokers.cards do\n        if G.jokers.cards[i] == card then my_pos = i; break end\n      end\n      if my_pos and G.jokers.cards[my_pos+1] and not card.getting_sliced and not G.jokers.cards[my_pos+1].ability.eternal and not G.jokers.cards[my_pos+1].getting_sliced then\n        local sliced_card = G.jokers.cards[my_pos + 1]\n        sliced_card.getting_sliced = true\n        \n        card.ability.extra.eaten = card.ability.extra.eaten + 1\n        \n        G.GAME.joker_buffer = G.GAME.joker_buffer - 1\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            G.GAME.joker_buffer = 0\n            card:juice_up(0.8, 0.8)\n            sliced_card:start_dissolve({ HEX(\"57ecab\") }, nil, 1.6)\n            play_sound('slice1', 0.96 + math.random() * 0.08)\n            return true\n          end\n        }))\n      end\n    end\n    if context.joker_main and G.GAME.hands[context.scoring_name] and G.GAME.hands[context.scoring_name].played_this_round > 1 then\n      return \n      {\n        xmult = card.ability.extra.Xmult\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_sharpedo\", card.ability.extra.eaten, self.config.evo_rqmt)\n  end,\n  attributes = {\"destroy_card\", \"xmult\", \"hand_type\", \"condition_evo\"},\n}\n-- Sharpedo 319\nlocal sharpedo={\n  name = \"sharpedo\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.ending_shop then\n      card.ability.extra.selected = false\n      local eval = function() return not card.ability.extra.selected end\n      juice_card_until(card, eval, true)\n    end\n    if context.setting_blind and not card.getting_sliced and not context.blueprint then\n      card.ability.extra.selected = true\n      local my_pos = nil\n      for i = 1, #G.jokers.cards do\n        if G.jokers.cards[i] == card then my_pos = i; break end\n      end\n      if my_pos and G.jokers.cards[my_pos+1] and not card.getting_sliced and not G.jokers.cards[my_pos+1].ability.eternal and not G.jokers.cards[my_pos+1].getting_sliced then\n        local sliced_card = G.jokers.cards[my_pos + 1]\n        sliced_card.getting_sliced = true\n        \n        G.GAME.joker_buffer = G.GAME.joker_buffer - 1\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            G.GAME.joker_buffer = 0\n            card:juice_up(0.8, 0.8)\n            sliced_card:start_dissolve({ HEX(\"57ecab\") }, nil, 1.6)\n            play_sound('slice1', 0.96 + math.random() * 0.08)\n            return true\n          end\n        }))\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          local spectral = SMODS.add_card{set = 'Spectral'}\n          SMODS.calculate_effect({ message = localize('k_plus_spectral') }, spectral)\n        end\n      end\n    end\n    if context.joker_main and G.GAME.hands[context.scoring_name] and G.GAME.hands[context.scoring_name].played_this_round > 1 then\n      return \n      {\n        xmult = card.ability.extra.Xmult\n      }\n    end\n  end,\n  attributes = {\"destroy_card\", \"xmult\", \"hand_type\", \"generation\", \"spectral\"},\n}\n-- Wailmer 320\n-- Wailord 321\n-- Numel 322\nlocal numel={\n  name = \"numel\",\n  pos = {x = 0, y = 7},\n  config = {extra = {Xmult = 3, rounds = 4, cards_scored = 0, score_goal = 20}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.rounds, center.ability.extra.score_goal, math.max(0, center.ability.extra.score_goal - center.ability.extra.cards_scored)}}\n  end,\n  designer = \"xtremepolymath\",\n  rarity = 2,\n  cost = 6,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex3\",\n  knockoff_starter = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and card.ability.extra.active then\n        card.ability.extra.cards_scored = 0\n      end\n      if context.joker_main and card.ability.extra.active then\n        card.ability.extra.active = false\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n      if context.after and card.ability.extra.cards_scored >= card.ability.extra.score_goal then\n        card.ability.extra.active = true\n        local eval = function(card) return card.ability.extra.active and not G.RESET_JIGGLES end\n        juice_card_until(card, eval, true)\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.blueprint then\n      card.ability.extra.cards_scored = card.ability.extra.cards_scored + 1\n    end\n    return level_evo(self, card, context, \"j_poke_camerupt\")\n  end,\n  attributes = {\"xmult\", \"round_evo\"},\n}\n-- Camerupt 323\nlocal camerupt={\n  name = \"camerupt\",\n  pos = {x = 1, y = 7},\n  config = {extra = {Xmult = 4, cards_scored = 0, score_goal = 20}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_mult\n    end\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.score_goal, math.max(0, center.ability.extra.score_goal - center.ability.extra.cards_scored)}}\n  end,\n  designer = \"xtremepolymath\",\n  rarity = \"poke_safari\",\n  cost = 9,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and card.ability.extra.active then\n        card.ability.extra.cards_scored = 0\n      end\n      if context.joker_main and card.ability.extra.active then\n        card.ability.extra.active = false\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n      if context.after and card.ability.extra.cards_scored >= card.ability.extra.score_goal then\n        card.ability.extra.active = true\n        local eval = function(card) return card.ability.extra.active and not G.RESET_JIGGLES end\n        juice_card_until(card, eval, true)\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.blueprint then\n      card.ability.extra.cards_scored = card.ability.extra.cards_scored + 1\n      if SMODS.has_enhancement(context.other_card, 'm_mult') then\n        card.ability.extra.cards_scored = card.ability.extra.cards_scored + 1\n      end\n    end\n  end,\n  megas = { \"mega_camerupt\" },\n  attributes = {\"xmult\", \"enhancements\"},\n}\n-- Mega Camerupt 323-1\nlocal mega_camerupt={\n  name = \"mega_camerupt\",\n  pos = {x = 6, y = 4},\n  soul_pos = {x = 7, y = 4},\n  config = {extra = {Xmult = 1, Xmult2 = 1, Xmult_mod = 0.5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_mult\n    end\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod}}\n  end,\n  designer = \"xtremepolymath\",\n  rarity = \"poke_mega\",\n  cost = 12,\n  gen = 3,\n  stage = \"Mega\",\n  ptype = \"Fire\",\n  atlas = \"Megas\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.individual and context.cardarea == G.play and not context.blueprint and SMODS.has_enhancement(context.other_card, 'm_mult') then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n        message_colour = G.C.XMULT\n      })\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      card.ability.extra.Xmult = card.ability.extra.Xmult2\n\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"enhancements\", \"scaling\", \"reset\"},\n}\n-- Torkoal 324\nlocal torkoal={\n  name = \"torkoal\",\n  pos = {x = 0, y = 0},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_mult\n    end\n    return {vars = {}}\n  end,\n  rarity = 3,\n  cost = 7,\n  gen = 3,\n  enhancement_gate = \"m_mult\",\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and not context.end_of_round and context.cardarea == G.play and SMODS.has_enhancement(context.other_card, 'm_mult') then\n      if G.GAME.current_round.discards_left > 0 then\n        return {\n          repetitions = G.GAME.current_round.discards_left\n        }\n      end\n    end\n  end,\n}\n-- Spoink 325\n-- Grumpig 326\n-- Spinda 327\nlocal spinda={\n  name = \"spinda\",\n  pos = {x = 0, y = 0},\n  config = {extra = {enhancements = {\"m_bonus\", \"m_mult\", \"m_wild\"}, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local card_vars = {}\n    for i = 1, #center.ability.extra.enhancements do\n      local enhance_name = localize('poke_'..center.ability.extra.enhancements[i])\n      card_vars[#card_vars + 1] = enhance_name\n    end\n    add_target_cards_to_vars(card_vars, center.ability.extra.targets)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Wheel of Fortune\"}}\n    return {vars = card_vars}\n  end,\n  rarity = 2,\n  cost = 7,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      local natures = 0\n      for _, scored_card in ipairs(context.scoring_hand) do\n        for i=1, #card.ability.extra.targets do\n          if scored_card:get_id() == card.ability.extra.targets[i].id then\n              natures = natures + 1\n              local enhancement = pseudorandom_element(card.ability.extra.enhancements, pseudoseed('spinda'))\n              scored_card:set_ability(enhancement, nil, true)\n              G.E_MANAGER:add_event(Event({\n                  func = function()\n                      scored_card:juice_up()\n                      return true\n                  end\n              }))\n          end\n        end\n      end\n      if natures > 0 then\n        return {\n            message = localize('poke_teeter_dance_ex'),\n            colour = G.ARGS.LOC_COLOURS[\"colorless\"]\n        }\n      end\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.enhancements = get_poke_target_card_enhancements(\"spinda\", 3, {\"m_bonus\", \"m_mult\", \"m_wild\", \"m_glass\", \"m_steel\", \"m_gold\", \"m_lucky\", \"m_poke_seed\"})\n    card.ability.extra.targets = get_poke_target_card_ranks(\"spinda\", 3, card.ability.extra.targets)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      SMODS.add_card{set = 'Tarot', key = 'c_wheel_of_fortune'}\n    end\n  end,\n  attributes = {\"holding\", \"modify_card\", \"nature\", \"rank\", \"enhancements\"},\n}\n-- Trapinch 328\n-- Vibrava 329\n-- Flygon 330\nreturn {\n  name = \"Pokemon Jokers 301-330\",\n  list = {delcatty, aron, lairon, aggron, meditite, medicham, volbeat, illumise, roselia, carvanha, sharpedo, numel, camerupt, mega_camerupt, torkoal, spinda},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_12.lua",
    "content": "-- Cacnea 331\nlocal cacnea = {\n  name = \"cacnea\", \n  pos = {x = 0, y = 0},\n  config = {extra = {hazard_level = 1, money_mod = 3, rounds = 5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n\n    return {vars = {abbr.hazard_level, abbr.money_mod, abbr.rounds}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  hazard_poke = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.remove_playing_cards then\n      for _, removed_card in ipairs(context.removed) do\n        local earned = ease_poke_dollars(card, \"cacnea\", card.ability.extra.money_mod)\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = '$'..earned, colour = G.C.MONEY})\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_cacturne\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"economy\", \"round_evo\"},\n}\n-- Cacturne 332\nlocal cacturne = {\n  name = \"cacturne\", \n  pos = {x = 0, y = 0},\n  config = {extra = {hazard_level = 1, money_mod = 5}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n\n    return {vars = {abbr.hazard_level, abbr.money_mod}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  hazard_poke = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.remove_playing_cards then\n      for _, removed_card in ipairs(context.removed) do\n        local earned = ease_poke_dollars(card, \"cacnea\", card.ability.extra.money_mod)\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = '$'..earned, colour = G.C.MONEY})\n      end\n    end\n    if context.destroying_card then\n      return not context.blueprint and SMODS.has_enhancement(context.destroying_card, 'm_poke_hazard') and G.GAME.current_round.hands_played == 0\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"economy\", \"destroy_card\", \"hands\"},\n}\n-- Swablu 333\nlocal swablu={\n  name = \"swablu\",\n  pos = {x = 0, y = 0},\n  config = {extra = {chips = 0,chip_mod = 2,}, evo_rqmt = 36},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod, self.config.evo_rqmt}}\n  end,\n  rarity = 1,\n  cost = 4,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex3\",\n  knockoff_pseudol = true,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.hand_drawn and SMODS.drawn_cards and not context.blueprint then\n      for i = 1, #SMODS.drawn_cards do\n        if SMODS.drawn_cards[i]:get_id() == 9 then\n          SMODS.scale_card(card, {\n            ref_value = 'chips',\n            scalar_value = 'chip_mod',\n            message_colour = G.C.CHIPS\n          })\n        end\n      end\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_altaria\", card.ability.extra.chips, self.config.evo_rqmt)\n  end,\n  attributes = {\"rank\", \"nine\", \"chips\", \"economy\", \"scaling\", \"scaling_evo\"},\n}\n-- Altaria 334\nlocal altaria={\n  name = \"altaria\",\n  pos = {x = 0, y = 0},\n  config = {extra = {chips = 0,chip_mod = 3,money_mod = 1,num = 1, dem = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'altaria')\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod,center.ability.extra.money_mod, num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Dragon\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.hand_drawn and SMODS.drawn_cards and not context.blueprint then\n      for i = 1, #SMODS.drawn_cards do\n        if SMODS.drawn_cards[i]:get_id() == 9 then\n          SMODS.scale_card(card, {\n            ref_value = 'chips',\n            scalar_value = 'chip_mod',\n            operation = function(ref_table, ref_value, initial, change)\n              ref_table[ref_value] = initial + change + (#find_pokemon_type(\"Dragon\", card) > 0 and card.ability.extra.chip_mod_extra or 0)\n            end,\n            message_colour = G.C.CHIPS\n          })\n          if (SMODS.pseudorandom_probability(card, 'altaria', card.ability.extra.num, card.ability.extra.dem, 'altaria')) or (#find_pokemon_type(\"Dragon\", card) > 0) then\n            local earned = ease_poke_dollars(card, \"altaria\", card.ability.extra.money_mod)\n            G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + earned\n            G.E_MANAGER:add_event(Event({\n                func = function()\n                    G.GAME.dollar_buffer = 0\n                    return true\n                end\n            }))\n          end\n        end\n      end\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n  end,\n  attributes = {\"rank\", \"nine\", \"chips\", \"economy\", \"scaling\", \"types\", \"joker\"},\n}\n-- Zangoose 335\n-- Seviper 336\n-- Lunatone 337\n-- Solrock 338\n-- Barboach 339\n-- Whiscash 340\n-- Corphish 341\nlocal corphish={\n  name = \"corphish\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 0, mult_mod = 1, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}}, evo_rqmt = 10},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    \n    local card_vars = {card.ability.extra.mult, card.ability.extra.mult_mod, self.config.evo_rqmt}\n    add_target_cards_to_vars(card_vars, card.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = 1,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      local natures = 0\n      for k, v in pairs(context.full_hand) do\n        if not SMODS.in_scoring(v, context.scoring_hand) then\n          for i=1, #card.ability.extra.targets do\n            if v:get_id() == card.ability.extra.targets[i].id then\n              natures = natures + 1\n            end\n          end\n        end\n      end\n      if natures > 0 then\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          message_colour = G.C.MULT,\n        })\n      end\n    end\n    \n    if context.joker_main then\n        return {\n            mult = card.ability.extra.mult\n        }\n    end\n    return scaling_evo(self, card, context, \"j_poke_crawdaunt\", card.ability.extra.mult, self.config.evo_rqmt)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"corphish\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"passive\", \"nature\", \"rank\", \"mult\"},\n}\n-- Crawdaunt 342\nlocal crawdaunt={\n  name = \"crawdaunt\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 0, mult_mod = 1, targets = {{value = \"Ace\", id = \"14\"}, {value = \"King\", id = \"13\"}, {value = \"Queen\", id = \"12\"}}}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'nature', vars = {\"rank\"}}\n    end\n    \n    local card_vars = {card.ability.extra.mult, card.ability.extra.mult_mod}\n    add_target_cards_to_vars(card_vars, card.ability.extra.targets)\n    return {vars = card_vars}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n      if context.before and not context.blueprint then\n        local natures = 0\n        for k, v in pairs(context.full_hand) do\n          if not SMODS.in_scoring(v, context.scoring_hand) then\n            for i=1, #card.ability.extra.targets do\n              if v:get_id() == card.ability.extra.targets[i].id then\n                natures = natures + 1\n              end\n            end\n          end\n        end\n        if natures > 0 then\n          SMODS.scale_card(card, {\n            ref_value = 'mult',\n            scalar_value = 'mult_mod',\n            operation = function(ref_table, ref_value, initial, modifier)\n              ref_table[ref_value] = initial + (natures * modifier)\n            end,\n            message_colour = G.C.MULT\n          })\n        end\n    end\n    if context.joker_main then\n        return {\n            mult = card.ability.extra.mult\n        }\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      self:set_nature(card)\n    end\n  end,\n  set_nature = function(self,card)\n    card.ability.extra.targets = get_poke_target_card_ranks(\"corphish\", 3, card.ability.extra.targets)\n  end,\n  attributes = {\"passive\", \"nature\", \"rank\", \"mult\"},\n}\n-- Baltoy 343\n-- Claydol 344\n-- Lileep 345\nlocal lileep={\n  name = \"lileep\",\n  pos = {x = 0, y = 0},\n  config = {extra = {rank = \"8\", chip_mod = 10, money_mod = 1, h_size = 1, money_minus = 2, third_times = 0}, evo_rqmt = 5},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'ancient', vars = {localize(center.ability.extra.rank, 'ranks')}}\n    local third_left = math.max(0, self.config.evo_rqmt - center.ability.extra.third_times)\n    return {vars = {localize(center.ability.extra.rank, 'ranks'), center.ability.extra.chip_mod, center.ability.extra.money_mod, center.ability.extra.h_size, \n                    center.ability.extra.money_minus, third_left}}\n  end,\n  rarity = 2,\n  cost = 5,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        get_ancient_amount(context.scoring_hand, 8, card)\n      end\n      if context.joker_main and card.ability.extra.ancient_count > 0 then\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize{type='variable',key='a_handsize',vars={card.ability.extra.h_size}}})\n        G.hand:change_size(card.ability.extra.h_size)\n        G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + card.ability.extra.h_size\n        \n        if card.ability.extra.ancient_count > 1 then\n          card.ability.extra_value = (card.ability.extra_value or 0) + card.ability.extra.money_mod\n          card:set_cost()\n          card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_val_up')})\n          for k, v in ipairs(G.consumeables.cards) do\n            v.ability.extra_value = (v.ability.extra_value or 0) + card.ability.extra.money_mod\n            v:set_cost()\n            card_eval_status_text(v, 'extra', nil, nil, nil, {message = localize('k_val_up')})\n          end\n        end\n        \n        if card.ability.extra.ancient_count > 2 then\n          if not context.blueprint then\n            card.ability.extra.third_times = card.ability.extra.third_times + 1\n          end\n        end\n      end\n      if context.after then\n        card.ability.extra.ancient_count = 0\n      end\n    end\n    if context.individual and context.cardarea == G.hand and card.ability.extra.ancient_count > 2 then\n      if not context.end_of_round and not context.before and not context.after then\n        if context.other_card.debuff then\n          return {\n            message = localize(\"k_debuffed\"),\n            colour = G.C.RED,\n            card = card,\n          }\n        else\n          return {\n            h_chips = card.ability.extra.chip_mod,\n            card = card,\n          }\n        end\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_cradily\", card.ability.extra.third_times, self.config.evo_rqmt)\n  end,\n  generate_ui = fossil_generate_ui,\n  attributes = {\"rank\", \"eight\", \"hand_size\", \"sell_value\", \"chips\", \"trigger_evo\"},\n}\n-- Cradily 346\nlocal cradily={\n  name = \"cradily\",\n  pos = {x = 0, y = 0},\n  config = {extra = {rank = \"8\", chip_mod = 20, money_mod = 2, h_size = 1, money_minus = 4, money_minus2 = 26}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'ancient', vars = {localize(center.ability.extra.rank, 'ranks')}}\n    return {vars = {localize(center.ability.extra.rank, 'ranks'), center.ability.extra.chip_mod, center.ability.extra.money_mod, center.ability.extra.h_size, \n                    center.ability.extra.money_minus, center.ability.extra.money_minus2}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        get_ancient_amount(context.scoring_hand, 8, card)\n      end\n      if context.joker_main and card.ability.extra.ancient_count > 0 then\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize{type='variable',key='a_handsize',vars={card.ability.extra.h_size}}})\n        G.hand:change_size(card.ability.extra.h_size)\n        G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + card.ability.extra.h_size\n        \n        if card.ability.extra.ancient_count > 1 then\n          card.ability.extra_value = (card.ability.extra_value or 0) + card.ability.extra.money_mod\n          card:set_cost()\n          card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_val_up')})\n          for k, v in ipairs(G.consumeables.cards) do\n            v.ability.extra_value = (v.ability.extra_value or 0) + card.ability.extra.money_mod\n            v:set_cost()\n            card_eval_status_text(v, 'extra', nil, nil, nil, {message = localize('k_val_up')})\n          end\n        end\n        \n        if card.ability.extra.ancient_count > 3 then\n          local highest = 0\n          for k, v in ipairs(G.consumeables.cards) do\n            if v.sell_cost > highest then highest = v.sell_cost end\n          end\n          \n          if highest > 0 then\n            card:juice_up()\n            ease_poke_dollars(card, \"cradily\", highest)\n          end\n        end\n      end\n      if context.after then\n        card.ability.extra.ancient_count = 0\n      end\n    end\n    if context.individual and context.cardarea == G.hand and card.ability.extra.ancient_count > 2 then\n      if not context.end_of_round and not context.before and not context.after then\n        if context.other_card.debuff then\n          return {\n            message = localize(\"k_debuffed\"),\n            colour = G.C.RED,\n            card = card,\n          }\n        else\n          return {\n            h_chips = card.ability.extra.chip_mod,\n            card = card,\n          }\n        end\n      end\n    end\n  end,\n  generate_ui = fossil_generate_ui,\n  attributes = {\"ancient\", \"rank\", \"eight\", \"hand_size\", \"sell_value\", \"chips\", \"economy\"},\n}\n-- Anorith 347\nlocal anorith={\n  name = \"anorith\",\n  pos = {x = 0, y = 0},\n  config = {extra = {rank = \"7\", mult = 7, num = 1, dem = 4, third_times = 0}, evo_rqmt = 5},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'ancient', vars = {localize(center.ability.extra.rank, 'ranks')}}\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'anorith')\n    local third_left = math.max(0, self.config.evo_rqmt - center.ability.extra.third_times)\n    return {vars = {localize(center.ability.extra.rank, 'ranks'), center.ability.extra.mult, num, dem, third_left}}\n  end,\n  rarity = 2,\n  cost = 5,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before then\n      get_ancient_amount(context.scoring_hand, 7, card)\n    end\n    if context.joker_main and card.ability.extra.ancient_count > 0 then\n      if card.ability.extra.ancient_count > 2 and #G.deck.cards > 0 then\n        local targets = {}\n        for k, v in ipairs(G.deck.cards) do\n          if v:get_id() > 7 then\n            targets[#targets+1] = v\n          end\n        end\n\n        if #targets > 0 then\n          local target = pseudorandom_element(targets, pseudoseed('anorith'))\n          poke_remove_card(target, card)\n        end\n\n        if not context.blueprint then\n          card.ability.extra.third_times = card.ability.extra.third_times + 1\n        end\n      end\n\n      if card.ability.extra.ancient_count > 1 then\n        if SMODS.pseudorandom_probability(card, 'anorith', card.ability.extra.num, card.ability.extra.dem, 'anorith') then\n          poke_add_playing_card({set = 'Base', rank = card.ability.extra.rank, area = G.deck})\n        end\n      end\n\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    if context.after then\n      card.ability.extra.ancient_count = 0\n    end\n    return scaling_evo(self, card, context, \"j_poke_armaldo\", card.ability.extra.third_times, self.config.evo_rqmt)\n  end,\n  generate_ui = fossil_generate_ui,\n  attributes = {\"ancient\", \"rank\", \"seven\", \"mult\", \"chance\", \"generation\", \"destroy_card\", \"trigger_evo\"},\n}\n-- Armaldo 348\nlocal armaldo={\n  name = \"armaldo\",\n  pos = {x = 0, y = 0},\n  config = {extra = {rank = \"7\", mult = 11, num = 1, dem = 4, Xmult_multi = 0.1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'ancient', vars = {localize(center.ability.extra.rank, 'ranks')}}\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'armaldo')\n    local total_xmult = self:get_total_Xmult(center)\n    return {vars = {localize(center.ability.extra.rank, 'ranks'), center.ability.extra.mult, num, dem, center.ability.extra.Xmult_multi, total_xmult}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  get_total_Xmult = function(self, card)\n    if not G.playing_cards then return 1 end\n    local enhanced_sevens = 0\n    for k, v in pairs(G.playing_cards) do\n      if v:get_id() == 7 and v.config.center ~= G.P_CENTERS.c_base then\n        enhanced_sevens = enhanced_sevens + 1\n      end\n    end\n    return 1 + enhanced_sevens * card.ability.extra.Xmult_multi\n  end,\n  calculate = function(self, card, context)\n    if context.before then\n      get_ancient_amount(context.scoring_hand, 7, card)\n    end\n    if context.joker_main and card.ability.extra.ancient_count > 0 then\n      if card.ability.extra.ancient_count > 2 then\n        local targets = {}\n        for k, v in ipairs(G.deck.cards) do\n          if v:get_id() > 7 then\n            targets[#targets+1] = v\n          end\n        end\n\n        if #targets > 0 then\n          local target = pseudorandom_element(targets, pseudoseed('anorith'))\n          poke_remove_card(target, card)\n        end\n      end\n\n      if card.ability.extra.ancient_count > 1 then\n        if SMODS.pseudorandom_probability(card, 'armaldo', card.ability.extra.num, card.ability.extra.dem, 'armaldo') then\n          poke_add_playing_card({set = 'Enhanced', rank = card.ability.extra.rank, area = G.deck})\n        end\n      end\n\n      if card.ability.extra.ancient_count > 3 then\n        return {\n          message = localize(\"poke_x_scissor_ex\"),\n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult,\n          Xmult_mod = self:get_total_Xmult(card),\n        }\n      else\n        return {\n          mult = card.ability.extra.mult\n        }\n      end\n    end\n    if context.after then\n      card.ability.extra.ancient_count = 0\n    end\n  end,\n  generate_ui = fossil_generate_ui,\n  attributes = {\"ancient\", \"rank\", \"seven\", \"mult\", \"chance\", \"generation\", \"destroy_card\", \"enhancements\", \"xmult\"},\n}\n-- Feebas 349\nlocal feebas={\n  name = \"feebas\",\n  pos = {x = 7, y = 9},\n  config = {extra = {mult = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = { set = 'Joker', key = 'j_splash', config={}}\n    end\n    return {vars = {center.ability.extra.mult}}\n  end,\n  rarity = 3, \n  cost = 3, \n  item_req = \"prismscale\",\n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    if context.modify_scoring_hand and not context.blueprint then\n      return {\n          add_to_hand = true\n      }\n    end\n    return item_evo(self, card, context, \"j_poke_milotic\")\n  end,\n  attributes = {\"mult\", \"passive\", \"applies\", \"item_evo\"},\n}\n-- Milotic 350\nlocal milotic={\n  name = \"milotic\",\n  pos = {x = 8, y = 9},\n  config = {extra = {retriggers = 1, active = false}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and poke_same_suit(context.scoring_hand) then\n        card.ability.extra.active = true\n      end\n      if context.after and card.ability.extra.active then\n        card.ability.extra.active = false\n      end\n    end\n    if context.repetition and not context.end_of_round and context.cardarea == G.play and card.ability.extra.active then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n  end,\n  attributes = {\"retrigger\", \"suit\"},\n}\n-- Castform 351\n-- Kecleon 352\n-- Shuppet 353\n-- Banette 354\n-- Duskull 355\nlocal duskull={\n  name = \"duskull\",\n  pos = {x = 0, y = 0},\n  config = {extra = {retriggers = 1,rounds = 5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 6,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.play and G.GAME.current_round.hands_left == 0\n        and (context.other_card == context.scoring_hand[1] or context.other_card == context.scoring_hand[2]\n          or context.other_card == context.scoring_hand[3] or context.other_card == context.scoring_hand[4]) then\n      return {\n        repetitions = card.ability.extra.retriggers,\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_dusclops\")\n  end,\n  attributes = {\"retrigger\", \"hands\", \"round_evo\"},\n}\n-- Dusclops 356\nlocal dusclops={\n  name = \"dusclops\",\n  pos = {x = 0, y = 0},\n  config = {extra = {retriggers = 1,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  item_req = \"linkcable\",\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.play and G.GAME.current_round.hands_left == 0\n        and (context.other_card == context.scoring_hand[1] or context.other_card == context.scoring_hand[2]\n          or context.other_card == context.scoring_hand[3] or context.other_card == context.scoring_hand[4]) then\n      return {\n        repetitions = card.ability.extra.retriggers,\n      }\n    end\n    if context.destroy_card and context.cardarea == 'unscored' and not context.blueprint\n        and G.GAME.current_round.hands_left == 0\n        and (#context.full_hand - #context.scoring_hand) == 1 then\n\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            local spectral = SMODS.add_card({set = 'Spectral'})\n            SMODS.calculate_effect({message = localize('k_plus_spectral'), colour = G.C.SECONDARY_SET.Spectral}, spectral)\n            G.GAME.consumeable_buffer = 0\n            return true\n          end\n        }))\n      end\n\n      return {\n        remove = true\n      }\n    end\n    return item_evo(self, card, context, \"j_poke_dusknoir\")\n  end,\n  attributes = {\"retrigger\", \"hands\", \"destroy_card\", \"spectral\", \"item_evo\"},\n}\n-- Tropius 357\n-- Chimecho 358\nlocal chimecho={\n  name = \"chimecho\",\n  pos = {x = 0, y = 0},\n  config = {extra = {glass_restored = 0, glass_limit = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_glass\n    end\n    return {vars = {center.ability.extra.glass_limit, center.ability.extra.glass_limit - center.ability.extra.glass_restored,\n                    colours = {center.ability.extra.glass_restored >= center.ability.extra.glass_limit and G.C.UI.TEXT_INACTIVE}}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  enhancement_gate = 'm_glass',\n  calculate = function(self, card, context)\n    if context.remove_playing_cards and card.ability.extra.glass_restored < card.ability.extra.glass_limit and not context.blueprint then\n      local card_to_copy = nil\n      for k, v in ipairs(context.removed) do\n        if (SMODS.has_enhancement(v, 'm_glass') or v.glass_trigger) and card.ability.extra.glass_restored < card.ability.extra.glass_limit then\n          G.E_MANAGER:add_event(Event({\n              func = function()\n                  local copy = copy_card(v, nil, nil, G.playing_card)\n                  copy:add_to_deck()\n                  G.deck.config.card_limit = G.deck.config.card_limit + 1\n                  table.insert(G.playing_cards, copy)\n                  local area = context.poke_removed_at_end and G.deck or G.hand\n                  area:emplace(copy)\n                  copy.states.visible = nil\n                  copy:start_materialize()\n                  playing_card_joker_effects({copy})\n                  return true\n              end\n          }))\n          \n          card.ability.extra.glass_restored = card.ability.extra.glass_restored + 1\n        end\n      end\n      if card_to_copy then\n        return {\n          message = localize('k_copied_ex'),\n          colour = G.C.CHIPS,\n          card = card,\n          playing_cards_created = {true}\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then\n      if card.ability.extra.glass_restored > 0 then\n        card.ability.extra.glass_restored = 0\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset')})\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n      G.E_MANAGER:add_event(Event({func = function()\n        for k, v in pairs(G.I.CARD) do\n            if v.set_cost then v:set_cost() end\n        end\n        return true end }))\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.E_MANAGER:add_event(Event({func = function()\n      for k, v in pairs(G.I.CARD) do\n          if v.set_cost then v:set_cost() end\n      end\n      return true end }))\n  end,\n  attributes = {\"enhancements\", \"generation\"},\n}\n-- Absol 359\nlocal absol={\n  name = \"absol\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.scry}}\n  end,\n  rarity = 3,\n  cost = 8,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n    if context.fix_probability and not context.blueprint then\n      return {\n        numerator = 0,\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"mod_chance\"},\n}\n-- Wynaut 360\nlocal wynaut={\n  name = \"wynaut\",\n  pos = {x = 1, y = 11},\n  config = {extra = {Xmult_minus = 0.75,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_fool\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 3,\n  cost = 4,\n  stage = \"Baby\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.add_card{set = 'Tarot', key = 'c_fool', edition = 'e_negative'}\n          return true\n        end\n      }))\n    end\n    return level_evo(self, card, context, \"j_poke_wobbuffet\")\n  end,\n  attributes = {\"baby\", \"tarot\", \"generation\", \"round_evo\"},\n}\nreturn {name = \"Pokemon Jokers 331-360\", \n        list = {cacnea, cacturne, swablu, altaria, corphish, crawdaunt, lileep, cradily, anorith, armaldo, feebas, milotic, duskull, dusclops, chimecho, absol, wynaut},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_13.lua",
    "content": "-- Snorunt 361\nlocal snorunt={\n  name = \"snorunt\",\n  pos = {x = 2, y = 11},\n  config = {extra = {debt = 15,rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.debt, center.ability.extra.rounds}}\n  end,\n  rarity = 1,\n  cost = 2,\n  item_req = \"dawnstone\",\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    local evolve = item_evo(self, card, context, \"j_poke_froslass\")\n    if evolve then\n      return evolve\n    else\n      local in_debt = nil\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        in_debt = to_big(G.GAME.dollars) < to_big(0)\n      else\n        in_debt = G.GAME.dollars < 0\n      end\n      if in_debt then\n        return level_evo(self, card, context, \"j_poke_glalie\")\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.bankrupt_at = G.GAME.bankrupt_at - card.ability.extra.debt\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.bankrupt_at = G.GAME.bankrupt_at + card.ability.extra.debt\n  end,\n  attributes = {\"economy\", \"round_evo\", \"item_evo\"},\n}\n-- Glalie 362\nlocal glalie={\n  name = \"glalie\",\n  pos = {x = 3, y = 11},\n  config = {extra = {debt = 20}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.debt}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.end_of_round and not context.individual and not context.repetition then\n      card:juice_up()\n      local back_to_zero = 0\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        back_to_zero = to_number(-G.GAME.dollars)\n      else\n        back_to_zero = -G.GAME.dollars\n      end\n      ease_dollars(back_to_zero, true)\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.bankrupt_at = G.GAME.bankrupt_at - card.ability.extra.debt\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.bankrupt_at = G.GAME.bankrupt_at + card.ability.extra.debt\n  end,\n  attributes = {\"economy\"},\n}\n-- Spheal 363\n-- Sealeo 364\n-- Walrein 365\n-- Clamperl 366\nlocal clamperl={\n  name = \"clamperl\",\n  pos = {x = 0, y = 0},\n  config = {extra = {h_size = 4, link_sold = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'holding_other', vars = {\"Ethereal Tag\"}}\n    info_queue[#info_queue+1] = {key = 'tag_ethereal', set = 'Tag'}\n    return {vars = {center.ability.extra.h_size, }}\n  end,\n  rarity = 3,\n  cost = 6,\n  gen = 3,\n  item_req = \"linkcable\",\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.open_booster and not context.blueprint then\n      card.ability.extra.increased_handsize = true\n      G.hand:change_size(card.ability.extra.h_size)\n    end\n    if context.ending_booster and card.ability.extra.increased_handsize and not context.blueprint then\n      card.ability.extra.increased_handsize = nil\n      G.hand:change_size(-card.ability.extra.h_size)\n    end\n    if context.selling_card and context.card.label == \"linkcable\" then\n      card.ability.extra.link_sold = card.ability.extra.link_sold + 1\n    end\n    local evolve = item_evo(self, card, context, \"j_poke_gorebyss\")\n    if evolve then \n      return evolve\n    else\n      return scaling_evo(self, card, context, \"j_poke_huntail\", card.ability.extra.link_sold, 1)\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then\n      card.ability.extra.increased_handsize = nil\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n            add_tag(Tag('tag_ethereal'))\n            play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n            play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n            return true\n        end)\n      }))\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not from_debuff and card.ability.extra.increased_handsize then\n      if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n       or G.STATE == G.STATES.STANDARD_PACK then \n         G.hand:change_size(-card.ability.extra.h_size)\n      end\n    end\n  end,\n  attributes = {\"holding\", \"hand_size\", \"item_evo\", \"condition_evo\"},\n}\n-- Huntail 367\nlocal huntail ={\n  name = \"huntail\",\n  pos = {x = 0, y = 0},\n  config = {extra = {h_size = 4, Xmult_mod = 0.1, Xmult = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.h_size, center.ability.extra.Xmult_mod, center.ability.extra.Xmult}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.open_booster and not context.blueprint then\n      G.hand:change_size(card.ability.extra.h_size)\n      card.ability.extra.increased_handsize = true\n    end\n    if context.ending_booster and card.ability.extra.increased_handsize and not context.blueprint then\n      card.ability.extra.increased_handsize = nil\n      G.hand:change_size(-card.ability.extra.h_size)\n    end\n    if context.selling_card and (context.card.config.center.set == 'Tarot' or context.card.config.center.set == 'Item') and not context.blueprint then\n      if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n          or G.STATE == G.STATES.STANDARD_PACK then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          message_colour = G.C.XMULT,\n        })\n\n        if #G.hand.cards > 0 then\n          local target = pseudorandom_element(G.hand.cards, pseudoseed('huntail'))\n          poke_remove_card(target, card)\n        end\n      end\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then\n      card.ability.extra.increased_handsize = nil\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not from_debuff and card.ability.extra.increased_handsize then\n      if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n       or G.STATE == G.STATES.STANDARD_PACK then \n         G.hand:change_size(-card.ability.extra.h_size)\n      end\n    end\n  end,\n  attributes = {\"hand_size\", \"xmult\", \"scaling\", \"destroy_card\", \"tarot\", \"item\"},\n}\n-- Gorebyss 368\nlocal gorebyss ={\n  name = \"gorebyss\",\n  pos = {x = 0, y = 0},\n  config = {extra = {h_size = 4, Xmult_mod = 0.15, Xmult = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.h_size, center.ability.extra.Xmult_mod, center.ability.extra.Xmult}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.open_booster and not context.blueprint then\n      G.hand:change_size(card.ability.extra.h_size)\n      card.ability.extra.increased_handsize = true\n    end\n    if context.ending_booster and card.ability.extra.increased_handsize and not context.blueprint then\n      card.ability.extra.increased_handsize = nil\n      G.hand:change_size(-card.ability.extra.h_size)\n    end\n\n    if context.using_consumeable and (context.consumeable.ability.set == 'Tarot' or context.consumeable.ability.set == 'Item') and not context.blueprint then\n      if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n          or G.STATE == G.STATES.STANDARD_PACK then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          message_colour = G.C.XMULT,\n        })\n      end\n    end\n\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then\n      card.ability.extra.increased_handsize = nil\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not from_debuff and card.ability.extra.increased_handsize then\n      if G.STATE == G.STATES.SMODS_BOOSTER_OPENED or G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.PLANET_PACK\n       or G.STATE == G.STATES.STANDARD_PACK then \n         G.hand:change_size(-card.ability.extra.h_size)\n      end\n    end\n  end,\n  attributes = {\"hand_size\", \"xmult\", \"scaling\", \"tarot\", \"item\"},\n}\n-- Relicanth 369\nlocal relicanth={\n  name = \"relicanth\",\n  pos = {x = 0, y = 0},\n  config = {extra = {rank = \"4\", chips = 40, money = 4, Xmult_multi = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n    end\n    return {vars = {localize(center.ability.extra.rank, 'ranks'), center.ability.extra.chips, center.ability.extra.money, center.ability.extra.Xmult_multi, }}\n  end,\n  rarity = 3,\n  cost = 6,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex3\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        get_ancient_amount(context.scoring_hand, 4, card)\n      end\n      if context.joker_main and card.ability.extra.ancient_count > 1 and #G.deck.cards > 0 then\n        local bottom_card = G.deck.cards[1]\n        \n        bottom_card:set_ability(G.P_CENTERS.m_stone, nil, true)\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                card:juice_up()\n                return true\n            end\n        })) \n    \n        if card.ability.extra.ancient_count > 2 then\n          draw_card(G.deck, G.hand, nil, nil, nil, bottom_card)\n          ease_poke_dollars(card, \"relicanth\", card.ability.extra.money)\n        end\n      end\n      if context.after then\n        card.ability.extra.ancient_count = 0\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and card.ability.extra.ancient_count > 0 then\n      local rightmost = context.scoring_hand[#context.scoring_hand]\n      if context.other_card == rightmost then\n        local scoring_parms = {}\n        scoring_parms.chips = card.ability.extra.chips\n        if card.ability.extra.ancient_count > 3 then\n          scoring_parms.x_mult = card.ability.extra.Xmult_multi\n          scoring_parms.message = localize('poke_head_smash_ex')\n          scoring_parms.colour = G.C.XMULT\n        end\n        return scoring_parms\n      end\n    end\n    if context.destroying_card and card.ability.extra.ancient_count > 3 and not context.blueprint then\n      local rightmost = context.scoring_hand[#context.scoring_hand]\n      return context.destroying_card == rightmost and not SMODS.has_enhancement(context.destroying_card, 'm_stone')\n    end\n  end,\n  generate_ui = fossil_generate_ui,\n  attributes = {\"ancient\", \"rank\", \"four\", \"chips\", \"modify_card\", \"enhancements\", \"economy\", \"xmult\", \"destroy_card\"},\n}\n-- Luvdisc 370\nlocal luvdisc={\n  name = \"luvdisc\",\n  pos = {x = 1, y = 12},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_heartscale\n      info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Heart Scale\"}}\n      info_queue[#info_queue+1] = { set = 'Joker', key = 'j_splash', config={}}\n    end\n    return {vars = {}}\n  end,\n  rarity = 1,\n  cost = 4,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.modify_scoring_hand and not context.blueprint then\n      return {\n          add_to_hand = true\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, 'c_poke_heartscale')\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n      card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('poke_plus_pokeitem'), colour = G.C.FILTER})\n      return true\n    end\n  end,\n  attributes = {\"holding\", \"passive\", \"applies\"},\n}\n-- Bagon 371\nlocal bagon={\n  name = \"bagon\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult_mod = 3, h_size = 1, triggers = 0}, evo_rqmt = 5},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local total = G.GAME.hands[\"Straight\"].played * center.ability.extra.mult_mod\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.h_size, math.max(0, self.config.evo_rqmt - center.ability.extra.triggers), total}}\n  end,\n  rarity = 2,\n  cost = 6,\n  gen = 3,\n  stage = \"Basic\",\n  ptype = \"Dragon\",\n  atlas = \"Pokedex3\",\n  pseudol = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      if context.scoring_hand and context.scoring_name == \"Straight\" and not context.blueprint then\n        card.ability.extra.triggers = card.ability.extra.triggers + 1\n      end\n      local total = G.GAME.hands[\"Straight\"].played * card.ability.extra.mult_mod\n      return\n      {\n        mult = total\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_shelgon\", card.ability.extra.triggers, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  attributes = {\"mult\", \"hand_type\", \"condition_evo\"},\n}\n-- Shelgon 372\nlocal shelgon={\n  name = \"shelgon\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult_mod = 3, h_size = 2, rounds = 8}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local total = G.GAME.hands[\"Straight\"].played * center.ability.extra.mult_mod\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.h_size, center.ability.extra.rounds, total}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 3,\n  stage = \"One\",\n  ptype = \"Dragon\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      if context.scoring_hand and context.scoring_name == \"Straight\" and not context.blueprint and card.ability.extra.rounds > 0 then\n        card.ability.extra.rounds = card.ability.extra.rounds - 1\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_evolve_level\")})\n      end\n      local total = G.GAME.hands[\"Straight\"].played * card.ability.extra.mult_mod\n      return\n      {\n        mult = total\n      }\n    end\n    return level_evo(self, card, context, \"j_poke_salamence\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  attributes = {\"mult\", \"hand_type\", \"round_evo\"},\n}\n-- Salamence 373\nlocal salamence={\n  name = \"salamence\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult_mod = 5, h_size = 2, h_size_temp = 1, divisor = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local total = G.GAME.hands[\"Straight\"].played * center.ability.extra.mult_mod\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.h_size, center.ability.extra.h_size_temp, center.ability.extra.divisor, total}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  gen = 3,\n  stage = \"Two\",\n  ptype = \"Dragon\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n        local hand_size = math.floor(G.GAME.hands[\"Straight\"].played/card.ability.extra.divisor)\n        if hand_size > 0 then\n          card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize{type='variable',key='a_handsize',vars={hand_size}}})\n          G.hand:change_size(hand_size)\n          G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + hand_size\n        end\n    end\n    if context.joker_main then\n      local total = G.GAME.hands[\"Straight\"].played * card.ability.extra.mult_mod\n      return\n      {\n        mult = total\n      }\n    end\n  end,\n  attributes = {\"mult\", \"hand_type\", \"hand_type\"},\n}\n-- Beldum 374\nlocal beldum={\n  name = \"beldum\", \n  pos = {x = 5, y = 12},\n  config = {extra = {chips = 0, chip_mod = 4, size = 4}, evo_rqmt = 50},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod, center.ability.extra.size, self.config.evo_rqmt}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Basic\", \n  ptype = \"Metal\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  pseudol = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      local has_ace = false\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:get_id() == 14 then has_ace = true; break end\n      end\n\n      if has_ace then\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          no_message = true,\n        })\n      end\n      if context.scoring_name == \"Four of a Kind\" then\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          no_message = true,\n        })\n      end\n    end\n\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips,\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_metang\", card.ability.extra.chips, self.config.evo_rqmt)\n  end,\n  attributes = {\"chips\", \"hand_type\", \"rank\", \"ace\", \"scaling\", \"scaling_evo\"},\n}\n-- Metang 375\nlocal metang={\n  name = \"metang\", \n  pos = {x = 6, y = 12},\n  config = {extra = {chips = 0, chip_mod = 8, size = 4}, evo_rqmt = 200},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod, center.ability.extra.size, self.config.evo_rqmt}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Metal\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and not context.blueprint then\n      local ace_count = 0\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:get_id() == 14 then ace_count = ace_count + 1 end\n      end\n\n      if ace_count > 1 then\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          no_message = true,\n        })\n      end\n      if context.scoring_name == \"Four of a Kind\" then\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          no_message = true,\n        })\n      end\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips,\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_metagross\", card.ability.extra.chips, self.config.evo_rqmt)\n  end,\n  attributes = {\"chips\", \"hand_type\", \"rank\", \"ace\", \"scaling\", \"scaling_evo\"},\n}\n-- Metagross 376\nlocal metagross={\n  name = \"metagross\", \n  pos = {x = 7, y = 12},\n  config = {extra = {chips = 200,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  ptype = \"Metal\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips,\n      }\n    end\n    if context.individual and context.cardarea == G.play and context.scoring_name == \"Four of a Kind\" then\n      local total_chips = poke_total_chips(context.other_card)\n      local Xmult = (total_chips)^(1 / 4)\n      if Xmult > 0 then\n        return {\n          x_mult = Xmult\n        }\n      end\n    end\n  end,\n  attributes = {\"chips\", \"hand_type\", \"xmult\"},\n}\n-- Regirock 377\n-- Regice 378\n-- Registeel 379\n-- Latias 380\n-- Latios 381\n-- Kyogre 382\n-- Groudon 383\n-- Rayquaza 384\n-- Jirachi 385\nlocal jirachi = {\n  name = \"jirachi\", \n  pos = {x = 4, y = 14},\n  soul_pos = {x = 5, y = 14},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Metal\",\n  atlas = \"Pokedex3\",\n  gen = 3,\n  perishable_compat = false,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    -- if everything works correctly, it should create the tag and instantly use it\n    if context.ending_shop and not context.blueprint then\n      add_tag(Tag('tag_poke_jirachi_tag'))\n    end\n  end,\n  attributes = {}, -- How do you classify this???\n}\n\nlocal jirachi_banker = {\n  name = \"jirachi_banker\", \n  pos = {x = 0, y = 0},\n  soul_pos = {x = 1, y = 0},\n  config = {extra = {retriggers = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Metal\",\n  atlas = pokermon_config.pokemon_altart and \"jirachi\" or \"altjirachi\",\n  gen = 3,\n  aux_poke = true,\n  no_collection = true,\n  perishable_compat = false,\n  blueprint_compat = false,\n  custom_pool_func = true,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"economy\"}\n}\n\nlocal jirachi_booster = {\n  name = \"jirachi_booster\", \n  pos = { x = 2, y = 0 },\n  soul_pos = { x = 3, y = 0 },\n  config = {extra = {bonus_packs = 1, bonus_choices = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Metal\",\n  atlas = pokermon_config.pokemon_altart and \"jirachi\" or \"altjirachi\",\n  gen = 3,\n  aux_poke = true,\n  no_collection = true,\n  perishable_compat = false,\n  blueprint_compat = false,\n  add_to_deck = function(self, card, from_debuff)\n    SMODS.change_booster_limit(card.ability.extra.bonus_packs)\n    G.GAME.extra_pocket_picks = (G.GAME.extra_pocket_picks or 0) + card.ability.extra.bonus_choices\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    SMODS.change_booster_limit(-card.ability.extra.bonus_packs)\n    G.GAME.extra_pocket_picks = (G.GAME.extra_pocket_picks or 0) - card.ability.extra.bonus_choices\n  end,\n  custom_pool_func = true,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"passive\"}\n}\n\nlocal jirachi_invis = {\n  name = \"jirachi_invis\", \n  pos = { x = 2, y = 1 },\n  soul_pos = { x = 3, y = 1 },\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Metal\",\n  atlas = pokermon_config.pokemon_altart and \"jirachi\" or \"altjirachi\",\n  gen = 3,\n  perishable_compat = false,\n  blueprint_compat = false,\n  no_collection = true,\n  aux_poke = true,\n  calculate = function(self, card, context)\n    if context.setting_blind and not context.blueprint then\n      local other_joker = nil\n      for i = 1, #G.jokers.cards do\n        if G.jokers.cards[i] == card and G.jokers.cards[i+1] and G.jokers.cards[i+1].config.center_key ~= \"j_poke_jirachi_invis\" then other_joker = G.jokers.cards[i+1] end\n      end\n      if other_joker then\n        local copy = copy_card(other_joker, nil, nil, nil, other_joker.edition and other_joker.edition.negative)\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_duplicated_ex')})\n        copy:add_to_deck()\n        G.jokers:emplace(copy)\n        copy:start_materialize()\n\n        SMODS.destroy_cards(card, true, nil, true)\n      end\n    end\n  end,\n  custom_pool_func = true,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"joker\", \"generation\"}\n}\n\nlocal jirachi_copy = {\n  name = \"jirachi_copy\", \n  pos = { x = 2, y = 1 },\n  soul_pos = { x = 3, y = 1 },\n  config = {extra = {energy_buff = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'energize'}\n    end\n    return {vars = {card.ability.extra.energy_buff}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Metal\",\n  atlas = pokermon_config.pokemon_altart and \"jirachi\" or \"altjirachi\",\n  gen = 3,\n  aux_poke = true,\n  no_collection = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    local other_joker = nil\n    for i = 1, #G.jokers.cards do\n      if G.jokers.cards[i] == card then other_joker = G.jokers.cards[i+1] end\n    end\n    if other_joker and other_joker ~= card and not context.no_blueprint then\n      context.blueprint = (context.blueprint or 0) + 1\n      context.blueprint_card = context.blueprint_card or card\n      if context.blueprint > #G.jokers.cards + 1 then return end\n\n      local fake_card = {config = other_joker.config}\n      fake_card.ability = {}\n      setmetatable(fake_card.ability, {__index = other_joker.ability})\n\n      if type(other_joker.ability.extra) == \"table\" then\n        fake_card.ability.extra = {}\n        setmetatable(fake_card.ability.extra, {__index = other_joker.ability.extra})\n      else\n        fake_card.ability.extra = other_joker.ability.extra\n      end\n      --prevent evolution\n      other_joker.gone = true\n      for i = 1, card.ability.extra.energy_buff do\n        energize(fake_card, nil, nil, true)\n      end\n\n      local true_ability = other_joker.ability\n      other_joker.ability = fake_card.ability\n      local other_joker_ret = Card.calculate_joker(other_joker, context)\n      other_joker.ability = true_ability\n      other_joker.gone = nil\n\n\n      context.blueprint = nil\n      local eff_card = context.blueprint_card or card\n      context.blueprint_card = nil\n      if other_joker_ret then \n        other_joker_ret.card = eff_card\n        other_joker_ret.colour = G.C.BLUE\n        return other_joker_ret\n      end\n    end\n  end,\n  generate_ui = function(self, info_queue, card, desc_nodes, specific_vars, full_UI_table)\n    if not card then return end\n    local _c = card and card.config.center or card\n    if not full_UI_table.name then\n\t\t\tfull_UI_table.name = localize({ type = \"name\", set = _c.set, key = _c.key, nodes = full_UI_table.name })\n\t\tend\n\n    card.ability.blueprint_compat_ui = card.ability.blueprint_compat_ui or ''\n    card.ability.blueprint_compat_check = nil\n    local main_end = (card.area and card.area == G.jokers) and {\n      {n=G.UIT.C, config={align = \"bm\", minh = 0.4}, nodes={\n        {n=G.UIT.C, config={ref_table = card, align = \"m\", colour = G.C.JOKER_GREY, r = 0.05, padding = 0.06, func = 'blueprint_compat'}, nodes={\n          {n=G.UIT.T, config={ref_table = card.ability, ref_value = 'blueprint_compat_ui',colour = G.C.UI.TEXT_LIGHT, scale = 0.32*0.8}},\n        }}\n      }}\n    } or nil\n   local loc_vars = {card.ability.extra.energy_buff}\n\n   localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = loc_vars}\n   desc_nodes[#desc_nodes+1] = main_end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      local other_joker = nil\n      for i = 1, #G.jokers.cards do\n        if G.jokers.cards[i] == card then\n          other_joker = G.jokers.cards[i+1]\n          break\n        end\n      end\n      card.ability.blueprint_compat = ( other_joker and other_joker ~= card and other_joker.config.center.blueprint_compat and 'compatible') or 'incompatible'\n    end\n  end,\n  custom_pool_func = true,\n  in_pool = function(self)\n    return false\n  end\n}\n\nlocal jirachi_negging = {\n  name = \"jirachi_negging\", \n  pos = { x = 0, y = 1 },\n  config = {extra = {slots = 2, chance = 2}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Metal\",\n  atlas = pokermon_config.pokemon_altart and \"jirachi\" or \"altjirachi\",\n  gen = 3,\n  aux_poke = true,\n  no_collection = true,\n  perishable_compat = false,\n  blueprint_compat = false,\n  add_to_deck = function(self, card, from_debuff)\n    G.jokers.config.card_limit = G.jokers.config.card_limit + card.ability.extra.slots\n    G.GAME.negative_edition_rate = (G.GAME.negative_edition_rate or 1) * card.ability.extra.chance\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.jokers.config.card_limit = G.jokers.config.card_limit - card.ability.extra.slots\n    G.GAME.negative_edition_rate = (G.GAME.negative_edition_rate or 1) / card.ability.extra.chance\n  end,\n  custom_pool_func = true,\n  in_pool = function(self)\n    return false\n  end\n}\n\nlocal jirachi_power = {\n  name = \"jirachi_power\", \n  pos = { x = 4, y = 0 },\n  soul_pos = { x = 5, y = 0 },\n  config = {extra = {Xmult_multi = 2, every = 3, loyalty_remaining = 2}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.Xmult_multi, card.ability.extra.every, localize{type = 'variable', key = (card.ability.extra.loyalty_remaining == 0 and 'loyalty_active' or 'loyalty_inactive'), vars = {card.ability.extra.loyalty_remaining}}}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Metal\",\n  atlas = pokermon_config.pokemon_altart and \"jirachi\" or \"altjirachi\",\n  gen = 3,\n  aux_poke = true,\n  no_collection = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.after then\n        if card.ability.extra.loyalty_remaining == 0 then\n          card.ability.extra.loyalty_remaining = card.ability.extra.every\n        end\n        card.ability.extra.loyalty_remaining = card.ability.extra.loyalty_remaining - 1\n        if card.ability.extra.loyalty_remaining == 0 then\n          local eval = function(card) return (card.ability.extra.loyalty_remaining == 0) and not G.RESET_JIGGLES end\n          juice_card_until(card, eval, true)\n        end\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      if card.ability.extra.loyalty_remaining == 0 then\n        return {\n          x_mult = card.ability.extra.Xmult_multi,\n          card = card\n        }\n      end\n    end\n  end,\n  custom_pool_func = true,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"xmult\", \"hands\"}\n}\n\nlocal jirachi_fixer = {\n  name = \"jirachi_fixer\", \n  pos = { x = 4, y = 1 },\n  soul_pos = { x = 5, y = 1 },\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {}}\n  end,\n  rarity = 4,\n  cost = 20,\n  stage = \"Legendary\",\n  ptype = \"Metal\",\n  atlas = pokermon_config.pokemon_altart and \"jirachi\" or \"altjirachi\",\n  gen = 3,\n  aux_poke = true,\n  no_collection = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and G.GAME.current_round.hands_played == 0 and context.full_hand and #context.full_hand == 1 then\n        if not context.scoring_hand[1].edition then\n          local edition = poll_edition('aura', nil, true, true)\n          context.scoring_hand[1]:set_edition(edition, true, true)\n        end\n      end\n    end\n    if context.discard and G.GAME.current_round.discards_used == 0 and context.full_hand and #context.full_hand == 1 and context.other_card and not card.ability.extra.triggered then\n      card.ability.extra.triggered = true\n      return {\n        delay = 0.45,\n        remove = true,\n        card = card\n      }\n    end\n\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function(card) return (G.GAME.current_round.hands_played == 0 or G.GAME.current_round.discards_used == 0) and not G.RESET_JIGGLES and not card.ability.extra.triggered end\n      juice_card_until(card, eval, true)\n    end\n    \n    if context.end_of_round and not context.individual and not context.repetition then\n      card.ability.extra.triggered = nil\n    end\n  end,\n  custom_pool_func = true,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"hands\", \"discard\", \"editions\", \"destroy_card\"}\n}\n\n-- Deoxys 386\nlocal deoxys={\n  name = \"deoxys\",\n  pos = {x = 0, y = 0},\n  config = {extra = {form = 4, Xmult_multi = 0.25, money_mod = 2, chip_mod = 40}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    \n    info_queue[#info_queue+1] = G.P_CENTERS.c_poke_meteorite\n    info_queue[#info_queue+1] = {key = 'poke_dna_seal_seal', set = 'Other'}\n    local alt_key = nil\n    if center.ability.extra.form == 1 then\n      alt_key = 'j_poke_deoxys_attack'\n    elseif center.ability.extra.form == 2 then\n      alt_key = 'j_poke_deoxys_defense'\n    elseif center.ability.extra.form == 3 then\n      alt_key = 'j_poke_deoxys_speed'\n    end\n    return {vars = {center.ability.extra.Xmult_multi, center.ability.extra.money_mod, center.ability.extra.chip_mod}, key = alt_key}\n  end,\n  rarity = 4,\n  cost = 20,\n  gen = 3,\n  stage = \"Legendary\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint and card.ability.extra.form == 4 then\n      local eval = function() return G.GAME.current_round.discards_used == 0 and card.ability.extra.form == 4 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.discard and not context.blueprint and card.ability.extra.form == 4 then\n      if G.GAME.current_round.discards_used == 0 and context.full_hand and #context.full_hand == 1 then\n        local target = {context.full_hand[1]}\n        poke_convert_cards_to(target, {seal = \"poke_dna_seal\"})\n      end\n    end\n  end,\n  set_sprites = function(self, card, front)\n    if card.ability and card.ability.extra and card.ability.extra.form == 1 then\n      card.children.floating_sprite:set_sprite_pos({x = 5, y = 3})\n    elseif card.ability and card.ability.extra and card.ability.extra.form == 2 then\n      card.children.floating_sprite:set_sprite_pos({x = 7, y = 3})\n    elseif card.ability and card.ability.extra and card.ability.extra.form == 3 then\n      card.children.floating_sprite:set_sprite_pos({x = 9, y = 3})\n    else\n      card.children.floating_sprite:set_sprite_pos({x = 3, y = 3})\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    self:set_sprites(card)\n  end,\n  attributes = {\"discard\", \"seals\", \"perma_bonus\", \"chips\", \"xmult\", \"economy\", \"space\"}\n}\n-- Turtwig 387\n-- Grotle 388\n-- Torterra 389\n-- Chimchar 390\nreturn {name = \"Pokemon Jokers 361-390\", \n        list = {snorunt, glalie, clamperl, huntail, gorebyss, relicanth, luvdisc, bagon, shelgon, salamence, beldum, metang, metagross, \n                jirachi, jirachi_banker, jirachi_booster, jirachi_power, jirachi_invis, jirachi_fixer, deoxys},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_14.lua",
    "content": "-- Monferno 391\n-- Infernape 392\n-- Piplup 393\n-- Prinplup 394\n-- Empoleon 395\n-- Starly 396\n-- Staravia 397\n-- Staraptor 398\n-- Bidoof 399\nlocal bidoof={\n  name = \"bidoof\",\n  pos = {x = 0, y = 0},\n  config = {extra = {rerolls = 1, rerolls_to_evolve = 7}, evo_rqmt = 7},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.rerolls, center.ability.extra.rerolls_to_evolve}}\n  end,\n  rarity = 1,\n  cost = 5,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.reroll_shop and not context.blueprint and card.ability.extra.rerolls_to_evolve > 0 then\n      card.ability.extra.rerolls_to_evolve = card.ability.extra.rerolls_to_evolve - 1\n    end\n    return scaling_evo(self, card, context, \"j_poke_bibarel\", self.config.evo_rqmt - card.ability.extra.rerolls_to_evolve, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    SMODS.change_free_rerolls(card.ability.extra.rerolls)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    SMODS.change_free_rerolls(-card.ability.extra.rerolls)\n  end,\n  attributes = {\"economy\", \"passive\", \"condition_evo\"}\n}\n-- Bibarel 400\nlocal bibarel={\n  name = \"bibarel\",\n  pos = {x = 0, y = 0},\n  config = {extra = {rerolls = 1, increase = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.rerolls, center.ability.extra.increase, center.ability.extra.rerolls > 1 and localize('poke_reroll_plural') or localize('poke_reroll_singular')}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 4,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.end_of_round and context.game_over == false and context.main_eval and context.beat_boss and not card.debuff then\n        \n        card.ability.extra.rerolls = card.ability.extra.rerolls + card.ability.extra.increase\n        SMODS.change_free_rerolls(card.ability.extra.increase)\n        return {\n            message = localize('k_upgrade_ex'),\n            colour = G.C.GREEN\n        }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    SMODS.change_free_rerolls(card.ability.extra.rerolls)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    SMODS.change_free_rerolls(-card.ability.extra.rerolls)\n  end,\n  attributes = {\"economy\", \"passive\", \"boss_blind\"}\n}\n-- Kricketot 401\nlocal kricketot={\n  name = \"kricketot\",\n  pos = {x = 0, y = 0},\n  config = {extra = {money = 4,rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money, center.ability.extra.rounds, }}\n  end,\n  rarity = 1,\n  cost = 4,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and #context.full_hand == 4 then\n        if poke_suit_check(context.full_hand, 4) then\n          local earned = ease_poke_dollars(card, \"kriketot\", card.ability.extra.money)\n          return {\n            message = '$'..earned,\n            colour = G.C.MONEY\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_kricketune\")\n  end,\n  attributes = {\"economy\", \"suit\", \"round_evo\"}\n}\n-- Kricketune 402\nlocal kricketune={\n  name = \"kricketune\",\n  pos = {x = 0, y = 0},\n  config = {extra = {money = 4,num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'kricketune')\n    return {vars = {center.ability.extra.money, num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6,\n  gen = 4,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and #context.full_hand == 4 then\n        if poke_suit_check(context.full_hand, 4) then\n          local earned = ease_poke_dollars(card, \"kriketune\", card.ability.extra.money)\n          if SMODS.pseudorandom_probability(card, 'kriketune', card.ability.extra.num, card.ability.extra.dem, 'kriketune') then\n            if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n              G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n              return {\n                message = '$'..earned,\n                colour = G.C.MONEY,\n                extra = {focus = card, message = localize('k_plus_tarot'), colour = G.C.PURPLE, func = function()\n                  G.E_MANAGER:add_event(Event({\n                    trigger = 'before',\n                    delay = 0.0,\n                    func = function()\n                      local card_type = 'Tarot'\n                      local _card = create_card(card_type,G.consumeables, nil, nil, nil, nil, nil, 'sup')\n                      _card:add_to_deck()\n                      G.consumeables:emplace(_card)\n                      G.GAME.consumeable_buffer = 0\n                      return true\n                    end\n                  }))\n                end}\n              }\n            else\n              return {\n                message = '$'..earned,\n                colour = G.C.MONEY\n              }\n            end\n          else\n            return {\n              message = '$'..earned,\n              colour = G.C.MONEY\n            }\n          end\n        end\n      end\n    end\n  end,\n  attributes = {\"economy\", \"suit\", \"chance\", \"tarot\", \"generation\"}\n}\n-- Shinx 403\n-- Luxio 404\n-- Luxray 405\n-- Budew 406\nlocal budew={\n  name = \"budew\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult_minus = 0.75,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_miracleseed\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 3,\n  stage = \"Baby\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context) \n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.add_card{set = 'Item', key = 'c_poke_miracleseed', edition = 'e_negative'}\n          return true\n        end\n      }))\n    end\n    return level_evo(self, card, context, \"j_poke_roselia\")\n  end,\n  attributes = {\"baby\", \"item\", \"generation\", \"round_evo\"}\n}\n-- Roserade 407\nlocal roserade={\n  name = \"roserade\",\n  pos = {x = 0, y = 0},\n  config = {extra = {retriggers = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_flower\n    return {vars = {center.ability.extra.retriggers, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 9,\n  gen = 4,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and not context.end_of_round and context.cardarea == G.play and context.other_card == context.scoring_hand[1] and poke_is_odd(context.other_card) then\n      return {\n        repetitions = card.ability.extra.retriggers\n      }\n    end\n  end,\n  attributes = {\"rank\", \"ace\", \"three\", \"five\", \"seven\", \"nine\", \"retrigger\", \"enhancements\"},\n}\n-- Cranidos 408\n-- Rampardos 409\n-- Shieldon 410\n-- Bastiodon 411\n-- Burmy 412\n-- Wormadam 413\n-- Mothim 414\n-- Combee 415\n-- Vespiquen 416\n-- Pachirisu 417\n-- Buizel 418\nlocal buizel={\n  name = \"buizel\", \n  pos = {x = 3, y = 2}, \n  config = {extra = {chips = 30, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 4, \n  stage = \"Basic\", \n  atlas = \"Pokedex4\",\n  gen = 4,\n  ptype = \"Water\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand and context.full_hand then\n      if context.joker_main then\n        local chips = card.ability.extra.chips * math.abs(#context.scoring_hand - #context.full_hand)\n        if chips > 0 then\n          return {\n              message = localize{type = 'variable', key = 'a_chips', vars = {chips}}, \n              colour = G.C.CHIPS,\n              chip_mod = chips\n            }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_floatzel\")\n  end,\n  attributes = {\"chips\", \"round_evo\"},\n}\n-- Floatzel 419\nlocal floatzel={\n  name = \"floatzel\", \n  pos = {x = 4, y = 2}, \n  config = {extra = {chips = 45}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.chips}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"One\", \n  atlas = \"Pokedex4\",\n  gen = 4,\n  ptype = \"Water\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand and context.full_hand then\n      if context.joker_main then\n        local chips = card.ability.extra.chips * math.abs(#context.scoring_hand - #context.full_hand)\n        if chips > 0 then\n          return {\n              message = localize{type = 'variable', key = 'a_chips', vars = {chips}}, \n              colour = G.C.CHIPS,\n              chip_mod = chips\n            }\n        end\n      end\n    end\n  end,\n  attributes = {\"chips\"},\n}\n-- Cherubi 420\nreturn {name = \"Pokemon Jokers 391-420\", \n        list = {bidoof, bibarel, kricketot, kricketune, budew, roserade, buizel, floatzel},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_15.lua",
    "content": "-- Cherrim 421\n-- Shellos 422\n-- Gastrodon 423\n-- Ambipom 424\nlocal ambipom={\n  name = \"ambipom\",\n  pos = {x = 9, y = 2},\n  config = {extra = {limit = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.limit}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 9,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  attributes = {\"passive\", \"hand_type\"},\n}\n-- Drifloon 425\n-- Drifblim 426\n-- Buneary 427\nlocal buneary={\n  name = \"buneary\",\n  pos = {x = 12, y = 2},\n  config = {extra = {mult = 3,rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds, }}\n  end,\n  designer = \"King_Alloy\",\n  rarity = 1,\n  cost = 5,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Mult = card.ability.extra.mult * math.abs(#context.scoring_hand - #context.full_hand)\n        if Mult > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {Mult}}, \n            colour = G.C.MULT,\n            mult_mod = Mult\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_lopunny\")\n  end,\n  attributes = {\"mult\", \"round_evo\"},\n}\n-- Lopunny 428\nlocal lopunny={\n  name = \"lopunny\",\n  pos = {x = 13, y = 2},\n  config = {extra = {mult = 5, Xmult = 2,scry = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue + 1] = {set = 'Other', key = 'scry_cards'}\n    return {vars = {center.ability.extra.mult, center.ability.extra.Xmult, center.ability.extra.scry}}\n  end,\n  designer = \"King_Alloy\",\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 4,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Mult = card.ability.extra.mult * math.abs(#context.scoring_hand - #context.full_hand)\n        local score_xmult = nil\n        local found_ranks = {}\n        for _,unscored_card in pairs(context.full_hand) do\n          if not SMODS.in_scoring(unscored_card, context.scoring_hand) then\n            found_ranks[unscored_card:get_id()] = true\n          end\n        end\n        for _,scry_card in pairs(G.scry_view.cards) do\n          if found_ranks[scry_card:get_id()] then\n            score_xmult = true\n            break\n          end\n        end\n        if Mult > 0 then\n          if score_xmult then\n            return {\n              message = localize(\"poke_highjumpkick_ex\"), \n              colour = G.C.XMULT,\n              mult_mod = Mult,\n              Xmult_mod = card.ability.extra.Xmult\n            }\n          else\n            return {\n              message = localize{type = 'variable', key = 'a_mult', vars = {Mult}}, \n              colour = G.C.MULT,\n              mult_mod = Mult\n            }\n          end\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = (G.GAME.scry_amount or 0) + card.ability.extra.scry\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = math.max(0,(G.GAME.scry_amount or 0) - card.ability.extra.scry)\n  end,\n  megas = { \"mega_lopunny\" },\n  attributes = {\"foresight\", \"mult\", \"xmult\", \"rank\"},\n}\n-- Mega Lopunny 428-1\nlocal mega_lopunny={\n  name = \"mega_lopunny\",\n  pos = {x = 13, y = 5},\n  soul_pos = {x = 14, y = 5},\n  config = {extra = {scry = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue + 1] = {set = 'Other', key = 'scry_cards'}\n    local hand = localize('poke_none')\n    if G.scry_view and G.scry_view.cards and #G.scry_view.cards > 0 then\n      local text,disp_text = G.FUNCS.get_poker_hand_info(G.scry_view.cards)\n      hand = text\n    end\n    return {vars = {center.ability.extra.scry, hand}}\n  end,\n  designer = \"King_Alloy\",\n  rarity = \"poke_mega\",\n  cost = 12,\n  gen = 4,\n  stage = \"Mega\",\n  ptype = \"Fighting\",\n  atlas = \"Megas\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and G.scry_view and G.scry_view.cards and #G.scry_view.cards > 0 then\n        local text,disp_text = G.FUNCS.get_poker_hand_info(G.scry_view.cards)\n        local Xmult = nil\n        if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n          Xmult = to_number(G.GAME.hands[text].level)\n        else\n          Xmult = G.GAME.hands[text].level\n        end\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = Xmult\n        }\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = (G.GAME.scry_amount or 0) + card.ability.extra.scry\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = math.max(0,(G.GAME.scry_amount or 0) - card.ability.extra.scry)\n  end,\n  attributes = {\"foresight\", \"xmult\", \"hand_type\"},\n}\n\n-- Mismagius 429\nlocal mismagius = {\n  name = \"mismagius\",\n  pos = {x = 0, y = 3},\n  config = {extra = {chip_mod = 5, chips = 0, chips2 = 20, num = 1, dem = 4}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'mismagius')\n    return {vars = {card.ability.extra.chip_mod, card.ability.extra.chips, num, dem, card.ability.extra.chips2, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play\n        and context.other_card:is_face() and not context.other_card.debuff then\n      if SMODS.pseudorandom_probability(card, 'mismagius', card.ability.extra.num, card.ability.extra.dem, 'mismagius') then\n        context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus + card.ability.extra.chips2\n        return {\n          message = localize('k_upgrade_ex'),\n          colour = G.C.CHIPS,\n        }\n      else\n        local drained_chips = poke_drain_chips(context.other_card, card.ability.extra.chip_mod)\n\n        if drained_chips > 0 then\n          return {\n            message = localize('k_eroded_ex'),\n            colour = G.C.CHIPS,\n            func = function()\n              SMODS.scale_card(card, {\n                ref_value = 'chips',\n                operation = function(ref_table, ref_value, initial)\n                  ref_table[ref_value] = initial + drained_chips\n                end,\n              })\n            end,\n          }\n        end\n      end\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips,\n      }\n    end\n  end,\n  attributes = {\"face\", \"modify_card\", \"scaling\", \"chance\", \"perma_bonus\", \"chips\"},\n}\n-- Honchkrow 430\nlocal honchkrow={\n  name = \"honchkrow\",\n  pos = {x = 1, y = 3},\n  config = {extra = {Xmult_multi = 1.5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.other_joker and is_type(context.other_joker, \"Dark\") then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n            context.other_joker:juice_up(0.5, 0.5)\n            return true\n        end\n      })) \n      return {\n        message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_multi}}, \n        colour = G.C.XMULT,\n        Xmult_mod = card.ability.extra.Xmult_multi\n      }\n    end\n  end,\n  attributes = {\"types\", \"joker\", \"xmult\"},\n}\n-- Glameow 431\n-- Purugly 432\n-- Chingling 433\nlocal chingling={\n  name = \"chingling\",\n  pos = {x = 2, y = 2},\n  config = {extra = {Xmult_minus = 0.75, rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_justice\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 3,\n  cost = 3,\n  stage = \"Baby\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context) \n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.add_card{set = 'Tarot', key = 'c_justice', edition = 'e_negative'}\n          return true\n        end\n      }))\n    end\n    return level_evo(self, card, context, \"j_poke_chimecho\")\n  end,\n  attributes = {\"baby\", \"tarot\", \"generation\", \"round_evo\"},\n}\n-- Stunky 434\n-- Skuntank 435\n-- Bronzor 436\n-- Bronzong 437\n-- Bonsly 438\nlocal bonsly={\n  name = \"bonsly\",\n  pos = {x = 9, y = 3},\n  config = {extra = {Xmult_minus = 0.75, rounds = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds}}\n  end,\n  rarity = 2,\n  cost = 4,\n  stage = \"Baby\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      local rank = pseudorandom_element({'J', 'Q', 'K'}, pseudoseed('familiar_create'))\n      local suit = pseudorandom_element({'S','H','D','C'}, pseudoseed('familiar_create'))\n      local enhancement = SMODS.poll_enhancement({options = {\"m_bonus\", \"m_mult\", \"m_wild\", \"m_glass\", \"m_steel\", \"m_gold\", \"m_lucky\"}, guaranteed = true})\n      local created_card = create_playing_card({front = G.P_CARDS[suit..'_'..rank], center = G.P_CENTERS[enhancement]}, G.deck, nil, nil, {G.C.PURPLE})\n      playing_card_joker_effects({created_card})\n    end\n    return level_evo(self, card, context, \"j_poke_sudowoodo\")\n  end,\n  attributes = {\"baby\", \"generation\", \"face\", \"enhancements\", \"round_evo\"},\n}\n-- Mime Jr. 439\nlocal mimejr={\n  name = \"mimejr\",\n  pos = {x = 10, y = 3},\n  config = {extra = {Xmult_minus = 0.5,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n      info_queue[#info_queue+1] = {key = 'red_seal', set = 'Other'}\n      info_queue[#info_queue+1] = {key = 'blue_seal', set = 'Other'}\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 4,\n  stage = \"Baby\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      local _card = pseudorandom_element(G.playing_cards, pseudoseed('mimejr'))\n      local seal_type = pseudorandom(pseudoseed('mimejr'))\n      if seal_type > 0.50 then _card:set_seal('Red', true)\n      else _card:set_seal('Blue', true) \n      end\n      card:juice_up(0.5, 0.5)\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_mime_ex\"), colour = G.C.CHIPS})\n    end\n    return level_evo(self, card, context, \"j_poke_mrmime\")\n  end,\n  attributes = {\"baby\", \"modify_card\", \"seals\", \"round_evo\"},\n}\n-- Happiny 440\nlocal happiny={\n  name = \"happiny\",\n  pos = {x = 11, y = 3},\n  config = {extra = {Xmult_minus = 0.5,rounds = 2, num = 1, dem = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n      info_queue[#info_queue+1] = G.P_CENTERS.m_lucky\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'happiny')\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, num, dem}}\n  end,\n  rarity = 2,\n  cost = 4,\n  stage = \"Baby\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not context.post_trigger and not card.debuff then\n      local max = 1\n      if SMODS.pseudorandom_probability(card, 'happiny', card.ability.extra.num, card.ability.extra.dem, 'happiny') then\n        max = max + 1\n      end\n      for i = 1, max do\n          G.E_MANAGER:add_event(Event({\n            func = function()\n              SMODS.add_card{set = 'Tarot', key = 'c_magician', edition = 'e_negative'}\n              return true\n            end\n          }))\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_chansey\")\n  end,\n  attributes = {\"baby\", \"tarot\", \"generation\", \"chance\", \"round_evo\"},\n}\n-- Chatot 441\n-- Spiritomb 442\n-- Gible 443\n-- Gabite 444\n-- Garchomp 445\n-- Munchlax 446\nlocal munchlax={\n  name = \"munchlax\",\n  pos = {x = 3, y = 4},\n  config = {extra = {Xmult_minus = 0.5,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 4,\n  joblacklist = true,\n  stage = \"Baby\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.add_card{set = 'Item', edition = 'e_negative'}\n          return true\n        end\n      }))\n    end\n    return level_evo(self, card, context, \"j_poke_snorlax\")\n  end,\n  attributes = {\"baby\", \"item\", \"generation\", \"round_evo\"},\n}\n-- Riolu 447\nlocal riolu={\n  name = \"riolu\",\n  pos = {x = 4, y = 4},\n  config = {extra = {Xmult_minus = 0.9,rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_aura\n    end\n    return {vars = {center.ability.extra.Xmult_minus, center.ability.extra.rounds, }}\n  end,\n  rarity = 3,\n  cost = 6,\n  gen = 4,\n  stage = \"Baby\",\n  ptype = \"Fighting\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            SMODS.add_card{set = 'Spectral', key = 'c_aura'}\n            G.GAME.consumeable_buffer = 0\n            return true\n          end\n        }))\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_lucario\")\n  end,\n  attributes = {\"baby\", \"spectral\", \"generation\", \"round_evo\"},\n}\n-- Lucario 448\nlocal lucario={\n  name = \"lucario\",\n  pos = {x = 5, y = 4},\n  config = {extra = {Xmult_multi = 1.3,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi, }}\n  end,\n  rarity = 3,\n  cost = 9,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Fighting\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and context.other_card.edition and not context.end_of_round then\n      if context.other_card.debuff then\n          return {\n              message = localize('k_debuffed'),\n              colour = G.C.RED,\n              card = card,\n          }\n      else\n          return {\n              x_mult = card.ability.extra.Xmult_multi,\n              card = card\n          }\n      end\n    end\n  end,\n  in_pool = function(self)\n    local has_edition = false\n    if G.playing_cards and #G.playing_cards > 0 then\n      for k, v in pairs(G.playing_cards) do\n        if v.edition then\n          has_edition = true\n          break\n        end\n      end\n    end\n    return has_edition\n  end,\n  attributes = {\"editions\", \"xmult\"},\n  megas = { \"mega_lucario\" },\n}\n\nlocal mega_lucario={\n  name = \"mega_lucario\",\n  pos = {x = 5, y = 4},\n  config = {extra = {Xmult_multi = 1.6,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi, }}\n  end,\n  rarity = \"poke_mega\",\n  cost = 11,\n  gen = 4,\n  stage = \"Mega\",\n  ptype = \"Fighting\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.hand and not context.end_of_round then\n      local edition, count = {}, 0\n      for i = 1, #G.hand.cards do\n        local c = G.hand.cards[i]\n        if c.edition and not edition[c.edition.type] then\n          edition[c.edition.type] = true\n          count = count + 1\n        end\n      end\n      if count >= 3 then\n        if context.other_card.debuff then\n            return {\n                message = localize('k_debuffed'),\n                colour = G.C.RED,\n                card = card,\n            }\n        else\n            return {\n                x_mult = card.ability.extra.Xmult_multi,\n                card = card\n            }\n        end\n      end\n    end\n  end,\n  attributes = {\"editions\", \"xmult\"},\n}\n-- Hippopotas 449\n-- Hippowdon 450\nreturn {name = \"Pokemon Jokers 421-450\", \n        list = {ambipom, buneary, lopunny, mega_lopunny, mismagius, honchkrow, chingling, bonsly, mimejr, happiny, munchlax, riolu, lucario, mega_lucario},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_16.lua",
    "content": "-- Skorupi 451\n-- Drapion 452\n-- Croagunk 453\n-- Toxicroak 454\n-- Carnivine 455\n-- Finneon 456\n-- Lumineon 457\n-- Mantyke 458\nlocal mantyke={\n  name = \"mantyke\",\n  pos = {x = 1, y = 5},\n  config = {extra = {Xmult_minus = 0.75, rounds = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n      info_queue[#info_queue+1] = G.P_CENTERS.c_devil\n    end\n    return {vars = {center.ability.extra.chips, center.ability.extra.Xmult_minus, center.ability.extra.rounds}}\n  end,\n  designer = \"FlamingRok\",\n  rarity = 2,\n  cost = 6,\n  stage = \"Baby\",\n  ptype = \"Water\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        faint_baby_poke(self, card, context)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_minus}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_minus\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not card.debuff then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.add_card{set = 'Tarot', key = 'c_devil', edition = 'e_negative'}\n          return true\n        end\n      }))\n    end\n    return level_evo(self, card, context, \"j_poke_mantine\")\n  end,\n  attributes = {\"baby\", \"tarot\", \"generation\", \"round_evo\"},\n}\n-- Snover 459\n-- Abomasnow 460\n-- Weavile 461\nlocal weavile = {\n  name = \"weavile\",\n  pos = {x = 4, y = 5},\n  config = {extra = {Xmult_mod = 1, Xmult = 1, Xmult2 = 1, money = 4}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.Xmult_mod, card.ability.extra.Xmult, localize(G.GAME.current_round.sneaselcard and G.GAME.current_round.sneaselcard.rank or \"Ace\", 'ranks'),\n                    card.ability.extra.money}}\n  end,\n  rarity = 'poke_safari',\n  cost = 10,\n  stage = \"One\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.final_scoring_step and #context.full_hand == 1 and context.full_hand[1]:get_id() == G.GAME.current_round.sneaselcard.id and not context.blueprint then\n      context.full_hand[1].to_be_removed_by = card\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n      })\n      ease_poke_dollars(card, \"weavile\", card.ability.extra.money)\n      card:juice_up()\n    end\n    if context.destroy_card and context.destroy_card.to_be_removed_by == card and not context.blueprint then\n      context.destroy_card.to_be_removed_by = nil\n      return {\n        remove = true\n      }\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not context.blueprint\n        and G.GAME.blind.boss and card.ability.extra.Xmult > 1 then\n      card.ability.extra.Xmult = card.ability.extra.Xmult2\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  attributes = {\"rank\", \"destroy_card\", \"economy\", \"xmult\", \"scaling\", \"reset\", \"boss_blind\"},\n}\n-- Magnezone 462\nlocal magnezone={\n  name = \"magnezone\", \n  pos = {x = 5, y = 5}, \n  config = {extra = {Xmult_multi = 1.5, Xmult_multi2 = .25}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n    end\n    local total = #find_pokemon_type(\"Metal\")\n    return {vars = {center.ability.extra.Xmult_multi, center.ability.extra.Xmult_multi2, center.ability.extra.Xmult_multi + (total * center.ability.extra.Xmult_multi2)}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  enhancement_gate = 'm_steel',\n  stage = \"Two\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.play and context.individual and not context.other_card.debuff and not context.end_of_round and\n       SMODS.has_enhancement(context.other_card, 'm_steel') then\n        local total = #find_pokemon_type(\"Metal\")\n        return {\n          x_mult = card.ability.extra.Xmult_multi + (total * card.ability.extra.Xmult_multi2),\n          card = card\n        }\n    end\n  end,\n  attributes = {\"xmult\", \"enhancements\", \"types\", \"joker\"},\n}\n-- Lickilicky 463\nlocal lickilicky={\n  name = \"lickilicky\", \n  pos = {x = 6, y = 5}, \n  config = {extra = {Xmult_multi = 1.5, subtract = 0.3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi, center.ability.extra.Xmult_multi - center.ability.extra.subtract}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  gen = 4, \n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      local first_jack = nil\n      local second_jack = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:get_id() == 11 then\n          if not first_jack then\n            first_jack = context.scoring_hand[i];\n          else\n            second_jack = context.scoring_hand[i];\n            break\n          end\n        end\n      end\n      if context.other_card == first_jack or context.other_card == second_jack then\n        return {\n            x_mult = card.ability.extra.Xmult_multi,\n            colour = G.C.RED,\n            card = card\n        }\n      elseif context.other_card:get_id() == 11 then\n        return {\n            x_mult = card.ability.extra.Xmult_multi - card.ability.extra.subtract,\n            colour = G.C.RED,\n            card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"rank\", \"jack\"},\n}\n-- Rhyperior 464\nlocal rhyperior={\n  name = \"rhyperior\", \n  pos = {x = 7, y = 5},\n  config = {extra = {chips = 8}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n    end\n    return {vars = {center.ability.extra.chips, 1 + math.floor(#find_pokemon_type(\"Earth\")/3)}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10,\n  enhancement_gate = 'm_stone',\n  stage = \"Two\", \n  ptype = \"Earth\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and not context.end_of_round and SMODS.has_enhancement(context.other_card, 'm_stone') then\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus or 0\n      context.other_card.ability.perma_bonus = context.other_card.ability.perma_bonus + card.ability.extra.chips\n      return {\n          extra = {message = localize('k_upgrade_ex'), colour = G.C.CHIPS},\n          colour = G.C.CHIPS,\n          card = card\n      }\n    end\n    if context.repetition and not context.end_of_round and context.cardarea == G.play and SMODS.has_enhancement(context.other_card, 'm_stone') then\n      local rhytriggers = 1 + math.floor(#find_pokemon_type(\"Earth\")/3)\n      return {\n        message = localize('k_again_ex'),\n        repetitions = rhytriggers,\n        card = card\n      }\n    end\n  end,\n  attributes = {\"chips\", \"perma_bonus\", \"modify_card\", \"enhancements\", \"retrigger\", \"types\", \"joker\"},\n}\n-- Tangrowth 465\nlocal tangrowth={\n  name = \"tangrowth\", \n  pos = {x = 8, y = 5},\n  config = {extra = {mult = 15, chips = 75, money_mod = 3, num = 1, dem = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_wild\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'tangrowth')\n    return {vars = {center.ability.extra.mult, center.ability.extra.chips,center.ability.extra.money_mod, num, dem}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10,\n  enhancement_gate = 'm_wild',\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and not context.end_of_round and\n       SMODS.has_enhancement(context.other_card, 'm_wild') then\n        if SMODS.pseudorandom_probability(card, 'tangrowth', card.ability.extra.num, card.ability.extra.dem, 'tangrowth') then\n          G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money_mod\n          G.E_MANAGER:add_event(Event({func = (function() G.GAME.dollar_buffer = 0; return true end)}))\n          return {\n            message = localize(\"poke_tangela_bonus\"),\n            colour = G.C.BLACK,\n            mult = card.ability.extra.mult,\n            chips = card.ability.extra.chips,\n            dollars = ease_poke_dollars(card, \"tangrowth\", card.ability.extra.money_mod, true),\n            card = card\n          }\n        else\n          local scoring_bonuses = {\"Mult\", \"Chips\", \"Money\"}\n          local bonus = pseudorandom_element(scoring_bonuses, pseudoseed('tangela'))\n          if bonus == \"Mult\" then\n            return {\n              message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n              colour = G.C.MULT,\n              mult = card.ability.extra.mult\n            }\n          elseif bonus == \"Chips\" then\n            return {\n              message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n              colour = G.C.CHIPS,\n              chips = card.ability.extra.chips\n            }\n          elseif bonus == \"Money\" then\n            G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money_mod\n            G.E_MANAGER:add_event(Event({func = (function() G.GAME.dollar_buffer = 0; return true end)}))\n            return {\n              dollars = ease_poke_dollars(card, \"tangrowth\", card.ability.extra.money_mod, true),\n              card = card\n            }\n          end\n        end\n    end\n  end,\n  attributes = {\"chips\", \"mult\", \"economy\", \"enhancements\", \"chance\"},\n}\n-- Electivire 466\nlocal electivire={\n  name = \"electivire\", \n  pos = {x = 9, y = 5}, \n  config = {extra = {money_mod = 2, Xmult_mod = 0.02}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_linkcable\n    end\n    return {vars = {center.ability.extra.money_mod, center.ability.extra.Xmult_mod , 1 + center.ability.extra.Xmult_mod * center.sell_cost}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7,\n  stage = \"One\",\n  ptype = \"Lightning\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if ((context.selling_card) or (not context.repetition and not context.individual and context.end_of_round)) and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_table = card.ability,\n        ref_value = 'extra_value',\n        scalar_table = card.ability.extra,\n        scalar_value = 'money_mod',\n        scaling_message = {\n          message = localize('k_val_up'),\n        }\n      })\n      card:set_cost()\n    end\n    if context.joker_main then\n      return {\n        Xmult = 1 + card.ability.extra.Xmult_mod * card.sell_cost\n      }\n    end\n  end,\n  attributes = {\"sell_value\", \"scaling\", \"economy\", \"xmult\"},\n}\n-- Magmortar 467\nlocal magmortar={\n  name = \"magmortar\", \n  pos = {x = 10, y = 5}, \n  config = {extra = {mult = 0, mult_mod = 2, Xmult = 1, Xmult_mod = 0.05}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, center.ability.extra.Xmult, center.ability.extra.Xmult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"One\", \n  ptype = \"Fire\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.discards_used == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.pre_discard and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod'\n      })\n    end\n    if context.discard and not context.blueprint\n      and G.GAME.current_round.discards_used == 0 and #context.full_hand == 1 then\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n        })\n\n        return {\n          remove = true\n        }\n    end\n    if context.joker_main and (card.ability.extra.mult > 0 or card.ability.extra.Xmult > 1) then\n      return {\n        message = localize(\"poke_fire_blast_ex\"),\n        colour = G.C.XMULT,\n        mult_mod = card.ability.extra.mult,\n        Xmult_mod = card.ability.extra.Xmult\n      }\n    end\n  end,\n  attributes = {\"discard\", \"destroy_card\", \"mult\", \"scaling\", \"xmult\"},\n}\n-- Togekiss 468\nlocal togekiss={\n  name = \"togekiss\",\n  pos = {x = 11, y = 5},\n  config = {extra = {num = 1, chip_dem = 5, Xmult_dem = 10, chips = 100, Xmult_multi = 1.5, plus_odds = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local num, chip_dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.chip_dem, 'togekiss')\n    local _, Xmult_dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.Xmult_dem, 'togekiss')\n    return {vars = {num, chip_dem, Xmult_dem, card.ability.extra.chips, card.ability.extra.Xmult_multi, card.ability.extra.plus_odds}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"One\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and context.other_card and context.other_card.ability.effect == \"Lucky Card\" then\n      local ret = nil\n      if SMODS.pseudorandom_probability(card, 'togekiss', card.ability.extra.num, card.ability.extra.chip_dem, 'togekiss') then\n        ret = {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}},\n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n      if SMODS.pseudorandom_probability(card, 'togekiss', card.ability.extra.num, card.ability.extra.Xmult_dem, 'togekiss') then\n        local temp = {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult_multi}},\n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult_multi\n        }\n        if ret then\n          ret.extra = temp\n        else\n          ret = temp\n        end\n      end\n\n      return ret\n    end\n    if context.mod_probability and not context.blueprint then\n      return \n      {\n        numerator = context.numerator + card.ability.extra.plus_odds\n      }\n    end\n  end,\n  attributes = {\"enhancements\", \"chance\", \"passive\", \"chance_mod\", \"chips\", \"xmult\"},\n}\n-- Yanmega 469\nlocal yanmega={\n  name = \"yanmega\",\n  pos = {x = 12, y = 5},\n  config = {extra = {mult_mod = 6,chip_mod = 12, num = 1, dem = 3, retriggers = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'yanmega')\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.chip_mod, num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play then\n      if context.other_card:get_id() == 3 or context.other_card:get_id() == 6 then\n        return {\n          mult = card.ability.extra.mult_mod,\n          chips = card.ability.extra.chip_mod,\n          card = card\n        }\n      end\n    end\n    if context.repetition and not context.end_of_round and context.cardarea == G.play then\n      if context.other_card:get_id() == 3 or context.other_card:get_id() == 6 then\n        if SMODS.pseudorandom_probability(card, 'yanmega', card.ability.extra.num, card.ability.extra.dem, 'yanmega') then\n          return {\n            message = localize('k_again_ex'),\n            repetitions = card.ability.extra.retriggers,\n            card = card\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"chips\", \"mult\", \"rank\", \"three\", \"six\", \"chance\", \"retrigger\"},\n}\n-- Leafeon 470\nlocal leafeon={\n  name = \"leafeon\", \n  pos = {x = 13, y = 5},\n  config = {extra = {h_size = 7, h_mod = 1, h_size_limit = 7}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.h_size, center.ability.extra.h_mod, center.ability.extra.h_size_limit}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand and not context.blueprint then\n      if context.before and card.ability.extra.h_size > 0 then\n        card.ability.extra.h_size = card.ability.extra.h_size - card.ability.extra.h_mod\n        G.hand:change_size(-card.ability.extra.h_mod)\n        return {\n            message = localize { type = 'variable', key = 'a_handsize_minus', vars = { card.ability.extra.h_mod } },\n            colour = G.C.FILTER\n        }\n      end\n    end\n    if context.individual and context.cardarea == G.play and context.other_card.lucky_trigger and card.ability.extra.h_size < card.ability.extra.h_size_limit and not context.blueprint then\n      card.ability.extra.h_size = card.ability.extra.h_size + card.ability.extra.h_mod\n      G.hand:change_size(card.ability.extra.h_mod)\n      return {\n          message = localize { type = 'variable', key = 'a_handsize', vars = { card.ability.extra.h_mod } },\n          colour = G.C.FILTER\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n  end,\n  attributes = {\"scaling\", \"hand_size\", \"enhancements\"},\n}\n-- Glaceon 471\nlocal glaceon={\n  name = \"glaceon\", \n  pos = {x = 0, y = 6},\n  config = {extra = {num = 1, dem = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'glaceon')\n    return {vars = {num, dem}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.reroll_shop and not context.blueprint then\n      if SMODS.pseudorandom_probability(card, 'glaceon', card.ability.extra.num, card.ability.extra.dem, 'glaceon') then\n        local card_to_copy = pseudorandom_element(G.deck.cards, pseudoseed('deckglaceon'))\n        local copy = copy_card(card_to_copy, nil, nil, G.playing_card)\n        copy:set_ability(G.P_CENTERS.m_glass, nil, true)\n        poke_add_shop_card(copy, card)\n      end\n    end\n  end,\n  attributes = {\"chance\", \"generation\", \"enhancements\"},\n}\n-- Gliscor 472\nlocal gliscor = {\n  name = \"gliscor\",\n  pos = {x = 1, y = 6},\n  config = {extra = {Xmult_multi = 0.25}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    local played_Xmult = 1\n    if G.hand then\n      local suit_count = 0\n      for i=1, #G.hand.cards do\n        if (G.hand.cards[i]:is_suit(G.GAME.current_round.gligar_suit) or G.hand.cards[i].debuff) and not G.hand.cards[i].highlighted then\n          suit_count = suit_count + 1\n        end\n      end\n      played_Xmult = 1 + (card.ability.extra.Xmult_multi * suit_count)\n    end\n    return {vars = {card.ability.extra.Xmult_multi, localize(G.GAME.current_round.gligar_suit or \"Clubs\", 'suits_singular'), played_Xmult,\n                    colours = {G.C.SUITS[G.GAME.current_round.gligar_suit or \"Clubs\"]}}}\n  end,\n  rarity = 'poke_safari',\n  cost = 10,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      local suit_count = 0\n      for i=1, #G.hand.cards do\n        if G.hand.cards[i]:is_suit(G.GAME.current_round.gligar_suit) or G.hand.cards[i].debuff then\n          suit_count = suit_count + 1\n        end\n      end\n      if suit_count > 0 then\n        local Xmult = 1 + (card.ability.extra.Xmult_multi * suit_count)\n        return {\n          x_mult = Xmult,\n          card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"suit\", \"xmult\"},\n}\n-- Mamoswine 473\nlocal mamoswine={\n  name = \"mamoswine\",\n  pos = {x = 2, y = 6},\n  config = {extra = {mult = 15,money = 4,num = 1, dem = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'mamoswine')\n    return {vars = {center.ability.extra.mult, center.ability.extra.money, num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and context.scoring_hand then\n      local earn = false\n      if SMODS.has_enhancement(context.other_card, 'm_stone') or SMODS.has_enhancement(context.other_card, 'm_glass') then\n        if SMODS.pseudorandom_probability(card, 'mamoswine', card.ability.extra.num, card.ability.extra.dem, 'mamoswine') then\n          earn = true\n        end\n      end\n      if context.other_card == context.scoring_hand[1] then\n        local stoneglass = 0\n        for k, v in pairs(context.scoring_hand) do\n          if SMODS.has_enhancement(v, 'm_stone') or SMODS.has_enhancement(v, 'm_glass') then\n            stoneglass = stoneglass + 1\n          end\n        end\n        \n        if stoneglass > 0 then\n          if earn then\n            G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money\n            G.E_MANAGER:add_event(Event({\n                func = function()\n                    G.GAME.dollar_buffer = 0\n                    return true\n                end\n            }))\n            local earned = ease_poke_dollars(card, \"2mamoswine\", card.ability.extra.money, true)\n            return {\n              mult = card.ability.extra.mult * stoneglass,\n              dollars = earned,\n              card = card\n            }\n          else\n            return {\n              mult = card.ability.extra.mult * stoneglass,\n              card = card\n            }\n          end\n        end\n      elseif earn then\n        G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                G.GAME.dollar_buffer = 0\n                return true\n            end\n        }))\n        local earned = ease_poke_dollars(card, \"2mamoswine\", card.ability.extra.money, true)\n        return {\n          dollars = earned,\n          card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"mult\", \"enhancements\", \"chance\", \"economy\"},\n}\n-- Porygon-Z 474\nlocal porygonz={\n  name = \"porygonz\", \n  pos = {x = 3, y = 6},\n  config = {extra = {Xmult_mod = 0.1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {1 + ((G.GAME.energies_used or 0) * center.ability.extra.Xmult_mod), center.ability.extra.Xmult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  joblacklist = true,\n  stage = \"Two\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Xmult = 1 + ((G.GAME.energies_used or 0) * card.ability.extra.Xmult_mod)\n        if Xmult > 1 then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n            colour = G.C.XMULT,\n            Xmult_mod = Xmult\n          }\n        end\n      end\n    end\n    if context.using_consumeable and context.consumeable.ability.set == 'Energy' and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local energy_key = nil\n      if pseudorandom('porygonz') < (1/256) then\n        energy_key = 'c_poke_bird_energy'\n      end\n      G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n      G.E_MANAGER:add_event(Event({\n          trigger = 'immediate',\n          delay = 0.0,\n          func = (function()\n                  local _card = create_card('Energy', G.consumeables, nil, nil, nil, nil, energy_key, 'pory')\n                  _card:add_to_deck()\n                  G.consumeables:emplace(_card)\n                  G.GAME.consumeable_buffer = 0\n              return true\n          end)}))\n      card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize(\"poke_plus_energy\"), colour = G.ARGS.LOC_COLOURS[\"pink\"]})\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 3\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus + 3\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 0\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus - 3\n    end\n  end,\n  attributes = {\"energy_limit\", \"energy\", \"generation\", \"xmult\", \"passive\"},\n}\n-- Gallade 475\nlocal gallade={\n  name = \"gallade\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult_mod = 0.5, e_limit = 1, num = 1, dem = 3, e_level = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local energized = 0\n    if G.jokers then\n      for k, v in ipairs(G.jokers.cards) do\n        if get_total_energy(v) >= center.ability.extra.e_level then\n          energized = energized + 1\n        end\n      end\n    end\n    local total = 1 + (center.ability.extra.Xmult_mod * energized)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'gallade')\n    return {vars = {center.ability.extra.Xmult_mod, center.ability.extra.e_limit, total, num, dem, center.ability.extra.e_level}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  gen = 4,\n  stage = \"Two\",\n  ptype = \"Fighting\",\n  atlas = \"Pokedex3\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main and next(context.poker_hands['Pair']) then\n      local energized = 0\n      for k, v in ipairs(G.jokers.cards) do\n        if get_total_energy(v) >= card.ability.extra.e_level then\n          energized = energized + 1\n        end\n      end\n      local total = 1 + (card.ability.extra.Xmult_mod * energized)\n      return \n      {\n        Xmult = total\n      }\n    end\n    \n    if context.using_consumeable and context.consumeable.ability.set == 'Item' then\n      if SMODS.pseudorandom_probability(card, 'gallade', card.ability.extra.num, card.ability.extra.dem, 'gallade') then\n        local e_jokers = {}\n        for k, v in ipairs(G.jokers.cards) do\n          if can_apply_energy(v, 'Trans') then\n            e_jokers[#e_jokers + 1] = v\n          end\n        end\n        if #e_jokers > 0 then\n          local energize_joker = pseudorandom_element(e_jokers, \"gallade_energy\")\n          energy_increase(energize_joker, \"Trans\")\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = card.ability.extra.e_limit\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus + card.ability.extra.e_limit\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 0\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus - card.ability.extra.e_limit\n    end\n  end,\n  attributes = {\"energy_limit\", \"chance\", \"energy_count\", \"item\", \"xmult\", \"hand_type\", \"passive\"},\n}\n-- Probopass 476\nlocal probopass={\n  name = \"probopass\",\n  pos = {x = 5, y = 6},\n  config = {extra = {Xmult_multi = 1.5,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and SMODS.has_enhancement(context.other_card, 'm_stone') then\n      return {\n          x_mult = card.ability.extra.Xmult_multi,\n          colour = G.C.XMULT,\n          card = card\n      }\n    end\n  end,\n  attributes = {\"modify_card\", \"enhancements\", \"face\", \"xmult\", \"passive\"},\n}\n-- Dusknoir 477\nlocal dusknoir={\n  name = \"dusknoir\",\n  pos = {x = 0, y = 0},\n  config = {extra = {retriggers = 1, spec_up = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.retriggers, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  gen = 4,\n  stage = \"Two\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.repetition and context.cardarea == G.play and G.GAME.current_round.hands_left == 0 then\n      return {\n        repetitions = card.ability.extra.retriggers\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.spectral_rate = G.GAME.spectral_rate + card.ability.extra.spec_up\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.spectral_rate = math.max(0, G.GAME.spectral_rate - card.ability.extra.spec_up)\n  end,\n  attributes = {\"hands\", \"spectral\", \"retrigger\", \"passive\"},\n}\n-- Froslass 478\nlocal froslass={\n  name = \"froslass\",\n  pos = {x = 7, y = 6},\n  config = {extra = {debt = 15}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.debt}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex4\",\n  gen = 4,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local in_debt = nil\n        if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n          in_debt = to_big(G.GAME.dollars) < to_big(0)\n        else\n          in_debt = G.GAME.dollars < 0\n        end\n        if in_debt and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          local _card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil)\n          _card:add_to_deck()\n          G.consumeables:emplace(_card)\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.bankrupt_at = G.GAME.bankrupt_at - card.ability.extra.debt\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.bankrupt_at = G.GAME.bankrupt_at + card.ability.extra.debt\n  end,\n  attributes = {\"economy\", \"passive\", \"item\", \"generation\"},\n}\n-- Rotom 479\nlocal rotom={\n  name = \"rotom\",\n  pos = {x = 0, y = 0},\n  config = {extra = {num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'rotom')\n    return {vars = {num, dem}}\n  end,\n  rarity = 3,\n  cost = 7,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  auto_sticker = true,\n  calculate = function(self, card, context)\n    if context.open_booster and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      if SMODS.pseudorandom_probability(card, 'rotom', card.ability.extra.num, card.ability.extra.dem, 'rotom') then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n            trigger = 'before',\n            delay = 0.0,\n            func = (function()\n                    local card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil, 'rotom')\n                    card:add_to_deck()\n                    G.consumeables:emplace(card)\n                    G.GAME.consumeable_buffer = 0\n                return true\n            end)}))\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"k_plus_tarot\"), colour = G.C.PURPLE})\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.E_MANAGER:add_event(Event({func = function()\n      for k, v in pairs(G.I.CARD) do\n          if v.set_cost then v:set_cost() end\n      end\n      return true end }))\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.E_MANAGER:add_event(Event({func = function()\n      for k, v in pairs(G.I.CARD) do\n          if v.set_cost then v:set_cost() end\n      end\n      return true end }))\n  end,\n  attributes = {\"chance\", \"item\", \"generation\", \"passive\", \"economy\"},\n}\n\nlocal rotomh={\n  name = \"rotomh\",\n  pos = {x = 0, y = 0},\n  config = {extra = {num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'rotom')\n    return {vars = {num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  aux_poke = true, \n  no_collection = true,\n  calculate = function(self, card, context)\n    if context.pre_discard and context.full_hand and #context.full_hand == 2 and G.GAME.current_round.discards_used == 0 and not context.hook and not context.blueprint then\n      local target = {context.full_hand[1],context.full_hand[2]}\n      poke_convert_cards_to(target, {mod_conv = 'm_mult'})\n    end\n    if context.open_booster and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      if SMODS.pseudorandom_probability(card, 'rotom', card.ability.extra.num, card.ability.extra.dem, 'rotom') then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n            trigger = 'before',\n            delay = 0.0,\n            func = (function()\n                    local card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil, 'rotom')\n                    card:add_to_deck()\n                    G.consumeables:emplace(card)\n                    G.GAME.consumeable_buffer = 0\n                return true\n            end)}))\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"k_plus_tarot\"), colour = G.C.PURPLE})\n      end\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"chance\", \"item\", \"generation\", \"discard\", \"modify_card\", \"enhancements\"},\n}\n\nlocal rotomw={\n  name = \"rotomw\",\n  pos = {x = 0, y = 0},\n  config = {extra = {num = 1, dem = 2, money = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'rotom')\n    return {vars = {num, dem, center.ability.extra.money}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  aux_poke = true, \n  no_collection = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.before and not context.blueprint then\n      local enhanced = {}\n      for k, v in ipairs(context.scoring_hand) do\n        if v.config.center ~= G.P_CENTERS.c_base and not v.debuff and not v.vampired then\n          enhanced[#enhanced+1] = v\n          v.vampired = true\n          v:set_ability(G.P_CENTERS.c_base, nil, true)\n          G.E_MANAGER:add_event(Event({\n              func = function()\n                  v:juice_up()\n                  v.vampired = nil\n                  return true\n              end\n          })) \n        end\n      end\n      if #enhanced > 0 then\n        ease_poke_dollars(card, \"rotomw\", card.ability.extra.money * #enhanced)\n      end\n    end\n    if context.open_booster and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      if SMODS.pseudorandom_probability(card, 'rotom', card.ability.extra.num, card.ability.extra.dem, 'rotom') then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n            trigger = 'before',\n            delay = 0.0,\n            func = (function()\n                    local card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil, 'rotom')\n                    card:add_to_deck()\n                    G.consumeables:emplace(card)\n                    G.GAME.consumeable_buffer = 0\n                return true\n            end)}))\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"k_plus_tarot\"), colour = G.C.PURPLE})\n      end\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"chance\", \"item\", \"generation\", \"economy\", \"modify_card\", \"enhancements\"},\n}\n\nlocal rotomf={\n  name = \"rotomf\",\n  pos = {x = 0, y = 0},\n  config = {extra = {num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.polychrome) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      end\n      if not center.edition or (center.edition and not center.edition.foil) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n      end\n      if not center.edition or (center.edition and not center.edition.holo) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n      end\n    end\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'rotom')\n    return {vars = {num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  aux_poke = true, \n  no_collection = true,\n  calculate = function(self, card, context)\n    if context.setting_blind and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      local set = pseudorandom_element(SMODS.ConsumableTypes, pseudoseed('rotomf'))\n      local _card = create_card(set.key, G.consumeables, nil, nil, nil, nil, nil, 'rotomf')\n      local edition = poll_edition('aura', nil, true, true)\n      _card:set_edition(edition)\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n      card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('poke_plus_consumable'), colour = G.C.FILTER})\n    end\n    if context.open_booster and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      if SMODS.pseudorandom_probability(card, 'rotom', card.ability.extra.num, card.ability.extra.dem, 'rotom') then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n            trigger = 'before',\n            delay = 0.0,\n            func = (function()\n                    local card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil, 'rotom')\n                    card:add_to_deck()\n                    G.consumeables:emplace(card)\n                    G.GAME.consumeable_buffer = 0\n                return true\n            end)}))\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"k_plus_tarot\"), colour = G.C.PURPLE})\n      end\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"chance\", \"item\", \"generation\"},\n}\n\nlocal rotomfan={\n  name = \"rotomfan\",\n  pos = {x = 0, y = 0},\n  config = {extra = {num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'rotom')\n    return {vars = {num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  aux_poke = true, \n  no_collection = true,\n  calculate = function(self, card, context)\n    if context.setting_blind and not card.getting_sliced and not context.blueprint then\n      local my_pos = nil\n      for i = 1, #G.jokers.cards do\n          if G.jokers.cards[i] == card then my_pos = i; break end\n      end\n      if my_pos and G.jokers.cards[my_pos+1] and not card.getting_sliced and not G.jokers.cards[my_pos+1].ability.eternal and not G.jokers.cards[my_pos+1].getting_sliced then \n          local sliced_card = G.jokers.cards[my_pos+1]\n          sliced_card.getting_sliced = true\n          \n          G.GAME.joker_buffer = G.GAME.joker_buffer - 1\n          G.E_MANAGER:add_event(Event({func = function()\n              G.GAME.joker_buffer = 0\n              card:juice_up(0.8, 0.8)\n              sliced_card:start_dissolve({HEX(\"57ecab\")}, nil, 1.6)\n              play_sound('slice1', 0.96+math.random()*0.08)\n          return true end }))\n    \n          G.E_MANAGER:add_event(Event({\n            func = (function()\n                local tags = {}\n                for k, v in pairs(G.P_TAGS) do\n                  if v.key ~= \"tag_boss\" then\n                    tags[#tags + 1] = v\n                  end\n                end\n                local temp_tag = pseudorandom_element(tags, pseudoseed('rotomfan'))\n                local tag = Tag(temp_tag.key)\n                if tag.key == \"tag_orbital\" then \n                  local _poker_hands = {}\n                  for k, v in pairs(G.GAME.hands) do\n                    if v.visible then\n                      _poker_hands[#_poker_hands + 1] = k\n                    end\n                  end\n                  tag.ability.orbital_hand = pseudorandom_element(_poker_hands, pseudoseed('rotomfan'))\n                end\n                add_tag(tag)\n                play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n                play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n                return true\n            end)\n          }))\n      end\n    end\n    if context.open_booster and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      if SMODS.pseudorandom_probability(card, 'rotom', card.ability.extra.num, card.ability.extra.dem, 'rotom') then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n            trigger = 'before',\n            delay = 0.0,\n            func = (function()\n                    local card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil, 'rotom')\n                    card:add_to_deck()\n                    G.consumeables:emplace(card)\n                    G.GAME.consumeable_buffer = 0\n                return true\n            end)}))\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"k_plus_tarot\"), colour = G.C.PURPLE})\n      end\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"chance\", \"item\", \"generation\", \"destroy_card\", \"tag\"},\n}\n\nlocal rotomm={\n  name = \"rotomm\",\n  pos = {x = 0, y = 0},\n  config = {extra = {num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'rotom')\n    return {vars = {num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 4,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  aux_poke = true,\n  no_collection = true,\n  calculate = function(self, card, context)\n    if context.end_of_round and not context.individual and not context.repetition then\n      local targets = {G.hand.cards[1], G.hand.cards[2]}\n      \n      juice_flip_table(card, targets, false, #targets)\n      for i = 1, #targets do\n        poke_vary_rank(G.hand.cards[i], true)\n      end\n      juice_flip_table(card, targets, true, #targets)\n      delay(0.5)\n    end\n    if context.open_booster and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n      if SMODS.pseudorandom_probability(card, 'rotom', card.ability.extra.num, card.ability.extra.dem, 'rotom') then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n            trigger = 'before',\n            delay = 0.0,\n            func = (function()\n                    local card = create_card('Item', G.consumeables, nil, nil, nil, nil, nil, 'rotom')\n                    card:add_to_deck()\n                    G.consumeables:emplace(card)\n                    G.GAME.consumeable_buffer = 0\n                return true\n            end)}))\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"k_plus_tarot\"), colour = G.C.PURPLE})\n      end\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"chance\", \"item\", \"generation\", \"modify_card\"},\n}\n\n-- Uxie 480\nreturn {name = \"Pokemon Jokers 451-480\", \n        list = {mantyke, weavile, magnezone, lickilicky, rhyperior, tangrowth, electivire, magmortar, togekiss, yanmega, leafeon, glaceon, gliscor, mamoswine, porygonz, gallade,\n                probopass, dusknoir, froslass, rotom, rotomh, rotomw, rotomf, rotomfan, rotomm\n        },\n}\n"
  },
  {
    "path": "pokemon/pokejokers_17.lua",
    "content": "-- Mesprit 481\n-- Azelf 482\n-- Dialga 483\n-- Palkia 484\n-- Heatran 485\n-- Regigigas 486\n-- Giratina 487\n-- Cresselia 488\n-- Phione 489\n-- Manaphy 490\n-- Darkrai 491\n-- Shaymin 492\nlocal shaymin={\n  name = \"shaymin\",\n  pos = {x = 0, y = 0},\n  config = {extra = {flowers_scored = 0}, evo_rqmt = 10},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_poke_flower\n    end\n    return {vars = {math.max(0, self.config.evo_rqmt - center.ability.extra.flowers_scored)}}\n  end,\n  rarity = 4,\n  cost = 10,\n  gen = 4,\n  stage = \"Legendary\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.hands_played == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.before and context.cardarea == G.jokers and not context.blueprint then\n      if G.GAME.current_round.hands_played == 0 then\n        local card = context.scoring_hand[#context.scoring_hand]\n        card:set_ability(G.P_CENTERS.m_poke_flower, nil, true)\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                card:juice_up()\n                return true\n            end\n        })) \n      end\n    end\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff and not context.end_of_round \n       and SMODS.has_enhancement(context.other_card, 'm_poke_flower') and not context.blueprint then\n      card.ability.extra.flowers_scored = card.ability.extra.flowers_scored + 1\n    end\n    return scaling_evo(self, card, context, \"j_poke_shaymin_sky\", card.ability.extra.flowers_scored, self.config.evo_rqmt, localize(\"poke_transform_success\"))\n  end,\n  attributes = {\"hands\", \"modify_card\", \"enhancements\"},\n}\n\nlocal shaymin_sky={\n  name = \"shaymin_sky\",\n  pos = {x = 0, y = 0},\n  config = {extra = {death_used = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_wild\n      info_queue[#info_queue+1] = G.P_CENTERS.m_poke_flower\n    end\n    return {vars = {}}\n  end,\n  rarity = 4,\n  cost = 10,\n  gen = 4,\n  stage = \"Legendary\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex4\",\n  custom_pool_func = true,\n  aux_poke = true,\n  no_collection = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.check_enhancement then\n      if SMODS.has_enhancement(context.other_card, 'm_poke_flower') then\n          return {m_wild = true}\n      end\n    end\n    if context.using_consumeable and context.consumeable.label == \"Death\" then\n      card.ability.extra.death_used = card.ability.extra.death_used + 1\n    end\n    return scaling_evo(self, card, context, \"j_poke_shaymin\", card.ability.extra.death_used, 1, localize(\"poke_transform_success\"))\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"modify_card\", \"enhancements\", \"passive\"},\n}\n-- Arceus 493\n-- Victini 494\n-- Snivy 495\n-- Servine 496\n-- Serperior 497\n-- Tepig 498\n-- Pignite 499\n-- Emboar 500\n-- Oshawott 501\n-- Dewott 502\n-- Samurott 503\n-- Patrat 504\n-- Watchog 505\n-- Lillipup 506\n-- Herdier 507\n-- Stoutland 508\n-- Purrloin 509\n-- Liepard 510\nreturn {name = \"Pokemon Jokers 481-510\", \n        list = {shaymin, shaymin_sky},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_18.lua",
    "content": "-- Pansage 511\nlocal pansage = {\n  name = \"pansage\",\n  pos = { x = 3, y = 1 },\n  config = { extra = {} },\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    info_queue[#info_queue + 1] = { set = 'Joker', key = 'j_shortcut', config = {} }\n    info_queue[#info_queue + 1] = G.P_CENTERS.c_poke_leafstone\n    return { vars = {} }\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  item_req = \"leafstone\",\n  knockoff_starter = true,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    return item_evo(self, card, context, \"j_poke_simisage\")\n  end,\n  attributes = {\"applies\", \"passive\", \"hand_type\", \"item_evo\"},\n}\n-- Simisage 512\nlocal simisage = {\n  name = \"simisage\",\n  pos = { x = 4, y = 1 },\n  config = { extra = { num = 1, dem = 3 } },\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    info_queue[#info_queue + 1] = { set = 'Joker', key = 'j_shortcut', config = {} }\n    info_queue[#info_queue + 1] = G.P_CENTERS.m_lucky\n    local num, dem = SMODS.get_probability_vars(card, card.ability.extra.num, card.ability.extra.dem, 'simisage')\n    return { vars = { num, dem } }\n  end,\n  rarity = 'poke_safari',\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.before and context.cardarea == G.jokers and not context.blueprint then\n      local stall_for_effects = false\n      for _, v in ipairs(context.full_hand) do\n        if v.config.center == G.P_CENTERS.c_base then\n          if SMODS.pseudorandom_probability(card, 'simisage', card.ability.extra.num, card.ability.extra.dem, 'simisage') then\n            stall_for_effects = true\n            v:set_ability(G.P_CENTERS.m_lucky, nil, true)\n            G.E_MANAGER:add_event(Event({\n              func = function()\n                v:juice_up()\n                return true\n              end\n            }))\n          end\n        end\n      end\n      if stall_for_effects then\n        return {\n          message = localize('k_upgrade_ex'),\n          colour = G.C.GREEN\n        }\n      end\n    end\n  end,\n  attributes = {\"applies\", \"passive\", \"hand_type\", \"modify_card\", \"enhancements\", \"chance\"},\n}\n-- Pansear 513\nlocal pansear = {\n  name = \"pansear\",\n  pos = { x = 5, y = 1 },\n  config = { extra = {} },\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    info_queue[#info_queue + 1] = { set = 'Joker', key = 'j_four_fingers', config = {} }\n    info_queue[#info_queue + 1] = G.P_CENTERS.c_poke_firestone\n    return { vars = {} }\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  item_req = \"firestone\",\n  knockoff_starter = true,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    return item_evo(self, card, context, \"j_poke_simisear\")\n  end,\n  attributes = {\"applies\", \"passive\", \"hand_type\", \"item_evo\"},\n}\n-- Simisear 514\nlocal simisear = {\n  name = \"simisear\",\n  pos = { x = 6, y = 1 },\n  config = { extra = { destroy = false} },\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    info_queue[#info_queue + 1] = { set = 'Joker', key = 'j_four_fingers', config = {} }\n    info_queue[#info_queue + 1] = G.P_CENTERS.c_empress\n    local active = G.GAME and G.GAME.current_round and G.GAME.current_round.hands_played == 0\n    return { vars = {active and \"(\"..localize('k_active_ex')..\")\" or '' } }\n  end,\n  rarity = 'poke_safari',\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn then\n      juice_card_until(card, function() return G.GAME.current_round.hands_played == 0 end, true)\n    end\n    if context.poker_hands and G.GAME.current_round.hands_played == 0\n        and (next(context.poker_hands['Straight']) or next(context.poker_hands['Flush'])) then\n      if context.before and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            SMODS.add_card({set = 'Tarot', key = 'c_empress'})\n            G.GAME.consumeable_buffer = 0\n            return true\n          end\n        }))\n\n        return {\n          message = localize('k_plus_tarot'),\n          colour = G.C.PURPLE,\n        }\n      end\n\n      if context.destroy_card and context.cardarea == 'unscored' and not context.blueprint then\n        return {\n          remove = true\n        }\n      end\n    end\n  end,\n  attributes = {\"applies\", \"passive\", \"hand_type\", \"generation\", \"tarot\", \"destroy_card\"},\n}\n-- Panpour 515\nlocal panpour = {\n  name = \"panpour\",\n  pos = { x = 7, y = 1 },\n  config = { extra = {} },\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    info_queue[#info_queue + 1] = { set = 'Joker', key = 'j_pareidolia', config = {} }\n    info_queue[#info_queue + 1] = G.P_CENTERS.c_poke_waterstone\n    return { vars = {} }\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  item_req = \"waterstone\",\n  knockoff_starter = true,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    return item_evo(self, card, context, \"j_poke_simipour\")\n  end,\n  attributes = {\"applies\", \"passive\", \"modify_card\", \"face\", \"item_evo\"},\n}\n-- Simipour 516\nlocal simipour = {\n  name = \"simipour\",\n  pos = { x = 8, y = 1 },\n  config = { extra = {} },\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    info_queue[#info_queue + 1] = { set = 'Joker', key = 'j_pareidolia', config = {} }\n    info_queue[#info_queue + 1] = G.P_CENTERS.m_bonus\n    return { vars = {} }\n  end,\n  rarity = 'poke_safari',\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.before and context.cardarea == G.jokers and not context.blueprint then\n      local lowest_card = nil\n      for _, v in ipairs(context.full_hand) do\n        if v.config.center == G.P_CENTERS.c_base then\n          if not lowest_card then\n            lowest_card = v\n          elseif v.base.nominal < lowest_card.base.nominal then\n            lowest_card = v\n          end\n        end\n      end\n      if lowest_card then\n        lowest_card:set_ability(G.P_CENTERS.m_bonus, nil, true)\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            lowest_card:juice_up()\n            return true\n          end\n        }))\n      end\n    end\n  end,\n  attributes = {\"applies\", \"passive\", \"modify_card\", \"face\", \"enhancements\"},\n}\n-- Munna 517\nlocal munna={\n  name = \"munna\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult_multi = 1, Xmult_mod = 0.05, scry = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi, center.ability.extra.Xmult_mod, center.ability.extra.scry}}\n  end,\n  rarity = 3,\n  cost = 7,\n  gen = 5,\n  item_req = \"moonstone\",\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex5\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  copy_scaled = true,\n  calculate = function(self, card, context)\n    if context.before then\n      local eaten = 0\n      for k, v in ipairs(G.scry_view.cards) do\n        if v.config.center ~= G.P_CENTERS.c_base and not v.debuff and not v.vampired then\n            local true_card = G.deck.cards[#G.deck.cards - k + 1]\n            v.vampired = true\n            eaten = eaten + 1\n\n            v:set_ability(G.P_CENTERS.c_base, nil, true)\n            true_card:set_ability(G.P_CENTERS.c_base, nil, true)\n            G.E_MANAGER:add_event(Event({\n                func = function()\n                    v:juice_up()\n                    v.vampired = nil\n                    return true\n                end\n            }))\n        end\n      end\n      if eaten > 0 then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult_multi',\n          scalar_value = 'Xmult_mod',\n          operation = function(ref_table, ref_value, initial, change)\n            ref_table[ref_value] = initial + (change * eaten)\n          end,\n          no_message = true,\n        })\n      end\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult_multi\n      }\n    end\n    return item_evo(self, card, context, \"j_poke_musharna\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = (G.GAME.scry_amount or 0) + card.ability.extra.scry\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.GAME.scry_amount = math.max(0,(G.GAME.scry_amount or 0) - card.ability.extra.scry)\n  end,\n  attributes = {\"foresight\", \"enhancements\", \"modify_card\", \"xmult\", \"item_evo\"},\n}\n-- Musharna 518\nlocal musharna={\n  name = \"musharna\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult_multi = 1, scry = 2, scry_added = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi, center.ability.extra.scry,}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 5,\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex5\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local psy_count = #find_pokemon_type(\"Psychic\")\n      if psy_count > 0 then\n        G.GAME.scry_amount = (G.GAME.scry_amount or 0) + (psy_count * card.ability.extra.scry)\n        card.ability.extra.scry_added = card.ability.extra.scry_added + (psy_count * card.ability.extra.scry)\n        card:juice_up()\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      G.GAME.scry_amount = math.max(0, (G.GAME.scry_amount or 0) - card.ability.extra.scry_added)\n      card.ability.extra.scry_added = 0\n    end\n    if context.individual and context.cardarea == G.scry_view and context.other_card.config.center ~= G.P_CENTERS.c_base and not context.end_of_round and not context.other_card.debuff then\n        return {\n          x_mult = card.ability.extra.Xmult_multi\n        }\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not from_debuff and card.ability.extra.scry_added > 0 then\n      G.GAME.scry_amount = math.max(0,(G.GAME.scry_amount or 0) - card.ability.extra.scry_added)\n    end\n  end,\n  attributes = {\"foresight\", \"enhancements\", \"xmult\", \"joker\", \"types\"},\n}\n-- Pidove 519\n-- Tranquill 520\n-- Unfezant 521\n-- Blitzle 522\n-- Zebstrika 523\n-- Roggenrola 524\nlocal roggenrola = {\n  name = \"roggenrola\", \n  pos = {x = 2, y = 2},\n  config = {extra = {hazard_level = 1, mult_mod = 5, hazard_triggered = 0}, evo_rqmt = 10},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n\n    return {vars = {abbr.hazard_level, abbr.mult_mod, math.max(0, self.config.evo_rqmt - abbr.hazard_triggered)}}\n  end,\n  rarity = 1,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  hazard_poke = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.hand and SMODS.has_no_rank(context.other_card) then\n      if context.other_card.debuff then\n          return {\n              message = localize('k_debuffed'),\n              colour = G.C.RED,\n              card = card,\n          }\n      else\n          if not context.blueprint then\n            card.ability.extra.hazard_triggered = card.ability.extra.hazard_triggered + 1\n          end\n          return {\n              h_mult = card.ability.extra.mult_mod,\n              card = card\n          }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_boldore\", card.ability.extra.hazard_triggered, self.config.evo_rqmt)\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"rank\", \"mult\", \"trigger_evo\"},\n}\n-- Boldore 525\nlocal boldore = {\n  name = \"boldore\", \n  pos = {x = 3, y = 2},\n  config = {extra = {hazard_level = 1, mult_mod = 10}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_linkcable\n    end\n    \n    return {vars = {abbr.hazard_level, abbr.mult_mod}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  item_req = \"linkcable\",\n  hazard_poke = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.hand and SMODS.has_no_rank(context.other_card) then\n      if context.other_card.debuff then\n          return {\n              message = localize('k_debuffed'),\n              colour = G.C.RED,\n              card = card,\n          }\n      else\n          return {\n              h_mult = card.ability.extra.mult_mod,\n              card = card\n          }\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_gigalith\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"rank\", \"mult\", \"item_evo\"},\n}\n-- Gigalith 526\nlocal gigalith = {\n  name = \"gigalith\", \n  pos = {x = 4, y = 2},\n  config = {extra = {hazard_level = 1, mult_mod = 7, retriggers = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n\n    return {vars = {abbr.hazard_level, abbr.mult_mod}}\n  end,\n  rarity = 'poke_safari',\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  blueprint_compat = true,\n  hazard_poke = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.hand and SMODS.has_no_rank(context.other_card) then\n      if context.other_card.debuff then\n          return {\n              message = localize('k_debuffed'),\n              colour = G.C.RED,\n              card = card,\n          }\n      else\n          return {\n              h_mult = card.ability.extra.mult_mod,\n              card = card\n          }\n      end\n    end\n    if context.repetition and context.cardarea == G.hand and (next(context.card_effects[1]) or #context.card_effects > 1) and SMODS.has_no_rank(context.other_card) then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"rank\", \"mult\", \"retrigger\"},\n}\n-- Woobat 527\n-- Swoobat 528\n-- Drilbur 529\nlocal drilbur={\n  name = \"drilbur\",\n  pos = {x = 0, y = 0},\n  config = {extra = {active = true, stones_destroyed = 0}, evo_rqmt = 4},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'dril_treasure'}\n    return {vars = {math.max(0, self.config.evo_rqmt - center.ability.extra.stones_destroyed)}}\n  end,\n  rarity = 1,\n  cost = 4,\n  gen = 5,\n  enhancement_gate = \"m_stone\",\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex5\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function(card) return card.ability.extra.active and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n    if context.destroying_card then\n      if not context.blueprint and SMODS.has_enhancement(context.destroying_card, 'm_stone') and card.ability.extra.active then\n        card.ability.extra.active = false\n        card.ability.extra.stones_destroyed = card.ability.extra.stones_destroyed + 1\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('poke_drill_ex'), colour = G.ARGS.LOC_COLOURS.earth})\n        poke_create_treasure(card, 'drilbur')\n        return true\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then\n      card.ability.extra.active = true\n    end\n    return scaling_evo(self, card, context, \"j_poke_excadrill\", card.ability.extra.stones_destroyed, self.config.evo_rqmt)\n  end,\n  attributes = {\"enhancements\", \"destroy_card\", \"generation\", \"item\", \"economy\", \"trigger_evo\"},\n}\n-- Excadrill 530\nlocal excadrill={\n  name = \"excadrill\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult_mod = 2},},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'exdril_treasure'}\n    return {vars = {center.ability.extra.mult_mod, G.GAME.starting_deck_size,  \n                    math.max(0, center.ability.extra.mult_mod * (G.playing_cards and (G.GAME.starting_deck_size - #G.playing_cards) or 0))}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 5,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex5\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local Mult = math.max(0, card.ability.extra.mult_mod * (G.GAME.starting_deck_size - #G.playing_cards))\n        if Mult > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {Mult}}, \n            colour = G.C.MULT,\n            mult_mod = Mult\n          }\n        end\n      end\n    end\n    if context.destroying_card then\n      if not context.blueprint and SMODS.has_enhancement(context.destroying_card, 'm_stone') then\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('poke_drill_ex'), colour = G.ARGS.LOC_COLOURS.earth})\n        poke_create_treasure(card, 'excadril', true)\n        return true\n      end\n    end\n  end,\n  attributes = {\"enhancements\", \"destroy_card\", \"generation\", \"item\", \"economy\", \"full_deck\", \"mult\"},\n}\n-- Audino 531\n-- Timburr 532\n-- Gurdurr 533\n-- Conkeldurr 534\n-- Tympole 535\n-- Palpitoad 536\n-- Seismitoad 537\n-- Throh 538\n-- Sawk 539\n-- Sewaddle 540\nreturn {\n  name = \"Pokemon Jokers 511-540\",\n  list = {pansage, simisage, pansear, simisear, panpour, simipour, munna, musharna, roggenrola, boldore, gigalith, drilbur, excadrill },\n}\n"
  },
  {
    "path": "pokemon/pokejokers_19.lua",
    "content": "-- Swadloon 541\n-- Leavanny 542\n-- Venipede 543\n-- Whirlipede 544\n-- Scolipede 545\n-- Cottonee 546\n-- Whimsicott 547\n-- Petilil 548\n-- Lilligant 549\n-- Basculin 550\n-- Sandile 551\n-- Krokorok 552\n-- Krookodile 553\n-- Darumaka 554\n-- Darmanitan 555\n-- Maractus 556\n-- Dwebble 557\n-- Crustle 558\n-- Scraggy 559\n-- Scrafty 560\n-- Sigilyph 561\n-- Yamask 562\n-- Cofagrigus 563\n-- Tirtouga 564\n-- Carracosta 565\n-- Archen 566\n-- Archeops 567\n-- Trubbish 568\nlocal trubbish={\n  name = \"trubbish\",\n  pos = {x = 4, y = 5},\n  config = {extra = {chips = 0,chip_mod = 3,money = 2,triggers = 0}, evo_rqmt = 4},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod,center.ability.extra.money, math.max(0, self.config.evo_rqmt - center.ability.extra.triggers)}}\n  end,\n  designer = \"bt\",\n  rarity = 1,\n  cost = 5,\n  gen = 5,\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex5\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      if G.GAME.current_round.discards_used == 0 and G.GAME.current_round.discards_left > 0 and not context.blueprint then\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          operation = function(ref_table, ref_value, initial, modifier)\n            ref_table[ref_value] = initial + modifier * G.GAME.current_round.discards_left\n          end,\n          message_colour = G.C.CHIPS\n        })\n      \n        card.ability.extra.triggers = card.ability.extra.triggers + 1\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_garbodor\", card.ability.extra.triggers, self.config.evo_rqmt)\n  end,\n  calc_dollar_bonus = function(self, card)\n    if G.GAME.current_round.discards_used == 0 and G.GAME.current_round.discards_left > 0 then\n      return ease_poke_dollars(card, \"trubbish\", G.GAME.current_round.discards_left * card.ability.extra.money, true)\n    end\n  end,\n  attributes = {\"discard\", \"economy\", \"chips\", \"scaling\", \"trigger_evo\"},\n}\n-- Garbodor 569\nlocal garbodor={\n  name = \"garbodor\",\n  pos = {x = 5, y = 5},\n  config = {extra = {chips = 0,chip_mod = 5,triggers = 0, active = false}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {key = 'tag_garbage', set = 'Tag', specific_vars = {1, G.GAME.unused_discards or 0}}\n    end\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod,center.ability.extra.money}}\n  end,\n  designer = \"bt\",\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 5,\n  stage = \"One\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex5\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      if G.GAME.current_round.discards_used == 0 and G.GAME.current_round.discards_left > 0 and not context.blueprint then\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          operation = function(ref_table, ref_value, initial, modifier)\n            ref_table[ref_value] = initial + modifier * G.GAME.current_round.discards_left\n          end,\n          message_colour = G.C.CHIPS\n        })\n      end\n      if (G.GAME.poke_ante_discards_used or 0) == 0 and G.GAME.blind.boss then\n        card.ability.extra.active = true\n      end\n    end\n  end,\n  calc_dollar_bonus = function(self, card)\n    if card.ability.extra.active then\n      card.ability.extra.active = false\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n          add_tag(Tag('tag_garbage'))\n          play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n          play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n          return true\n        end)\n      }))\n    end\n  end,\n  attributes = {\"discard\", \"economy\", \"chips\", \"scaling\", \"tag\", \"generation\"},\n}\n-- Zorua 570\nlocal zorua = {\n  name = \"zorua\", \n  pos = { x = 6, y = 5 },\n  soul_pos = { x = 99, y = 99 },\n  config = {extra = {hidden_key = nil, rounds = 5, active = true}},\n  rarity = 3,\n  cost = 8,\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  blueprint_compat = true,\n  rental_compat = false,\n  calculate = function(self, card, context)\n    local other_joker = G.jokers.cards[#G.jokers.cards]\n    if other_joker and other_joker ~= card and card.ability.extra.active then\n      local ret = SMODS.blueprint_effect(card, other_joker, context)\n      if ret then\n        ret.colour = G.C.BLACK\n        SMODS.calculate_effect(ret, card)\n      end\n    end\n    if context.after and other_joker ~= card and card.ability.extra.active then\n      G.E_MANAGER:add_event(Event({\n        trigger = 'after',\n        delay = 0.2,\n        func = function()\n          card.ability.extra.active = false\n          SMODS.calculate_effect({message = localize('poke_reveal_ex')}, card)\n          return true\n        end\n      }))\n    end\n    if context.end_of_round and context.game_over == false and context.main_eval and not card.ability.extra.active then\n      card.ability.extra.active = true\n      SMODS.calculate_effect({message = localize('k_reset')}, card)\n    end\n    return level_evo(self, card, context, \"j_poke_zoroark\")\n  end,\n  set_card_type_badge = function(self, card, badges)\n    local card_type = SMODS.Rarity:get_rarity_badge(card.config.center.rarity)\n    local card_type_colour = get_type_colour(card.config.center or card.config, card)\n    if card.area and card.area ~= G.jokers and not poke_is_in_collection(card) then\n      local _o = G.P_CENTERS[card.ability.extra.hidden_key]\n      card_type = SMODS.Rarity:get_rarity_badge(_o.rarity)\n      card_type_colour = get_type_colour(_o, card)\n    end\n    badges[#badges + 1] = create_badge(card_type, card_type_colour, nil, 1.2)\n  end,\n  set_sprites = function(self, card, front)\n    if card.ability and card.ability.extra and card.ability.extra.hidden_key then\n      self:set_ability(card)\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if not type_sticker_applied(card) and not poke_is_in_collection(card) and not G.SETTINGS.paused then\n      apply_type_sticker(card, \"Dark\")\n    end\n    if card.area ~= G.jokers and not G.SETTINGS.paused then\n      card.ability.extra.hidden_key = card.ability.extra.hidden_key or get_random_poke_key('zorua', nil, 1)\n      local _o = G.P_CENTERS[card.ability.extra.hidden_key]\n      card.children.center.atlas = SMODS.get_atlas(_o.atlas)\n      card.children.center:set_sprite_pos(_o.pos)\n    else\n      card.children.center.atlas = SMODS.get_atlas(self.atlas)\n      card.children.center:set_sprite_pos(self.pos)\n    end\n  end,\n  generate_ui = function(self, info_queue, card, desc_nodes, specific_vars, full_UI_table)\n    local _c = card and card.config.center or card\n    card.ability.extra.hidden_key = card.ability.extra.hidden_key or get_random_poke_key('zorua', nil, 1)\n    local _o = G.P_CENTERS[card.ability.extra.hidden_key]\n    if card.area ~= G.jokers and not poke_is_in_collection(card) then\n      local temp_ability = card.ability\n      card.ability = _o.config\n      _o:generate_ui(info_queue, card, desc_nodes, specific_vars, full_UI_table)\n      if not full_UI_table.name then\n        full_UI_table.name = localize({ type = \"name\", set = _o.set, key = _o.key, nodes = full_UI_table.name })\n      end\n      card.ability = temp_ability\n      if full_UI_table.name[1].nodes[1] then\n        local textDyna = full_UI_table.name[1].nodes[1].nodes[1].config.object\n        textDyna.string = textDyna.string .. localize(\"poke_illusion\")\n        textDyna.config.string = {textDyna.string}\n        textDyna.strings = {}\n        textDyna:update_text(true)\n      end\n      card.children.center.atlas = SMODS.get_atlas(_o.atlas)\n      card.children.center:set_sprite_pos(_o.pos)\n      local poketype_list = {Grass = true, Fire = true, Water = true, Lightning = true, Psychic = true, Fighting = true, Colorless = true, Dark = true, Metal = true, Fairy = true, Dragon = true, Earth = true}\n      for i = #info_queue, 1, -1 do\n        if info_queue[i].set == \"Other\" and info_queue[i].key and poketype_list[info_queue[i].key] then\n          table.remove(info_queue, i)\n        end\n      end\n    else\n      if not full_UI_table.name then\n        full_UI_table.name = localize({ type = \"name\", set = _c.set, key = _c.key, nodes = full_UI_table.name })\n      end\n      card.ability.blueprint_compat_ui = card.ability.blueprint_compat_ui or ''\n      card.ability.blueprint_compat_check = nil\n      local main_end = (card.area and card.area == G.jokers) and {\n        {n=G.UIT.C, config={align = \"bm\", minh = 0.4}, nodes={\n          {n=G.UIT.C, config={ref_table = card, align = \"m\", colour = G.C.JOKER_GREY, r = 0.05, padding = 0.06, func = 'blueprint_compat'}, nodes={\n            {n=G.UIT.T, config={ref_table = card.ability, ref_value = 'blueprint_compat_ui',colour = G.C.UI.TEXT_LIGHT, scale = 0.32*0.8}},\n          }}\n        }}\n      } or nil\n      localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = {card.ability.extra.rounds, colours = {not card.ability.extra.active and G.C.UI.TEXT_INACTIVE}}}\n      desc_nodes[#desc_nodes+1] = main_end\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN and card.area == G.jokers  then\n      local other_joker = G.jokers.cards[#G.jokers.cards]\n      card.ability.blueprint_compat = ( other_joker and other_joker ~= card and not other_joker.debuff and other_joker.config.center.blueprint_compat and 'compatible') or 'incompatible'\n      if card.ability.blueprint_compat == 'compatible' and not card.debuff and card.ability.extra.active and other_joker.children.center.atlas.px == 71 then\n        card.children.center.atlas = other_joker.children.center.atlas\n        card.children.center:set_sprite_pos(other_joker.children.center.sprite_pos)\n        if other_joker.children.floating_sprite then\n          card.children.floating_sprite.atlas = other_joker.children.floating_sprite.atlas\n          card.children.floating_sprite:set_sprite_pos(other_joker.children.floating_sprite.sprite_pos)\n        else\n          card.children.floating_sprite.atlas = SMODS.get_atlas(self.atlas)\n          card.children.floating_sprite:set_sprite_pos(self.soul_pos)\n        end\n      else\n        card.children.center.atlas = SMODS.get_atlas(card.edition and card.edition.poke_shiny and \"poke_AtlasJokersBasicNatdexShiny\" or \"poke_AtlasJokersBasicNatdex\")\n        card.children.center:set_sprite_pos(self.pos)\n        card.children.floating_sprite.atlas = SMODS.get_atlas(card.edition and card.edition.poke_shiny and \"poke_AtlasJokersBasicNatdexShiny\" or \"poke_AtlasJokersBasicNatdex\")\n        card.children.floating_sprite:set_sprite_pos(self.soul_pos)\n      end\n    elseif poke_is_in_collection(card) and card.children.center.sprite_pos ~= self.pos and card.children.center.atlas.name ~= self.atlas then\n      self:set_ability(card)\n    end\n  end,\n  attributes = {\"copying\", \"round_evo\"},\n}\nreturn {name = \"Pokemon Jokers 541-570\", \n        list = {trubbish, garbodor, zorua},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_20.lua",
    "content": "-- Zoroark 571\nlocal zoroark = {\n  name = \"zoroark\", \n  pos = { x = 7, y = 5 },\n  soul_pos = { x = 99, y = 99 },\n  config = {extra = {hidden_key = nil}},\n  rarity = \"poke_safari\",\n  cost = 12,\n  stage = \"One\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    local other_joker = G.jokers.cards[#G.jokers.cards]\n    if other_joker and other_joker ~= card then\n      local ret = SMODS.blueprint_effect(card, other_joker, context)\n      if ret then ret.colour = G.C.BLACK end\n      return ret\n    end\n  end,\n  set_card_type_badge = function(self, card, badges)\n    local card_type = SMODS.Rarity:get_rarity_badge(card.config.center.rarity)\n    local card_type_colour = get_type_colour(card.config.center or card.config, card)\n    if card.area ~= G.jokers and not poke_is_in_collection(card) then\n      local _o = G.P_CENTERS[card.ability.extra.hidden_key]\n      card_type = SMODS.Rarity:get_rarity_badge(_o.rarity)\n      card_type_colour = get_type_colour(_o, card)\n    end\n    badges[#badges + 1] = create_badge(card_type, card_type_colour, nil, 1.2)\n  end,\n  set_sprites = function(self, card, front)\n    if card.ability and card.ability.extra and card.ability.extra.hidden_key then\n      self:set_ability(card)\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if not type_sticker_applied(card) and not poke_is_in_collection(card) and not G.SETTINGS.paused then\n      apply_type_sticker(card, \"Dark\")\n    end\n    G.E_MANAGER:add_event(Event({\n      func = function()\n        if card.area ~= G.jokers and not G.SETTINGS.paused then\n          card.ability.extra.hidden_key = card.ability.extra.hidden_key or get_random_poke_key('zoroark', nil, 'poke_safari', nil, nil, {j_poke_zoroark = true})\n          local _o = G.P_CENTERS[card.ability.extra.hidden_key]\n          card.children.center.atlas = SMODS.get_atlas(_o.atlas)\n          card.children.center:set_sprite_pos(_o.pos)\n        else\n          card.children.center.atlas = SMODS.get_atlas(self.atlas)\n          card.children.center:set_sprite_pos(self.pos)\n        end\n        return true\n      end }))\n  end,\n  generate_ui = function(self, info_queue, card, desc_nodes, specific_vars, full_UI_table)\n    local _c = card and card.config.center or card\n    card.ability.extra.hidden_key = card.ability.extra.hidden_key or get_random_poke_key('zoroark', nil, 'poke_safari', nil, nil, {j_poke_zoroark = true})\n    local _o = G.P_CENTERS[card.ability.extra.hidden_key]\n    if card.area ~= G.jokers and not poke_is_in_collection(card) then\n      local temp_ability = card.ability\n      card.ability = _o.config\n      _o:generate_ui(info_queue, card, desc_nodes, specific_vars, full_UI_table)\n      card.ability = temp_ability\n      if full_UI_table.name[1].nodes[1] then\n        local textDyna = full_UI_table.name[1].nodes[1].nodes[1].config.object\n        textDyna.string = textDyna.string .. localize(\"poke_illusion\")\n        textDyna.config.string = {textDyna.string}\n        textDyna.strings = {}\n        textDyna:update_text(true)\n      end\n      card.children.center.atlas = SMODS.get_atlas(_o.atlas)\n      card.children.center:set_sprite_pos(_o.pos)\n      local poketype_list = {Grass = true, Fire = true, Water = true, Lightning = true, Psychic = true, Fighting = true, Colorless = true, Dark = true, Metal = true, Fairy = true, Dragon = true, Earth = true}\n      for i = #info_queue, 1, -1 do\n        if info_queue[i].set == \"Other\" and info_queue[i].key and poketype_list[info_queue[i].key] then\n          table.remove(info_queue, i)\n        end\n      end\n    else\n      if not full_UI_table.name then\n        full_UI_table.name = localize({ type = \"name\", set = _c.set, key = _c.key, nodes = full_UI_table.name })\n      end\n      card.ability.blueprint_compat_ui = card.ability.blueprint_compat_ui or ''\n      card.ability.blueprint_compat_check = nil\n      local main_end = (card.area and card.area == G.jokers) and {\n        {n=G.UIT.C, config={align = \"bm\", minh = 0.4}, nodes={\n          {n=G.UIT.C, config={ref_table = card, align = \"m\", colour = G.C.JOKER_GREY, r = 0.05, padding = 0.06, func = 'blueprint_compat'}, nodes={\n            {n=G.UIT.T, config={ref_table = card.ability, ref_value = 'blueprint_compat_ui',colour = G.C.UI.TEXT_LIGHT, scale = 0.32*0.8}},\n          }}\n        }}\n      } or nil\n      localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = {}}\n      desc_nodes[#desc_nodes+1] = main_end\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN and card.area == G.jokers then\n      local other_joker = G.jokers.cards[#G.jokers.cards]\n      card.ability.blueprint_compat = ( other_joker and other_joker ~= card and not other_joker.debuff and other_joker.config.center.blueprint_compat and 'compatible') or 'incompatible'\n      if card.ability.blueprint_compat == 'compatible' and not card.debuff and other_joker.children.center.atlas.px == 71 then\n        card.children.center.atlas = other_joker.children.center.atlas\n        card.children.center:set_sprite_pos(other_joker.children.center.sprite_pos)\n        if other_joker.children.floating_sprite then\n          card.children.floating_sprite.atlas = other_joker.children.floating_sprite.atlas\n          card.children.floating_sprite:set_sprite_pos(other_joker.children.floating_sprite.sprite_pos)\n        else\n          card.children.floating_sprite.atlas = SMODS.get_atlas(self.atlas)\n          card.children.floating_sprite:set_sprite_pos(self.soul_pos)\n        end\n      else\n        card.children.center.atlas = SMODS.get_atlas(card.edition and card.edition.poke_shiny and \"poke_AtlasJokersBasicNatdexShiny\" or \"poke_AtlasJokersBasicNatdex\")\n        card.children.center:set_sprite_pos(self.pos)\n        card.children.floating_sprite.atlas = SMODS.get_atlas(card.edition and card.edition.poke_shiny and \"poke_AtlasJokersBasicNatdexShiny\" or \"poke_AtlasJokersBasicNatdex\")\n        card.children.floating_sprite:set_sprite_pos(self.soul_pos)\n      end\n    elseif poke_is_in_collection(card) and card.children.center.sprite_pos ~= self.pos and card.children.center.atlas.name ~= self.atlas then\n      self:set_ability(card)\n    end\n  end,\n  attributes = {\"copying\"},\n}\n-- Minccino 572\n-- Cinccino 573\n-- Gothita 574\nlocal gothita={\n  name = \"gothita\", \n  pos = {x = 10, y = 5},\n  config = {extra = {rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  knockoff_pseudol = true,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    return level_evo(self, card, context, \"j_poke_gothorita\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n      G.E_MANAGER:add_event(Event({func = function()\n        for k, v in pairs(G.I.CARD) do\n            if v.set_cost then v:set_cost() end\n        end\n        return true end }))\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.E_MANAGER:add_event(Event({func = function()\n      for k, v in pairs(G.I.CARD) do\n          if v.set_cost then v:set_cost() end\n      end\n      return true end }))\n  end,\n  attributes = {\"passive\", \"planet\", \"economy\", \"space\", \"round_evo\"},\n}\n-- Gothorita 575\nlocal gothorita={\n  name = \"gothorita\", \n  pos = {x = 11, y = 5},\n  config = {extra = {rounds = 4}},\n  blueprint_compat = false,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.rounds}}\n  end,\n  rarity = 2, \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Psychic\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  calculate = function(self, card, context)\n    return level_evo(self, card, context, \"j_poke_gothitelle\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n      G.E_MANAGER:add_event(Event({func = function()\n        for k, v in pairs(G.I.CARD) do\n            if v.set_cost then v:set_cost() end\n        end\n        return true end }))\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.E_MANAGER:add_event(Event({func = function()\n      for k, v in pairs(G.I.CARD) do\n          if v.set_cost then v:set_cost() end\n      end\n      return true end }))\n  end,\n  attributes = {\"passive\", \"planet\", \"economy\", \"space\", \"round_evo\"},\n}\n-- Gothitelle 576\nlocal gothitelle={\n  name = \"gothitelle\", \n  pos = {x = 12, y = 5},\n  config = {extra = {money = 2}}, \n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.money}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 10, \n  stage = \"Two\", \n  atlas = \"Pokedex5\",\n  gen = 5,\n  ptype = \"Psychic\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.using_consumeable and context.consumeable.ability.set == 'Planet' then\n      ease_poke_dollars(card, \"gothitelle\", card.ability.extra.money)\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n      G.E_MANAGER:add_event(Event({func = function()\n        for k, v in pairs(G.I.CARD) do\n            if v.set_cost then v:set_cost() end\n        end\n        return true end }))\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.E_MANAGER:add_event(Event({func = function()\n      for k, v in pairs(G.I.CARD) do\n          if v.set_cost then v:set_cost() end\n      end\n      return true end }))\n  end,\n  attributes = {\"passive\", \"planet\", \"economy\", \"space\"},\n}\n-- Solosis 577\n-- Duosion 578\n-- Reuniclus 579\n-- Ducklett 580\n-- Swanna 581\n-- Vanillite 582\nlocal vanillite={\n  name = \"vanillite\", \n  pos = {x = 4, y = 6}, \n  config = {extra = {chips = 60, chips_minus = 10, rounds = 3, triggered = false, volatile = 'left'}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..center.ability.extra.volatile}\n    end\n    return {vars = {center.ability.extra.chips, center.ability.extra.rounds, center.ability.extra.chips_minus}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  volatile = true,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.joker_main and volatile_active(self, card, card.ability.extra.volatile) then\n      card.ability.extra.triggered = true\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    if context.after and card.ability.extra.triggered and not context.blueprint then\n      card.ability.extra.triggered = false\n      if card.ability.extra.chips - card.ability.extra.chips_minus <= 0 then\n        SMODS.destroy_cards(card, nil, nil, true)\n\n        return {\n          message = localize('k_melted_ex'),\n          colour = G.C.CHIPS\n        }\n      else\n        SMODS.scale_card(card, {\n          ref_value = \"chips\",\n          scalar_value = \"chips_minus\",\n          operation = \"-\",\n          message_key = 'a_chips_minus',\n          message_colour = G.C.CHIPS,\n        })\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_vanillish\")\n  end,\n  attributes = {\"chips\", \"scaling\", \"food\", \"volatile\", \"round_evo\"},\n}\n-- Vanillish 583\nlocal vanillish={\n  name = \"vanillish\", \n  pos = {x = 5, y = 6}, \n  config = {extra = {chips = 100, chips_minus = 10, rounds = 3, triggered = false, volatile = 'left'}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_volatile_'..center.ability.extra.volatile}\n    end\n    return {vars = {center.ability.extra.chips, center.ability.extra.rounds, center.ability.extra.chips_minus}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"One\", \n  ptype = \"Water\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  volatile = true,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.joker_main and volatile_active(self, card, card.ability.extra.volatile) then\n      card.ability.extra.triggered = true\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    if context.after and card.ability.extra.triggered and not context.blueprint then\n      card.ability.extra.triggered = false\n      if card.ability.extra.chips - card.ability.extra.chips_minus <= 0 then\n        SMODS.destroy_cards(card, nil, nil, true)\n\n        return {\n          message = localize('k_melted_ex'),\n          colour = G.C.CHIPS\n        }\n      else\n        SMODS.scale_card(card, {\n          ref_value = \"chips\",\n          scalar_value = \"chips_minus\",\n          operation = \"-\",\n          message_key = 'a_chips_minus',\n          message_colour = G.C.CHIPS,\n        })\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_vanilluxe\")\n  end,\n  attributes = {\"chips\", \"scaling\", \"food\", \"volatile\", \"round_evo\"},\n}\n-- Vanilluxe 584\nlocal vanilluxe={\n  name = \"vanilluxe\", \n  pos = {x = 6, y = 6}, \n  config = {extra = {chips = 140, chips_minus = 10, tags = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chips_minus, center.ability.extra.tags}}\n  end,\n  rarity = 3, \n  cost = 7, \n  stage = \"Two\", \n  ptype = \"Water\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.joker_main and volatile_active(self, card, card.ability.extra.volatile) then\n      card.ability.extra.triggered = true\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    if context.after and card.ability.extra.triggered and not context.blueprint then\n      card.ability.extra.triggered = false\n      if card.ability.extra.chips - card.ability.extra.chips_minus <= 0 then\n        SMODS.destroy_cards(card, nil, nil, true)\n\n        G.E_MANAGER:add_event(Event({\n          func = (function()\n            for _ = 1, card.ability.extra.tags do\n              add_tag(Tag('tag_double'))\n            end\n            play_sound('generic1', 0.9 + math.random() * 0.1, 0.8)\n            play_sound('holo1', 1.2 + math.random() * 0.1, 0.4)\n            return true\n          end)\n        }))\n\n        return {\n          message = localize('k_melted_ex'),\n          colour = G.C.CHIPS\n        }\n      else\n        SMODS.scale_card(card, {\n          ref_value = \"chips\",\n          scalar_value = \"chips_minus\",\n          operation = \"-\",\n          message_key = 'a_chips_minus',\n          message_colour = G.C.CHIPS,\n        })\n      end\n    end\n  end,\n  attributes = {\"chips\", \"scaling\", \"food\", \"tag\", \"generation\"},\n}\n-- Deerling 585\n-- Sawsbuck 586\n-- Emolga 587\n-- Karrablast 588\n-- Escavalier 589\n-- Foongus 590\n-- Amoonguss 591\n-- Frillish 592\nlocal frillish = {\n  name = \"frillish\",\n  pos = {x = 0, y = 7},\n  config = {extra = {chips = 0, chip_mod = 2}, evo_rqmt = 60},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod, self.config.evo_rqmt}}\n  end,\n  designer = \"Hwang2760\",\n  rarity = 2,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Water\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.discard and not context.blueprint\n        and context.other_card:is_face() then\n      SMODS.scale_card(card, {\n        ref_value = 'chips',\n        scalar_value = 'chip_mod',\n        message_colour = G.C.CHIPS,\n        message_delay = 0.45\n      })\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_jellicent\", card.ability.extra.chips, self.config.evo_rqmt)\n  end,\n  attributes = {\"chips\", \"scaling\", \"discard\", \"face\", \"scaling_evo\"},\n}\n\n-- Jellicent 593\nlocal jellicent = {\n  name = \"jellicent\",\n  pos = {x = 1, y = 7},\n  config = {extra = {chips = 60, chip_mod = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod}}\n  end,\n  designer = \"Hwang2760\",\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"One\",\n  ptype = \"Water\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  blueprint_compat = true,\n  perishable_compat = false,\n  calculate = function(self, card, context)\n    if context.discard and not context.blueprint\n        and context.other_card:is_face() then\n      local card_id = context.other_card:get_id()\n\n      SMODS.scale_card(card, {\n        ref_value = 'chips',\n        scalar_value = 'chip_mod',\n        operation = function(ref_table, ref_value, initial, modifier)\n          local multi = (card_id == 12 or card_id == 13) and 2 or 1\n          ref_table[ref_value] = initial + modifier * multi\n        end,\n        message_colour = G.C.CHIPS,\n        message_delay = 0.45\n      })\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n\tend,\n  attributes = {\"chips\", \"scaling\", \"discard\", \"face\", \"rank\", \"king\", \"queen\"},\n}\n-- Alomomola 594\n-- Joltik 595\n-- Galvantula 596\n-- Ferroseed 597\nlocal ferroseed={\n  name = \"ferroseed\",\n  pos = {x = 5, y = 7},\n  config = {extra = {rounds = 5, hazard_level = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_wild\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n      info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n      info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    end\n    return {vars = {center.ability.extra.rounds, center.ability.extra.hazard_level}}\n  end,\n  rarity = 2,\n  cost = 6,\n  gen = 5,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex5\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.check_enhancement then\n      if SMODS.has_enhancement(context.other_card, 'm_wild') or SMODS.has_enhancement(context.other_card, 'm_poke_hazard') then\n          return {m_steel = true}\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_ferrothorn\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"passive\", \"modify_card\", \"enhancements\", \"round_evo\"},\n}\n-- Ferrothorn 598\nlocal ferrothorn={\n  name = \"ferrothorn\",\n  pos = {x = 6, y = 7},\n  config = {extra = {retriggers = 1, hazard_level = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_wild\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n      info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n      info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    end\n    return {vars = {center.ability.extra.hazard_level}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 5,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex5\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.check_enhancement then\n      if SMODS.has_enhancement(context.other_card, 'm_wild') or SMODS.has_enhancement(context.other_card, 'm_poke_hazard') then\n          return {m_steel = true}\n      end\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and next(context.poker_hands['Flush']) then\n        card.ability.extra.retrigger_hand = true\n      end\n      if context.after and card.ability.extra.retrigger_hand then\n        card.ability.extra.retrigger_hand = nil\n      end\n    end\n    if context.repetition and context.cardarea == G.hand and (next(context.card_effects[1]) or #context.card_effects > 1) and card.ability.extra.retrigger_hand \n       and SMODS.has_enhancement(context.other_card, 'm_steel') then\n      return {\n        message = localize('k_again_ex'),\n        repetitions = card.ability.extra.retriggers,\n        card = card\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"passive\", \"modify_card\", \"enhancements\", \"hand_type\", \"retrigger\"},\n}\n-- Klink 599\n-- Klang 600\nreturn {name = \"Pokemon Jokers 570-600\", \n        list = {zoroark, gothita, gothorita, gothitelle, vanillite, vanillish, vanilluxe, frillish, jellicent, ferroseed, ferrothorn},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_21.lua",
    "content": "-- Klinklang 601\n-- Tynamo 602\n-- Eelektrik 603\n-- Eelektross 604\n-- Elgyem 605\nlocal elgyem={\n  name = \"elgyem\",\n  pos = {x = 13, y = 7},\n  config = {extra = {top_planets = 5,  current_planet_count = 0}, evo_rqmt = 5},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n    end\n    return {vars = {card.ability.extra.top_planets, card.ability.extra.current_planet_count, self.config.evo_rqmt}}\n  end,\n  designer = \"bayleef0909\",\n  rarity = 3,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local temp_hands = {}\n      local sort_function = function(hand1, hand2) return hand1.level > hand2.level end\n      for k, v in pairs(G.GAME.hands) do\n        if v.visible then\n          local hand = v\n          hand.handname = k\n          table.insert(temp_hands, hand)\n        end\n      end\n      table.sort(temp_hands, sort_function)\n\n      local highest_level_hands = {}\n      for i, n in ipairs(temp_hands) do\n        if i <= card.ability.extra.top_planets then\n          table.insert(highest_level_hands, n)\n        end\n      end\n      \n      local _hand =  pseudorandom_element(highest_level_hands, pseudoseed('elgyem'))\n      local _planet = nil\n      for x, y in pairs(G.P_CENTER_POOLS.Planet) do\n        if y.config.hand_type == _hand.handname then\n          _planet = y.key\n          break\n        end\n      end\n      \n      local _card = create_card('Planet', G.consumeables, nil, nil, nil, nil, _planet)\n      local edition = {negative = true}\n      _card:set_edition(edition, true)\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n      card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('k_plus_planet'), colour = G.C.SECONDARY_SET.Planet})\n    end\n    return scaling_evo(self, card, context, \"j_poke_beheeyem\", card.ability.extra.current_planet_count, self.config.evo_rqmt)\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      local uniques = {}\n      for i = 1, #G.consumeables.cards do\n        local unique = true\n        for k, v in pairs(uniques) do\n          if v.ability.name == G.consumeables.cards[i].ability.name then\n            unique = false\n            break\n          end\n        end\n\n        if unique and G.consumeables.cards[i].ability.set == 'Planet' then\n          uniques[#uniques + 1] = G.consumeables.cards[i]\n        end\n      end\n      card.ability.extra.current_planet_count = #uniques\n    end\n  end,\n  attributes = {\"planet\", \"generation\", \"space\", \"condition_evo\"},\n}\n-- Beheeyem 606\nlocal beheeyem={\n  name = \"beheeyem\",\n  pos = {x = 0, y = 8},\n  config = {extra = {top_planets = 3, boosters_to_open = 9}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {key = 'e_negative_consumable', set = 'Edition', config = {extra = 1}}\n    end\n    return {vars = {center.ability.extra.top_planets, center.ability.extra.boosters_to_open}}\n  end,\n  designer = \"bayleef0909\",\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local temp_hands = {}\n      local sort_function = function(hand1, hand2) return hand1.level > hand2.level end\n      for k, v in pairs(G.GAME.hands) do\n        if v.visible then\n          local hand = v\n          hand.handname = k\n          table.insert(temp_hands, hand)\n        end\n      end\n      table.sort(temp_hands, sort_function)\n\n      local highest_level_hands = {}\n      for i, n in ipairs(temp_hands) do\n        if i <= card.ability.extra.top_planets then\n          table.insert(highest_level_hands, n)\n        end\n      end\n      \n      local _hand =  pseudorandom_element(highest_level_hands, pseudoseed('elgyem'))\n      local _planet = nil\n      for x, y in pairs(G.P_CENTER_POOLS.Planet) do\n        if y.config.hand_type == _hand.handname then\n          _planet = y.key\n          break\n        end\n      end\n      \n      local _card = create_card('Planet', G.consumeables, nil, nil, nil, nil, _planet)\n      local edition = {negative = true}\n      _card:set_edition(edition, true)\n      _card:add_to_deck()\n      G.consumeables:emplace(_card)\n      card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('k_plus_planet'), colour = G.C.SECONDARY_SET.Planet})\n    end\n    if context.open_booster then\n      local added = false\n      local telescope_in_shop = false\n      local observatory_in_shop = false\n      if not (G.GAME.used_vouchers.v_telescope and G.GAME.used_vouchers.v_observatory) and not (card.ability.extra.boosters_to_open == 1 and not (G.shop_vouchers and G.shop_vouchers.cards)) then\n        card.ability.extra.boosters_to_open = card.ability.extra.boosters_to_open - 1\n      end\n      if card.ability.extra.boosters_to_open == 0 then\n        card.ability.extra.boosters_to_open = 9\n        if G.shop_vouchers and G.shop_vouchers.cards then\n          for i = 1, #G.shop_vouchers.cards do\n            if G.shop_vouchers.cards[i].ability.name == \"Telescope\" then\n              telescope_in_shop = true\n            end\n            if G.shop_vouchers.cards[i].ability.name == \"Observatory\" then\n              observatory_in_shop = true\n            end\n          end\n          if not G.GAME.used_vouchers.v_telescope and not telescope_in_shop then\n            G.shop_vouchers.config.card_limit = G.shop_vouchers.config.card_limit + 1\n            local _card = Card(G.shop_vouchers.T.x + G.shop_vouchers.T.w/2,\n            G.shop_vouchers.T.y, G.CARD_W, G.CARD_H, G.P_CARDS.empty, G.P_CENTERS['v_telescope'],{bypass_discovery_center = true, bypass_discovery_ui = true})\n            create_shop_card_ui(_card, 'Voucher', G.shop_vouchers)\n            _card:start_materialize()\n            G.shop_vouchers:emplace(_card)\n            added = true\n          end\n          if G.GAME.used_vouchers.v_telescope and not G.GAME.used_vouchers.v_observatory and not observatory_in_shop then\n            G.shop_vouchers.config.card_limit = G.shop_vouchers.config.card_limit + 1\n            local _card = Card(G.shop_vouchers.T.x + G.shop_vouchers.T.w/2,\n            G.shop_vouchers.T.y, G.CARD_W, G.CARD_H, G.P_CARDS.empty, G.P_CENTERS['v_observatory'],{bypass_discovery_center = true, bypass_discovery_ui = true})\n            create_shop_card_ui(_card, 'Voucher', G.shop_vouchers)\n            _card:start_materialize()\n            G.shop_vouchers:emplace(_card)\n            added = true\n          end\n        end\n        if added then card:juice_up() end\n      end\n    end\n  end,\n  attributes = {\"planet\", \"generation\", \"space\"},\n}\n-- Litwick 607\nlocal litwick={\n  name = \"litwick\",\n  pos = {x = 1, y = 8},\n  config = {extra = {mult = 3, money_minus = 1, sell_goal = 7}, evo_rqmt = 13},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_drain'}\n    end\n    return {vars = {center.ability.extra.money_minus, self.config.evo_rqmt, center.sell_cost, center.ability.extra.mult, center.ability.extra.sell_goal}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      local mult = card.ability.extra.mult\n      if card.sell_cost >= card.ability.extra.sell_goal then\n        mult = mult * 3\n      end\n      return {\n        mult = mult\n      }\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      local adjacent = poke_get_adjacent_jokers(card)\n      for _, v in ipairs(adjacent) do\n        poke_drain(card, v, card.ability.extra.money_minus)\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_lampent\", card.sell_cost, self.config.evo_rqmt)\n  end,\n  attributes = {\"drain\", \"mult\", \"sell_value\", \"scaling\", \"scaling_evo\"},\n}\n-- Lampent 608\nlocal lampent={\n  name = \"lampent\",\n  pos = {x = 2, y = 8},\n  config = {extra = {money_minus = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_drain'}\n    end\n    return {vars = {center.ability.extra.money_minus, center.sell_cost}}\n  end,\n  rarity = 3,\n  cost = 8,\n  item_req = \"duskstone\",\n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        mult = card.sell_cost\n      }\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      for _, v in ipairs(G.jokers.cards) do\n        if v ~= card then\n          poke_drain(card, v, card.ability.extra.money_minus)\n        end\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_chandelure\")\n  end,\n  attributes = {\"drain\", \"mult\", \"sell_value\", \"joker\", \"scaling\", \"item_evo\"},\n}\n-- Chandelure 609\nlocal chandelure={\n  name = \"chandelure\",\n  pos = {x = 3, y = 8},\n  config = {extra = {Xmult_multi = 1.3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult_multi, center.sell_cost}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        mult = card.sell_cost\n      }\n    end\n    if context.other_joker and context.other_joker.sell_cost < 2 then\n      return {\n        Xmult = card.ability.extra.Xmult_multi\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"mult\", \"sell_value\", \"joker\"},\n}\n-- Axew 610\n-- Fraxure 611\n-- Haxorus 612\n-- Cubchoo 613\n-- Beartic 614\n-- Cryogonal 615\n-- Shelmet 616\n-- Accelgor 617\n-- Stunfisk 618\n-- Mienfoo 619\n-- Mienshao 620\n-- Druddigon 621\n-- Golett 622\nlocal golett={\n  name = \"golett\",\n  pos = {x = 2, y = 9},\n  config = {extra = {hazard_level = 1, Xmult_multi = 1.2, rounds = 5, num = 1, dem = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    -- just to shorten function\n    local abbr = center.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n    \n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'golett')\n    return {vars = {abbr.hazard_level, abbr.Xmult_multi, abbr.rounds, num, dem}}\n  end,\n  rarity = 3,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  hazard_poke = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.hand then\n      if SMODS.has_enhancement(context.other_card, \"m_poke_hazard\") or SMODS.pseudorandom_probability(card, 'golett', card.ability.extra.num, card.ability.extra.dem, 'golett') then\n        if context.other_card.debuff then\n            return {\n                message = localize('k_debuffed'),\n                colour = G.C.RED,\n                card = card,\n            }\n        else\n            return {\n                x_mult = card.ability.extra.Xmult_multi,\n                card = card\n            }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_golurk\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"xmult\", \"chance\", \"round_evo\"},\n}\n-- Golurk 623\nlocal golurk={\n  name = \"golurk\",\n  pos = {x = 3, y = 9},\n  config = {extra = {hazard_level = 1, interval = 3, Xmult_multi = 1.3, num = 1, dem = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    -- just to shorten function\n    local abbr = center.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n    \n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'golurk')\n    return {vars = {abbr.hazard_level, abbr.Xmult_multi, num, dem}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  hazard_poke = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.hand then\n      if SMODS.has_enhancement(context.other_card, \"m_poke_hazard\") or SMODS.pseudorandom_probability(card, 'golurk', card.ability.extra.num, card.ability.extra.dem, 'golurk') then\n        if context.other_card.debuff then\n            return {\n                message = localize('k_debuffed'),\n                colour = G.C.RED,\n                card = card,\n            }\n        else\n            return {\n                x_mult = card.ability.extra.Xmult_multi,\n                card = card\n            }\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"xmult\", \"chance\"},\n}\n-- Pawniard 624\nlocal pawniard={\n  name = \"pawniard\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 1,Xmult_mod = 0.25,}, evo_rqmt = 2},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, self.config.evo_rqmt}}\n  end,\n  rarity = 3,\n  cost = 7,\n  gen = 5,\n  stage = \"Basic\",\n  ptype = \"Metal\",\n  atlas = \"Pokedex5\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.remove_playing_cards and not context.blueprint then\n      local face_cards = 0\n      for _, removed_card in ipairs(context.removed) do\n        if removed_card:is_face() then face_cards = face_cards + 1 end\n      end\n      if face_cards > 0 then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          operation = function(ref_table, ref_value, initial, modifier)\n            ref_table[ref_value] = initial + modifier * face_cards\n          end,\n          message_key = 'a_xmult',\n          message_colour = G.C.XMULT\n        })\n      end\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_bisharp\", card.ability.extra.Xmult, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"face\", \"scaling\", \"scaling_evo\"},\n}\n-- Bisharp 625\nlocal bisharp={\n  name = \"bisharp\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 1,Xmult_mod = 0.25,kings_destroyed = 0}, evo_rqmt = 3},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, math.max(0, self.config.evo_rqmt - center.ability.extra.kings_destroyed)}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 9,\n  gen = 5,\n  stage = \"One\",\n  ptype = \"Metal\",\n  atlas = \"Pokedex5\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.first_hand_drawn then\n      local eval = function() return G.GAME.current_round.hands_played == 0 end\n      juice_card_until(card, eval, true)\n    end\n    if context.remove_playing_cards and not context.blueprint then\n      local face_cards = 0\n      for _, removed_card in ipairs(context.removed) do\n        if removed_card:is_face() then face_cards = face_cards + 1 end\n        if removed_card:get_id() == 13 then card.ability.extra.kings_destroyed = card.ability.extra.kings_destroyed + 1 end\n      end\n      if face_cards > 0 then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n          operation = function(ref_table, ref_value, initial, modifier)\n            ref_table[ref_value] = initial + modifier * face_cards\n          end,\n          message_key = 'a_xmult',\n          message_colour = G.C.XMULT\n        })\n      end\n    end\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.destroy_card and #context.full_hand == 1 and context.destroy_card == context.full_hand[1] and context.full_hand[1]:is_face()\n        and G.GAME.current_round.hands_played == 0 and not context.blueprint then\n      card:juice_up()\n      return {\n        remove = true\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_kingambit\", card.ability.extra.kings_destroyed, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"face\", \"hands\", \"destroy_card\", \"scaling\", \"condition_evo\"},\n}\n-- Bouffalant 626\n-- Rufflet 627\n-- Braviary 628\n-- Vullaby 629\n-- Mandibuzz 630\nreturn {name = \"Pokemon Jokers 601-630\", \n        list = {elgyem, beheeyem, litwick, lampent, chandelure, golett, golurk, pawniard, bisharp},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_22.lua",
    "content": "-- Heatmor 631\n-- Durant 632\n-- Deino 633\nlocal deino={\n  name = \"deino\",\n  pos = {x = 13, y = 9},\n  config = {extra = {Xmult = 1.5, hand_played = 0}, evo_rqmt = 8},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, math.max(0, self.config.evo_rqmt - center.ability.extra.hand_played)}}\n  end,\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  pseudol = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.scoring_name == \"Three of a Kind\" then\n      if context.before and not context.blueprint then\n        card.ability.extra.hand_played = card.ability.extra.hand_played + 1\n      end\n      if context.joker_main then\n        return {\n          Xmult = card.ability.extra.Xmult\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_zweilous\", card.ability.extra.hand_played, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"hand_type\", \"trigger_evo\"},\n}\n-- Zweilous 634\nlocal zweilous={\n  name = \"zweilous\",\n  pos = {x = 0, y = 10},\n  config = {extra = {Xmult = 2, hand_played = 0}, evo_rqmt = 10},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, math.max(0, self.config.evo_rqmt - center.ability.extra.hand_played)}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.scoring_name == \"Three of a Kind\" then\n      if context.before and not context.blueprint then\n        card.ability.extra.hand_played = card.ability.extra.hand_played + 1\n      end\n      if context.joker_main then\n        return {\n          Xmult = card.ability.extra.Xmult\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_hydreigon\", card.ability.extra.hand_played, self.config.evo_rqmt)\n  end,\n  attributes = {\"xmult\", \"hand_type\", \"trigger_evo\"},\n}\n-- Hydreigon 635\nlocal hydreigon={\n  name = \"hydreigon\",\n  pos = {x = 1, y = 10},\n  config = {extra = {Xmult = 3.33, Xmult_mod = 0.33}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex5\",\n  gen = 5,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.destroy_card and context.scoring_name == \"Three of a Kind\" and not context.blueprint\n        and context.cardarea == 'unscored' then\n      return {\n        remove = true\n      }\n    end\n    if context.remove_playing_cards and not context.blueprint then\n      for _ = 1, #context.removed do\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_mod',\n        })\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"hand_type\", \"destroy_card\", \"scaling\"},\n}\n-- Larvesta 636\n-- Volcarona 637\n-- Cobalion 638\n-- Terrakion 639\n-- Virizion 640\n-- Tornadus 641\n-- Thundurus 642\n-- Reshiram 643\n-- Zekrom 644\n-- Landorus 645\n-- Kyurem 646\n-- Keldeo 647\n-- Meloetta 648\n-- Genesect 649\n-- Chespin 650\n-- Quilladin 651\n-- Chesnaught 652\n-- Fennekin 653\n-- Braixen 654\n-- Delphox 655\n-- Froakie 656\n-- Frogadier 657\n-- Greninja 658\n-- Bunnelby 659\n-- Diggersby 660\nreturn {name = \"Pokemon Jokers 631-660\", \n        list = {deino, zweilous, hydreigon},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_23.lua",
    "content": "-- Fletchling 661\n-- Fletchinder 662\n-- Talonflame 663\n-- Scatterbug 664\n-- Spewpa 665\n-- Vivillon 666\n-- Litleo 667\nlocal litleo={\n  name = \"litleo\",\n  pos = {x = 3, y = 1},\n  config = {extra = {chips = 70,rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.rounds, }}\n  end,\n  rarity = 1,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex6\",\n  gen = 6,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Flush']) then\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_pyroar\")\n  end,\n  attributes = {\"chips\", \"hand_type\", \"round_evo\"},\n}\n-- Pyroar 668\nlocal pyroar={\n  name = \"pyroar\",\n  pos = {x = 4, y = 1},\n  config = {extra = {chips = 90}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex6\",\n  gen = 6,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Flush']) then\n        local kingqueens = 0\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          for i = 1, #context.scoring_hand do\n              if context.scoring_hand[i]:get_id() == 13 or context.scoring_hand[i]:get_id() == 12 then kingqueens = kingqueens + 1 end\n          end\n        end\n        if kingqueens > 0 then\n          G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            extra = {focus = card, message = localize('poke_plus_energy'), colour = G.ARGS.LOC_COLOURS.pink, func = function()\n              G.E_MANAGER:add_event(Event({\n                trigger = 'before',\n                delay = 0.0,\n                func = function()\n                  local card_type = 'Energy'\n                  local _card = create_card(card_type,G.consumeables, nil, nil, nil, nil, nil, 'sup')\n                  _card:add_to_deck()\n                  G.consumeables:emplace(_card)\n                  G.GAME.consumeable_buffer = 0\n                  return true\n                end\n              }))\n            end},\n            chip_mod = card.ability.extra.chips\n          }\n        else\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = card.ability.extra.chips\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"chips\", \"hand_type\", \"round_evo\", \"energy\", \"generation\", \"rank\", \"king\", \"queen\"},\n}\n-- Flabébé 669\n-- Floette 670\n-- Florges 671\n-- Skiddo 672\n-- Gogoat 673\n-- Pancham 674\n-- Pangoro 675\n-- Furfrou 676\n-- Espurr 677\n-- Meowstic 678\n-- Honedge 679\n-- Doublade 680\n-- Aegislash 681\n-- Spritzee 682\n-- Aromatisse 683\n-- Swirlix 684\n-- Slurpuff 685\n-- Inkay 686\n-- Malamar 687\n-- Binacle 688\n-- Barbaracle 689\n-- Skrelp 690\nreturn {name = \"Pokemon Jokers 661-690\", \n        list = {litleo, pyroar},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_24.lua",
    "content": "-- Dragalge 691\n-- Clauncher 692\n-- Clawitzer 693\n-- Helioptile 694\n-- Heliolisk 695\n-- Tyrunt 696\n-- Tyrantrum 697\n-- Amaura 698\n-- Aurorus 699\n-- Sylveon 700\nlocal sylveon={\n  name = \"sylveon\", \n  pos = {x = 8, y = 3},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.polychrome) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      end\n      if not center.edition or (center.edition and not center.edition.foil) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n      end\n      if not center.edition or (center.edition and not center.edition.holo) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n      end\n    end\n    return {vars = {}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 7, \n  stage = \"One\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex6\",\n  gen = 6,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.before and context.cardarea == G.jokers and G.GAME.current_round.hands_played == 0 and #context.full_hand == 1 and not context.blueprint then\n      local _card = context.scoring_hand[1]\n      if _card.config.center == G.P_CENTERS.c_base then\n        local edition = poll_edition('aura', nil, true, true)\n        _card:set_edition(edition, true, true)\n      end\n    end\n    if context.first_hand_drawn and not context.blueprint then\n      local eval = function() return G.GAME.current_round.hands_played == 0 and not G.RESET_JIGGLES end\n      juice_card_until(card, eval, true)\n    end\n  end,\n  attributes = {\"hands\", \"modify_card\", \"editions\"},\n}\n-- Hawlucha 701\n-- Dedenne 702\n-- Carbink 703\n-- Goomy 704\n-- Sliggoo 705\n-- Goodra 706\n-- Klefki 707\n-- Phantump 708\n-- Trevenant 709\n-- Pumpkaboo 710\nlocal pumpkaboo={\n  name = \"pumpkaboo\",\n  pos = {x = 0, y = 0},\n  config = {extra = {jack_target = 5, jacks_discarded = 0, form = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local forms = {'j_poke_pumpkaboo_small', 'j_poke_pumpkaboo_average', 'j_poke_pumpkaboo_large', 'j_poke_pumpkaboo_super'}\n    local display_jacks = math.max(0, center.ability.extra.jack_target - center.ability.extra.jacks_discarded)\n    return {vars = {center.ability.extra.jack_target, display_jacks}, key = forms[center.ability.extra.form + 1]}\n  end,\n  rarity = 2,\n  cost = 6,\n  gen = 6,\n  item_req = \"linkcable\",\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex6\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      card.ability.extra.form = pseudorandom_element({0, 1, 2, 3}, pseudoseed('pumpkaboo'))\n    end\n    card.ability.extra.jack_target = 4 + card.ability.extra.form\n    if self.discovered then\n      local scale = 1\n      if card.ability.extra.form == 0 then\n        scale = 0.7\n      elseif card.ability.extra.form == 1 then\n        scale = 1\n      elseif card.ability.extra.form == 2 then\n        scale = 1.1\n      elseif card.ability.extra.form == 3 then\n        scale = 1.2\n      end\n      card.T.w = card.children.center.original_T.w * scale\n      card.T.h = card.children.center.original_T.h * scale\n      self:set_sprites(card)\n    end\n  end,\n  set_sprites = function(self, card, front)\n    if poke_can_set_sprite(card) then\n      if card.loaded then\n        card.loaded = nil\n        self:set_ability(card)\n      end\n      if card.ability and card.ability.extra and card.ability.extra.form == 1 then\n        card.children.center:set_sprite_pos({x = 2, y = 9})\n      elseif card.ability and card.ability.extra and card.ability.extra.form == 2 then\n        card.children.center:set_sprite_pos({x = 4, y = 9})\n      elseif card.ability and card.ability.extra and card.ability.extra.form == 3 then  \n        card.children.center:set_sprite_pos({x = 6, y = 9})\n      else\n        card.children.center:set_sprite_pos({x = 0, y = 9})\n      end\n    end\n  end,\n  calculate = function(self, card, context)\n    if context.pre_discard and not context.blueprint then\n      for k, v in ipairs(context.full_hand) do\n        if v:get_id() == 11 and not v.debuff then\n          card.ability.extra.jacks_discarded = card.ability.extra.jacks_discarded + 1\n          if card.ability.extra.jacks_discarded == card.ability.extra.jack_target then\n            v['pumpkaboo_trigger'..card.unique_val] = true\n            card.ability.extra.jacks_discarded = 0\n          end\n        end\n      end\n    end\n    if context.discard then\n      if context.other_card['pumpkaboo_trigger'..card.unique_val] then\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n          G.E_MANAGER:add_event(Event({\n            func = (function()\n                SMODS.add_card {\n                    set = 'Spectral'\n                }\n                G.GAME.consumeable_buffer = 0\n                context.other_card['pumpkaboo_trigger'..card.unique_val] = nil\n                return true\n            end)\n          }))\n          return {\n              message = localize('k_plus_spectral'),\n              colour = G.C.SECONDARY_SET.Spectral,\n          }\n        end\n      elseif context.other_card:get_id() == 11 then\n        if not context.blueprint then\n          return {\n              message = localize('poke_boo_ex'),\n              colour = G.C.RED\n          }\n        end\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_gourgeist\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then\n      self:set_ability(card)\n    end\n  end,\n  load = function(self, card, card_table, other_card)\n    card.loaded = true\n  end,\n  attributes = {\"discard\", \"rank\", \"jack\", \"spectral\", \"generation\", \"item_evo\"},\n}\n-- Gourgeist 711\nlocal gourgeist={\n  name = \"gourgeist\",\n  pos = {x = 0, y = 0},\n  config = {extra = {jack_target = 5, jacks_discarded = 0, form = -1, money = 6}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local forms = {'j_poke_gourgeist_small', 'j_poke_gourgeist_average', 'j_poke_gourgeist_large', 'j_poke_gourgeist_super'}\n    local display_jacks = math.max(0, center.ability.extra.jack_target - center.ability.extra.jacks_discarded)\n    return {vars = {center.ability.extra.jack_target, display_jacks, center.ability.extra.money}, \n            key = forms[center.ability.extra.form + 1]}\n  end,\n  rarity = \"poke_safari\",\n  cost = 9,\n  gen = 6,\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex6\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      card.ability.extra.form = pseudorandom_element({0, 1, 2, 3}, pseudoseed('gourgeist'))\n    end\n    card.ability.extra.jack_target = 4 + card.ability.extra.form\n    \n    if self.discovered then\n      local scale = 1\n      if card.ability.extra.form == 0 then\n        card.ability.extra.money = 2\n        scale = 0.7\n      elseif card.ability.extra.form == 1 then\n        card.ability.extra.money = 5\n        scale = 1\n      elseif card.ability.extra.form == 2 then\n        card.ability.extra.money = 8\n        scale = 1.1\n      elseif card.ability.extra.form == 3 then\n        card.ability.extra.money = 11\n        scale = 1.2\n      end\n      card.T.w = card.children.center.original_T.w * scale\n      card.T.h = card.children.center.original_T.h * scale\n      self:set_sprites(card)\n    end\n  end,\n  set_sprites = function(self, card, front)\n    if poke_can_set_sprite(self) then\n      if card.loaded then\n        card.loaded = nil\n        self:set_ability(card)\n      end\n      if card.ability and card.ability.extra and card.ability.extra.form == 1 then\n        card.children.center:set_sprite_pos({x = 0, y = 10})\n      elseif card.ability and card.ability.extra and card.ability.extra.form == 2 then\n        card.children.center:set_sprite_pos({x = 2, y = 10})\n      elseif card.ability and card.ability.extra and card.ability.extra.form == 3 then  \n        card.children.center:set_sprite_pos({x = 4, y = 10})\n      else\n        card.children.center:set_sprite_pos({x = 10, y = 9})\n      end\n    end\n  end,\n  calculate = function(self, card, context)\n    if context.pre_discard and not context.blueprint then\n      for k, v in ipairs(context.full_hand) do\n        if v:get_id() == 11 and not v.debuff then\n          card.ability.extra.jacks_discarded = card.ability.extra.jacks_discarded + 1\n          if card.ability.extra.jacks_discarded == card.ability.extra.jack_target then\n            v['gourgeist_trigger'..card.unique_val] = true\n            card.ability.extra.jacks_discarded = 0\n          end\n        end\n      end\n    end\n    if context.discard then\n      if context.other_card['gourgeist_trigger'..card.unique_val]  then\n        if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n          G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n          G.E_MANAGER:add_event(Event({\n            func = (function()\n                SMODS.add_card {\n                    set = 'Spectral'\n                }\n                G.GAME.consumeable_buffer = 0\n                context.other_card['gourgeist_trigger'..card.unique_val] = nil\n                return true\n            end)\n          }))\n          return {\n              message = localize('k_plus_spectral'),\n              colour = G.C.SECONDARY_SET.Spectral,\n          }\n        end\n      elseif context.other_card:get_id() == 11 then\n        if not context.blueprint then\n          return {\n              message = localize('poke_boo_ex'),\n              colour = G.C.RED\n          }\n        end\n      end\n    end\n    if context.using_consumeable and context.consumeable.ability.set == 'Spectral' then\n      ease_poke_dollars(card, \"gourgeist\", card.ability.extra.money)\n      apply_type_sticker(G.jokers.cards[1], \"Psychic\")\n      card:juice_up()\n      card_eval_status_text(G.jokers.cards[1], 'extra', nil, nil, nil, {message = localize(\"poke_tera_ex\"), colour = G.C.SECONDARY_SET.Spectral})\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then\n      self:set_ability(card)\n    end\n  end,\n  load = function(self, card, card_table, other_card)\n    card.loaded = true\n  end,\n  attributes = {\"discard\", \"rank\", \"jack\", \"spectral\", \"generation\", \"economy\"},\n}\n-- Bergmite 712\n-- Avalugg 713\n-- Noibat 714\n-- Noivern 715\n-- Xerneas 716\n-- Yveltal 717\n-- Zygarde 718\n-- Diancie 719\n-- Hoopa 720\nreturn {name = \"Pokemon Jokers 691-720\", \n        list = {sylveon, pumpkaboo, gourgeist},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_25.lua",
    "content": "-- Volcanion 721\n-- Rowlet 722\n-- Dartrix 723\n-- Decidueye 724\n-- Litten 725\n-- Torracat 726\n-- Incineroar 727\n-- Popplio 728\n-- Brionne 729\n-- Primarina 730\n-- Pikipek 731\n-- Trumbeak 732\n-- Toucannon 733\n-- Yungoos 734\n-- Gumshoos 735\n-- Grubbin 736\nlocal grubbin={\n  name = \"grubbin\",\n  config = {extra = {mult = 3, rounds = 3}},\n  pos = {x = 0, y = 1}, \n  rarity = 1, \n  cost = 3, \n  stage = \"Basic\", \n  ptype = \"Grass\",\n  atlas = \"Pokedex7\",\n  gen = 7,\n  blueprint_compat = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.rounds}}\n  end,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local card_mult = card.ability.extra.mult\n        if next(find_pokemon_type(\"Lightning\")) then\n          card_mult = card_mult * 3\n        end\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card_mult}}, \n          colour = G.C.MULT,\n          mult_mod = card_mult\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_charjabug\")\n  end,\n  attributes = {\"mult\", \"types\", \"round_evo\"},\n}\n-- Charjabug 737\nlocal charjabug={\n  name = \"charjabug\",\n  config = {extra = {mult = 9}},\n  pos = {x = 1, y = 1}, \n  rarity = 2, \n  cost = 5, \n  item_req = \"thunderstone\",\n  stage = \"One\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex7\",\n  gen = 7,\n  blueprint_compat = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_thunderstone\n    end\n\t\treturn {vars = {center.ability.extra.mult, center.ability.extra.mult * #find_pokemon_type(\"Lightning\")}}\n  end,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local count = #find_pokemon_type(\"Lightning\")\n        if count > 0 then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult * count}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult * count\n          }\n        end\n      end\n    end\n    return item_evo(self, card, context, \"j_poke_vikavolt\")\n  end,\n  attributes = {\"mult\", \"types\", \"joker\", \"item_evo\"},\n}\n-- Vikavolt 738\nlocal vikavolt={\n  name = \"vikavolt\",\n  config = {extra = {Xmult = .75, mult = 12}},\n  pos = {x = 2, y = 1}, \n  rarity = \"poke_safari\", \n  cost = 6, \n  stage = \"Two\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex7\",\n  gen = 7,\n  blueprint_compat = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local count = #find_pokemon_type(\"Lightning\")\n      if is_type(center, \"Lightning\") then\n        count = count - 1\n      end\n\t\treturn {vars = {center.ability.extra.Xmult, math.max(1, 1 + center.ability.extra.Xmult * count), center.ability.extra.mult}}\n  end,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local count = #find_pokemon_type(\"Lightning\")\n        if is_type(card, \"Lightning\") then\n          count = count - 1\n        end\n        return {\n          message = localize(\"poke_thunder_ex\"),\n          colour = G.C.XMULT,\n          Xmult_mod = math.max(1, 1 + card.ability.extra.Xmult * count),\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n  end,\n  attributes = {\"mult\", \"xmult\", \"types\", \"joker\"},\n}\n-- Crabrawler 739\n-- Crabominable 740\n-- Oricorio 741\n-- Cutiefly 742\n-- Ribombee 743\n-- Rockruff 744\nlocal rockruff={\n  name = \"rockruff\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 2, even_to_score = 20, odd_to_score = 20,}, evo_rqmt = 20},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.even_to_score, center.ability.extra.odd_to_score}}\n  end,\n  rarity = 1,\n  cost = 5,\n  gen = 7,\n  stage = \"Basic\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex7\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card:is_face() then\n      if poke_is_even(context.other_card) and card.ability.extra.even_to_score > 0 then\n        card.ability.extra.even_to_score = card.ability.extra.even_to_score - 1\n      end\n      if poke_is_odd(context.other_card) and card.ability.extra.odd_to_score > 0 then\n        card.ability.extra.odd_to_score = card.ability.extra.odd_to_score - 1\n      end\n      return {\n        mult = card.ability.extra.mult,\n        card = card\n      }\n    end\n    local evo = scaling_evo(self, card, context, \"j_poke_lycanroc_dusk\", (self.config.evo_rqmt * 2) - card.ability.extra.odd_to_score - card.ability.extra.even_to_score, self.config.evo_rqmt * 2)\n    if not evo then\n      evo = scaling_evo(self, card, context, \"j_poke_lycanroc_day\", self.config.evo_rqmt - card.ability.extra.even_to_score, self.config.evo_rqmt)\n    end\n    if not evo then\n      evo = scaling_evo(self, card, context, \"j_poke_lycanroc_night\", self.config.evo_rqmt - card.ability.extra.odd_to_score, self.config.evo_rqmt)\n    end\n    if evo then return evo end\n  end,\n  attributes = {\"mult\", \"face\", \"condition_evo\"},\n}\n-- Lycanroc 745\nlocal lycanroc_day={\n  name = \"lycanroc_day\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 4, chip_mod = 40, hands = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.chip_mod, center.ability.extra.hands}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 5,\n  gen = 7,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex7\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play then\n      if G.GAME.current_round.hands_played == 0 and #context.full_hand == 1 then\n        ease_hands_played(card.ability.extra.hands)\n        if poke_is_even(context.other_card) then\n          return {\n            mult = card.ability.extra.mult,\n            chips = card.ability.extra.chip_mod,\n            card = card\n          }\n        else\n          return {\n            chips = card.ability.extra.chip_mod,\n            card = card\n          }\n        end\n      end\n      if poke_is_even(context.other_card) then\n        return {\n          mult = card.ability.extra.mult,\n          card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"mult\", \"rank\", \"two\", \"four\", \"six\", \"eight\", \"ten\", \"hands\", \"chips\"},\n}\n\nlocal lycanroc_night={\n  name = \"lycanroc_night\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 5, hands = 1, discards = 1, h_size = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.hands, center.ability.extra.discards, center.ability.extra.h_size}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 5,\n  gen = 7,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex7\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind and context.blind.boss then\n      ease_hands_played(card.ability.extra.hands)\n      ease_discard(card.ability.extra.discards)\n      G.hand:change_size(card.ability.extra.h_size)\n      G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + card.ability.extra.h_size\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and poke_is_odd(context.other_card) then\n      return {\n        mult = card.ability.extra.mult,\n        card = card\n      }\n    end\n  end,\n  attributes = {\"mult\", \"rank\", \"ace\", \"three\", \"five\", \"seven\", \"nine\", \"boss_blind\", \"hands\", \"discard\", \"hand_size\"},\n}\n\nlocal lycanroc_dusk={\n  name = \"lycanroc_dusk\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 4, retriggers = 1}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 5,\n  gen = 7,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex7\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card:is_face() then\n      return {\n        mult = card.ability.extra.mult,\n        card = card\n      }\n    end\n    if context.repetition and context.cardarea == G.play then\n      local first_even = nil\n      local first_odd = nil\n      for i = 1, #context.scoring_hand do\n        if poke_is_even(context.scoring_hand[i]) and not first_even then\n          first_even = context.scoring_hand[i]\n        end\n        if poke_is_odd(context.scoring_hand[i]) and not first_odd then\n          first_odd = context.scoring_hand[i]\n        end\n      end\n      if context.other_card == first_even then  \n        return {\n              message = localize('k_again_ex'),\n              repetitions = card.ability.extra.retriggers,\n              card = card\n          }\n      end\n      if context.other_card == first_odd then \n        return {\n              message = localize('k_again_ex'),\n              repetitions = card.ability.extra.retriggers,\n              card = card\n          }\n      end\n    end\n  end,\n  attributes = {\"mult\", \"face\", \"rank\", \"ace\", \"two\", \"three\", \"four\", \"five\", \"six\", \"seven\", \"eight\", \"nine\", \"ten\", \"retrigger\"},\n}\n-- Wishiwashi 746\n-- Mareanie 747\n-- Toxapex 748\n-- Mudbray 749\n-- Mudsdale 750\nreturn {name = \"Pokemon Jokers 721-750\", \n        list = {grubbin, charjabug, vikavolt, rockruff, lycanroc_day, lycanroc_night, lycanroc_dusk},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_26.lua",
    "content": "-- Dewpider 751\n-- Araquanid 752\n-- Fomantis 753\n-- Lurantis 754\n-- Morelull 755\n-- Shiinotic 756\n-- Salandit 757\n-- Salazzle 758\n-- Stufful 759\n-- Bewear 760\n-- Bounsweet 761\n-- Steenee 762\n-- Tsareena 763\n-- Comfey 764\n-- Oranguru 765\n-- Passimian 766\n-- Wimpod 767\n-- Golisopod 768\n-- Sandygast 769\n-- Palossand 770\n-- Pyukumuku 771\n-- Type: Null 772\n-- Silvally 773\n-- Minior 774\n-- Komala 775\n-- Turtonator 776\n-- Togedemaru 777\n-- Mimikyu 778\nlocal mimikyu={\n  name = \"mimikyu\",\n  pos = {x = 2, y = 5},\n  broke_pos = {x = 4, y = 4},\n  config = {extra = {chips = 80, suit = \"Hearts\", disguise = true}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, localize(center.ability.extra.suit, 'suits_plural'), center.ability.extra.disguise and \n                    localize('poke_disguise_intact') or localize('poke_disguise_broken')}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex7\",\n  gen = 7,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local no_hearts = true\n        for i=1, #context.scoring_hand do\n          if context.scoring_hand[i]:is_suit(card.ability.extra.suit) then\n            no_hearts = false\n            break\n          end\n        end\n        if no_hearts then\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = card.ability.extra.chips\n          }\n        end\n      end\n    end\n    if context.end_of_round and context.game_over and card.ability.extra.disguise then\n        local chips = 0\n        local blind_chips = 0\n        local save = false\n        if (SMODS.Mods[\"Talisman\"] or {}).can_load and to_big(G.GAME.chips)/G.GAME.blind.chips >= to_big(0.50) then\n          save = true\n        elseif not (SMODS.Mods[\"Talisman\"] or {}).can_load and G.GAME.chips/G.GAME.blind.chips >= 0.50 then\n          save = true\n        end\n        if save then\n          card.ability.extra.disguise = false\n          card.children.center.atlas = SMODS.get_atlas('poke_'..card.config.center.poke_lookup_atlas)\n          card.children.center:set_sprite_pos(card.config.center.broke_pos)\n          \n          G.E_MANAGER:add_event(Event({\n              trigger = 'before',\n              delay = 0.8,\n              blockable = false,\n              func = function()\n                  play_sound('tarot2',1,0.4)\n                  delay(0.2)\n                  play_sound('tarot2',0.76,0.4)\n                  return true\n              end\n          }))\n          \n          G.E_MANAGER:add_event(Event({\n              func = function()\n                  G.hand_text_area.blind_chips:juice_up()\n                  G.hand_text_area.game_chips:juice_up()\n                  return true\n              end\n          })) \n          return {\n              message = localize('k_saved_ex'),\n              saved = localize('poke_saved_by')..' '..(G.localization.descriptions.Joker[card.config.center.key].name),\n              colour = G.C.RED\n          }\n        end\n      end\n  end,\n  set_sprites = function(self, card, front)\n    if card and card.ability and card.ability.extra and not card.ability.extra.disguise then\n      card.children.center.atlas = SMODS.get_atlas('poke_'..card.config.center.poke_lookup_atlas)\n      card.children.center:set_sprite_pos(card.config.center.broke_pos)\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then\n      card.children.center:set_sprite_pos(card.config.center.pos)\n      card.ability.extra.disguise = true\n    end\n  end,\n  attributes = {\"chips\", \"suit\", \"hearts\", \"prevents_death\"},\n}\n-- Bruxish 779\n-- Drampa 780\nreturn {name = \"Pokemon Jokers 751-780\", \n        list = {mimikyu},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_27.lua",
    "content": "-- Dhelmise 781\n-- Jangmo-o 782\n-- Hakamo-o 783\n-- Kommo-o 784\n-- Tapu Koko 785\n-- Tapu Lele 786\n-- Tapu Bulu 787\n-- Tapu Fini 788\n-- Cosmog 789\n-- Cosmoem 790\n-- Solgaleo 791\n-- Lunala 792\n-- Nihilego 793\n-- Buzzwole 794\n-- Pheromosa 795\n-- Xurkitree 796\n-- Celesteela 797\n-- Kartana 798\n-- Guzzlord 799\n-- Necrozma 800\n-- Magearna 801\n-- Marshadow 802\n-- Poipole 803\n-- Naganadel 804\n-- Stakataka 805\n-- Blacephalon 806\n-- Zeraora 807\n-- Meltan 808\n-- Melmetal 809\n-- Grookey 810\nreturn {name = \"Pokemon Jokers 781-810\", \n        list = {},\n}"
  },
  {
    "path": "pokemon/pokejokers_28.lua",
    "content": "-- Thwackey 811\n-- Rillaboom 812\n-- Scorbunny 813\n-- Raboot 814\n-- Cinderace 815\n-- Sobble 816\n-- Drizzile 817\n-- Inteleon 818\n-- Skwovet 819\n-- Greedent 820\n-- Rookidee 821\n-- Corvisquire 822\n-- Corviknight 823\n-- Blipbug 824\n-- Dottler 825\n-- Orbeetle 826\n-- Nickit 827\nlocal nickit={\n  name = \"nickit\", \n  pos = {x = 3, y = 1},\n  config = {extra = {money = 3, rounds = 5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.money, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    return level_evo(self, card, context, \"j_poke_thievul\")\n  end,\n  calc_dollar_bonus = function(self, card)\n    return ease_poke_dollars(card, \"nickit\", card.ability.extra.money, true)\n\tend,\n  attributes = {\"economy\", \"round_evo\"},\n}\n-- Thievul 828\nlocal thievul={\n  name = \"thievul\", \n  pos = {x = 4, y = 1}, \n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {(G.jokers and G.jokers.cards and G.jokers.cards[1] and G.jokers.cards[1] ~= center and math.min(G.jokers.cards[1].sell_cost*2, 15)) or 0}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 9, \n  stage = \"One\", \n  ptype = \"Dark\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  blueprint_compat = false,\n  calc_dollar_bonus = function(self, card)\n    if #G.jokers.cards > 1 and G.jokers.cards[1] ~= card then\n\t\t\treturn ease_poke_dollars(card, \"thievul\", math.min(G.jokers.cards[1].sell_cost*2, 15), true)\n    end\n\tend,\n  attributes = {\"economy\", \"sell_value\"},\n}\n-- Gossifleur 829\n-- Eldegoss 830\n-- Wooloo 831\n-- Dubwool 832\n-- Chewtle 833\n-- Drednaw 834\n-- Yamper 835\nlocal yamper={\n  name = \"yamper\", \n  pos = {x = 11, y = 1}, \n  config = {extra = {mult = 3, money = 3, rounds = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.money, center.ability.extra.rounds}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Straight']) then\n        ease_poke_dollars(card, \"yamper\", card.ability.extra.money)\n        return {\n          message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n          colour = G.C.MULT,\n          mult_mod = card.ability.extra.mult\n        }\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_boltund\")\n  end,\n  attributes = {\"mult\", \"economy\", \"hand_type\", \"round_evo\"},\n}\n-- Boltund 836\nlocal boltund={\n  name = \"boltund\", \n  pos = {x = 12, y = 1}, \n  config = {extra = {Xmult = 2, money = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.money}}\n  end,\n  rarity = 3, \n  cost = 8, \n  stage = \"One\", \n  ptype = \"Lightning\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Straight']) then\n        ease_poke_dollars(card, \"boltund\", card.ability.extra.money)\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.MULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"economy\", \"hand_type\"},\n}\n-- Rolycoly 837\n-- Carkol 838\n-- Coalossal 839\n-- Applin 840\nreturn {name = \"Pokemon Jokers 811-840\", \n        list = {nickit, thievul, yamper, boltund},\n}"
  },
  {
    "path": "pokemon/pokejokers_29.lua",
    "content": "-- Flapple 841\n-- Appletun 842\n-- Silicobra 843\n-- Sandaconda 844\n-- Cramorant 845\n-- Arrokuda 846\n-- Barraskewda 847\n-- Toxel 848\n-- Toxtricity 849\n-- Sizzlipede 850\n-- Centiskorch 851\n-- Clobbopus 852\n-- Grapploct 853\n-- Sinistea 854\n-- Polteageist 855\n-- Hatenna 856\n-- Hattrem 857\n-- Hatterene 858\n-- Impidimp 859\n-- Morgrem 860\n-- Grimmsnarl 861\n-- Obstagoon 862\n-- Perrserker 863\n-- Cursola 864\n-- Sirfetch'd 865\n-- Mr. Rime 866\n-- Runerigus 867\n-- Milcery 868\n-- Alcremie 869\n-- Falinks 870\nreturn {name = \"Pokemon Jokers 841-870\", \n        list = {},\n}"
  },
  {
    "path": "pokemon/pokejokers_30.lua",
    "content": "-- Pincurchin 871\n-- Snom 872\n-- Frosmoth 873\n-- Stonjourner 874\n-- Eiscue 875\n-- Indeedee 876\n-- Morpeko 877\n-- Cufant 878\n-- Copperajah 879\n-- Dracozolt 880\n-- Arctozolt 881\n-- Dracovish 882\n-- Arctovish 883\n-- Duraludon 884\n-- Dreepy 885\nlocal dreepy={\n  name = \"dreepy\",\n  pos = {x = 11, y = 5},\n  config = {extra = {money = 1, straight_flush_played = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money}}\n  end,\n  designer = \"Lemmanade\",\n  rarity = 2,\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  pseudol = true,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.selling_self and not context.blueprint then\n      for k, v in ipairs(G.jokers.cards) do\n        if v.set_cost then \n            v.ability.extra_value = (v.ability.extra_value or 0) + card.ability.extra.money\n            v:set_cost()\n        end\n      end\n      if G.hand and G.hand.cards and #G.hand.cards > 0 then\n        local first_card = G.hand.cards[1]\n        if not SMODS.has_no_suit(first_card) then\n          local suit = first_card.base.suit\n          juice_flip_hand(card)\n          for i=1, #G.hand.cards do\n            G.E_MANAGER:add_event(Event({trigger = 'after',delay = 0.1,func = function() G.hand.cards[i]:change_suit(suit);return true end }))\n          end \n          juice_flip_hand(card, true)\n        end\n      end\n      return {\n        message = localize('k_val_up'),\n        colour = G.C.MONEY\n      }\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main and next(context.poker_hands['Straight Flush']) then\n        card.ability.extra.straight_flush_played = card.ability.extra.straight_flush_played + 1\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_drakloak\", card.ability.extra.straight_flush_played, 1)\n  end,\n  attributes = {\"sell_value\", \"joker\", \"suit\", \"condition_evo\"},\n}\n-- Drakloak 886\nlocal drakloak={\n  name = \"drakloak\",\n  pos = {x = 12, y = 5},\n  config = {extra = {money = 1, total_sell_value = 0, Xmult = .01}, evo_rqmt = 40},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money, center.ability.extra.total_sell_value, self.config.evo_rqmt, center.ability.extra.Xmult, \n                    1 + center.ability.extra.total_sell_value * center.ability.extra.Xmult}}\n  end,\n  designer = \"Lemmanade\",\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        if next(context.poker_hands['Straight Flush']) then\n          for k, v in ipairs(G.jokers.cards) do\n            if v.set_cost then \n              v.ability.extra_value = (v.ability.extra_value or 0) + card.ability.extra.money\n              v:set_cost()\n            end\n          end\n          card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_val_up'), colour = G.C.MONEY})\n        end\n        \n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {1 + card.ability.extra.total_sell_value * card.ability.extra.Xmult}}, \n          colour = G.C.MULT,\n          Xmult_mod = 1 + card.ability.extra.total_sell_value * card.ability.extra.Xmult, \n          card = card\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_dragapult\", card.ability.extra.total_sell_value, self.config.evo_rqmt)\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      local sell_cost = 0\n      for i = 1, #G.jokers.cards do\n          if (G.jokers.cards[i].area and G.jokers.cards[i].area == G.jokers) then\n              sell_cost = sell_cost + G.jokers.cards[i].sell_cost\n          end\n      end\n      card.ability.extra.total_sell_value = sell_cost\n    end\n  end,\n  attributes = {\"xmult\", \"sell_value\", \"joker\", \"hand_type\", \"condition_evo\"},\n}\n-- Dragapult 887\nlocal dragapult={\n  name = \"dragapult\",\n  pos = {x = 13, y = 5},\n  config = {extra = {money = 2, total_sell_value = 0, Xmult = .03}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.negative) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_negative\n      end\n    end\n    return {vars = {center.ability.extra.money, center.ability.extra.Xmult, 1 + center.ability.extra.total_sell_value * center.ability.extra.Xmult}}\n  end,\n  designer = \"Lemmanade\",\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        if next(context.poker_hands['Straight Flush']) and not next(find_joker('dreepy_dart')) then\n          for i = 1, 2 do\n            G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n              play_sound('negative', 1.5, 0.4)\n              local temp_card = {set = \"Joker\", area = G.jokers, key = \"j_poke_dreepy_dart\", no_edition = true}\n              local new_card = SMODS.create_card(temp_card)\n              new_card:add_to_deck()\n              G.jokers:emplace(new_card)\n              return true end }))\n          end\n          delay(0.6)\n          card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('poke_darts_ex'), colour = G.C.MULT})\n        end\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {1 + card.ability.extra.total_sell_value * card.ability.extra.Xmult}}, \n          colour = G.C.MULT,\n          Xmult_mod = 1 + card.ability.extra.total_sell_value * card.ability.extra.Xmult, \n          card = card\n        }\n      end\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      local sell_cost = 0\n      for i = 1, #G.jokers.cards do\n          if (G.jokers.cards[i].area and G.jokers.cards[i].area == G.jokers) then\n              sell_cost = sell_cost + G.jokers.cards[i].sell_cost\n          end\n      end\n      card.ability.extra.total_sell_value = sell_cost\n    end\n  end,\n  attributes = {\"xmult\", \"sell_value\", \"joker\", \"hand_type\", \"generation\"},\n}\nlocal dreepy_dart={\n  name = \"dreepy_dart\",\n  pos = {x = 13, y = 8},\n  config = {extra = {money = 1, suit = \"Spades\"}},\n  no_collection = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.money, localize(center.ability.extra.suit, 'suits_plural')}}\n  end,\n  designer = \"Lemmanade\",\n  rarity = \"poke_safari\",\n  cost = 6,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  aux_poke = true,\n  auto_sticker = true,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.selling_self and not context.blueprint then\n      for k, v in ipairs(G.jokers.cards) do\n        if v.set_cost then \n            v.ability.extra_value = (v.ability.extra_value or 0) + card.ability.extra.money\n            v:set_cost()\n        end\n      end\n      if G.hand and G.hand.cards and #G.hand.cards > 0 then\n        local first_card = G.hand.cards[1]\n        if not SMODS.has_no_suit(first_card) then\n          local suit = first_card.base.suit\n          juice_flip_hand(card)\n          for i=1, #G.hand.cards do\n            G.E_MANAGER:add_event(Event({trigger = 'after',delay = 0.1,func = function() G.hand.cards[i]:change_suit(suit);return true end }))\n          end \n          juice_flip_hand(card, true)\n        end\n      end\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      local edition = {negative = true}\n      card:set_edition(edition, true, true)\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"sell_value\", \"joker\", \"suit\"},\n}\n-- Zacian 888\n-- Zamazenta 889\n-- Eternatus 890\n-- Kubfu 891\n-- Urshifu 892\n-- Zarude 893\n-- Regieleki 894\n-- Regidrago 895\n-- Glastrier 896\n-- Spectrier 897\n-- Calyrex 898\n-- Wyrdeer 899\nlocal wyrdeer={\n  name = \"wyrdeer\",\n  pos = {x = 0, y = 8},\n  config = {extra = {scry = 2, scry_plus = 1, scry_added = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.scry, center.ability.extra.scry_plus}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 6,\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before then\n        G.GAME.scry_amount = (G.GAME.scry_amount or 0) + card.ability.extra.scry_plus\n        card.ability.extra.scry_added = card.ability.extra.scry_added + card.ability.extra.scry_plus\n      end\n    end\n    if not context.end_of_round and context.scoring_hand then\n      if context.individual and context.cardarea == G.scry_view and not context.other_card.debuff then\n        local highest = nil\n        local highest_card = nil\n        for k, v in pairs(G.scry_view.cards) do\n          if not SMODS.has_no_suit(v) then\n            if not highest then highest = v.base.id; highest_card = v end\n            if v.base.id > highest then\n              highest = v.base.id\n              highest_card = v\n            end\n          end\n        end\n        if highest_card and context.other_card == highest_card then\n          local Mult = 2 * highest_card.base.nominal\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {Mult}},\n            message_card = context.other_card,\n            colour = G.C.MULT,\n            mult_mod = Mult,\n            card = card,\n          }\n        end\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      G.GAME.scry_amount = math.max(card.ability.extra.scry, (G.GAME.scry_amount or 0) - card.ability.extra.scry_added)\n      card.ability.extra.scry_added = 0\n      return {\n        message = localize('k_reset'),\n        colour = G.C.PURPLE\n      }\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if card.ability.extra.scry_added > 0 then\n      G.GAME.scry_amount = (G.GAME.scry_amount or 0) + card.ability.extra.scry + card.ability.extra.scry_added\n    else\n      G.GAME.scry_amount = (G.GAME.scry_amount or 0) + card.ability.extra.scry\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if card.ability.extra.scry_added > 0 then\n      G.GAME.scry_amount = math.max(0,(G.GAME.scry_amount or 0) - (card.ability.extra.scry + card.ability.extra.scry_added))\n    else\n      G.GAME.scry_amount = math.max(0,(G.GAME.scry_amount or 0) - card.ability.extra.scry)\n    end\n  end,\n  attributes = {\"foresight\", \"mult\", \"hands\", \"reset\"}\n}\n-- Kleavor 900\nlocal kleavor={\n  name = \"kleavor\", \n  pos = {x = 1, y = 8},\n  config = {extra = {mult = 0, mult_mod = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n      info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n      info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      info_queue[#info_queue+1] = G.P_CENTERS.m_stone\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 8,\n  stage = \"One\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  perishable_compat = false,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.ending_shop then\n      card.ability.extra.selected = false\n      local eval = function() return not card.ability.extra.selected end\n      juice_card_until(card, eval, true)\n    end\n    if context.setting_blind and not card.getting_sliced and not context.blueprint then\n      card.ability.extra.selected = true\n      local my_pos = nil\n      for i = 1, #G.jokers.cards do\n        if G.jokers.cards[i] == card then my_pos = i; break end\n      end\n      if my_pos and G.jokers.cards[my_pos+1] and not card.getting_sliced and not G.jokers.cards[my_pos+1].ability.eternal and not G.jokers.cards[my_pos+1].getting_sliced then\n        local sliced_card = G.jokers.cards[my_pos+1]\n        sliced_card.getting_sliced = true\n\n        if (sliced_card.config.center.rarity ~= 1) then\n          SMODS.add_card {\n            set = 'Enhanced',\n            key = 'm_stone',\n            area = G.deck,\n            edition = poll_edition('aura', nil, true, true),\n            key_append = 'kleavor',\n          }\n        end\n\n        G.GAME.joker_buffer = G.GAME.joker_buffer - 1\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            G.GAME.joker_buffer = 0\n            SMODS.scale_card(card, {\n              ref_value = 'mult',\n              scalar_value = 'mult_mod',\n              no_message = true,\n            })\n            card:juice_up(0.8, 0.8)\n            sliced_card:start_dissolve({ HEX(\"57ecab\") }, nil, 1.6)\n            play_sound('slice1', 0.96 + math.random() * 0.08)\n            return true\n          end\n        }))\n\n        return {\n          message = localize{type = 'variable', key = 'a_mult',\n          vars = { card.ability.extra.mult }},\n          colour = G.C.RED,\n          no_juice = true\n        }\n      end\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n  end,\n  attributes = {\"destroy_card\", \"mult\", \"generation\", \"enhancements\", \"scaling\"},\n}\nreturn {name = \"Pokemon Jokers 871-900\", \n        list = {dreepy, drakloak, dragapult, dreepy_dart, wyrdeer, kleavor},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_31.lua",
    "content": "-- Ursaluna 901\nlocal ursaluna={\n  name = \"ursaluna\",\n  pos = {x = 2, y = 8},\n  config = {extra = {mult = 0,mult_mod = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.polychrome) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_polychrome\n      end\n      if not center.edition or (center.edition and not center.edition.foil) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_foil\n      end\n      if not center.edition or (center.edition and not center.edition.holo) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_holo\n      end\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Two\",\n  ptype = \"Earth\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.skipping_booster then\n      if not context.blueprint then\n        SMODS.scale_card(card, {\n          ref_value = 'mult',\n          scalar_value = 'mult_mod',\n          no_message = true,\n        })\n      end\n\n      SMODS.calculate_effect({ message = localize('k_upgrade_ex'), colour = G.C.MULT },\n        context.blueprint_card or card)\n\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        SMODS.add_card({ set = 'Item', key_append = 'luna', edition = poll_edition('aura', nil, true, true) })\n      end\n    end\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult,\n      }\n    end\n  end,\n  attributes = {\"mult\", \"scaling\", \"item\", \"generation\"},\n}\n-- Basculegion 902\n-- Sneasler 903\n-- Overqwil 904\n--[[\nlocal hisuian_qwilfish = {\n  name = \"hisuian_qwilfish\", \n  pos = {x = 5, y = 4},\n  config = {extra = {hazard_ratio = 10, chip_mod = 5, chips = 0}, evo_rqmt = 80},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'poke_hazards'}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n\n    local to_add = math.floor(52 / abbr.hazard_ratio)\n    if G.playing_cards then\n      local count = #G.playing_cards\n      for _, v in pairs(G.playing_cards) do\n        if SMODS.has_enhancement(v, \"m_poke_hazard\") then\n          count = count - 1\n        end\n      end\n      to_add = math.floor(count / abbr.hazard_ratio)\n    end\n    return {vars = {to_add, abbr.hazard_ratio, abbr.chip_mod, abbr.chips, self.config.evo_rqmt}}\n  end,\n  rarity = 2,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Regionals\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      poke_add_hazards(card.ability.extra.hazard_ratio)\n    end\n    if context.hand_drawn then\n      local count = 0\n      for k, v in pairs(context.hand_drawn) do\n        if SMODS.has_enhancement(v, \"m_poke_hazard\") then\n          count = count + 1\n        end\n      end\n      if count > 0 then\n        card.ability.extra.chips = card.ability.extra.chips + card.ability.extra.chip_mod * count\n        return {\n          message = localize('k_upgrade_ex'),\n          colour = G.C.CHIPS\n        }\n      end\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return{\n          message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = card.ability.extra.chips\n        }\n      end\n    end\n    return scaling_evo(self, card, context, \"j_poke_overqwil\", card.ability.extra.chips, self.config.evo_rqmt)\n  end,\n}\nlocal overqwil = {\n  name = \"overqwil\", \n  pos = {x = 7, y = 8},\n  config = {extra = {hazard_ratio = 5, chip_mod = 20, chips = 0}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'poke_hazards'}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n\n    local to_add = math.floor(52 / abbr.hazard_ratio)\n    if G.playing_cards then\n      local count = #G.playing_cards\n      for _, v in pairs(G.playing_cards) do\n        if SMODS.has_enhancement(v, \"m_poke_hazard\") then\n          count = count - 1\n        end\n      end\n      to_add = math.floor(count / abbr.hazard_ratio)\n    end\n    return {vars = {to_add, abbr.hazard_ratio, abbr.chip_mod, abbr.chips}}\n  end,\n  rarity = 'poke_safari',\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Dark\",\n  atlas = \"Pokedex8\",\n  gen = 8,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      poke_add_hazards(card.ability.extra.hazard_ratio)\n    end\n    if context.hand_drawn then\n      local count = 0\n      for k, v in pairs(context.hand_drawn) do\n        if SMODS.has_enhancement(v, \"m_poke_hazard\") then\n          count = count + 1\n        end\n      end\n      if count > 0 then\n        card.ability.extra.chips = card.ability.extra.chips + card.ability.extra.chip_mod * count\n        return {\n          message = localize('k_upgrade_ex'),\n          colour = G.C.CHIPS\n        }\n      end\n    end\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local chips = card.ability.extra.chips\n        card.ability.extra.chips = card.ability.extra.chips / 2\n        return {\n          message = localize{type = 'variable', key = 'a_chips', vars = {chips}}, \n          colour = G.C.CHIPS,\n          chip_mod = chips,\n          extra = {\n            message = localize('poke_reload_ex'),\n            colour = G.C.CHIPS,\n          }\n        }\n      end\n    end\n  end,\n}\n--]]\n-- Enamorus 905\n-- Sprigatito 906\n-- Floragato 907\n-- Meowscarada 908\n-- Fuecoco 909\n-- Crocalor 910\n-- Skeledirge 911\n-- Quaxly 912\n-- Quaxwell 913\n-- Quaquaval 914\n-- Lechonk 915\n-- Oinkologne 916\n-- Tarountula 917\nlocal tarountula = {\n  name = \"tarountula\",\n  pos = {x = 12, y = 0},\n  config = {extra = {hazard_level = 1, rounds = 4, h_size = 1}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n\n    return {vars = {abbr.hazard_level, abbr.rounds, abbr.h_size}}\n  end,\n  rarity = 1,\n  cost = 5,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  hazard_poke = true,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    return level_evo(self, card, context, \"j_poke_spidops\")\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"hand_size\", \"passive\", \"round_evo\"},\n}\n-- Spidops 918\nlocal spidops = {\n  name = \"spidops\",\n  pos = {x = 13, y = 0},\n  config = {extra = {hazard_level = 1, h_size = 2, card_goal = 8, cards_added = 0}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    -- just to shorten function\n    local abbr = card.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'hazard_level', vars = poke_get_hazard_level_vars()}\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_hazard\n    \n    return {vars = {abbr.hazard_level, abbr.h_size, abbr.card_goal, math.max(0, abbr.card_goal - abbr.cards_added)}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  hazard_poke = true,\n  blueprint_compat = false,\n  calculate = function(self, card, context)\n    if context.playing_card_added and not card.getting_sliced and context.cards and not context.blueprint then\n      if context.cards and type(context.cards) == \"table\" and #context.cards > 0 then\n        for k, v in ipairs(context.cards) do\n          card.ability.extra.cards_added = card.ability.extra.cards_added + 1\n          if card.ability.extra.cards_added == card.ability.extra.card_goal then\n            card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_sticky_web_ex\")})\n            local args = {guaranteed = true}\n            local seal_type = SMODS.poll_seal(args)\n            v:set_seal(seal_type, true)\n            card.ability.extra.cards_added = 0\n          end\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.hand:change_size(card.ability.extra.h_size)\n    poke_change_hazard_level(card.ability.extra.hazard_level)\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.hand:change_size(-card.ability.extra.h_size)\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\n  end,\n  attributes = {\"hazards\", \"hand_size\", \"passive\", \"modify_card\", \"seals\"},\n}\n-- Nymble 919\n-- Lokix 920\n-- Pawmi 921\n-- Pawmo 922\n-- Pawmot 923\n-- Tandemaus 924\n-- Maushold 925\n-- Fidough 926\nlocal fidough={\n  name = \"fidough\",\n  pos = {x = 8, y = 1},\n  config = {extra = {chips = 0,chip_mod = 8, rank = \"2\", id = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod, localize(center.ability.extra.rank or \"2\", 'ranks')}}\n  end,\n  rarity = 1,\n  cost = 4,\n  stage = \"Basic\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before then\n      local contains = false\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:get_id() == card.ability.extra.id then contains = true; break end\n      end\n      if contains then\n        card.ability.extra.id, card.ability.extra.rank = poke_next_highest_rank(card.ability.extra.id, card.ability.extra.rank)\n\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          message_colour = G.C.CHIPS\n        })\n      end\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n    return scaling_evo(self, card, context, \"j_poke_dachsbun\", #find_pokemon_type(\"Fire\"), 1)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial and G.playing_cards then\n      card.ability.extra.id, card.ability.extra.rank = poke_lowest_rank(14, \"Ace\")\n    end\n  end,\n  attributes = {\"chips\", \"scaling\", \"rank\", \"condition_evo\"},\n}\n-- Dachsbun 927\nlocal dachsbun={\n  name = \"dachsbun\",\n  pos = {x = 9, y = 1},\n  config = {extra = {chips = 0,chip_mod = 10, rank = \"2\", id = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.chips, center.ability.extra.chip_mod, localize(center.ability.extra.rank or \"2\", 'ranks')}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.before then\n      local contains = false\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:get_id() == card.ability.extra.id then contains = true; break end\n      end\n      if contains then\n        card.ability.extra.id, card.ability.extra.rank = poke_next_highest_rank(card.ability.extra.id, card.ability.extra.rank)\n\n        SMODS.scale_card(card, {\n          ref_value = 'chips',\n          scalar_value = 'chip_mod',\n          operation = function (ref_table, ref_value, initial, modifier)\n            ref_table[ref_value] = initial + modifier + #find_pokemon_type(\"Fire\") * 2\n          end,\n          message_colour = G.C.CHIPS\n        })\n      end\n    end\n    if context.joker_main then\n      return {\n        chips = card.ability.extra.chips\n      }\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial and G.playing_cards then\n      card.ability.extra.id, card.ability.extra.rank = poke_lowest_rank(14, \"Ace\")\n    end\n  end,\n  attributes = {\"chips\", \"scaling\", \"rank\", \"joker\", \"types\"},\n}\n-- Smoliv 928\n-- Dolliv 929\n-- Arboliva 930\nreturn {name = \"Pokemon Jokers 901-930\", \n        list = {ursaluna, tarountula, spidops, fidough, dachsbun},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_32.lua",
    "content": "-- Squawkabilly 931\n-- Nacli 932\n-- Naclstack 933\n-- Garganacl 934\n-- Charcadet 935\nlocal charcadet={\n  name = \"charcadet\",\n  pos = {x = 0, y = 0},\n  config = {extra = {mult = 0,mult_mod = 5, mult_original = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_dawnstone\n      info_queue[#info_queue+1] = G.P_CENTERS.c_poke_duskstone\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.mult_mod, }}\n  end,\n  rarity = 2,\n  cost = 5,\n  gen = 9,\n  item_req = {\"dawnstone\", \"duskstone\"},\n  evo_list = {dawnstone = \"j_poke_armarouge\", duskstone = 'j_poke_ceruledge'},\n  stage = \"Basic\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex9\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    if context.after and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'mult',\n        scalar_value = 'mult_mod',\n        message_colour = G.C.MULT\n      })\n    end\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      card.ability.extra.mult = card.ability.extra.mult_original\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_reset'), colour = G.C.RED})\n    end\n    return item_evo(self, card, context)\n  end,\n  attributes = {\"mult\", \"scaling\", \"reset\", \"item_evo\"},\n}\n-- Armarouge 936\nlocal armarouge={\n  name = \"armarouge\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 3, Xmult_mod = 1, Xmult2 = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 9,\n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex9\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.after and card.ability.extra.Xmult > 1 and not context.blueprint then\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n        operation = function(ref_table, ref_value, initial, modifier)\n          ref_table[ref_value] = math.max(1, initial - modifier)\n        end,\n        message_key = 'a_xmult_minus',\n        message_colour = G.C.RED\n      })\n    end\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      card.ability.extra.Xmult = card.ability.extra.Xmult2\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"scaling\", \"reset\"},\n}\n-- Ceruledge 937\nlocal ceruledge={\n  name = \"ceruledge\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 1, Xmult_mod = 0.75, Xmult2 = 1, money_minus = 1,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'poke_drain'}\n    end\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.money_minus}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  gen = 9,\n  stage = \"One\",\n  ptype = \"Fire\",\n  atlas = \"Pokedex9\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = card.ability.extra.Xmult\n      }\n    end\n    if context.after and not context.blueprint then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          local drain_jokers = {}\n          for i = 1, #G.jokers.cards do\n            if G.jokers.cards[i] ~= card and G.jokers.cards[i].sell_cost > 1 then\n              drain_jokers[#drain_jokers+1] = G.jokers.cards[i]\n            end\n          end\n          if #drain_jokers > 0 then\n            poke_drain(card, pseudorandom_element(drain_jokers, 'ceruledge'), card.ability.extra.money_minus)\n          end\n          return true\n        end\n      }))\n\n      SMODS.scale_card(card, {\n        ref_value = 'Xmult',\n        scalar_value = 'Xmult_mod',\n        message_colour = G.C.MULT\n      })\n    end\n    if not context.repetition and not context.individual and context.end_of_round and not context.blueprint then\n      card.ability.extra.Xmult = card.ability.extra.Xmult2\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  attributes = {\"xmult\", \"scaling\", \"reset\", \"drain\"},\n}\n-- Tadbulb 938\n-- Bellibolt 939\n-- Wattrel 940\n-- Kilowattrel 941\n-- Maschiff 942\n-- Mabosstiff 943\n-- Shroodle 944\n-- Grafaiai 945\n-- Bramblin 946\nlocal bramblin={\n  name = \"bramblin\",\n  pos = {x = 0, y = 0},\n  config = {extra = {cards_drawn = 0, seed_added = 0, rank_scored = 0}, evo_rqmt = 160},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_seed\n    return {vars = {localize(G.GAME.current_round.bramblincard and G.GAME.current_round.bramblincard.rank or \"Ace\", 'ranks'), math.max(0, self.config.evo_rqmt - center.ability.extra.cards_drawn)}}\n  end,\n  rarity = 1,\n  cost = 6,\n  gen = 9,\n  stage = \"Basic\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex9\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.hand_drawn and SMODS.drawn_cards and not context.blueprint then\n      card.ability.extra.cards_drawn = card.ability.extra.cards_drawn + #SMODS.drawn_cards\n    end\n    if context.before and not context.blueprint and card.ability.extra.seed_added <= 0 then\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:get_id() == G.GAME.current_round.bramblincard.id then\n          card.ability.extra.rank_scored = card.ability.extra.rank_scored + 1\n          if card.ability.extra.rank_scored == 2 then\n            context.scoring_hand[i]:set_ability(G.P_CENTERS.m_poke_seed, nil, true)\n            G.E_MANAGER:add_event(Event({\n              func = function()\n                context.scoring_hand[i]:juice_up()\n                return true\n              end\n            }))\n            card.ability.extra.seed_added = card.ability.extra.seed_added + 1\n            break\n          end\n        end\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then\n      card.ability.extra.rank_scored = 0\n      card.ability.extra.seed_added = 0\n    end\n    return scaling_evo(self, card, context, \"j_poke_brambleghast\", card.ability.extra.cards_drawn, self.config.evo_rqmt)\n  end,\n  attributes = {\"rank\", \"modify_card\", \"enhancements\", \"condition_evo\"},\n}\n-- Brambleghast 947\nlocal brambleghast={\n  name = \"brambleghast\",\n  pos = {x = 0, y = 0},\n  config = {extra = {chip_mod = 2, seed_added = 0, rank_scored = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = G.P_CENTERS.m_poke_seed\n    return {vars = {center.ability.extra.chip_mod, center.ability.extra.chip_mod * math.max(0, (G.GAME.dollars or 0) + (G.GAME.dollar_buffer or 0)),\n        localize(G.GAME.current_round.bramblincard and G.GAME.current_round.bramblincard.rank or \"Ace\", 'ranks')}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  gen = 9,\n  stage = \"One\",\n  ptype = \"Grass\",\n  atlas = \"Pokedex9\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      local dollars = (SMODS.Mods[\"Talisman\"] or {}).can_load and to_number(G.GAME.dollars) or G.GAME.dollars\n      return {\n          chips = card.ability.extra.chip_mod * math.max(0, (dollars + (G.GAME.dollar_buffer or 0)))\n      }\n    end\n    if context.before and not context.blueprint and card.ability.extra.seed_added <= 0 then\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:get_id() == G.GAME.current_round.bramblincard.id then\n          card.ability.extra.rank_scored = card.ability.extra.rank_scored + 1\n          if card.ability.extra.rank_scored == 2 then\n            context.scoring_hand[i]:set_ability(G.P_CENTERS.m_poke_seed, nil, true)\n            context.scoring_hand[i].ability.extra.level = 2\n            G.E_MANAGER:add_event(Event({\n              func = function()\n                context.scoring_hand[i]:juice_up()\n                return true\n              end\n            }))\n            card.ability.extra.seed_added = card.ability.extra.seed_added + 1\n            break\n          end\n        end\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then\n      card.ability.extra.rank_scored = 0\n      card.ability.extra.seed_added = 0\n    end\n  end,\n  attributes = {\"rank\", \"modify_card\", \"enhancements\", \"chips\"},\n}\n-- Toedscool 948\n-- Toedscruel 949\n-- Klawf 950\n-- Capsakid 951\n-- Scovillain 952\n-- Rellor 953\n-- Rabsca 954\n-- Flittle 955\n-- Espathra 956\n-- Tinkatink 957\nlocal tinkatink={\n  name = \"tinkatink\",\n  pos = {x = 0, y = 4},\n  config = {extra = {mult = 5,rounds = 5, cards_debuffed = 12}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds, center.ability.extra.cards_debuffed}}\n  end,\n  rarity = 3,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  knockoff_pseudol = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local add = function(v) return not SMODS.has_enhancement(v, 'm_steel') end\n      local modify = function(v) SMODS.debuff_card(v, true, 'tinkatink'..card.unique_val); end\n      local args = {array = G.playing_cards, amt = card.ability.extra.cards_debuffed, seed = 'tinkatink', add_con = add, mod_func = modify}\n      pseudorandom_multi(args)\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      return {\n        mult = card.ability.extra.mult,\n        card = card\n      }\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      for k, v in pairs(G.playing_cards) do\n        SMODS.debuff_card(v,false, 'tinkatink'..card.unique_val)\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_tinkatuff\")\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not from_debuff or (from_debuff and card.ability.perishable and card.ability.perish_tally == 0) then\n      for k, v in pairs(G.playing_cards) do\n        SMODS.debuff_card(v,false, 'tinkatink'..card.unique_val)\n      end\n    end\n  end,\n  attributes = {\"mult\", \"enhancements\", \"round_evo\"},\n}\n-- Tinkatuff 958\nlocal tinkatuff={\n  name = \"tinkatuff\",\n  pos = {x = 1, y = 4},\n  config = {extra = {mult = 10,rounds = 5, cards_debuffed = 16}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds, center.ability.extra.cards_debuffed}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 7,\n  stage = \"One\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local add = function(v) return not SMODS.has_enhancement(v, 'm_steel') end\n      local modify = function(v) SMODS.debuff_card(v, true, 'tinkatuff'..card.unique_val) end\n      local args = {array = G.playing_cards, amt = card.ability.extra.cards_debuffed, seed = 'tinkatuff', add_con = add, mod_func = modify}\n      pseudorandom_multi(args)\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      return {\n        mult = card.ability.extra.mult,\n        card = card\n      }\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      for k, v in pairs(G.playing_cards) do\n        SMODS.debuff_card(v,false, 'tinkatuff'..card.unique_val)\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_tinkaton\")\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not from_debuff or (from_debuff and card.ability.perishable and card.ability.perish_tally == 0) then\n      for k, v in pairs(G.playing_cards) do\n        SMODS.debuff_card(v,false, 'tinkatuff'..card.unique_val)\n      end\n    end\n  end,\n  attributes = {\"mult\", \"enhancements\", \"round_evo\"},\n}\n-- Tinkaton 959\nlocal tinkaton={\n  name = \"tinkaton\",\n  pos = {x = 2, y = 4},\n  config = {extra = {mult = 15,rounds = 5, cards_debuffed = 20}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_steel\n      info_queue[#info_queue+1] = G.P_CENTERS.m_glass\n    end\n    return {vars = {center.ability.extra.mult, center.ability.extra.rounds, center.ability.extra.cards_debuffed}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"Two\",\n  ptype = \"Fairy\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      local add = function(v) return not SMODS.has_enhancement(v, 'm_steel') end\n      local modify = function(v) SMODS.debuff_card(v, true, 'tinkaton'..card.unique_val) end\n      local args = {array = G.playing_cards, amt = card.ability.extra.cards_debuffed, seed = 'tinkaton', add_con = add, mod_func = modify}\n      pseudorandom_multi(args)\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and not context.other_card.debuff then\n      return {\n        mult = card.ability.extra.mult,\n        card = card\n      }\n    end\n    if context.check_enhancement then\n      if SMODS.has_enhancement(context.other_card, 'm_steel') then\n          return {m_glass = true}\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      for k, v in pairs(G.playing_cards) do\n        SMODS.debuff_card(v,false, 'tinkaton'..card.unique_val)\n      end\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    if not from_debuff or (from_debuff and card.ability.perishable and card.ability.perish_tally == 0) then\n      for k, v in pairs(G.playing_cards) do\n        SMODS.debuff_card(v,false, 'tinkaton'..card.unique_val)\n      end\n    end\n  end,\n  attributes = {\"mult\", \"enhancements\", \"passive\", \"modify_card\"},\n}\n-- Wiglett 960\nlocal wiglett={\n  name = \"wiglett\", \n  pos = {x = 3, y = 4}, \n  config = {extra = {rounds = 4, chips = 60, mult = 4}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.rounds, center.ability.extra.chips, center.ability.extra.mult}}\n  end,\n  rarity = 1, \n  cost = 5, \n  stage = \"Basic\", \n  ptype = \"Water\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local score_chips = false\n        local score_mult = false\n        if next(context.poker_hands['Three of a Kind']) then score_mult = true end\n        for k, v in ipairs(context.scoring_hand) do\n          if v:get_id() == 5 or v:get_id() == 6 or v:get_id() == 7 then\n            score_chips = true\n            break\n          end\n        end\n        if score_mult and score_chips then\n          return {\n            message = localize('poke_dig_ex'), \n            colour = G.C.MULT,\n            chip_mod = card.ability.extra.chips,\n            mult_mod = card.ability.extra.mult,\n            card = card\n          }\n        elseif score_chips then\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = card.ability.extra.chips,\n            card = card\n          }\n        elseif score_mult then\n          return {\n            message = localize{type = 'variable', key = 'a_mult', vars = {card.ability.extra.mult}}, \n            colour = G.C.MULT,\n            mult_mod = card.ability.extra.mult,\n            card = card\n          }\n        end\n      end\n    end\n    return level_evo(self, card, context, \"j_poke_wugtrio\")\n  end,\n  attributes = {\"mult\", \"chips\", \"hand_type\", \"rank\", \"five\", \"six\", \"seven\", \"round_evo\"},\n}\nreturn {name = \"Pokemon Jokers 931-960\", \n        list = {charcadet, armarouge, ceruledge, bramblin, brambleghast, tinkatink, tinkatuff, tinkaton, wiglett},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_33.lua",
    "content": "-- Wugtrio 961\nlocal wugtrio={\n  name = \"wugtrio\", \n  pos = {x = 4, y = 4},\n  config = {extra = {chips = 120, Xmult = 1.5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {center.ability.extra.Xmult, center.ability.extra.chips}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"One\", \n  atlas = \"Pokedex9\",\n  gen = 9,\n  ptype = \"Water\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        local score_chips = false\n        local score_mult = false\n        if next(context.poker_hands['Three of a Kind']) then score_mult = true end\n        for k, v in ipairs(context.scoring_hand) do\n          if v:get_id() == 5 or v:get_id() == 6 or v:get_id() == 7 then\n            score_chips = true\n            break\n          end\n        end\n        if score_mult and score_chips then\n          return {\n            message = localize('poke_dig_ex'), \n            colour = G.C.MULT,\n            chip_mod = card.ability.extra.chips,\n            Xmult_mod = card.ability.extra.Xmult,\n            card = card\n          }\n        elseif score_chips then\n          return {\n            message = localize{type = 'variable', key = 'a_chips', vars = {card.ability.extra.chips}}, \n            colour = G.C.CHIPS,\n            chip_mod = card.ability.extra.chips,\n            card = card\n          }\n        elseif score_mult then\n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n            colour = G.C.MULT,\n            Xmult_mod = card.ability.extra.Xmult,\n            card = card\n          }\n        end\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"chips\", \"hand_type\", \"rank\", \"five\", \"six\", \"seven\"},\n}\n-- Bombirdier 962\n-- Finizen 963\n-- Palafin 964\n-- Varoom 965\n-- Revavroom 966\n-- Cyclizar 967\n-- Orthworm 968\n-- Glimmet 969\n-- Glimmora 970\n-- Greavard 971\n-- Houndstone 972\n-- Flamigo 973\n-- Cetoddle 974\n-- Cetitan 975\n-- Veluza 976\n-- Dondozo 977\n-- Tatsugiri 978\n-- Annihilape 979\nlocal annihilape={\n  name = \"annihilape\", \n  pos = {x = 2, y = 6}, \n  config = {extra = {mult_mod = 5, chip_mod = 7}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult_mod, center.ability.extra.chip_mod, center.ability.extra.mult_mod * (1 + G.GAME.current_round.hands_played), \n                    center.ability.extra.chip_mod * (1 + G.GAME.current_round.hands_played)}}\n  end,\n  rarity = \"poke_safari\", \n  cost = 11, \n  stage = \"Two\", \n  ptype = \"Fighting\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and context.cardarea == G.play and not context.other_card.debuff then\n      if context.other_card:get_id() == 2 or \n         context.other_card:get_id() == 3 or \n         context.other_card:get_id() == 5 or \n         context.other_card:get_id() == 7 then\n        return {\n            chips = card.ability.extra.chip_mod * (1 + G.GAME.current_round.hands_played),\n            mult = card.ability.extra.mult_mod * (1 + G.GAME.current_round.hands_played),\n            card = card\n        }\n      end\n    end\n  end,\n  attributes = {\"chips\", \"mult\", \"rank\", \"two\", \"three\", \"five\", \"seven\"},\n}\n-- Clodsire 980\n-- Farigiraf 981\nlocal farigiraf={\n  name = \"farigiraf\",\n  pos = {x = 4, y = 6},\n  config = {extra = {Xmult_multi = 2.2, score = false}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Cryptid\"}}\n      info_queue[#info_queue+1] = { set = 'Spectral', key = 'c_cryptid', vars = {2}}\n    end\n    return {vars = {center.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and next(context.poker_hands['Two Pair']) and not context.blueprint then\n        card.ability.extra.score = true\n      end\n      if context.after then\n        card.ability.extra.score = false\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and card.ability.extra.score then\n      local first_face = nil\n      local last_face = nil\n      for i = 1, #context.scoring_hand do\n        if context.scoring_hand[i]:is_face() then\n          first_face = context.scoring_hand[i];\n          break\n        end\n      end\n      for i = #context.scoring_hand, 1, -1 do\n        if context.scoring_hand[i]:is_face() and context.scoring_hand[i] ~= first_face then\n          last_face = context.scoring_hand[i];\n          break\n        end\n      end\n      if context.other_card == first_face or context.other_card == last_face then\n        return {\n            x_mult = card.ability.extra.Xmult_multi,\n            colour = G.C.RED,\n            card = card\n        }\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        local _card = create_card('Spectral', G.consumeables, nil, nil, nil, nil, 'c_cryptid')\n        _card:add_to_deck()\n        G.consumeables:emplace(_card)\n        card_eval_status_text(_card, 'extra', nil, nil, nil, {message = localize('k_plus_spectral'), colour = G.C.SECONDARY_SET.Spectral})\n      end\n    end\n  end,\n  attributes = {\"holding\", \"face\", \"xmult\", \"hand_type\"},\n}\n-- Dudunsparce 982\nlocal dudunsparce={\n  name = \"dudunsparce\",\n  pos = {x = 5, y = 6},\n  config = {extra = {card_slots = 1, pack_slots = 1, voucher_slots = 1, form = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local alt_key = nil\n    if center.ability.extra.form == 1 then\n      alt_key = \"j_poke_dudunsparce2\"\n      if pokermon_config.detailed_tooltips then\n        info_queue[#info_queue+1] = {key = 'tag_coupon', set = 'Tag'}\n        info_queue[#info_queue+1] = {set = 'Other', key = 'holding', vars = {\"Coupon Tag\"}}\n      end\n    end\n    return {vars = {center.ability.extra.card_slots, center.ability.extra.pack_slots, center.ability.extra.voucher_slots}, key = alt_key}\n  end,\n  rarity = \"poke_safari\",\n  cost = 9,\n  stage = \"One\",\n  ptype = \"Colorless\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = true,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      if pseudorandom('dudunsparce') < (1/6) then\n        card.ability.extra.form = 1\n        self:set_sprites(card)\n      end\n    end\n  end,\n  set_sprites = function(self, card, front)\n    if card.ability and card.ability.extra and card.ability.extra.form == 1 then\n      card.children.center:set_sprite_pos({x = 8, y = 3})\n    else\n      card.children.center:set_sprite_pos({x = 6, y = 3})\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    change_shop_size(card.ability.extra.card_slots)\n    SMODS.change_booster_limit(card.ability.extra.pack_slots)\n    SMODS.change_voucher_limit(card.ability.extra.voucher_slots)\n    if card.ability.extra.form == 1 then\n      self:set_sprites(card)\n      if not from_debuff then\n        G.E_MANAGER:add_event(Event({\n          func = (function()\n              add_tag(Tag('tag_coupon'))\n              play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n              play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n              return true\n          end)\n        }))\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('poke_wowthree')})\n      end\n    end\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    change_shop_size(-card.ability.extra.card_slots)\n    SMODS.change_booster_limit(-card.ability.extra.card_slots)\n    SMODS.change_voucher_limit(-card.ability.extra.card_slots)\n  end,\n  attributes = {\"passive\"},\n}\n-- Kingambit 983\nlocal kingambit={\n  name = \"kingambit\",\n  pos = {x = 0, y = 0},\n  config = {extra = {Xmult = 2,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 11,\n  gen = 9,\n  stage = \"Two\",\n  ptype = \"Metal\",\n  atlas = \"Pokedex9\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.joker_main then\n        return {\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \n          colour = G.C.XMULT,\n          Xmult_mod = card.ability.extra.Xmult\n        }\n      end\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play then\n      local king_count = 0\n      for _, playing_card in ipairs(G.playing_cards) do\n        if playing_card:get_id() == 13 then king_count = king_count + 1 end\n      end\n      if king_count == 1 then\n        local has_king = nil\n        for k, v in pairs(context.full_hand) do\n          if v:get_id() == 13 then \n            has_king = true\n            break\n          end\n        end\n        if has_king and not context.other_card:is_face() then\n          local Xmult = card.ability.extra.Xmult/2\n          if Xmult > 1 then\n            return {\n              x_mult = Xmult,\n              card = card\n            }\n          end\n        end\n      end\n    end\n  end,\n  attributes = {\"xmult\", \"rank\", \"king\", \"face\", \"full_deck\"},\n}\n-- Great Tusk 984\n-- Scream Tail 985\n-- Brute Bonnet 986\n-- Flutter Mane 987\n-- Slither Wing 988\n-- Sandy Shocks 989\n-- Iron Treads 990\nreturn {name = \"Pokemon Jokers 961-990\", \n        list = {wugtrio, annihilape, farigiraf, dudunsparce, kingambit},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_34.lua",
    "content": "-- Iron Bundle 991\n-- Iron Hands 992\n-- Iron Jugulis 993\n-- Iron Moth 994\n-- Iron Thorns 995\n-- Frigibax 996\n-- Arctibax 997\n-- Baxcalibur 998\n-- Gimmighoul 999\nlocal gimmighoul={\n  name = \"gimmighoul\",\n  pos = {x = 12, y = 6},\n  config = {extra = {money = 3, money_goal = 999, money_seen = 0, previous_money = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      info_queue[#info_queue+1] = G.P_CENTERS.m_gold\n    end\n    return {vars = {center.ability.extra.money, center.ability.extra.money_seen, center.ability.extra.money_goal}}\n  end,\n  rarity = 3,\n  cost = 7,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  enhancement_gate = 'm_gold',\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.individual and not context.end_of_round and context.cardarea == G.play and SMODS.has_enhancement(context.other_card, 'm_gold') then\n      G.GAME.dollar_buffer = (G.GAME.dollar_buffer or 0) + card.ability.extra.money\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                G.GAME.dollar_buffer = 0\n                return true\n            end\n        }))\n      local earned = ease_poke_dollars(card, \"gimmi\", card.ability.extra.money, true)\n      return {\n        dollars = earned,\n        card = card\n      }\n    end\n    if context.skipping_booster and G.shop_jokers and G.shop_jokers.cards then\n        local temp_card = {set = \"Joker\", area = G.shop_jokers, key = \"j_poke_gimmighoulr\"}\n        local new_card = SMODS.create_card(temp_card)\n        local edition = {negative = true}\n        new_card:set_edition(edition, true)\n        poke_add_shop_card(new_card, card)\n        new_card.cost = 0\n    end\n    return scaling_evo(self, card, context, \"j_poke_gholdengo\", card.ability.extra.money_seen, card.ability.extra.money_goal)\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial and G.STAGE == G.STAGES.RUN then\n      card.ability.extra.previous_money = G.GAME.dollars\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      if not card.ability.extra.previous_money then card.ability.extra.previous_money = 0 end\n      if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n        local money_diff = math.abs(to_number(G.GAME.dollars) - to_number(card.ability.extra.previous_money))\n        if to_big(money_diff) > to_big(0) then\n          card.ability.extra.money_seen = card.ability.extra.money_seen + money_diff\n          card.ability.extra.previous_money = G.GAME.dollars\n        end\n        if to_big(card.ability.extra.money_seen) >= to_big(card.ability.extra.money_goal) and not card.ability.extra.juiced then\n          card.ability.extra.juiced = true\n          local eval = function(card) return not card.REMOVED and not G.RESET_JIGGLES end\n          juice_card_until(card, eval, true)\n        end\n      else\n        local money_diff = math.abs(G.GAME.dollars - card.ability.extra.previous_money)\n        if money_diff > 0 then\n          card.ability.extra.money_seen = card.ability.extra.money_seen + money_diff\n          card.ability.extra.previous_money = G.GAME.dollars\n        end\n        if card.ability.extra.money_seen >= card.ability.extra.money_goal and not card.ability.extra.juiced then\n          card.ability.extra.juiced = true\n          local eval = function(card) return not card.REMOVED and not G.RESET_JIGGLES end\n          juice_card_until(card, eval, true)\n        end\n      end\n    end\n  end,\n  attributes = {\"enhancements\", \"economy\", \"condition_evo\"},\n}\nlocal gimmighoulr={\n  name = \"gimmighoulr\",\n  pos = {x = 11, y = 6},\n  config = {extra = {}},\n  no_collection = true,\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 0,\n  stage = \"Basic\",\n  ptype = \"Psychic\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  aux_poke = true,\n  auto_sticker = true,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = false,\n  add_to_deck = function(self, card, from_debuff)\n    local amount_earned = nil\n    local money_chance = pseudorandom('gimmir')\n    if money_chance < .50 then amount_earned = 1\n    elseif money_chance < .70 then amount_earned = 3\n    elseif money_chance < .90 then amount_earned = 5\n    elseif money_chance < .97 then amount_earned = 10\n    elseif money_chance < .99 then amount_earned = 30\n    elseif money_chance < .999 then amount_earned = 50\n    elseif money_chance < .9999 then amount_earned = 100\n    else amount_earned = 200 end\n  \n    ease_poke_dollars(card, \"gimmir\", amount_earned)\n    remove(self, card, {})\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      local edition = {negative = true}\n      card:set_edition(edition, true, true)\n    end\n  end,\n  in_pool = function(self)\n    return false\n  end,\n  attributes = {\"economy\"},\n}\n-- Gholdengo 1000\nlocal gholdengo={\n  name = \"gholdengo\",\n  pos = {x = 13, y = 6},\n  config = {extra = {Xmult = 1, money_minus = 3, Xmult1 = 1, Xmult_multi = 1.5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.money_minus, center.ability.extra.Xmult_multi}}\n  end,\n  rarity = \"poke_safari\",\n  cost = 8,\n  stage = \"One\",\n  ptype = \"Metal\",\n  atlas = \"Pokedex9\",\n  gen = 9,\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        message = localize('poke_make_it_rain'),\n        colour = G.C.MONEY,\n        Xmult_mod = card.ability.extra.Xmult\n      }\n    end\n    if context.individual and not context.end_of_round and context.cardarea == G.play and SMODS.has_enhancement(context.other_card, 'm_gold') then\n      local to_big = to_big or function(x) return x end\n\n      local dollars = to_big(G.GAME.dollars or 0)\n      local buffer = to_big(G.GAME.dollar_buffer or 0)\n      local money_minus = to_big(card.ability.extra.money_minus)\n\n      if dollars + buffer - money_minus >= to_big(0) then\n        SMODS.scale_card(card, {\n          ref_value = 'Xmult',\n          scalar_value = 'Xmult_multi',\n          operation = function(ref_table, ref_value, initial, scalar_value)\n            SMODS.multiplicative_scaling(ref_table, ref_value, to_big(initial), to_big(scalar_value))\n          end,\n          no_message = true,\n        })\n\n        G.GAME.dollar_buffer = buffer - money_minus\n\n        G.E_MANAGER:add_event(Event({\n          func = function()\n              G.GAME.dollar_buffer = to_big(0)\n              return true\n          end\n        }))\n\n        return {\n          dollars = -money_minus,\n          card = card\n        }\n      end\n    end\n    if context.end_of_round and not context.individual and not context.repetition then\n      card.ability.extra.Xmult = card.ability.extra.Xmult1\n      return {\n        message = localize('k_reset'),\n        colour = G.C.RED\n      }\n    end\n  end,\n  attributes = {\"enhancements\", \"economy\", \"xmult\"},\n}\n-- Wo-Chien 1001\n-- Chien-Pao 1002\n-- Ting-Lu 1003\n-- Chi-Yu 1004\n-- Roaring Moon 1005\n-- Iron Valiant 1006\n-- Koraidon 1007\n-- Miraidon 1008\n-- Walking Wake 1009\n-- Iron Leaves 1010\n-- Dipplin 1011\n-- Poltchageist 1012\n-- Sinistcha 1013\n-- Okidogi 1014\n-- Munkidori 1015\n-- Fezandipiti 1016\n-- Ogerpon 1017\n-- Archaludon 1018\n-- Hydrapple 1019\n-- Gouging Fire 1020\nreturn {name = \"Pokemon Jokers 991-1020\", \n        list = {gimmighoul, gimmighoulr, gholdengo},\n}\n"
  },
  {
    "path": "pokemon/pokejokers_35.lua",
    "content": "-- Raging Bolt 1021\n-- Iron Boulder 1022\n-- Iron Crown 1023\n-- Terapagos 1024\n-- Pecharunt 1025\nreturn {name = \"Pokemon Jokers 1021-1050\", \n        list = {},\n}"
  },
  {
    "path": "pokemon/zmissingno.lua",
    "content": "local mseed = \"missingno\"\n--[[\nlocal mmult = function(self, card, context)\n  if context.cardarea == G.jokers and context.scoring_hand then\n    if context.joker_main then\n      local mults = {0, 1, 6, 11, 19, 23, 29, 115}\n      local mult = pseudorandom_element(mults, pseudoseed(mseed))\n      return {\n        message = localize{type = 'variable', key = 'a_mult', vars = {mult}}, \n        colour = G.C.MULT,\n        mult_mod = mult\n      }\n    end\n  end\nend\n\nlocal mchips = function(self, card, context)\n  if context.cardarea == G.jokers and context.scoring_hand then\n    if context.joker_main then\n      local chips = {0, 33, 52, 69, 87, 136, 178, 204, 231}\n      local chip = pseudorandom_element(chips, pseudoseed(mseed))\n      return {\n        message = localize{type = 'variable', key = 'a_chips', vars = {chip}}, \n        colour = G.C.CHIPS,\n        chip_mod = chip\n      }\n    end\n  end\nend\n\nlocal mmoney = function(self, card, context)\n  if context.cardarea == G.jokers and context.scoring_hand then\n    if context.joker_main then\n      local money = {0, 1, 2, 5, 9, 14, 27}\n      local dollars = pseudorandom_element(money, pseudoseed(mseed))\n      ease_dollars(dollars)\n    end\n  end\nend\n\nlocal mXmult = function(self, card, context)\n  if context.cardarea == G.jokers and context.scoring_hand then\n    if context.joker_main then\n      local Xmults = {0.1, 1.28, 1.82, 2.24, 3.45, 4.20, 13.6}\n      local Xmult = pseudorandom_element(Xmults, pseudoseed(mseed))\n      return {\n        message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n        colour = G.C.XMULT,\n        Xmult_mod = Xmult\n      }\n    end\n  end\nend\n\nlocal mranksuit = function(self, card, context)\n  if context.before and not context.blueprint then\n    local ranks = {'2','3','4','5','6','7','8','9','T','J','Q','K','A'}\n    card.ability.extra.rank = pseudorandom_element(ranks, pseudoseed(mseed))\n    \n    local suits = {'S','H','D','C'}\n    card.ability.extra.suit = pseudorandom_element(suits, pseudoseed(mseed))\n    \n    for k, v in ipairs(context.scoring_hand) do\n      local enhancement_type = pseudorandom(pseudoseed('articuno'))\n      if enhancement_type > .875 then v:set_ability(G.P_CENTERS.m_bonus, nil, true)\n      elseif enhancement_type > .75 then v:set_ability(G.P_CENTERS.m_mult, nil, true)\n      elseif enhancement_type > .625 then v:set_ability(G.P_CENTERS.m_wild, nil, true)\n      elseif enhancement_type > .50 then v:set_ability(G.P_CENTERS.m_glass, nil, true)\n      elseif enhancement_type > .375 then v:set_ability(G.P_CENTERS.m_steel, nil, true)\n      elseif enhancement_type > .25 then v:set_ability(G.P_CENTERS.m_stone, nil, true)\n      elseif enhancement_type > .125 then v:set_ability(G.P_CENTERS.m_gold, nil, true)\n      else v:set_ability(G.P_CENTERS.m_lucky, nil, true)\n      end\n    end\n    card.ability.extra.suitrank = true\n    card.ability.extra.calced = true\n  end\n  if context.individual and context.cardarea == G.play then\n\n    G.E_MANAGER:add_event(Event({func = function()\n        local _card = context.other_card\n        if _card then\n          local suit_prefix = string.sub(_card.base.suit, 1, 1)..'_'\n          local rank_suffix = card.ability.extra.rank\n          _card:set_base(G.P_CARDS[suit_prefix..rank_suffix])\n        end\n    return true end }))\n    \n    G.E_MANAGER:add_event(Event({func = function()\n        local _card = context.other_card\n        if _card then\n          local suit_prefix = card.ability.extra.suit..'_'\n          local rank_suffix = _card.base.id < 10 and tostring(_card.base.id) or\n                              _card.base.id == 10 and 'T' or _card.base.id == 11 and 'J' or\n                              _card.base.id == 12 and 'Q' or _card.base.id == 13 and 'K' or\n                              _card.base.id == 14 and 'A'\n          _card:set_base(G.P_CARDS[suit_prefix..rank_suffix])\n        end\n    return true end }))\n  end\nend\n\nlocal mdiscardorhand = function(self, card, context)\n  if context.cardarea == G.jokers and context.scoring_hand then\n    if context.joker_main then\n      if pseudorandom(pseudoseed(mseed)) > .50 then\n        G.hand:change_size(1)\n        G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + 1\n      else\n        ease_discard(1)\n      end\n    end\n  end\nend\n\nlocal mtag = function(self, card, context)\n  if context.cardarea == G.jokers and context.scoring_hand then\n    if context.joker_main then\n      \n      G.E_MANAGER:add_event(Event({\n        func = (function()\n            local tag = pseudorandom_element(G.P_TAGS, pseudoseed(mseed))\n\n            add_tag(Tag(tag.key))\n            play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n            play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n            return true\n        end)\n      }))\n    end\n  end\nend\n\nmissingnocalc = {mmult, mchips, mmoney, mXmult, mranksuit, mtag, mdiscardorhand}\n]]--\n\nlocal missingno ={\n  name = \"missingno\", \n  pos = { x = 1, y = 12},\n  soul_pos = { x = 2, y = 12},\n  config = {extra = {tags_created = 2}},\n  loc_vars = function(self, info_queue, center)\n    return {vars = {center.ability.extra.tags_created}}\n  end,\n  rarity = 4, \n  cost = 21, \n  stage = \"Legendary\",\n  ptype = \"Bird\",\n  atlas = \"Pokedex1\",\n  gen = 1,\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.end_of_round and not context.individual and not context.repetition then\n      local more\n      if pseudorandom('bulba') > .90 then\n        more = 1\n      else\n        more = 0\n      end\n      for i = 1, card.ability.extra.tags_created + more do\n        G.E_MANAGER:add_event(Event({\n          func = (function()\n              local tags = {}\n              for k, v in pairs(G.P_TAGS) do\n                if v.key ~= \"tag_boss\" then\n                  tags[#tags + 1] = v\n                end\n              end\n              local temp_tag = pseudorandom_element(tags, pseudoseed(mseed))\n              local tag = Tag(temp_tag.key)\n              if tag.key == \"tag_orbital\" then \n                local _poker_hands = {}\n                for k, v in pairs(G.GAME.hands) do\n                  if v.visible then\n                    _poker_hands[#_poker_hands + 1] = k\n                  end\n                end\n                tag.ability.orbital_hand = pseudorandom_element(_poker_hands, pseudoseed(mseed))\n              end\n              add_tag(tag)\n              play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n              play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n              return true\n          end)\n        }))\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if G.consumeables and G.consumeables.cards and not from_debuff then\n      local _card\n      if #G.consumeables.cards > 0 then\n        _card = G.consumeables.cards[1]\n      else\n        _card = create_card(\"Item\", G.consumeables, nil, nil, nil, nil, nil)\n        _card:add_to_deck()\n        G.consumeables:emplace(_card) \n      end\n      local empty_con = G.consumeables.config.card_limit - #G.consumeables.cards\n      if empty_con then\n        for i=1, empty_con do\n          if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n            G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n            G.E_MANAGER:add_event(Event({\n              func = (function()\n                  local copy = copy_card(_card, nil)\n                  copy:add_to_deck()\n                  G.consumeables:emplace(copy)\n                  G.GAME.consumeable_buffer = 0\n                  return true\n              end)\n            }))\n          end\n        end\n      end\n      local empty_jokers = G.jokers.config.card_limit - #G.jokers.cards - 1\n      if empty_jokers then\n        for i=1, empty_jokers do\n          local copy = copy_card(_card, nil)\n          copy:add_to_deck()\n          G.jokers:emplace(copy)\n        end\n      end\n    end\n  end,\n  attributes = {\"tag\", \"generation\"},\n}\n\nreturn {name = \"Missingno\", \n        list = { missingno, },\n}"
  },
  {
    "path": "pokemon/zotherjokers.lua",
    "content": "local pokedex={ \n  name = \"pokedex\",\n  pos = {x = 0, y = 0},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {}}\n  end,\n  rarity = 2, \n  cost = 5, \n  stage = \"Other\",\n  atlas = \"others\",\n  blueprint_compat = false,\n  attributes = {\"passive\"},\n}\n\nlocal rotomdex={ \n  name = \"rotomdex\",\n  pos = {x = 0, y = 4},\n  artist = {\"InertSteak\", \"Catzzadilla\"},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n\t\treturn {vars = {G.GAME.rotom_discount or 0}}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Other\",\n  atlas = \"others\",\n  blueprint_compat = false,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN then\n      local type_amount = 0\n      local poketype = nil\n      local poketype_list = {}\n      for k, v in pairs(G.jokers.cards) do\n        if (v.ability and v.ability.extra and type(v.ability.extra) == \"table\" and v.ability.extra.ptype) or type_sticker_applied(v) then\n          poketype = get_type(v)\n          if not poketype_list[poketype] then\n            poketype_list[poketype] = true\n            type_amount = type_amount + 1\n          end\n        end\n      end\n      if type_amount ~= (G.GAME.rotom_discount or 0) then\n        G.GAME.rotom_discount = type_amount\n        for k, v in pairs(G.I.CARD) do\n          if v.set_cost then v:set_cost() end\n        end\n      end\n    end\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    G.E_MANAGER:add_event(Event({func = function()\n      for k, v in pairs(G.I.CARD) do\n          if v.set_cost then v:set_cost() end\n      end\n      return true end }))\n  end,\n  remove_from_deck = function(self, card, from_debuff)\n    G.E_MANAGER:add_event(Event({func = function()\n      for k, v in pairs(G.I.CARD) do\n          if v.set_cost then v:set_cost() end\n      end\n      return true end }))\n  end,\n  attributes = {\"types\", \"joker\", \"economy\"},\n}\n\nlocal everstone={ \n  name = \"everstone\",\n  pos = {x = 1, y = 0},\n  config = {extra = {Xmult_multi = 1.75, Xmult_multi2 = 1.5}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'basic'}\n    info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n\t\treturn {vars = {center.ability.extra.Xmult_multi, center.ability.extra.Xmult_multi2}}\n  end,\n  rarity = 3, \n  cost = 8, \n  stage = \"Other\",\n  atlas = \"others\",\n  blueprint_compat = true,\n  calculate = function(self, card, context)\n    if context.other_joker and context.other_joker.config and (context.other_joker.config.center.stage == \"Basic\" or context.other_joker.config.center.stage == \"Baby\") then\n        local Xmult = 1\n        if context.other_joker.config.center.stage == \"Basic\" then\n          Xmult = card.ability.extra.Xmult_multi2\n        elseif context.other_joker.config.center.stage == \"Baby\" then\n          Xmult = card.ability.extra.Xmult_multi\n        end\n        if Xmult > 1 then\n          G.E_MANAGER:add_event(Event({\n            func = function()\n                context.other_joker:juice_up(0.5, 0.5)\n                return true\n            end\n          })) \n          return {\n            message = localize{type = 'variable', key = 'a_xmult', vars = {Xmult}}, \n            colour = G.C.XMULT,\n            Xmult_mod = Xmult\n          }\n        end\n    end\n  end,\n  attributes = {\"xmult\"},\n}\n\nlocal tall_grass={\n  name = \"tall_grass\",\n  pos = {x = 2, y = 0},\n  config = {extra = {num = 1, dem = 2}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local num, dem = SMODS.get_probability_vars(center, center.ability.extra.num, center.ability.extra.dem, 'tall_grass')\n    return {vars = {num, dem }}\n  end,\n  rarity = 1,\n  cost = 6,\n  stage = \"Other\",\n  atlas = \"others\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.cardarea == G.jokers and context.scoring_hand then\n      if context.before and (#G.jokers.cards + G.GAME.joker_buffer) < G.jokers.config.card_limit then\n        local has_wild = false\n        for k, v in ipairs(context.scoring_hand) do\n          if v.ability.name == 'Wild Card' then\n            has_wild = true\n            break\n          end\n        end\n        \n        if has_wild or SMODS.pseudorandom_probability(card, 'tall_grass', card.ability.extra.num, card.ability.extra.dem, 'tall_grass') then\n          G.GAME.joker_buffer = G.GAME.joker_buffer + 1\n          G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()\n            G.GAME.joker_buffer = 0\n            play_sound('timpani')\n            local _card = create_random_poke_joker(\"tallgrass\", nil, \"common\")\n            _card:add_to_deck()\n            G.jokers:emplace(_card)\n            return true end }))\n          delay(0.6)\n        end\n      end\n    end\n  end,\n  attributes = {\"generation\", \"enhancements\", \"joker\"},\n}\n\nlocal jelly_donut={\n  name = \"jelly_donut\",\n  pos = {x = 3, y = 0},\n  config = {extra = {rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 6,\n  joblacklist = true,\n  stage = \"Other\",\n  atlas = \"others\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.setting_blind then\n      if not context.blueprint then\n        card.ability.extra.rounds = card.ability.extra.rounds - 1\n      end\n      \n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1\n        G.E_MANAGER:add_event(Event({\n            func = function()\n              SMODS.add_card{set = \"Energy\", key = \"c_poke_colorless_energy\"}\n              G.GAME.consumeable_buffer = 0\n              return true\n            end\n        })) \n        card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = \"Energy!\", colour = G.ARGS.LOC_COLOURS.pink})\n      else\n        card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = \"No Room!\", colour = G.C.MULT})\n      end\n\n      if card.ability.extra.rounds <= 0 then\n        SMODS.destroy_cards(card, nil, nil, true)\n        return {\n            message = localize('k_eaten_ex'),\n            colour = G.C.RED\n        }\n      end\n    end\n  end,\n  attributes = {\"generation\", \"energy\", \"food\"},\n}\n\nlocal treasure_eatery={\n  name = \"treasure_eatery\",\n  pos = {x = 6, y = 1},\n  artist = \"PrincessRoxie\",\n  config = {extra = {rounds = 4,}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'typechangerother', vars = {\"Type\", colours = {G.ARGS.LOC_COLOURS.pink}}}\n    return {vars = {center.ability.extra.rounds, }}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Other\",\n  atlas = \"others\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.setting_blind and not context.blueprint then\n      card.ability.extra.rounds = card.ability.extra.rounds - 1\n      if G.jokers and G.jokers.cards and #G.jokers.cards > 1 then\n        if get_type(G.jokers.cards[#G.jokers.cards]) then\n          apply_type_sticker(G.jokers.cards[1], get_type(G.jokers.cards[#G.jokers.cards]))\n          card:juice_up()\n          card_eval_status_text(G.jokers.cards[1], 'extra', nil, nil, nil, {message = localize(\"poke_tera_ex\"), colour = G.C.SECONDARY_SET.Spectral})\n        end\n      end\n\n      if card.ability.extra.rounds <= 0 then\n        SMODS.destroy_cards(card, nil, nil, true)\n        return {\n            message = localize('poke_closed_ex'),\n            colour = G.C.RED\n        }\n      end\n    end\n  end,\n  attributes = {\"types\"},\n}\n\nfunction is_egg_helper(card)\n  local name = ''\n  if not card.name and card.ability.name then\n    name = card.ability.name\n  end\n  if name == \"rolycoly\" or name == \"carkol\" or name == \"coalossal\" then\n    --print(\"STEAM ENGINE\")\n    return true\n  elseif name == \"slugma\" or name == \"magcargo\" or name == \"camerupt\" then\n    --print(\"MAGMA ARMOR\")\n    return true\n  elseif name == \"magby\" or name == \"magmar\" or name == \"magmortar\" then\n    --print(\"FLAME BODY\")\n    return true\n  elseif name == \"litwick\" or name == \"lampent\" or name == \"chandelure\" then\n    --print(\"FLAME BODY\")\n    return true\n  elseif name == \"larvesta\" or name == \"volcarona\" then\n    --print(\"FLAME BODY\")\n    return true\n  elseif name == \"fletchinder\" or name == \"talonflame\" then\n    --print(\"FLAME BODY\")\n    return true\n  elseif name == \"sizzlipede\" or name == \"centiskorch\" then\n    --print(\"FLAME BODY\")\n    return true\n  elseif name == \"moltres\" then\n    --print(\"FLAME BODY\")\n    return true\n  elseif name == \"heatran\" then\n    --print(\"FLAME BODY\")\n    return true\n  elseif name == \"charcadet\" then\n    --print(\"FLAME BODY\")\n    return true\n  end\nend\n\nlocal mystery_egg = {\n  name = \"mystery_egg\",\n  pos = {x = 5, y = 0},\n  config = {extra = {key = nil, rounds = 3}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {set = 'Other', key = 'basic'}\n    info_queue[#info_queue+1] = {set = 'Other', key = 'baby'}\n    info_queue[#info_queue+1] = {set = 'Other', key = 'energize'}\n    return {vars = {center.ability.extra.rounds}}\n  end,\n  rarity = 1,\n  cost = 1,\n  stage = \"Other\",\n  atlas = \"others\",\n  blueprint_compat = false,\n  eternal_compat = false,\n  perishable_compat = false,\n  rental_compat = false,\n  calculate = function(self, card, context)\n    if context.end_of_round and not context.repetition and not context.individual and not context.blueprint then\n      local adjacent = 0\n      local adjacent_jokers = poke_get_adjacent_jokers(card)\n      for i = 1, #adjacent_jokers do\n        if is_egg_helper(adjacent_jokers[i]) then adjacent = adjacent + 1 end\n      end\n      card.ability.extra.rounds = card.ability.extra.rounds - 1\n      if next(SMODS.find_card('j_poke_oologist')) then\n        if (adjacent + #SMODS.find_card('c_poke_fire_energy')) > 0 and pseudorandom('egg') < (adjacent + #SMODS.find_card('c_poke_fire_energy'))/4 then\n          card.ability.extra.rounds = card.ability.extra.rounds - 1\n        end\n        card.ability.extra.rounds = card.ability.extra.rounds - adjacent/4\n      end\n      if card.ability.extra.rounds <= 1 then\n        local eval = function(card) return card.ability.extra.rounds and card.ability.extra.rounds <= 1 end\n        juice_card_until(card, eval, true)\n      end\n      if card.ability.extra.rounds <= 0 then\n        poke_evolve(card, card.ability.extra.key, nil, localize('poke_crack_ex'), true, 1)\n      else\n        return {\n            message = localize('poke_shake_ex')\n        }\n      end\n    end\n  end,\n  set_ability = function(self, card, initial, delay_sprites)\n    if initial then\n      local poke_key = get_random_poke_key_options {\n        stage = { \"Baby\", \"Basic\" },\n        rarity = { \"Common\", \"Uncommon\", \"Rare\" },\n        key_append = 'egg'\n      }\n      local center = G.P_CENTERS[poke_key]\n      -- common hatches in 2 turns\n      -- uncommon hatches in 2 or 3 turns\n      -- rare hatches in 3 turns\n\n      -- w/o fire = 2/3/3\n      -- w/1 fire = 2/2/3\n      -- w/2 fire = 2/2/2\n      if center.rarity == 1 then\n        card.ability.extra.rounds = 2\n      elseif center.rarity == 2 then\n        card.ability.extra.rounds = 2\n        if pseudorandom('regg') > .50 then\n          card.ability.extra.rounds = card.ability.extra.rounds + 1 \n        end\n      elseif center.rarity == 3 then\n         card.ability.extra.rounds = 3\n      end\n      card.ability.extra.key = center.key\n    end\n  end,\n  attributes = {\"energy_count\"},\n}\n\nlocal rival = {\n  name = \"rival\",\n  pos = {x = 0, y = 2},\n  artist = \"MyDude_YT\",\n  config = {extra = {money = 15, money_mod = 10}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.money, card.ability.extra.money_mod}}\n  end,\n  rarity = 1,\n  cost = 5,\n  joblacklist = true,\n  stage = \"Other\",\n  atlas = \"others\",\n  auto_sticker = true,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.skip_blind then\n      SMODS.scale_card(card, {\n        ref_value = 'money',\n        scalar_value = 'money_mod',\n        message_colour = G.C.MONEY,\n      })\n    end\n\n    if context.end_of_round and context.game_over == false and context.main_eval and context.beat_boss then\n      G.GAME.rival_defeated = true\n\n      ease_poke_dollars(card, 'rival', card.ability.extra.money)\n\n      SMODS.destroy_cards(card, nil, nil, true)\n\n      return {\n        message = localize(\"poke_smell_ya\")\n      }\n    end\n  end,\n  in_pool = function(self)\n    return not G.GAME.rival_defeated\n  end,\n  attributes = {\"skip\", \"economy\", \"boss_blind\", \"scaling\"},\n}\n\nlocal bitter_rival = {\n  name = \"bitter_rival\",\n  pos = {x = 2, y = 2},\n  artist = \"MyDude_YT\",\n  config = {extra = {money = 25, money_mod = 20}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n    return {vars = {card.ability.extra.money, card.ability.extra.money_mod}}\n  end,\n  rarity = 1,\n  cost = 5,\n  joblacklist = true,\n  stage = \"Other\",\n  atlas = \"others\",\n  auto_sticker = true,\n  no_collection = true,\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.skip_blind then\n      SMODS.scale_card(card, {\n        ref_value = 'money',\n        scalar_value = 'money_mod',\n        message_colour = G.C.MONEY,\n      })\n    end\n\n    if context.end_of_round and context.game_over == false and context.main_eval and context.beat_boss then\n      G.GAME.bitter_rival_defeated = true\n\n      ease_poke_dollars(card, 'bitter_rival', card.ability.extra.money)\n\n      SMODS.destroy_cards(card, nil, nil, true)\n\n      return {\n        message = localize(\"poke_smell_ya\")\n      }\n    end\n  end,\n  in_pool = function(self)\n    return G.GAME.rival_defeated and not G.GAME.bitter_rival_defeated\n  end,\n  attributes = {\"skip\", \"economy\", \"boss_blind\", \"scaling\"},\n}\n\nlocal champion = {\n  name = \"champion\",\n  pos = {x = 4, y = 2},\n  artist = \"MyDude_YT\",\n  config = {extra = {Xmult_mod = 0.2}},\n  loc_vars = function(self, info_queue, card)\n    type_tooltip(self, info_queue, card)\n\n    info_queue[#info_queue+1] = {key = 'tag_skip', set = 'Tag', specific_vars = {5, 5 * G.GAME.skips}}\n\n    return {vars = {card.ability.extra.Xmult_mod, 1 + G.GAME.skips * card.ability.extra.Xmult_mod}}\n  end,\n  rarity = 1,\n  cost = 5,\n  joblacklist = true,\n  stage = \"Other\",\n  atlas = \"others\",\n  no_collection = true,\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        Xmult = 1 + G.GAME.skips * card.ability.extra.Xmult_mod\n      }\n    end\n\n    if context.end_of_round and context.game_over == false and context.main_eval and context.beat_boss and not context.blueprint then\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n          add_tag(Tag('tag_skip'))\n          play_sound('generic1', 0.9 + math.random() * 0.1, 0.8)\n          play_sound('holo1', 1.2 + math.random() * 0.1, 0.4)\n          return true\n        end)\n      }))\n    end\n  end,\n  in_pool = function(self)\n    return G.GAME.bitter_rival_defeated\n  end,\n  attributes = {\"xmult\", \"skip\", \"boss_blind\", \"tag\", \"generation\"},\n}\n\nlocal ruins_of_alph={\n  name = \"ruins_of_alph\",\n  pos = {x = 1, y = 2},\n  artist = \"MyDude_YT\",\n  config = {extra = {mult = 0, mult_mod = 2, merged = 0, forms = {}, quest1 = 5, quest2 = 10, quest3 = 20, quest4 = 28}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    local info = center.ability.extra\n    info_queue[#info_queue+1] = {set = 'Other', key = 'merge'}\n    info_queue[#info_queue+1] = {set = 'Other', key = 'rewards_ruins_of_alph', vars = {info.quest1, info.quest2, info.quest3, info.quest4}}\n    return {vars = {info.mult_mod, info.merged, info.mult}}\n  end,\n  rarity = 3,\n  cost = 8,\n  stage = \"Other\",\n  atlas = \"others\",\n  perishable_compat = false,\n  blueprint_compat = true,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.joker_main then\n      return {\n        mult = card.ability.extra.mult\n      }\n    end\n    if context.after then\n      local unowns = SMODS.find_card(\"j_poke_unown\")\n      local added = nil\n      for k, v in pairs(unowns) do\n        if v.ability.extra.triggered and not v.ability.extra.merged then\n          SMODS.scale_card(card, {\n            ref_value = 'mult',\n            scalar_value = 'mult_mod',\n            no_message = true,\n          })\n          card.ability.extra.merged = card.ability.extra.merged + 1\n          v.ability.extra.merged = true\n          table.insert(card.ability.extra.forms, v.ability.extra.form)\n          added = true\n        end\n      end\n      if added then table.sort(card.ability.extra.forms) end\n    end\n    if context.setting_blind and not context.blueprint then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          for _ = 1, 3 do\n            SMODS.add_card({set = 'Joker', key = 'j_poke_unown', edition = 'e_negative'})\n          end\n          return true\n        end\n      }))\n    end\n    if context.selling_self and not context.blueprint then\n      if card.ability.extra.merged >= 28 then\n        SMODS.add_card({set = \"Joker\", key = \"j_poke_unown_swarm\"})\n        local soul = SMODS.add_card({set = 'Spectral', key = 'c_soul'})\n\n        SMODS.calculate_effect({\n          message = localize('k_plus_spectral'),\n          colour = G.C.SECONDARY_SET.Spectral\n        }, soul)\n      elseif card.ability.extra.merged >= 20 then\n        SMODS.add_card({set = \"Joker\", key = \"j_brainstorm\"})\n      elseif card.ability.extra.merged >= 10 then\n        local jokers = {}\n        for k, v in ipairs(G.jokers.cards) do\n          if v ~= card then\n            jokers[#jokers+1] = v\n          end\n        end\n        if #jokers > 0 then\n          return {\n            message = localize('k_duplicated_ex'),\n            func = function() -- display message before copy is created to match invis_joker behaviour\n              local chosen_joker = pseudorandom_element(jokers, 'alph')\n              local copy = copy_card(chosen_joker, nil, nil, nil, chosen_joker.edition and chosen_joker.edition.negative)\n              copy:add_to_deck()\n              G.jokers:emplace(copy)\n            end\n          }\n        else\n          return {message = localize('k_no_other_jokers')}\n        end\n      elseif card.ability.extra.merged >= 5 then\n        SMODS.add_card({set = \"Joker\", rarity = \"poke_safari\", key_append = \"alph\"})\n      end\n    end\n  end,\n  attributes = {\"joker\", \"generation\", \"mult\", \"scaling\"},\n}\n\nlocal unown_swarm={\n  name = \"unown_swarm\",\n  pos = {x = 0, y = 0},\n  soul_pos = {x = 0, y = 0,\n    draw = function(card, scale_mod, rotate_mod)\n      -- AAAAA\n      card.VT.w = card.T.w\n      card.children.floating_sprite:draw_shader('dissolve', 0, nil, nil, card.children.center, scale_mod, rotate_mod, nil, 0.1 + 0.03*math.sin(1.8*G.TIMERS.REAL), nil, 0.6)\n      card.children.floating_sprite:draw_shader('dissolve', nil, nil, nil, card.children.center, scale_mod, rotate_mod)\n      card.VT.w = card.T.w * 1.174\n    end},\n  config = {extra = {mult = 28, Xmult_multi = 2.8}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.mult, center.ability.extra.Xmult_multi, }}\n  end,\n  rarity = \"poke_safari\",\n  cost = 10,\n  stage = \"Other\",\n  ptype = \"Psychic\",\n  atlas = \"j_poke_unown_swarm\",\n  perishable_compat = true,\n  blueprint_compat = true,\n  eternal_compat = true,\n  no_collection = true,\n  calculate = function(self, card, context)\n    if context.other_joker and (context.other_joker.config.center.rarity == 4 or context.other_joker.config.center.rarity == \"Legendary\")then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n            context.other_joker:juice_up(0.5, 0.5)\n            return true\n        end\n      })) \n      return {\n        message = localize('poke_hidden_power_ex'), \n        colour = G.C.XMULT,\n        Xmult_mod = card.ability.extra.Xmult_multi,\n        mult_mod = card.ability.extra.mult\n      }\n    end\n  end,\n  set_sprites = function(self, card, front)\n    if self.discovered or card.bypass_discovery_center then\n      card.children.center:reset()\n      if card.children.floating_sprite then\n        card.children.floating_sprite.atlas = G.ANIMATION_ATLAS[card.children.center.atlas.name .. \"_soul\"]\n        card.children.floating_sprite:reset()\n      end\n    end\n  end,\n  update = function(self, card, dt)\n    card.children.center.VT.x = card.T.x - (G.CARD_H - G.CARD_W) / 2\n    card.children.floating_sprite.VT.x = card.children.center.VT.x\n    card.VT.w = card.T.w * 1.174\n\n\tif card.front_card then\n\t  card.front_card.children.center.VT.x = card.children.center.VT.x + 0.35\n\t  card.front_card.children.center.VT.y = card.children.center.VT.y\n\t  card.front_card.tilt_var = card.tilt_var\n\t  card.front_card.states.hover = card.states.hover\n\t  card.front_card.states.click = card.states.click\n\t  card.front_card.states.drag = card.states.drag\n\tend\n  end,\n  draw = function(self, card, layer)\n    if not card.front_card then\n      local front_card = SMODS.create_card({set = 'Base', area = card.area})\n      front_card.states.visible = nil\n      front_card.children.center:set_role({major = card, role_type = 'Glued', draw_major = card})\n      front_card.children.center.states.hover = card.states.hover\n      front_card.children.center.states.click = card.states.click\n      front_card.children.center.states.drag = card.states.drag\n      front_card.children.center.states.collide.can = false\n      front_card:hard_set_T(card.T.x, card.T.y, card.T.w, card.T.h)\n      card.front_card = front_card\n    end\n  end,\n  attributes = {\"joker\", \"xmult\", \"mult\"},\n}\n\nlocal professor={\n  name = \"professor\",\n  pos = {x = 0, y = 1},\n  config = {extra = {rounds_total = 2, rounds_current = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.rounds_total, center.ability.extra.rounds_current}}\n  end,\n  rarity = 1,\n  cost = 6,\n  stage = \"Other\",\n  atlas = \"others\",\n  artist = \"MyDude_YT\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.selling_self and (card.ability.extra.rounds_current >= card.ability.extra.rounds_total) and not context.blueprint then\n      G.E_MANAGER:add_event(Event({\n          func = (function()\n              add_tag(Tag('tag_poke_starter_tag'))\n              play_sound('generic1', 0.9 + math.random() * 0.1, 0.8)\n              play_sound('holo1', 1.2 + math.random() * 0.1, 0.4)\n              return true\n          end)\n      }))\n    end\n    if context.end_of_round and context.game_over == false and context.main_eval and not context.blueprint then\n      card.ability.extra.rounds_current = card.ability.extra.rounds_current + 1\n      if card.ability.extra.rounds_current == card.ability.extra.rounds_total then\n          local eval = function(card) return not card.REMOVED end\n          juice_card_until(card, eval, true)\n      end\n      return {\n          message = (card.ability.extra.rounds_current < card.ability.extra.rounds_total) and\n              (card.ability.extra.rounds_current .. '/' .. card.ability.extra.rounds_total) or\n              localize('k_active_ex'),\n          colour = G.C.FILTER\n      }\n    end\n  end,\n  in_pool = function(self)\n    local grass_found, fire_found, water_found, pseudo_found, letsgo_found\n    for _, v in ipairs(G.P_CENTER_POOLS[\"Joker\"]) do\n      if not poke_family_present(v) then\n        if v.starter and v.ptype == \"Grass\" then grass_found = true end\n        if v.starter and v.ptype == \"Fire\" then fire_found = true end\n        if v.starter and v.ptype == \"Water\" then water_found = true end\n        if v.pseudol then pseudo_found = true end\n        if v.name == \"pikachu\" or v.name == \"eevee\" then letsgo_found = true end\n\n        if grass_found and fire_found and water_found and pseudo_found and letsgo_found then\n          return true\n        end\n      end\n    end\n    return false\n  end,\n  attributes = {\"tag\", \"generation\", \"on_sell\"},\n}\n\nlocal imposter_professor={\n  name = \"imposter_professor\",\n  pos = {x = 0, y = 1},\n  config = {extra = {rounds_total = 2, rounds_current = 0, form = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {center.ability.extra.rounds_total, center.ability.extra.rounds_current}}\n  end,\n  rarity = 2,\n  cost = 5,\n  stage = \"Other\",\n  atlas = \"others\",\n  artist = \"MyDude_YT\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.selling_self and (card.ability.extra.rounds_current >= card.ability.extra.rounds_total) and not context.blueprint then\n      play_sound('timpani')\n      local added = SMODS.add_card{set = 'Joker', key = 'j_poke_pokedex'}\n      added.ability.rental = true\n      \n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize('k_plus_joker'), colour = G.C.BLUE,})\n\n      G.E_MANAGER:add_event(Event({\n          func = (function()\n              add_tag(Tag('tag_poke_starterq_tag'))\n              play_sound('generic1', 0.9 + math.random() * 0.1, 0.8)\n              play_sound('holo1', 1.2 + math.random() * 0.1, 0.4)\n              return true\n          end)\n      }))\n    end\n    if context.end_of_round and context.game_over == false and context.main_eval and not context.blueprint then\n      card.ability.extra.rounds_current = card.ability.extra.rounds_current + 1\n      if card.ability.extra.rounds_current == card.ability.extra.rounds_total then\n          local eval = function(card) return not card.REMOVED end\n          juice_card_until(card, eval, true)\n      end\n      return {\n          message = (card.ability.extra.rounds_current < card.ability.extra.rounds_total) and\n              (card.ability.extra.rounds_current .. '/' .. card.ability.extra.rounds_total) or\n              localize('k_active_ex'),\n          colour = G.C.FILTER\n      }\n    end\n  end,\n  set_sprites = function(self, card, front)\n    if card.ability and card.ability.extra and card.ability.extra.form == 1 then\n      card.children.center:set_sprite_pos({x = 8, y = 1})\n    else\n      card.children.center:set_sprite_pos({x = 6, y = 1})\n    end\n  end,\n  in_pool = function(self)\n    local grass_found, fire_found, water_found, pseudo_found, letsgo_found\n    for _, v in ipairs(G.P_CENTER_POOLS[\"Joker\"]) do\n      if not poke_family_present(v) then\n        if v.knockoff_starter and v.ptype == \"Grass\" then grass_found = true end\n        if v.knockoff_starter and v.ptype == \"Fire\" then fire_found = true end\n        if v.knockoff_starter and v.ptype == \"Water\" then water_found = true end\n        if v.knockoff_pseudol then pseudo_found = true end\n        if v.name == \"yamper\" or v.name == \"bidoof\" then letsgo_found = true end\n\n        if grass_found and fire_found and water_found and pseudo_found and letsgo_found then\n          return true\n        end\n      end\n    end\n    return false\n  end,\n  add_to_deck = function(self, card, from_debuff)\n    if not from_debuff then\n      card.ability.extra.form = 1\n      self:set_sprites(card)\n    end\n  end,\n  attributes = {\"tag\", \"generation\", \"on_sell\"},\n}\n\nlocal oologist={\n  name = \"oologist\",\n  pos = {x = 0, y = 0},\n  artist = \"MyDude_YT\",\n  config = {extra = {rounds_total = 3, rounds_current = 0}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    if pokermon_config.detailed_tooltips then\n      if not center.edition or (center.edition and not center.edition.negative) then\n        info_queue[#info_queue+1] = G.P_CENTERS.e_negative\n      end\n    end\n    return {vars = {center.ability.extra.rounds_total, center.ability.extra.rounds_current}}\n  end,\n  rarity = 2,\n  cost = 7,\n  stage = \"Other\",\n  atlas = \"others\",\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.selling_self and (card.ability.extra.rounds_current >= card.ability.extra.rounds_total) and not context.blueprint then\n      for i = 1, math.floor(card.ability.extra.rounds_current/card.ability.extra.rounds_total) do\n        SMODS.add_card{set = \"Joker\", key = \"j_poke_mystery_egg\", edition = \"e_negative\"}\n      end\n    end\n    if context.end_of_round and context.game_over == false and context.main_eval and not context.blueprint then\n      card.ability.extra.rounds_current = card.ability.extra.rounds_current + 1\n      if card.ability.extra.rounds_current == card.ability.extra.rounds_total then\n          local eval = function(card) return not card.REMOVED end\n          juice_card_until(card, eval, true)\n      end\n      return {\n          message = (card.ability.extra.rounds_current < card.ability.extra.rounds_total) and\n              (card.ability.extra.rounds_current .. '/' .. card.ability.extra.rounds_total) or\n              localize('k_active_ex'),\n          colour = G.C.FILTER\n      }\n    end\n  end,\n  attributes = {\"joker\", \"generation\"},\n}\n\nlocal daycare={\n  name = \"daycare\",\n  pos = {x = 0, y = 0},\n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    return {vars = {}}\n  end,\n  rarity = 3,\n  cost = 8,\n  stage = \"Other\",\n  atlas = \"others\",\n  artist = {name = {\"Currently a placeholder!\", \"Want your art here?\", \"Join the Discord!\"}},\n  perishable_compat = true,\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.selling_self and not context.blueprint then\n      local adjacent_jokers = poke_get_adjacent_jokers(card)\n      local breedable = 0\n      for i = 1, #adjacent_jokers do\n        local adj_joker = adjacent_jokers[i]\n        if adj_joker.config and adj_joker.config.center.stage then\n          if adj_joker.config.center.stage ~= \"Other\" and adj_joker.config.center.stage ~= \"Baby\" then\n            local lowest = get_lowest_evo(adj_joker)\n            local prefix = adj_joker.config.center.poke_custom_prefix or \"poke\"\n            local lowest_key = \"j_\"..prefix..\"_\"..lowest\n            if G.P_CENTERS[lowest_key].stage ~= \"Legendary\" then\n              breedable = breedable + 1\n            end\n          end\n        end\n      end\n      \n      if breedable >= 2 then\n        local parent = pseudorandom_element(adjacent_jokers, pseudoseed(\"daycare\"))\n        local lowest = get_lowest_evo(parent)\n        if lowest and type(lowest) == \"string\" then\n          local prefix = parent.config.center.poke_custom_prefix or \"poke\"\n          local egg_key = \"j_\"..prefix..\"_\"..lowest\n          local egg = SMODS.add_card{set = 'Joker', key = 'j_poke_mystery_egg'}\n          egg.ability.extra.key = egg_key\n          egg.ability.extra.rounds = 3\n        end\n      end\n    end\n  end,\n  update = function(self, card, dt)\n    if G.STAGE == G.STAGES.RUN and card.area == G.jokers then\n      local adjacent_jokers = poke_get_adjacent_jokers(card)\n      local breedable = 0\n      for i = 1, #adjacent_jokers do\n        local adj_joker = adjacent_jokers[i]\n        if adj_joker.config and adj_joker.config.center.stage then\n          if adj_joker.config.center.stage ~= \"Other\" and adj_joker.config.center.stage ~= \"Baby\" then\n            local lowest = get_lowest_evo(adj_joker)\n            local prefix = adj_joker.config.center.poke_custom_prefix or \"poke\"\n            local lowest_key = \"j_\"..prefix..\"_\"..lowest\n            if G.P_CENTERS[lowest_key].stage ~= \"Legendary\" then\n              breedable = breedable + 1\n            end\n          end\n        end\n      end\n      card.ability.blueprint_compat = ( breedable >= 2  and 'compatible') or 'incompatible'\n    end\n  end,\n  generate_ui = function(self, info_queue, card, desc_nodes, specific_vars, full_UI_table)\n    type_tooltip(self, info_queue, card)\n    local _c = card and card.config.center or card\n    if not full_UI_table.name then\n      full_UI_table.name = localize({ type = \"name\", set = _c.set, key = _c.key, nodes = full_UI_table.name })\n    end\n    card.ability.blueprint_compat_ui = card.ability.blueprint_compat_ui or ''\n    card.ability.blueprint_compat_check = nil\n    local main_end = (card.area and card.area == G.jokers) and {\n      {n=G.UIT.C, config={align = \"bm\", minh = 0.4}, nodes={\n        {n=G.UIT.C, config={ref_table = card, align = \"m\", colour = G.C.JOKER_GREY, r = 0.05, padding = 0.06, func = 'blueprint_compat'}, nodes={\n          {n=G.UIT.T, config={ref_table = card.ability, ref_value = 'blueprint_compat_ui',colour = G.C.UI.TEXT_LIGHT, scale = 0.32*0.8}},\n        }}\n      }}\n    } or nil\n    localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = {}}\n    desc_nodes[#desc_nodes+1] = main_end\n  end,\n  attributes = {\"joker\", \"generation\", \"on_sell\"},\n}\n\nlocal repel={\n  name = \"repel\", \n  pos = {x = 0, y = 0}, \n  config = {extra = {}},\n  loc_vars = function(self, info_queue, center)\n    type_tooltip(self, info_queue, center)\n    info_queue[#info_queue+1] = {key = 'tag_d_six', set = 'Tag'}\n  end,\n  rarity = 2, \n  cost = 6, \n  stage = \"Other\",\n  atlas = \"placeholder_joker\",\n  blueprint_compat = false,\n  eternal_compat = false,\n  calculate = function(self, card, context)\n    if context.selling_self and not context.blueprint then\n      if G.GAME.blind and G.GAME.blind:get_type() == 'Boss' then \n        card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('ph_boss_disabled')})\n        G.GAME.blind:disable()\n      end\n      G.E_MANAGER:add_event(Event({\n        func = (function()\n            add_tag(Tag('tag_d_six'))\n            play_sound('generic1', 0.9 + math.random()*0.1, 0.8)\n            play_sound('holo1', 1.2 + math.random()*0.1, 0.4)\n            return true\n        end)\n      }))\n    end\n  end,\n  attributes = {\"tag\", \"generation\", \"boss_blind\", \"on_sell\"},\n}\n\nlocal jlist = {pokedex, rotomdex, everstone, tall_grass, jelly_donut, treasure_eatery, mystery_egg, rival, bitter_rival, champion, \n               ruins_of_alph, unown_swarm, professor, imposter_professor, daycare, oologist}\n\nreturn {name = \"Other Jokers\",\n      list = jlist\n}\n"
  },
  {
    "path": "pokemon/zzzapril_fools.lua",
    "content": "local billion_lions = {\r\n  name = \"billion_lions\",\r\n  pos = {x = 5, y = 12},\r\n  soul_pos = {x = 6, y = 12},\r\n  config = {extra= {Xmult = 1, Xmult_mod = 1, lions = 1000000000}},\r\n  loc_vars = function(self, info_queue, center)\r\n    type_tooltip(self, info_queue, center)\r\n    return {vars = {center.ability.extra.Xmult, center.ability.extra.Xmult_mod, center.ability.extra.lions}}\r\n  end,\r\n  rarity = 4,\r\n  cost = 6,\r\n  stage = \"Legendary\",\r\n  atlas = \"others\",\r\n  artist = \"Catzzadilla\",\r\n  gen = 9,\r\n  perishable_compat = true,\r\n  blueprint_compat = true,\r\n  eternal_compat = true,\r\n  calculate = function(self, card, context)\r\n    if context.setting_blind and not card.getting_sliced then\r\n      local destroyed = 0\r\n      for k, v in pairs(G.jokers.cards) do\r\n        if v ~= card and get_type(v) and not v.ability.eternal then\r\n          destroyed = destroyed + 1\r\n          v.getting_sliced = true\r\n          G.E_MANAGER:add_event(Event({func = function()\r\n              (context.blueprint_card or card):juice_up(0.8, 0.8)\r\n              v:start_dissolve({G.C.RED}, nil, 1.6)\r\n          return true end }))\r\n        end\r\n      end\r\n      card.ability.extra.Xmult = card.ability.extra.Xmult + card.ability.extra.Xmult_mod * destroyed\r\n      card.ability.extra.lions = card.ability.extra.lions - destroyed\r\n      if card.ability.extra.lions <= 0 then \r\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = \"They lose!\", colour = G.C.RED})\r\n        card:start_dissolve({G.C.RED}, nil, 1.6) \r\n      end\r\n    end\r\n    if context.cardarea == G.jokers and context.scoring_hand then\r\n      if context.joker_main then\r\n        return {\r\n          message = localize{type = 'variable', key = 'a_xmult', vars = {card.ability.extra.Xmult}}, \r\n          colour = G.C.XMULT,\r\n          Xmult_mod = card.ability.extra.Xmult\r\n        }\r\n      end\r\n    end\r\n  end\r\n}\r\n\r\nlocal miror_budicolo = {\r\n  name = \"miror_budicolo\",\r\n  gen = 3,\r\n  pos = {x = 0, y = 0},\r\n  config = {extra = {}},\r\n  loc_vars = function(self, info_queue, card)\r\n    type_tooltip(self, info_queue, card)\r\n    return {vars = {}}\r\n  end,\r\n  rarity = 1,\r\n  cost = 1,\r\n  stage = \"Basic\",\r\n  ptype = \"Water\",\r\n  atlas = \"poke_miror_budicolo\",\r\n  perishable_compat = false,\r\n  blueprint_compat = false,\r\n  eternal_compat = false,\r\n  rental_compat = false,\r\n  calculate = function(self, card, context)\r\n  end,\r\n  add_to_deck = function(self, card, from_debuff)\r\n    local _card = SMODS.create_card { set = \"Base\", enhancement = \"m_poke_ludicolo\", area = card.area }\r\n    G.playing_card = (G.playing_card and G.playing_card + 1) or 1\r\n    _card.playing_card = G.playing_card\r\n    table.insert(G.playing_cards, _card)\r\n    SMODS.destroy_cards(card,true,true,true)\r\n\r\n    G.E_MANAGER:add_event(Event({\r\n      func = function()\r\n        G.deck:emplace(_card)\r\n        _card:start_materialize()\r\n        if G.GAME.blind then G.GAME.blind:debuff_card(_card) end\r\n        SMODS.calculate_context({ playing_card_added = true, cards = { _card } })\r\n        save_run()\r\n        return true\r\n      end\r\n    }))\r\n  end,\r\n}\r\n\r\nlocal spiclops = {\r\n  name = \"spiclops\",\r\n  config = {extra = {hazard_level = 1, h_size = 4, card_goal = 8, cards_added = 0, planet_goal = 2, hazards_drawn = 0}},\r\n  loc_vars = function(self, info_queue, card)\r\n    type_tooltip(self, info_queue, card)\r\n    local vars = {\r\n      card.ability.extra.hazard_level,\r\n      card.ability.extra.h_size,\r\n      card.ability.extra.card_goal,\r\n      card.ability.extra.cards_added,\r\n      card.ability.extra.planet_goal,\r\n      card.ability.extra.hazards_drawn\r\n    }\r\n    return {vars = vars}\r\n  end,\r\n  rarity = 2,\r\n  cost = 10,\r\n  stage = \"Legendary\",\r\n  blueprint_compat = true,\r\n  eternal_compat = true,\r\n  set_card_type_badge = function(self, card, badges)\r\n              badges[#badges + 1] =\r\n                create_badge('Legendary', G.C.PURPLE, G.C.WHITE, 1)\r\n            end,\r\n  calculate = function(self, card, context)\r\n\r\n    -- Apply a random seal to every 8th card playing added to the deck\r\n    if context.playing_card_added and not card.getting_sliced and context.cards and not context.blueprint then\r\n      if context.cards and type(context.cards) == \"table\" and #context.cards > 0 then\r\n        local cards_added = {}\r\n        for k, v in ipairs(context.cards) do\r\n          card.ability.extra.cards_added = card.ability.extra.cards_added + 1\r\n          if card.ability.extra.cards_added == card.ability.extra.card_goal then\r\n            card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_sticky_web_ex\")})\r\n            local args = {guaranteed = true}\r\n            local seal_type = SMODS.poll_seal(args)\r\n            v:set_seal(seal_type, true)\r\n            card.ability.extra.cards_added = 0\r\n          end\r\n        end\r\n      end\r\n    end\r\n\r\n    -- Increase hand size by the current hazard level, and lose a discard\r\n    if context.setting_blind then\r\n      ease_discard(-1)\r\n      local level = math.min(G.GAME.hazard_max or 3, G.GAME.round_resets.hazard_level)\r\n      card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize{type='variable',key='a_handsize',vars={level}}})\r\n      G.hand:change_size(level)\r\n      G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + level\r\n    end\r\n\r\n    -- Increase hand size by 1 for each hazard in the scoring hand at the start of the round.\r\n    if context.joker_main and context.cardarea == G.jokers and G.GAME.current_round.hands_played == 0 and not context.blueprint then\r\n      local all_hazards = true\r\n      for k, v in pairs(context.full_hand) do\r\n        if not SMODS.has_enhancement(v, \"m_poke_hazard\") then\r\n          all_hazards = false\r\n        end\r\n      end\r\n      if all_hazards then\r\n        local size_up = #context.scoring_hand\r\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize{type='variable',key='a_handsize',vars={size_up}}})\r\n        G.hand:change_size(size_up)\r\n        G.GAME.round_resets.temp_handsize = (G.GAME.round_resets.temp_handsize or 0) + size_up\r\n      end\r\n    end\r\n\r\n    -- Blue seal on every 3rd hazard in hand.\r\n    if context.end_of_round and not context.individual and not context.repetition then\r\n      local hazard_count = 0\r\n      if G.hand and G.hand.cards and #G.hand.cards > 0 then\r\n        for i=1, #G.hand.cards do\r\n          if SMODS.has_enhancement(G.hand.cards[i], \"m_poke_hazard\") then\r\n            hazard_count = hazard_count + 1\r\n            if hazard_count % 3 == 0 then\r\n              G.hand.cards[i]:set_seal(\"Blue\", nil, true)\r\n            end\r\n          end\r\n        end\r\n      end\r\n    end\r\n\r\n    -- For every 2 hazards drawn, add a planet card\r\n    if context.hand_drawn then\r\n      local count = 0\r\n      for k, v in pairs(G.hand.cards) do\r\n        if SMODS.has_enhancement(v, \"m_poke_hazard\") then\r\n          count = count + 1\r\n        end\r\n      end\r\n      if count > 0 then\r\n        if not context.blueprint then\r\n          card.ability.extra.hazards_drawn = card.ability.extra.hazards_drawn + count\r\n        end\r\n        if card.ability.extra.hazards_drawn >= card.ability.extra.planet_goal and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\r\n          count = math.floor(card.ability.extra.hazards_drawn/card.ability.extra.planet_goal )\r\n          card.ability.extra.hazards_drawn = card.ability.extra.hazards_drawn % card.ability.extra.planet_goal \r\n          local _planet, _hand, _tally = nil, nil, 0\r\n          for k, v in ipairs(G.handlist) do\r\n              if G.GAME.hands[v].visible and G.GAME.hands[v].played > _tally then\r\n                  _hand = v\r\n                  _tally = G.GAME.hands[v].played\r\n              end\r\n          end\r\n          if _hand then\r\n              for k, v in pairs(G.P_CENTER_POOLS.Planet) do\r\n                  if v.config.hand_type == _hand then\r\n                      _planet = v.key\r\n                  end\r\n              end\r\n          end\r\n          for i = 1, count do\r\n            if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\r\n              local _card = create_card('Planet', G.consumeables, nil, nil, nil, nil, _planet)\r\n              _card:add_to_deck()\r\n              G.consumeables:emplace(_card)\r\n              card_eval_status_text(card, 'extra', nil, nil, nil, { message = localize('k_plus_planet'), colour = G.C.SECONDARY_SET.Planet })\r\n            end\r\n          end\r\n        end\r\n      end\r\n    end\r\n  end,\r\n  add_to_deck = function(self, card, from_debuff)\r\n    G.hand:change_size(card.ability.extra.h_size)\r\n    poke_change_hazard_level(card.ability.extra.hazard_level)\r\n  end,\r\n  remove_from_deck = function(self, card, from_debuff)\r\n    G.hand:change_size(-card.ability.extra.h_size)\r\n    poke_change_hazard_level(-card.ability.extra.hazard_level)\r\n  end\r\n}\r\n\r\nfunction capture_disc_load(self,card)\r\n  local card_drag_orig = card.drag\r\n\r\n  local shake_rqmt = 25\r\n\r\n  card.drag = function(self, offset)\r\n    card_drag_orig(self, offset)\r\n    \r\n    -- Set a starting point if we've just started dragging\r\n    if not card.ability.extra.prev_drag_x or card.ability.extra.prev_drag_x == 0 then card.ability.extra.prev_drag_x = self.T.x end\r\n    if not card.ability.extra.prev_drag_y or card.ability.extra.prev_drag_y == 0 then card.ability.extra.prev_drag_y = self.T.y end\r\n\r\n    local x1, x2 = card.ability.extra.prev_drag_x, self.T.x\r\n    local y1, y2 = card.ability.extra.prev_drag_y, self.T.y\r\n    local distance = math.sqrt((x2 - x1) ^ 2 + (y2 - y1) ^ 2)\r\n\r\n    card.ability.extra.prev_drag_x = self.T.x\r\n    card.ability.extra.prev_drag_y = self.T.y\r\n    card.ability.extra.dist_dragged = distance + (card.ability.extra.dist_dragged or 0)\r\n    if card.ability.extra.dist_dragged > shake_rqmt*card.ability.extra.mult then\r\n      card.ability.extra.dist_dragged = 0\r\n      SMODS.scale_card(card, {\r\n        ref_value = 'mult',\r\n        scalar_value = 'mult_mod',\r\n      })\r\n    end\r\n  end\r\n\r\n  local card_stop_drag_orig = card.stop_drag\r\n  card.stop_drag = function(self)\r\n    card_stop_drag_orig(self)\r\n    card.ability.extra.prev_drag_x = 0\r\n    card.ability.extra.prev_drag_y = 0\r\n    card.ability.extra.dist_dragged = 0\r\n  end\r\nend\r\n\r\nlocal capture_disc = {\r\n  name = \"capture_disc\",\r\n  pos = {x = 0, y = 0},\r\n  config = {extra = {mult_mod = 1, mult = 0}},\r\n  loc_vars = function(self, info_queue, card)\r\n    return {vars = {card.ability.extra.mult_mod, card.ability.extra.mult}}\r\n  end,\r\n  rarity = 1,\r\n  cost = 4,\r\n  stage = \"Other\",\r\n  atlas = \"poke_capture_disc\",\r\n  perishable_compat = false,\r\n  eternal_compat = true,\r\n  blueprint_compat = true,\r\n  calculate = function(self, card, context)\r\n    if context.joker_main then\r\n      return {\r\n        mult = card.ability.extra.mult\r\n      }\r\n    end\r\n\r\n    if context.end_of_round and context.game_over == false and context.main_eval and not context.blueprint and card.ability.extra.mult > 0 then\r\n      card.ability.extra.mult = 0\r\n      return {\r\n        message = localize('k_reset'),\r\n        colour = G.C.RED\r\n      }\r\n    end\r\n\r\n  end,\r\n  set_ability = function(self, card, initial, delay_sprites)\r\n    capture_disc_load(self, card)\r\n  end,\r\n}\r\n\r\nlocal jlist = {\r\n  billion_lions,\r\n  spiclops,\r\n  miror_budicolo,\r\n  capture_disc,\r\n}\r\n\r\nif pokermon_config.pokemon_aprilfools then\r\n  return {name = \"April Fool Jokers\",\r\n    list = jlist\r\n  }\r\nelse\r\n  return {name = \"April Fool Jokers\",\r\n    list = {}\r\n  }\r\nend"
  },
  {
    "path": "pokequips.lua",
    "content": "if SMODS.JimboQuip then\n  for i=1,10 do\n      SMODS.JimboQuip{\n          key = \"lose_quip\"..tostring(i),\n          type = 'loss',\n      }\n  end\n  for i=1,10 do\n      SMODS.JimboQuip{\n          key = \"win_quip\"..tostring(i),\n          type = 'win',\n      }\n  end\nend"
  },
  {
    "path": "pokermon.lua",
    "content": "if SMODS.current_mod then\n  local loaded, config = pcall(require, \"pokermon.setup\")\n  if not loaded then\n      error(\"Pokermon did not load correctly. Please make sure the Pokermon folder isn't nested within the Mods folder and that you have everything installed properly.\")\n  end\nend\n\npokermon = {}\nSMODS.current_mod.optional_features = { quantum_enhancements = true }\n\n--Undiscovered sprites, mostly for testing some localization things since the game crashes without them\n--This can probably have a better integration or just be removed altogether since everything is discovered anyways\n-- -Jevonn\nSMODS.UndiscoveredSprite({\n\tkey = \"Energy\",\n\tatlas = \"unergy\",\n\tpath = \"unergy.png\",\n\tpos = { x = 0, y = 0 },\n\tpx = 71,\n\tpy = 95,\n}):register()\nSMODS.UndiscoveredSprite({\n\tkey = \"Item\",\n\tatlas = \"unitem\",\n\tpath = \"unitem.png\",\n\tpos = { x = 0, y = 0 },\n\tpx = 71,\n\tpy = 95,\n}):register()\n\n--Get mod path and load other files\nmod_dir = ''..SMODS.current_mod.path\npokermon_config = SMODS.current_mod.config\n\n--Load Joker Display if the mod is enabled\nif (SMODS.Mods[\"JokerDisplay\"] or {}).can_load then\n  local jokerdisplays = NFS.getDirectoryItems(mod_dir..\"jokerdisplay\")\n\n  for _, file in ipairs(jokerdisplays) do\n    sendDebugMessage (\"The file is: \"..file)\n    local helper, load_error = SMODS.load_file(\"jokerdisplay/\"..file)\n    if load_error then\n      sendDebugMessage (\"The error is: \"..load_error)\n    else\n      helper()\n    end\n  end\nend\n\n--Load Custom Rarities\nSMODS.Rarity{\n    key = \"safari\",\n    default_weight = 0,\n    badge_colour = HEX(\"F2C74E\"),\n    pools = {[\"Joker\"] = true},\n    get_weight = function(self, weight, object_type)\n        return weight\n    end,\n}\nSMODS.Rarity{\n    key = \"mega\",\n    default_weight = 0,\n     -- color from bulbapedia (effect color around Mega Blaziken artwork: https://bulbapedia.bulbagarden.net/wiki/File:Blaziken_Mega_Evolution.png)\n    badge_colour = HEX(\"E8578E\"),\n    pools = {[\"Joker\"] = true},\n    get_weight = function(self, weight, object_type)\n        return weight\n    end,\n}\n\n--Load Custom Attributes\nif SMODS.Attribute then\n  SMODS.Attribute { key = \"round_evo\" }\n  SMODS.Attribute { key = \"scaling_evo\" }\n  SMODS.Attribute { key = \"item_evo\" }\n  SMODS.Attribute { key = \"type_evo\" }\n  SMODS.Attribute { key = \"trigger_evo\" }\n  SMODS.Attribute { key = \"condition_evo\" }\n  SMODS.Attribute { key = \"starter\" }\n  SMODS.Attribute { key = \"holding\" }\n  SMODS.Attribute { key = \"item\" }\n  SMODS.Attribute { key = \"types\" }\n  SMODS.Attribute { key = \"volatile\" }\n  SMODS.Attribute { key = \"energy\" }\n  SMODS.Attribute { key = \"energy_count\" }\n  SMODS.Attribute { key = \"energy_limit\" }\n  SMODS.Attribute { key = \"ancient\" }\n  SMODS.Attribute { key = \"foresight\" }\n  SMODS.Attribute { key = \"baby\" }\n  SMODS.Attribute { key = \"nature\" }\n  SMODS.Attribute { key = \"hazards\" }\n  SMODS.Attribute { key = \"applies\" }\n  SMODS.Attribute { key = \"drain\" }\nend\n\n--Load helper function files\nassert(SMODS.load_file(\"functions/pokeconstants.lua\"))()\nassert(SMODS.load_file(\"functions/pokecompat.lua\"))()\nassert(SMODS.load_file(\"functions/pokeutils.lua\"))()\nassert(SMODS.load_file(\"functions/pokefamily.lua\"))()\nassert(SMODS.load_file(\"functions/pokefunctions.lua\"))()\nassert(SMODS.load_file(\"functions/energyfunctions.lua\"))()\nassert(SMODS.load_file(\"functions/dex_order.lua\"))()\nassert(SMODS.load_file(\"functions/uifunctions.lua\"))()\n\n--Load Draw Logic file\nassert(SMODS.load_file(\"functions/pokedraw.lua\"))()\n\n--Load Debuff logic\nassert(SMODS.load_file(\"functions/debufffunctions.lua\"))()\n\n--Load API\nassert(SMODS.load_file(\"functions/apifunctions.lua\"))()\n\n--Load Sprites Load\nassert(SMODS.load_file(\"functions/pokespriteload.lua\"))()\n\n--Load Sprites file\nassert(SMODS.load_file(\"pokesprites.lua\"))()\n\n--Load InputManager file\nassert(SMODS.load_file(\"functions/inputmanager.lua\"))()\n\n--Load DisplayCard file\nassert(SMODS.load_file(\"functions/displaycard.lua\"))()\n\n--Load UI file\nassert(SMODS.load_file(\"pokeui.lua\"))()\n\n--Load quip file\nassert(SMODS.load_file(\"pokequips.lua\"))()\n\nlocal load_directory = function(dirname, map_item, auto_discovery)\n  local pfiles = NFS.getDirectoryItems(mod_dir .. dirname)\n\n  for _, file in ipairs(pfiles) do\n    sendDebugMessage (\"The file is: \"..file)\n    local result, load_error = SMODS.load_file(dirname .. \"/\" ..file)\n    if not result then\n      sendDebugMessage (\"The error is: \"..load_error)\n    else\n      local items = result()\n      if items.init then items:init() end\n\n      if items.list and #items.list > 0 then\n        for _, item in ipairs(items.list) do\n          if auto_discovery and not item.poke_always_unlocked then\n            item.discovered = not pokermon_config.pokemon_discovery\n          end\n          map_item(item)\n        end\n      end\n    end\n  end\nend\n\n--Load pokemon file\nload_directory(\"pokemon\", pokermon.load_pokemon)\n\n--This is a new comment\n----Don't believe his lies\n\n--Load consumable types\nload_directory(\"consumable types\", SMODS.ConsumableType, true)\n\n--Load consumables\nload_directory(\"consumables\", SMODS.Consumable, true)\n\n--Load boosters\nload_directory(\"boosters\", SMODS.Booster, true)\n\n--Load seals\nload_directory(\"seals\", SMODS.Seal, true)\n\n--Load stickers\nload_directory(\"stickers\", function (item)\n  item.hide_badge = true\n  SMODS.Sticker(item)\nend, true)\n\n-- Sets custom skins according to config on load\nG.E_MANAGER:add_event(Event({\n  func = function()\n    G.FUNCS.toggle_pokermon_skins()\n\t  return true\n  end\n}))\n\n--Load editions\nload_directory(\"editions\", SMODS.Edition, true)\n\n--Load enhancements\nload_directory(\"enhancements\", SMODS.Enhancement, true)\n\n--Load vouchers\nload_directory(\"vouchers\", SMODS.Voucher, true)\n\n--Load blinds\nload_directory(\"blinds\", SMODS.Blind, true)\n\n--Load tags\nload_directory(\"tags\", SMODS.Tag, true)\n\n--Load backs\nload_directory(\"backs\", SMODS.Back)\n\n--Load Sleeves\nif (SMODS.Mods[\"CardSleeves\"] or {}).can_load then\n  --Load Sleeves\n  load_directory(\"sleeves\", CardSleeves.Sleeve)\nend\n\n--Load challenges file\nload_directory(\"challenges\", SMODS.Challenge)\n\n\nlocal set_edition = Card.set_edition\nfunction Card:set_edition(edition, immediate, silent)\n  if (edition and edition == \"e_poke_shiny\" and not pokermon_config.shiny_playing_cards) and (self.ability.set ~= 'Joker' and self.ability.set ~= 'Edition') then return end\n  return set_edition(self, edition, immediate, silent)\nend\n\n\n--Add Jirachi's Negative rate increase\n\nlocal previous_neg_get_weight = G.P_CENTERS.e_negative.get_weight\nG.P_CENTERS.e_negative.get_weight = function(self)\n  return previous_neg_get_weight(self) + ((G.GAME.negative_edition_rate or 1) - 1) * G.P_CENTERS.e_negative.weight\nend\n\n-- polychrome steals negative's chances with the Hone / Glow Up voucher, so we're gonna steal it back (won't decrease past base weight)\nlocal previous_poly_get_weight = G.P_CENTERS.e_polychrome.get_weight\nG.P_CENTERS.e_polychrome.get_weight = function(self)\n  return math.max(G.P_CENTERS.e_polychrome.weight, previous_poly_get_weight(self) - ((G.GAME.negative_edition_rate or 1) - 1) * G.P_CENTERS.e_negative.weight)\nend\n\n--To support Debris sleeve combo\nlocal card_set_ability_old = Card.set_ability\nfunction Card:set_ability(center, initial, delay_sprites)\n  if G.GAME.modifiers.negative_hazards and self.config.center and self.config.center.key == \"m_poke_hazard\" and self.ability and self.ability.card_limit then\n      self.ability.card_limit = self.ability.card_limit - 1\n  end\n  local ret = card_set_ability_old(self, center, initial, delay_sprites)\n  if G.GAME.modifiers.negative_hazards and self.config.center and self.config.center.key == \"m_poke_hazard\" then\n      if not self.ability then self.ability = {} end\n      self.ability.card_limit = (self.ability.card_limit or 0) + 1\n  end\n  return ret\nend\n\n\nfunction SMODS.current_mod.reset_game_globals(run_start)\n  if run_start then\n    if G.GAME.modifiers.no_energy then\n      G.GAME.energy_rate = 0\n    end\n  end\n\n  local rank_resets = {'bulb1card', 'sneaselcard', 'bramblincard', 'wingullcard'}\n  for i = 1, #rank_resets do\n    poke_reset_rank(rank_resets[i])\n  end\n  reset_espeon_card()\n  reset_gligar_suit()\n  \n  poke_reset_type('cattype', {'skitty', 'delcatty'})\nend\n\nfunction SMODS.current_mod.calculate(self, context)\n  -- Poliwag line suit\n  if context.after then\n    poke_change_poli_suit()\n  end\n  -- Vending deck\n  if G.GAME.modifiers.vending == true then\n    if context and context.round_eval and G.GAME.last_blind and G.GAME.last_blind.boss and ((G.GAME.round_resets.ante - 1) % 2 == 1) then\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                add_tag(Tag('tag_voucher'))\n                play_sound('generic1', 0.9 + math.random() * 0.1, 0.8)\n                play_sound('holo1', 1.2 + math.random() * 0.1, 0.4)\n                return true\n            end\n        }))\n    end\n  end\n  --Hazard level\n  if context.first_hand_drawn then\n    if G.GAME.round_resets.hazard_level and G.GAME.round_resets.hazard_level > 0 then\n      local hazards = math.min(G.GAME.hazard_max or 3, G.GAME.round_resets.hazard_level)\n      G.E_MANAGER:add_event(Event({\n          trigger = 'before',\n          delay = 0.4,\n          func = function()\n            poke_add_hazards(nil, hazards, G.hand)\n            return true\n          end\n      }))\n    end\n  end\n  --Garbodor\n  if context.pre_discard and not context.hook then\n    G.GAME.poke_ante_discards_used = (G.GAME.poke_ante_discards_used or 0) + 1\n  end\nend\n\nlocal old_end = end_round\nfunction end_round()\n  old_end()\n  G.E_MANAGER:add_event(Event({\n    trigger = 'after',\n    delay = 0.2,\n    func = function()\n      SMODS.calculate_context({evolution = true})\n      return true\n    end\n  }))\n\nend\n\nfunction SMODS.current_mod.menu_cards()\n  local shiny = pseudorandom('poke_shiny_menu_card') < 1 / 4096\n\n  local sprite_info = PokemonSprites['unown']\n  local atlas_prefix = poke_get_atlas_prefix('unown', sprite_info)\n\n  local atlas = 'poke_' .. atlas_prefix .. 'TitleCard'\n\n  if not SMODS.get_atlas(atlas) then\n    atlas = 'poke_AtlasJokersBasicTitleCard'\n  end\n\n  local y = shiny and 1 or 0\n\n  return {\n    {\n      poke_display_card_args = {\n        atlas = atlas,\n        pos = { x = 0, y = y },\n        soul_pos = { x = 1, y = y },\n        shader = shiny and 'poke_shiny',\n        soul_shader = shiny and 'poke_shiny',\n      }\n    },\n    remove_original = true,\n  }\nend\n"
  },
  {
    "path": "pokesprites.lua",
    "content": "--Visual Code for Pokemon\n--Load config\nlocal lovely = require(\"lovely\")\n\n--Load all Atlas\nlocal joker_basic_atlases = {\"Gen01\", \"Gen02\", \"Gen03\", \"Gen04\", \"Gen05\", \"Gen06\", \"Gen07\", \"Gen08\", \"Gen09\", \"Natdex\", \"Others\"}\nlocal basic_prefix = \"AtlasJokersBasic\"\nlocal series_a_prefix = \"AtlasJokersSeriesA\"\n\nfor i = 1, #joker_basic_atlases do\n  local atlas_base = basic_prefix..joker_basic_atlases[i]\n  local atlas_shiny = atlas_base..\"Shiny\"\n  --load normal and shiny atlas\n  SMODS.Atlas({\n    key = atlas_base,\n    path = 'Basic Series/'..atlas_base..\".png\",\n    px = 71,\n    py = 95\n  })\n\n  SMODS.Atlas({\n    key = atlas_shiny,\n    path = 'Basic Series/'..atlas_shiny..\".png\",\n    px = 71,\n    py = 95\n  })\n  if joker_basic_atlases[i] ~= \"Others\" then\n    local atlas_seriesa = series_a_prefix..joker_basic_atlases[i]\n    local atlas_seriesa_shiny = atlas_seriesa..\"Shiny\"\n    --load normal and shiny atlas\n    SMODS.Atlas({\n      key = atlas_seriesa,\n      path = 'Series A/'..atlas_seriesa..\".png\",\n      px = 71,\n      py = 95\n    })\n\n    SMODS.Atlas({\n      key = atlas_seriesa_shiny,\n      path = 'Series A/'..atlas_seriesa_shiny..\".png\",\n      px = 71,\n      py = 95\n    })\n  end\nend\n\nSMODS.Atlas({\n    key = \"AtlasJokersSeriesBNatdex\",\n    path = \"Series B/AtlasJokersSeriesBNatdex.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasJokersSeriesBNatdexShiny\",\n    path = \"Series B/AtlasJokersSeriesBNatdexShiny.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasBoosterpacksBasic\",\n    path = \"Basic Series/AtlasBoosterpacksBasic.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasBoosterpacksSeriesA\",\n    path = \"Series A/AtlasBoosterpacksSeriesA.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasBossblinds\",\n    atlas_table = \"ANIMATION_ATLAS\",\n    path = \"AtlasBossblinds.png\",\n    px = 34,\n    py = 34,\n    frames = 21,\n})\n\nSMODS.Atlas({\n    key = \"placeholder_blind\",\n    atlas_table = \"ANIMATION_ATLAS\",\n    path = \"placeholder_blind.png\",\n    px = 34,\n    py = 34,\n    frames = 21,\n})\n\nSMODS.Atlas({\n    key = \"AtlasConsumablesBasic\",\n    path = \"Basic Series/AtlasConsumablesBasic.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasConsumablesBirdEnergy\",\n    path = \"Basic Series/AtlasConsumablesBirdEnergy.png\",\n    px = 71,\n    py = 95,\n    atlas_table = \"ANIMATION_ATLAS\",\n    frames = 36,\n    fps = 15\n})\n\nSMODS.Atlas({\n    key = \"AtlasConsumablesSeriesA\",\n    path = \"Series A/AtlasConsumablesSeriesA.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasDecksBasic\",\n    path = \"Basic Series/AtlasDecksBasic.png\",\n    px = 71,\n    py = 95,\n})\n\nSMODS.Atlas({\n    key = \"AtlasDecksSeriesA\",\n    path = \"Series A/AtlasDecksSeriesA.png\",\n    px = 71, \n    py = 95,\n})\n\nSMODS.Atlas({\n    key = \"AtlasEnhancementsBasic\",\n    path = \"Basic Series/AtlasEnhancementsBasic.png\",\n    px = 71,\n    py = 95,\n})\n\nSMODS.Atlas({\n    key = \"AtlasEnhancementsSeriesA\",\n    path = \"Series A/AtlasEnhancementsSeriesA.png\",\n    px = 71,\n    py = 95,\n})\n\nSMODS.Atlas({\n    key = \"AtlasJokersVanillaShiny\",\n    path = \"AtlasJokersVanillaShiny.png\",\n    px = 71,\n    py = 95,\n})\n\nSMODS.Atlas({\n    key = \"AtlasStickersBasic\",\n    path = \"Basic Series/AtlasStickersBasic.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasStickersSeriesA\",\n    path = \"Series A/AtlasStickersSeriesA.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasJokersBasicTitleCard\",\n    path = \"Basic Series/TitleCard.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasJokersSeriesATitleCard\",\n    path = \"Series A/TitleCard.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasTags\",\n    path = \"AtlasTags.png\",\n    px = 34,\n    py = 34,\n})\n\nSMODS.Atlas({\n    key = \"AtlasVouchersBasic\",\n    path = \"Basic Series/AtlasVouchersBasic.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"AtlasVouchersSeriesA\",\n    path = \"Series A/AtlasVouchersSeriesA.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"j_poke_unown_swarm\",\n    path = \"j_poke_unown_swarm.png\",\n    px = 290,\n    py = 285,\n    atlas_table = 'ANIMATION_ATLAS',\n    frames = 36,\n    fps = 12\n})\n\nSMODS.Atlas({\n    key = \"j_poke_unown_swarm_shiny\",\n    path = \"j_poke_unown_swarm_shiny.png\",\n    px = 290,\n    py = 285,\n    atlas_table = 'ANIMATION_ATLAS',\n    frames = 36,\n    fps = 12\n})\n\nSMODS.Atlas({\n    key = \"j_poke_unown_swarm_soul\",\n    path = \"j_poke_unown_swarm_soul.png\",\n    px = 290,\n    py = 285,\n    atlas_table = 'ANIMATION_ATLAS',\n    frames = 36,\n    fps = 12\n})\n\nSMODS.Atlas({\n    key = \"j_poke_unown_swarm_shiny_soul\",\n    path = \"j_poke_unown_swarm_shiny_soul.png\",\n    px = 290,\n    py = 285,\n    atlas_table = 'ANIMATION_ATLAS',\n    frames = 36,\n    fps = 12\n})\n\nSMODS.Atlas({\n    key = \"AtlasJokersSeriesAVoltorb\",\n    path = \"Series A/AtlasJokersSeriesAVoltorb.png\",\n    px = 71,\n    py = 95,\n    atlas_table = 'ANIMATION_ATLAS',\n    frames = 11,\n    fps = 11\n})\n\nSMODS.Atlas({\n    key = \"AtlasJokersSeriesAVoltorbShiny\",\n    path = \"Series A/AtlasJokersSeriesAVoltorbShiny.png\",\n    px = 71,\n    py = 95,\n    atlas_table = 'ANIMATION_ATLAS',\n    frames = 11,\n    fps = 11\n})\n\nSMODS.Atlas({\n    key = \"AtlasJokersSeriesAElectrode\",\n    path = \"Series A/AtlasJokersSeriesAElectrode.png\",\n    px = 71,\n    py = 95,\n    atlas_table = 'ANIMATION_ATLAS',\n    frames = 13,\n    fps = 13\n})\n\nSMODS.Atlas({\n    key = \"AtlasJokersSeriesAElectrodeShiny\",\n    path = \"Series A/AtlasJokersSeriesAElectrodeShiny.png\",\n    px = 71,\n    py = 95,\n    atlas_table = 'ANIMATION_ATLAS',\n    frames = 13,\n    fps = 13\n})\n\nSMODS.Atlas({\n    key = \"placeholder_item\",\n    path = \"placeholder_item.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"placeholder_deck\",\n    path = \"placeholder_deck.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"placeholder_sleeve\",\n    path = \"placeholder_sleeve.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"placeholder_joker\",\n    path = \"placeholder_joker.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"placeholder_jokerShiny\",\n    path = \"placeholder_jokerShiny.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"unergy\",\n    path = \"unergy.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"unitem\",\n    path = \"unitem.png\",\n    px = 71,\n    py = 95\n})\n\nSMODS.Atlas({\n    key = \"smeargle_logo\",\n    path = \"smeargle_logo.png\",\n    px = 389,\n    py = 216\n})\n\nSMODS.Atlas({\n    key = \"poke_logo\",\n    path = \"poke_logo.png\",\n    px = 389,\n    py = 216\n})\n\nSMODS.Atlas({\n    key = \"poke_logo_alt\",\n    path = \"poke_logo_alt.png\",\n    px = 389,\n    py = 216\n})\n\n--Custom sounds\nSMODS.Sound({\n    key = \"e_shiny\",\n    path = \"e_shiny.ogg\"\n})\n\nSMODS.Sound({\n\tkey = \"pocket_music_high\",\n\tpath = \"pocket_music_high.ogg\",\n\tselect_music_track = function()\n\t\treturn G.STATE and G.STATE == G.STATES.SMODS_BOOSTER_OPENED and (SMODS.OPENED_BOOSTER.label:find(\"Pocket\") or SMODS.OPENED_BOOSTER.label:find(\"Starter\"))\n\tend,\n})\n\nSMODS.Sound({\n\tkey = \"pocket_music_high_knockoff\",\n\tpath = \"pocket_music_high_knockoff.ogg\",\n\tselect_music_track = function()\n\t\treturn G.STATE and G.STATE == G.STATES.SMODS_BOOSTER_OPENED and (SMODS.OPENED_BOOSTER.label:find(\"Starteq\"))\n\tend,\n})\n\nSMODS.Sound({\n\tkey = \"energy_use\",\n\tpath = \"energy_use.ogg\",\n})\n\nSMODS.Sound({\n    key = \"shellchomp\",\n    path = \"chomp.ogg\",\n})\n\nfor i = 1, 5 do\n  local seed_key = 'seed_'..i\n  local seed_path = 'seed_'..i..'.ogg'\n  \n  SMODS.Sound({\n    key = seed_key,\n    path = seed_path,\n  })\nend\n\n--Custom colors for Types (humplydinkle wuz here)\nlocal pokecolors = loc_colour\nfunction loc_colour(_c, _default)\n  if not G.ARGS.LOC_COLOURS then\n    pokecolors()\n  end\n  G.ARGS.LOC_COLOURS[\"dark\"] = HEX(\"0086a5\")\n  G.ARGS.LOC_COLOURS[\"lightning\"] = HEX(\"f8f800\")\n  G.ARGS.LOC_COLOURS[\"fire\"] = HEX(\"f81020\")\n  G.ARGS.LOC_COLOURS[\"water\"] = HEX(\"38b8f8\")\n  G.ARGS.LOC_COLOURS[\"earth\"] = HEX(\"e97333\")\n  G.ARGS.LOC_COLOURS[\"fairy\"] = HEX(\"ff3db6\")\n  G.ARGS.LOC_COLOURS[\"fighting\"] = HEX(\"b85838\")\n  G.ARGS.LOC_COLOURS[\"colorless\"] = HEX(\"c8c0f8\")\n  G.ARGS.LOC_COLOURS[\"psychic\"] = HEX(\"c135ff\")\n  G.ARGS.LOC_COLOURS[\"metal\"] = HEX(\"888080\")\n  G.ARGS.LOC_COLOURS[\"grass\"] = HEX(\"289830\")\n  G.ARGS.LOC_COLOURS[\"dragon\"] = HEX(\"c8a800\")\n  G.ARGS.LOC_COLOURS[\"bird\"] = HEX(\"F7B58C\")\n  G.ARGS.LOC_COLOURS[\"pink\"] = HEX(\"FF7ABF\")\n  G.ARGS.LOC_COLOURS[\"item\"] = HEX(\"9AA4B7\")\n  G.ARGS.LOC_COLOURS[\"safari\"] = HEX(\"F2C74E\")\n  G.ARGS.LOC_COLOURS[\"pocket\"] = HEX(\"E8C069\")\n  G.ARGS.LOC_COLOURS[\"hazard\"] = HEX(\"BA7333\")\n  G.ARGS.LOC_COLOURS[\"sun\"] = HEX(\"F48E62\")\n  G.ARGS.LOC_COLOURS[\"rain\"] = HEX(\"6169FF\")\n  G.ARGS.LOC_COLOURS[\"sand\"] = HEX(\"E1C019\")\n  G.ARGS.LOC_COLOURS[\"snow\"] = HEX(\"82C8E8\")\n  return pokecolors(_c, _default)\nend\n\n--called to ensure crashes don't happen\nloc_colour()\n\n--Stake textures for Malverk\nif (SMODS.Mods[\"malverk\"] or {}).can_load then\n  AltTexture({\n      key = 'chips', -- the key of the texture\n      set = 'Stake', -- define the object type that you are retexturing, see wiki for full list of types\n      path = 'pokestakes.png', -- the filename of your spritesheet, saved in assets/1x AND assets/2x\n      stickers = true,\n      original_sheet = true,\n    })\n  TexturePack({\n      key = 'pokestakes', -- the key of the texture\n      textures = {'poke_chips'}, -- a table of keys of your AltTexture objects\n      loc_txt = { -- Localization text for tooltips displayed in the texture selection screen - can be added to a localization file under [descriptions][texture_packs]\n        name = 'Pokéball Stakes',\n        text = {'Adds Pokéball sprites to the stake chips!'}\n      }\n    })\nend\n\nSMODS.Atlas({\n  key = \"pokestakes\",\n  path = 'pokestakes.png',\n  px = 29,\n  py = 29\n})\n\nSMODS.Atlas({\n  key = \"pokestakes_stickers\",\n  path = 'pokestakes_stickers.png',\n  px = 71,\n  py = 95\n})\n\n--Deck Skins\n--RBY sprites skins by GAME FREAK, arranged by Catzzadilla\nlocal RBYspades = SMODS.Atlas{\n    key = 'RBY_Spades_atlas',\n    path = 'DeckSkins/Gen01RBYSpades.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal RBYclubs = SMODS.Atlas{\n    key = 'RBY_Clubs_atlas',\n    path = 'DeckSkins/Gen01RBYClubs.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal RBYhearts = SMODS.Atlas{\n    key = 'RBY_Hearts_atlas',\n    path = 'DeckSkins/Gen01RBYHearts.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal RBYdiamonds = SMODS.Atlas{\n    key = 'RBY_Diamonds_atlas',\n    path = 'DeckSkins/Gen01RBYDiamonds.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal RBYspadesHC = SMODS.Atlas{\n    key = 'RBY_Spades_HC_atlas',\n    path = 'DeckSkins/Gen01RBYSpadesHC.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal RBYclubsHC = SMODS.Atlas{\n    key = 'RBY_Clubs_HC_atlas',\n    path = 'DeckSkins/Gen01RBYClubsHC.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal RBYheartsHC = SMODS.Atlas{\n    key = 'RBY_Hearts_HC_atlas',\n    path = 'DeckSkins/Gen01RBYHeartsHC.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal RBYdiamondsHC = SMODS.Atlas{\n    key = 'RBY_Diamonds_HC_atlas',\n    path = 'DeckSkins/Gen01RBYDiamondsHC.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nSMODS.DeckSkin {\n\tkey = \"RBY_Spades_Skins\",\n\tsuit = \"Spades\",\n\tloc_txt = {\n        ['en-us'] = 'RBY Sprites: Ghost Trio'\n    },\n\tpalettes = {\n\t\t{\n\t\t\tkey = 'lc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = RBYspades.key,\n\t\t\tpos_style = 'collab',\n\t\t},\n\t\t{\n\t\t\tkey = 'hc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = RBYspadesHC.key,\n\t\t\tpos_style = 'collab',\n\t\t\thc_default = true,\n\t\t},\n\t},\n}\n\nSMODS.DeckSkin {\n\tkey = \"RBY_Clubs_Skins\",\n\tsuit = \"Clubs\",\n\tloc_txt = {\n        ['en-us'] = 'RBY Sprites: Fossil Trio'\n    },\n\tpalettes = {\n\t\t{\n\t\t\tkey = 'lc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = RBYclubs.key,\n\t\t\tpos_style = 'collab',\n\t\t},\n\t\t{\n\t\t\tkey = 'hc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = RBYclubsHC.key,\n\t\t\tpos_style = 'collab',\n\t\t\thc_default = true,\n\t\t},\n\t},\n}\n\nSMODS.DeckSkin {\n\tkey = \"RBY_Hearts_Skins\",\n\tsuit = \"Hearts\",\n\tloc_txt = {\n        ['en-us'] = 'RBY Sprites: Eeveelution Trio'\n    },\n\tpalettes = {\n\t\t{\n\t\t\tkey = 'lc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = RBYhearts.key,\n\t\t\tpos_style = 'collab',\n\t\t},\n\t\t{\n\t\t\tkey = 'hc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = RBYheartsHC.key,\n\t\t\tpos_style = 'collab',\n\t\t\thc_default = true,\n\t\t},\n\t},\n}\n\nSMODS.DeckSkin {\n\tkey = \"RBY_Diamonds_Skins\",\n\tsuit = \"Diamonds\",\n\tloc_txt = {\n        ['en-us'] = 'RBY Sprites: Dragon Trio'\n    },\n\tpalettes = {\n\t\t{\n\t\t\tkey = 'lc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = RBYdiamonds.key,\n\t\t\tpos_style = 'collab',\n\t\t},\n\t\t{\n\t\t\tkey = 'hc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = RBYdiamondsHC.key,\n\t\t\tpos_style = 'collab',\n\t\t\thc_default = true,\n\t\t},\n\t},\n}\n\n-- GSC Sprites Skins by GAME FREAK, arranged by Catzzadilla\n\nlocal GSCmorning = SMODS.Atlas{\n    key = 'GSC_morning_atlas',\n    path = 'DeckSkins/Gen02GSCSpadesMorning.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal GSCevening = SMODS.Atlas{\n    key = 'GSC_evening_atlas',\n    path = 'DeckSkins/Gen02GSCSpadesEvening.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal GSCclubs = SMODS.Atlas{\n    key = 'GSC_clubs_atlas',\n    path = 'DeckSkins/Gen02GSCClubs.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal GSChearts = SMODS.Atlas{\n    key = 'GSC_Hearts_atlas',\n    path = 'DeckSkins/Gen02GSCHearts.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal GSCdiamonds = SMODS.Atlas{\n    key = 'GSC_Diamonds_atlas',\n    path = 'DeckSkins/Gen02GSCDiamonds.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal GSCmorningHC = SMODS.Atlas{\n    key = 'GSC_morning_HC_atlas',\n    path = 'DeckSkins/Gen02GSCSpadesMorningHC.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal GSCeveningHC = SMODS.Atlas{\n    key = 'GSC_evening_HC_atlas',\n    path = 'DeckSkins/Gen02GSCSpadesEveningHC.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal GSCclubsHC = SMODS.Atlas{\n    key = 'GSCClubs_HC_atlas',\n    path = 'DeckSkins/Gen02GSCClubsHC.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal GSCheartsHC = SMODS.Atlas{\n    key = 'GSC_Hearts_HC_atlas',\n    path = 'DeckSkins/Gen02GSCHeartsHC.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nlocal GSCdiamondsHC = SMODS.Atlas{\n    key = 'GSCDiamonds_HC_atlas',\n    path = 'DeckSkins/Gen02GSCDiamondsHC.png',\n    px = 71,\n    py = 95,\n    atlas_table = 'ASSET_ATLAS'\n}\n\nSMODS.DeckSkin {\n\tkey = \"GSC_Spades_Skins\",\n\tsuit = \"Spades\",\n\tloc_txt = {\n        ['en-us'] = 'GSC Sprites: Day and Night'\n    },\n\tpalettes = {\n\t\t{\n\t\t\tkey = 'morninglc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSCmorning.key,\n\t\t\tloc_txt = {\n        \t\t['en-us'] = 'Morning'\n    \t\t},\n\t\t\tpos_style = 'collab',\n\t\t},\n\t\t{\n\t\t\tkey = 'eveninglc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSCevening.key,\n\t\t\tloc_txt = {\n        \t\t['en-us'] = 'Evening'\n    \t\t},\n\t\t\tpos_style = 'collab',\n\t\t},\n\t\t{\n\t\t\tkey = 'morninghc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSCmorningHC.key,\n\t\t\tloc_txt = {\n        \t\t['en-us'] = 'Morning (High Contrast)'\n    \t\t},\n\t\t\tpos_style = 'collab',\n\t\t\thc_default = true,\n\t\t},\n\t\t{\n\t\t\tkey = 'eveninghc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSCeveningHC.key,\n\t\t\tloc_txt = {\n        \t\t['en-us'] = 'Evening (High Contrast)'\n    \t\t},\n\t\t\tpos_style = 'collab',\n\t\t\thc_default = true,\n\t\t},\n\t},\n}\n\nSMODS.DeckSkin {\n\tkey = \"GSC_Clubs_skins\",\n\tsuit = \"Clubs\",\n\tloc_txt = {\n        ['en-us'] = 'GSC Sprites: Mystic Mons'\n    },\n\tpalettes = {\n\t\t{\n\t\t\tkey = 'lc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSCclubs.key,\n\t\t\tpos_style = 'collab',\n\t\t},\n\t\t{\n\t\t\tkey = 'hc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSCclubsHC.key,\n\t\t\tpos_style = 'collab',\n\t\t\thc_default = true,\n\t\t},\n\t},\n}\n\nSMODS.DeckSkin {\n\tkey = \"GSC_Hearts_Skins\",\n\tsuit = \"Hearts\",\n\tloc_txt = {\n        ['en-us'] = 'GSC Sprites: Allies of Ash'\n    },\n\tpalettes = {\n\t\t{\n\t\t\tkey = 'lc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSChearts.key,\n\t\t\tpos_style = 'collab',\n\t\t},\n\t\t{\n\t\t\tkey = 'hc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSCheartsHC.key,\n\t\t\tpos_style = 'collab',\n\t\t\thc_default = true,\n\t\t},\n\t},\n}\n\nSMODS.DeckSkin {\n\tkey = \"GSC_Diamonds_Skins\",\n\tsuit = \"Diamonds\",\n\tloc_txt = {\n        ['en-us'] = 'GSC Sprites: Johto Giants'\n    },\n\tpalettes = {\n\t\t{\n\t\t\tkey = 'lc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSCdiamonds.key,\n\t\t\tpos_style = 'collab',\n\t\t},\n\t\t{\n\t\t\tkey = 'hc',\n\t\t\tranks = {'Jack', 'Queen', \"King\",},\n\t\t\tdisplay_ranks = {\"King\", \"Queen\", \"Jack\"},\n\t\t\tatlas = GSCdiamondsHC.key,\n\t\t\tpos_style = 'collab',\n\t\t\thc_default = true,\n\t\t},\n\t},\n}\n\n-- APRILS FOOLS\nSMODS.Sound({\n    key = \"ludicolo_cry\",\n    path = \"ludicolo.ogg\"\n})\n\nSMODS.Atlas({\n  key = \"miror_budicolo\",\n  path = \"miror_budicolo.png\",\n  px = 71,\n  py = 95,\n  atlas_table = \"ANIMATION_ATLAS\",\n  frames = 4,\n  fps = 8,\n})\n\nSMODS.Atlas({\n  key = \"shiny_miror_budicolo\",\n  path = \"shiny_miror_budicolo.png\",\n  px = 71,\n  py = 95,\n  atlas_table = \"ANIMATION_ATLAS\",\n  frames = 4,\n  fps = 8,\n})\n\nSMODS.Atlas({\n  key = \"capture_disc\",\n  path = \"capture_disc.png\",\n  px = 71,\n  py = 95,\n})\n\nSMODS.Atlas({\n  key = \"shiny_capture_disc\",\n  path = \"shiny_capture_disc.png\",\n  px = 71,\n  py = 95,\n})\n\nSMODS.Sound({\n  key = \"voltorb_flip_music\",\n  path = \"voltorb_flip_music.ogg\",\n  select_music_track = function()\n    -- add a condition that it's series A\n    if pokermon_config.pokemon_aprilfools and next(SMODS.find_card(\"j_poke_voltorb\",true)) then\n      return 999999999\n    end\n  end,\n  sync = false,\n  pitch = 1,\n  volume = 1,\n})\n\nSMODS.Sound({\n  key = \"miror_b_music\",\n  path = \"miror_b_music.ogg\",\n\tselect_music_track = function()\n    if G.hand then\n      for _, v in ipairs(G.hand.cards) do\n        if v.config.center.key == \"m_poke_ludicolo\" then return 9999999999 end\n      end\n    end\n\n    if G.play then\n      for _, v in ipairs(G.play.cards) do\n        if v.config.center.key == \"m_poke_ludicolo\" then return 9999999999 end\n      end\n    end\n\tend,\n  sync = false,\n  pitch = 1,\n  volume = 1,\n})"
  },
  {
    "path": "pokeui.lua",
    "content": "--Config UI\nlocal energy_toggles = {\n  {ref_value = \"unlimited_energy\", label = \"poke_settings_unlimited_energy\", tooltip = {set = 'Other', key = 'unlimited_energy_tooltip'}}, \n  {ref_value = \"precise_energy\", label = \"poke_settings_pokemon_precise_energy\", tooltip = {set = 'Other', key = 'precise_energy_tooltip'}},\n}\n\nlocal joker_pool_toggles = {\n  {ref_value = \"pokemon_only\", label = \"poke_settings_pokemon_only\", tooltip = {set = 'Other', key = 'pokemononly_tooltip'}},\n  {ref_value = \"gen_oneb\", label = \"poke_settings_pokemon_gen_one\", tooltip = {set = 'Other', key = 'gen1_tooltip'}},\n  {ref_value = \"gen_two\", label = \"poke_settings_pokemon_gen_two\", tooltip = {set = 'Other', key = 'gen2_tooltip'}},\n  {ref_value = \"gen_three\", label = \"poke_settings_pokemon_gen_three\", tooltip = {set = 'Other', key = 'gen3_tooltip'}},\n  {ref_value = \"gen_four\", label = \"poke_settings_pokemon_gen_four\", tooltip = {set = 'Other', key = 'gen4_tooltip'}},\n  {ref_value = \"gen_five\", label = \"poke_settings_pokemon_gen_five\", tooltip = {set = 'Other', key = 'gen5_tooltip'}},\n  {ref_value = \"gen_six\", label = \"poke_settings_pokemon_gen_six\", tooltip = {set = 'Other', key = 'gen6_tooltip'}},\n  {ref_value = \"gen_seven\", label = \"poke_settings_pokemon_gen_seven\", tooltip = {set = 'Other', key = 'gen7_tooltip'}},\n  {ref_value = \"gen_eight\", label = \"poke_settings_pokemon_gen_eight\", tooltip = {set = 'Other', key = 'gen8_tooltip'}},\n  {ref_value = \"gen_nine\", label = \"poke_settings_pokemon_gen_nine\", tooltip = {set = 'Other', key = 'gen9_tooltip'}},\n  {ref_value = \"hazards_on\", label = \"poke_settings_pokemon_hazards_on\", tooltip = {set = 'Other', key = 'hazards_on_tooltip'}},\n}\n\nlocal misc_no_restart_toggles = {\n  {ref_value = \"shiny_playing_cards\", label = \"poke_settings_shiny_playing_cards\", tooltip = {set = 'Other', key = 'shinyplayingcard_tooltip'}},\n  {ref_value = \"stake_skins\", label = \"poke_settings_stake_skins\", tooltip = {set = 'Other', key = 'stake_skins_tooltip'}, callback = G.FUNCS.toggle_pokermon_skins},\n  {ref_value = \"detailed_tooltips\", label = \"poke_settings_pokemon_detailed_tooltips\", tooltip = {set = 'Other', key = 'detailed_tooltips_tooltip'}},\n  {ref_value = \"previous_evo_stickers\", label = \"poke_settings_previous_evo_stickers\", tooltip = {set = 'Other', key = 'previous_evo_stickers_tooltip'}},\n  {ref_value = \"order_jokers\", label = \"poke_settings_order_jokers\", tooltip = {set = 'Other', key = 'order_jokers_tooltip'}},\n  {ref_value = \"pokemon_only_collection\", label = \"poke_settings_pokemon_only_collection\", tooltip = {set = 'Other', key = 'pokemon_only_collection_tooltip'}}\n}\n\nlocal content_toggles = {\n  {ref_value = \"pokemon_legacy\", label = \"poke_settings_pokemon_legacy\", tooltip = {set = 'Other', key = 'legacycontent_tooltip'}},\n  {ref_value = \"pokemon_aprilfools\", label = \"poke_settings_pokemon_aprilfools\", tooltip = {set = 'Other', key = 'jokecontent_tooltip'}},\n}\n\nlocal visual_toggles = {\n  {ref_value = \"pokemon_splash\", label = \"poke_settings_pokemon_splash\", tooltip = {set = 'Other', key = 'splashcard_tooltip'}},\n  {ref_value = \"pokemon_title\", label = \"poke_settings_pokemon_title\", tooltip = {set = 'Other', key = 'title_tooltip'}},\n  {ref_value = \"pokemon_altart\", label = \"poke_settings_pokemon_altart\", tooltip = {set = 'Other', key = 'altart_tooltip'}},\n  {ref_value = \"poke_enable_animations\", label = \"poke_settings_enable_animations\", tooltip = {set = 'Other', key = 'animation_tooltip'}}\n}\n\nlocal misc_restart_toggles = {\n  {ref_value = \"pokeballs\", label = \"poke_settings_pokeballs\", tooltip = {set = 'Other', key = 'allowpokeballs_tooltip'}},\n  {ref_value = \"pokemon_discovery\", label = \"poke_settings_pokemon_discovery\", tooltip = {set = 'Other', key = 'discovery_tooltip'}},\n}\n\nlocal create_menu_toggles = function (parent, toggles)\n  for k, v in ipairs(toggles) do\n    parent.nodes[#parent.nodes + 1] = create_toggle({\n          label = localize(v.label),\n          ref_table = pokermon_config,\n          ref_value = v.ref_value,\n          callback = v.callback,\n    })\n    if v.tooltip then\n      parent.nodes[#parent.nodes].config.detailed_tooltip = v.tooltip\n    end\n  end\nend\n\nlocal pokemonconfig = function()\n  return {\n    n = G.UIT.ROOT,\n    config = {\n      align = \"cm\",\n      padding = 0.05,\n      colour = G.C.CLEAR,\n    },\n    nodes = {\n      {\n        n = G.UIT.R,\n        config = {\n          padding = 0.25,\n          align = \"cm\"\n        },\n        nodes = {\n          {\n            n = G.UIT.T,\n            config = {\n              text = localize(\"poke_settings_header_norequired\"),\n              shadow = true,\n              scale = 0.75 * 0.8,\n              colour = HEX(\"ED533A\")\n            }\n          }\n        },\n      },\n      UIBox_button({\n        minw = 3.85,\n        colour = HEX(\"ED533A\"),\n        button = \"pokermon_joker_pool\",\n        label = {\"Joker Pool Options\"}\n      }),\n      UIBox_button({\n        minw = 3.85,\n        colour = HEX(\"FF7ABF\"),\n        button = \"pokermon_energy\",\n        label = {\"Energy Options\"}\n      }),\n      UIBox_button({\n        minw = 3.85,\n        colour = HEX(\"9AA4B7\"),\n        button = \"pokermon_misc_no_restart\",\n        label = {\"Misc Options\"}\n      }),\n      {\n        n = G.UIT.R,\n        config = {\n          padding = 0.25,\n          align = \"cm\"\n        },\n        nodes = {\n          {\n            n = G.UIT.T,\n            config = {\n              text = localize(\"poke_settings_header_required\"),\n              shadow = true,\n              scale = 0.75 * 0.8,\n              colour = HEX(\"ED533A\")\n            }\n          }\n        },\n      },\n      UIBox_button({\n        minw = 3.85,\n        colour = HEX(\"38b8f8\"),\n        button = \"pokermon_content\",\n        label = {\"Content Options\"}\n      }),\n      UIBox_button({\n        minw = 3.85,\n        colour = HEX(\"c135ff\"),\n        button = \"pokermon_visual\",\n        label = {\"Visual Options\"}\n      }),\n      UIBox_button({\n        minw = 3.85,\n        colour = HEX(\"9AA4B7\"),\n        button = \"pokermon_misc_restart\",\n        label = {\"Misc Options\"}\n      }),\n    }\n  }\nend\n\nfunction G.FUNCS.pokermon_joker_pool(e)\n  local joker_pool_settings = {n = G.UIT.R, config = {align = \"tm\", padding = 0.05, scale = 0.75, colour = G.C.CLEAR}, nodes = {}}\n  create_menu_toggles(joker_pool_settings, joker_pool_toggles)\n\n  local t = create_UIBox_generic_options({ back_func = G.ACTIVE_MOD_UI and \"openModUI_\"..G.ACTIVE_MOD_UI.id or 'your_collection',\n      contents = {joker_pool_settings}\n  })\n  G.FUNCS.overlay_menu {\n    definition = t\n  }\nend\n\nfunction G.FUNCS.pokermon_energy(e)\n  local energy_settings = {n = G.UIT.R, config = {align = \"tm\", padding = 0.05, scale = 0.75, colour = G.C.CLEAR}, nodes = {}}\n  create_menu_toggles(energy_settings, energy_toggles)\n\n  local t = create_UIBox_generic_options({ back_func = G.ACTIVE_MOD_UI and \"openModUI_\"..G.ACTIVE_MOD_UI.id or 'your_collection',\n      contents = {energy_settings}\n  })\n  G.FUNCS.overlay_menu{definition = t}\nend\n\nfunction G.FUNCS.pokermon_misc_no_restart(e)\n  local misc_no_restart_settings = {n = G.UIT.R, config = {align = \"tm\", padding = 0.05, scale = 0.75, colour = G.C.CLEAR}, nodes = {}}\n  create_menu_toggles(misc_no_restart_settings, misc_no_restart_toggles)\n\n  local t = create_UIBox_generic_options({ back_func = G.ACTIVE_MOD_UI and \"openModUI_\"..G.ACTIVE_MOD_UI.id or 'your_collection',\n      contents = {misc_no_restart_settings}\n  })\n  G.FUNCS.overlay_menu{definition = t}\nend\n\nfunction G.FUNCS.pokermon_content(e)\n  local content_settings = {n = G.UIT.R, config = {align = \"tm\", padding = 0.05, scale = 0.75, colour = G.C.CLEAR}, nodes = {}}\n  create_menu_toggles(content_settings, content_toggles)\n\n  local t = create_UIBox_generic_options({ back_func = G.ACTIVE_MOD_UI and \"openModUI_\"..G.ACTIVE_MOD_UI.id or 'your_collection',\n      contents = {content_settings}\n  })\n  G.FUNCS.overlay_menu{definition = t}\nend\n\nfunction G.FUNCS.pokermon_visual(e)\n  local visual_settings = {n = G.UIT.R, config = {align = \"tm\", padding = 0.05, scale = 0.75, colour = G.C.CLEAR}, nodes = {}}\n  create_menu_toggles(visual_settings, visual_toggles)\n\n  visual_settings.nodes[#visual_settings.nodes + 1] =\n    create_option_cycle({\n      label = localize(\"poke_settings_pokemon_spritesheet\"),\n      scale = 0.8,\n      w = 6,\n      options = {localize(\"poke_settings_pokemon_spritesheet_classic\"), localize(\"poke_settings_pokemon_spritesheet_seriesa\"),},\n      opt_callback = 'pokermon_upd_sprite_setting',\n      current_option = pokermon_config.pokemon_spritesheet_id,\n    })\n\n  visual_settings.nodes[#visual_settings.nodes + 1] = \n    UIBox_button({\n      minw = 3.85,\n      button = \"pokermon_individual_sprites\",\n      label = {\"Individual Sprites\"}\n    })\n\n  local t = create_UIBox_generic_options({ back_func = G.ACTIVE_MOD_UI and \"openModUI_\"..G.ACTIVE_MOD_UI.id or 'your_collection',\n      contents = {visual_settings}\n  })\n  G.FUNCS.overlay_menu{definition = t}\nend\nfunction G.FUNCS.pokermon_misc_restart(e)\n  local misc_restart_settings = {n = G.UIT.R, config = {align = \"tm\", padding = 0.05, scale = 0.75, colour = G.C.CLEAR}, nodes = {}}\n  create_menu_toggles(misc_restart_settings, misc_restart_toggles)\n\n  local t = create_UIBox_generic_options({ back_func = G.ACTIVE_MOD_UI and \"openModUI_\"..G.ACTIVE_MOD_UI.id or 'your_collection',\n      contents = {misc_restart_settings}\n  })\n  G.FUNCS.overlay_menu{definition = t}\nend\n\nSMODS.current_mod.config_tab = pokemonconfig\n\n-- Credits UI\nlocal pokermon_actual_credits = function()\n  local credits_text = {\n    { localize(\"poke_credits_thanks\") },\n    { localize(\"poke_credits_lead\"), \"InertSteak\" },\n    { localize(\"poke_credits_graphics\"), \"GayCoonie, Joey J. Jester, Larantula, The Kuro, Lemmanade\" },\n    { localize(\"poke_credits_graphics\"), \"Yamper, MyDude, Numbuh 214, SMG9000, Sonfive, PrincessRoxie\" },\n    { localize(\"poke_credits_graphics\"), \"Catzzadilla, bt, KatRoman\" },\n    { localize(\"poke_credits_quality_assurance_main\"), \"Lemmanade, drspectred\" },\n    { localize(\"poke_credits_sound\"), \"Dread\" },\n    { localize(\"poke_credits_developer\"), \"SDM0, Jevonnissocoolman, Ishtech, Fem,\" },\n    { localize(\"poke_credits_developer\"), \"MathIsFun_, Kek, Eternalnacho, Emma\" },\n    { localize(\"poke_credits_designer\"), \"Xilande, Lemmanade, PrincessRoxie, Catzzadilla\" },\n    { localize(\"poke_credits_localization\"), \"Rafael, PainKiller, FlamingRok, Mr. Onyx\" },\n    { localize(\"poke_credits_localization\"), \"PIPIKAI, PanbimboGD, HuyCorn, IlPastaio, heyctf\" },\n    { localize(\"poke_credits_community_manager\"), \"Astra, Kaethela\" },\n    { localize(\"poke_credits_special_thanks\"), \"Marie|Tsunami, CBMX, 64x64 Pokémon Sprite Resource...and you!\" },\n  }\n\n  local content_nodes = {}\n\n  for _, text_row in ipairs(credits_text) do\n    local row_node = { n = G.UIT.R, config = { align = \"cm\" }, nodes = {} }\n    for i, text in ipairs(text_row) do\n      table.insert(row_node.nodes, {\n        n = G.UIT.T,\n        config = {\n          text = text,\n          shadow = true,\n          scale = 0.6,\n          colour = i == 1 and G.C.UI.TEXT_LIGHT or G.C.BLUE,\n        }\n      })\n    end\n    table.insert(content_nodes, row_node)\n  end\n\n  table.insert(content_nodes, {\n    n = G.UIT.R,\n    config = {\n      padding = 0.2,\n      align = \"cm\",\n    },\n    nodes = {\n      UIBox_button({\n        minw = 3.85,\n        button = \"pokermon_github\",\n        label = {\"Github\"}\n      }),\n      UIBox_button({\n        minw = 3.85,\n        colour = HEX(\"9656ce\"),\n        button = \"pokermon_discord\",\n        label = {\"Discord\"}\n      })\n    },\n  })\n\n  return {\n    label = localize(\"poke_credits_actualcredits\"),\n    tab_definition_function = function()\n      return {\n        n = G.UIT.ROOT,\n        config = {\n          align = \"cm\",\n          padding = 0.05,\n          colour = G.C.CLEAR,\n        },\n        nodes = content_nodes,\n      }\n    end\n  }\nend\nfunction G.FUNCS.pokermon_github(e)\n\tlove.system.openURL(\"https://github.com/InertSteak/Pokermon\")\nend\nfunction G.FUNCS.pokermon_discord(e)\n  love.system.openURL(\"https://discord.gg/AptX86Qsyz\")\nend\n\n-- Art Credits UI\nlocal pokermon_actual_credits_artists_create_grid = function()\n  local page = G.pokermon_actual_credits_artists_grid_page or 1\n  local rows, cols = 4, 5\n  local artist_list = poke_get_artist_list()\n  local row_nodes = {}\n      \n  local marker = 1 + rows * cols * (page - 1)\n  for i = 1, rows do\n    local col_nodes = {}\n    local row_end = math.min(marker + cols - 1, #artist_list)\n    for j = marker, row_end do\n      local artist = artist_list[j]\n      if not artist then break end\n      local info = poke_get_artist_info(artist)\n      local button = {\n        n = G.UIT.C,\n        config = { align = \"tm\", padding = 0.1 },\n        nodes = {\n          UIBox_button {\n            id = artist,\n            label = {info.display_name},\n            button = \"pokermon_actual_credits_artists_view_artist\",\n            text_colour = info.artist_colour,\n            colour = info.highlight_colour or G.C.BLACK\n          },\n        }}\n      col_nodes[#col_nodes+1] = button\n    end\n    row_nodes[i] = {n=G.UIT.R, config={align=\"tm\", minw = 3 * cols, minh = 1.2}, nodes=col_nodes}\n    marker = marker + cols\n  end\n\n  local total_pages = math.ceil(#artist_list / (rows * cols))\n  local cycle_options = {}\n  for i = 1, total_pages do\n    cycle_options[#cycle_options+1] = localize('k_page') .. \" \" .. i .. \"/\" .. total_pages\n  end\n\n  row_nodes[#row_nodes+1] = {n = G.UIT.R, config = {align = \"cm\"}, nodes={\n    create_option_cycle {\n      options = cycle_options,\n      w = 2.5,\n      cycle_shoulders = true,\n      opt_callback = 'pokermon_actual_credits_artists_page',\n      current_option = page,\n      colour = G.C.RED,\n      no_pips = true,\n      focus_args = {snap_to = true, nav = 'wide'}\n    }\n  }}\n\n  return {\n    n = G.UIT.ROOT,\n    config = {\n      align = \"cm\",\n      r = 0.1,\n      padding = 0.1,\n      colour = G.C.CLEAR,\n    },\n    nodes = row_nodes,\n  }\nend\n\nlocal pokermon_actual_credits_artists = function()\n  return {\n    label = localize('poke_artist_credits_art_credits'),\n    tab_definition_function = function()\n      return {\n        n = G.UIT.ROOT,\n        config = {\n          align = \"cm\",\n          r = 0.1,\n          padding = 0.1,\n          colour = G.C.CLEAR,\n        },\n        nodes = {\n          {n=G.UIT.R, config={align = \"cm\"}, nodes={\n            {n=G.UIT.T, config={text = localize('poke_artist_credits_basic_sprites_by') .. ' ', padding = 0.1, colour = mix_colours(G.C.UI.TEXT_LIGHT, G.C.UI.TEXT_INACTIVE, 0.5), scale = 0.55}},\n            UIBox_button { col = true, button = 'pokermon_sprite_resource', label={localize('poke_artist_credits_sprite_resource')}, text_colour = mix_colours(G.C.UI.TEXT_LIGHT, G.C.UI.TEXT_INACTIVE, 0.625), colour = adjust_alpha(G.C.UI.BACKGROUND_INACTIVE, 0.25), scale = 0.55, minw = 7.5 },\n          }},\n          {n=G.UIT.R, config={align = \"cm\", padding = 0.1}, nodes={\n            {n=G.UIT.T, config={text = localize('poke_artist_credits_artists'), colour = G.C.UI.TEXT_LIGHT, scale = 1}}\n          }},\n          {n = G.UIT.R, config = {align = \"tm\"}, nodes={\n            {n = G.UIT.O, config = { id = 'poke_artist_grid_wrap', object = UIBox {\n              definition = pokermon_actual_credits_artists_create_grid(),\n              config = { align = \"cm\" }\n            }}}\n          }},\n        },\n      }\n    end,\n  }\nend\n\nG.FUNCS.pokermon_sprite_resource = function()\n  local lines = localize('poke_artist_credits_sprite_resource_content')\n  local content_nodes = {}\n\n  for _, text in ipairs(lines) do\n    table.insert(content_nodes, { n = G.UIT.R, config = { align = \"cm\" }, nodes = {\n      { n = G.UIT.T, config = { text = text, scale = 0.6, colour = G.C.UI.TEXT_LIGHT } }\n    }})\n  end\n\n  local t = create_UIBox_generic_options({ back_func = G.ACTIVE_MOD_UI and \"openModUI_\" .. G.ACTIVE_MOD_UI.id or 'exit_overlay_menu', contents = {\n    {n=G.UIT.C, config={align = \"cm\"}, nodes={\n      { n = G.UIT.R, config = { align = \"cm\", padding = 0.1, }, nodes = {\n        { n = G.UIT.C, config = { align = \"cm\" }, nodes = content_nodes }\n      }},\n      { n = G.UIT.R, config = { align = \"cm\" }, nodes = {\n        { n = G.UIT.C, config = { align = \"cm\" }, nodes = {\n          { n = G.UIT.R, config = { minh = 0.2 }},\n          { n = G.UIT.R, config = { align = \"cl\", padding = 0.1, }, nodes = {\n            poke_UIBox_link_button({ label = { \"Gen I-V\" }, col = true, minw = 3.85, scale = 0.6, url = \"https://www.pokecommunity.com/threads/the-ds-style-64x64-pok%C3%A9mon-sprite-resource-completed.267728/\" }),\n            { n = G.UIT.T, config = { text = \"by Chaos Rush\", scale = 0.6, colour = G.C.UI.TEXT_LIGHT }}\n          }},\n          { n = G.UIT.R, config = { align = \"cl\", padding = 0.1, }, nodes = {\n            poke_UIBox_link_button({ label = { \"Gen VI\" }, col = true, minw = 3.85, scale = 0.6, url = \"https://www.pokecommunity.com/threads/gen-vi-ds-style-64x64-pokemon-sprite-resource.314422/\" }),\n            { n = G.UIT.T, config = { text = \"by MrDollSteak\", scale = 0.6, colour = G.C.UI.TEXT_LIGHT }}\n          }},\n          { n = G.UIT.R, config = { align = \"cl\", padding = 0.1, }, nodes = {\n            poke_UIBox_link_button({ label = { \"Gen VII+\" }, col = true, minw = 3.85, scale = 0.6, url = \"https://www.pokecommunity.com/threads/ds-style-gen-vii-and-beyond-pok%C3%A9mon-sprite-repository-in-64x64.368703/\" }),\n            { n = G.UIT.T, config = { text = \"by thedarkdragon11\", scale = 0.6, colour = G.C.UI.TEXT_LIGHT }}\n          }},\n        }}\n      }},\n    }},\n  }})\n\n  G.FUNCS.overlay_menu{\n    definition = t,\n  }\nend\n\nG.FUNCS.pokermon_actual_credits_artists_page = function(e)\n  if not e or not e.cycle_config then return end\n  local page = e.cycle_config.current_option\n\n  G.pokermon_actual_credits_artists_grid_page = page\n\n  if G.OVERLAY_MENU then\n    local grid_wrap = G.OVERLAY_MENU:get_UIE_by_ID('poke_artist_grid_wrap')\n\n    grid_wrap.config.object:remove()\n    grid_wrap.config.object = UIBox {\n      definition = pokermon_actual_credits_artists_create_grid(),\n      config = { parent = grid_wrap, type = \"cm\" }\n    }\n\n    grid_wrap.UIBox:recalculate()\n  end\nend\n\nSMODS.current_mod.extra_tabs = function()\n  return {\n    pokermon_actual_credits(),\n    pokermon_actual_credits_artists(),\n  }\nend\n\nlocal function get_series_localize_key(atlas_prefix)\n  local series_start = string.find(atlas_prefix, \"Series\")\n  if series_start then\n    local series = string.sub(atlas_prefix, series_start)\n    local localize_prefix = 'poke_settings_pokemon_spritesheet_'\n    return localize_prefix .. string.lower(series)\n  end\n  return 'poke_settings_pokemon_spritesheet_basicseries'\nend\n\nlocal function get_sprite_keys_by_artist(artist)\n  local keys = {}\n\n  for _, sprite in ipairs(poke_get_artist_sprites(artist)) do\n    local key = {}\n\n    key.display_text = sprite.display_text or localize(get_series_localize_key(sprite.atlas_prefix))\n    key.layer = sprite.layer\n\n    if sprite.anim_atlas then\n      key.anim_key = 'j_poke_'..sprite.name\n      key.atlas = 'poke_'..sprite.anim_atlas\n      key.pos = { x = 0, y = 0 }\n    else\n      key.atlas = 'poke_'..poke_get_atlas_string(sprite.atlas_prefix, sprite.gen_atlas, sprite.others_atlas)\n      key.pos = sprite.pos\n      key.soul_pos = sprite.soul_pos\n    end\n\n    keys[#keys+1] = key\n  end\n\n  -- Jokers get special treatment because we only want jokers without alts\n  for _, joker in ipairs(G.P_CENTER_POOLS[\"Joker\"]) do\n    local layer = poke_get_artist_layer(joker, artist)\n    if layer and joker.stage == 'Other' then\n      keys[#keys+1] = { existing_key = joker.key, set = \"Joker\", layer = layer }\n    end\n  end\n\n  local add_pool_to_keys = function(pool)\n    for _, item in pairs(pool) do\n      local layer = poke_get_artist_layer(item, artist)\n      if layer then\n        keys[#keys+1] = { existing_key = item.key, set = item.set, layer = layer }\n      end\n    end\n  end\n\n  -- We take from the pools because we want the sprites to be in order\n  add_pool_to_keys(G.P_CENTER_POOLS[\"Back\"])\n  add_pool_to_keys(G.P_CENTER_POOLS[\"Voucher\"])\n  add_pool_to_keys(G.P_CENTER_POOLS[\"Consumeables\"])\n  add_pool_to_keys(G.P_CENTER_POOLS[\"Enhanced\"])\n  add_pool_to_keys(G.P_CENTER_POOLS[\"Edition\"])\n  add_pool_to_keys(G.P_CENTER_POOLS[\"Booster\"])\n  add_pool_to_keys(G.P_CENTER_POOLS[\"Seal\"])\n  add_pool_to_keys(G.P_CENTER_POOLS[\"Tag\"])\n  add_pool_to_keys(G.P_BLINDS)\n\n  if artist == 'Sonfive' then\n    keys[#keys+1] = { display_text = \"Main Menu Logo\", atlas = \"poke_logo\", pos = { x = 0, y = 0 }, w = G.CARD_H*1.80092593 }\n    keys[#keys+1] = { display_text = \"Pokermon Logo\", atlas = \"poke_logo_alt\", pos = { x = 0, y = 0 }, w = G.CARD_H*1.80092593 }\n  end\n\n  return keys\nend\n\nlocal function pokermon_show_artist_info(artist)\n  local artist_info = poke_get_artist_info(artist)\n  local display_name = artist_info.display_name\n  local text_colour = artist_info.artist_colour\n  local colour = artist_info.highlight_colour\n  local links = artist_info.links\n\n  local row_link_nodes = {}\n\n  if links then\n    local rows, cols = 3, 3\n\n    local marker = 1\n    for i = 1, rows do\n      local col_nodes = {}\n      for j = marker, marker + cols - 1 do\n        local link = links[j]\n        if not link then break end\n        col_nodes[#col_nodes+1] = {n=G.UIT.C, config={align=\"cm\", padding=0.1}, nodes = {\n          poke_UIBox_link_button {\n            url = link.url,\n            colour = link.colour,\n            site_text = link.site,\n            bottom_text = link.account,\n            scale = { 0.55, 0.32 },\n            minh = 1.12,\n            padding = 0.1,\n          }\n        }}\n      end\n      row_link_nodes[#row_link_nodes+1] = {n=G.UIT.R, config={align = \"cm\"}, nodes=col_nodes}\n      marker = marker + cols\n    end\n  end\n\n  return {n=G.UIT.ROOT, config={align = \"cm\", colour = G.C.CLEAR}, nodes = {\n    {n=G.UIT.R, config={align=\"bm\", minh = 1.5}, nodes = {\n      {n=G.UIT.R, config={align=\"cm\", colour = colour, r = 0.1, padding = 0.1}, nodes = {\n        {n=G.UIT.T, config={text = display_name, colour = text_colour, scale = 1}},\n      }}\n    }},\n    {n=G.UIT.R, config={minh = 0.2}},\n    {n=G.UIT.R, config={align=\"cm\", padding = 0.1}, nodes = {\n      {n=G.UIT.C, nodes = row_link_nodes},\n    }},\n  }}\nend\n\nlocal function pokermon_show_artist_jokers(artist)\n  local keys = get_sprite_keys_by_artist(artist)\n\n  return { n = G.UIT.ROOT, config = { align = \"cm\", colour = G.C.CLEAR },\n    nodes = poke_create_UIBox_your_collection {\n      keys = keys,\n      create_card_func = poke_create_art_display_card,\n    }\n  }\nend\n\nG.FUNCS.pokermon_actual_credits_artists_view_artist = function(e)\n  if not e then return end\n  local artist = e.config.id\n  local t = create_UIBox_generic_options({ back_func = G.ACTIVE_MOD_UI and \"openModUI_\"..G.ACTIVE_MOD_UI.id or 'exit_overlay_menu', contents = {\n    {\n      n = G.UIT.R,\n      config = {\n        align = \"tm\",\n        colour = G.C.CLEAR,\n        -- minh = 10.9 -- required for the tab buttons to stay in place\n      },\n      nodes = {\n        create_tabs {\n          tabs = {\n            {\n              label = localize(\"poke_artist_credits_artist_info\"),\n              chosen = true,\n              tab_definition_function = pokermon_show_artist_info,\n              tab_definition_function_args = artist,\n            },\n            {\n              label = localize(\"poke_artist_credits_art_collection\"),\n              tab_definition_function = pokermon_show_artist_jokers,\n              tab_definition_function_args = artist,\n            }\n          },\n        },\n      }\n    }\n  }})\n\n  G.FUNCS.overlay_menu{\n    definition = t,\n  }\nend\n\n-- Pokedex View Functionality\npoke_joker_page = 1\n\nlocal function create_UIBox_pokedex_jokers(keys, previous_menu)\n  return create_UIBox_generic_options {\n    back_func = previous_menu or 'exit_overlay_menu',\n    contents = poke_create_UIBox_your_collection {\n      keys = keys,\n      cols = 4,\n      dynamic_sizing = true\n    }\n  }\nend\n\nlocal function open_pokedex(target)\n  if target and target:is(Card) and target.facing ~= 'back'\n      and not target.poke_change_sprite\n      and (target.config.center.stage or target.config.center.poke_multi_item) then\n    local menu = G.SETTINGS.paused and 'pokedex_back' or nil\n    if menu and G.OVERLAY_MENU:get_UIE_by_ID('cycle_shoulders') then poke_joker_page = G.OVERLAY_MENU:get_UIE_by_ID('cycle_shoulders').children[1].children[1].config.ref_table.current_option end\n    if menu and target.config.center.poke_multi_item then menu = 'your_collection_consumables' end\n    G.SETTINGS.paused = true\n    G.FUNCS.overlay_menu {\n      definition = create_UIBox_pokedex_jokers(get_family_keys(target), menu),\n    }\n    G.CONTROLLER:update_focus()\n  end\nend\n\nlocal function open_pokedex_from_highlighted()\n  local highlighted = (G.jokers and G.jokers.highlighted and G.jokers.highlighted[1])\n      or (G.consumeables and G.consumeables.highlighted and G.consumeables.highlighted[1])\n\n  if highlighted then\n    open_pokedex(highlighted)\n  end\nend\n\nG.FUNCS.pokedex_back = function()\n  G.FUNCS.your_collection_jokers()\n  G.FUNCS.SMODS_card_collection_page({ cycle_config = { current_option = poke_joker_page } })\n  local page = G.OVERLAY_MENU:get_UIE_by_ID('cycle_shoulders').children[1].children[1]\n  page.config.ref_table.current_option = poke_joker_page\n  page.config.ref_table.current_option_val = page.config.ref_table.options[poke_joker_page]\nend\n\npoke_input_manager:add_listener({ 'right_click', 'double_click', 'right_stick' }, open_pokedex)\n\nSMODS.Keybind({ key = \"openPokedex\", key_pressed = \"p\", action = open_pokedex_from_highlighted })\n\n--Reserve Area for Pocket packs (adapted from betmma)\nlocal G_UIDEF_use_and_sell_buttons_ref=G.UIDEF.use_and_sell_buttons\n    function G.UIDEF.use_and_sell_buttons(card)\n        if (card.area == G.pack_cards and G.pack_cards) and card.ability.consumeable then --Add a use button\n            if poke_can_save_consumable(card) then\n                return {\n                    n=G.UIT.ROOT, config = {padding = -0.1,  colour = G.C.CLEAR}, nodes={\n                      {n=G.UIT.R, config={ref_table = card, r = 0.08, padding = 0.1, align = \"bm\", minw = 0.5*card.T.w - 0.15, minh = 0.7*card.T.h, maxw = 0.7*card.T.w - 0.15, hover = true, shadow = true, colour = G.C.UI.BACKGROUND_INACTIVE, one_press = true, button = 'use_card', func = 'can_use_consumeable'}, nodes={\n                        {n=G.UIT.T, config={text = localize('b_use'),colour = G.C.UI.TEXT_LIGHT, scale = 0.55, shadow = true}}\n                      }},\n                      {n=G.UIT.R, config={ref_table = card, r = 0.08, padding = 0.1, align = \"bm\", minw = 0.5*card.T.w - 0.15, maxw = 0.9*card.T.w - 0.15, minh = 0.1*card.T.h, hover = true, shadow = true, colour = G.C.UI.BACKGROUND_INACTIVE, one_press = true, button = 'Can Reserve', func = 'can_reserve_card'}, nodes={\n                        {n=G.UIT.T, config={text = localize('b_save'),colour = G.C.UI.TEXT_LIGHT, scale = 0.45, shadow = true}}\n                      }},\n                      {n=G.UIT.R, config = {align = \"bm\", w=7.7*card.T.w}},\n                      {n=G.UIT.R, config = {align = \"bm\", w=7.7*card.T.w}},\n                      {n=G.UIT.R, config = {align = \"bm\", w=7.7*card.T.w}},\n                      {n=G.UIT.R, config = {align = \"bm\", w=7.7*card.T.w}},\n                      -- I can't explain it\n                  }}\n            end\n        end\n        return G_UIDEF_use_and_sell_buttons_ref(card)\n    end\n    G.FUNCS.can_reserve_card = function(e)\n        if #G.consumeables.cards < G.consumeables.config.card_limit then \n            e.config.colour = G.ARGS.LOC_COLOURS.pink\n            e.config.button = 'reserve_card' \n        else\n          e.config.colour = G.C.UI.BACKGROUND_INACTIVE\n          e.config.button = nil\n        end\n    end\n    G.FUNCS.reserve_card = function(e) -- only works for consumeables\n        local c1 = e.config.ref_table\n        G.E_MANAGER:add_event(Event({\n            trigger = 'after',\n            delay = 0.1,\n            func = function()\n              c1.area:remove_card(c1)\n              c1:add_to_deck()\n              if c1.children.price then c1.children.price:remove() end\n              c1.children.price = nil\n              if c1.children.buy_button then c1.children.buy_button:remove() end\n              c1.children.buy_button = nil\n              remove_nils(c1.children)\n              G.consumeables:emplace(c1)\n              G.GAME.pack_choices = G.GAME.pack_choices - 1\n              if G.GAME.pack_choices <= 0 then\n                G.FUNCS.end_consumeable(nil, delay_fac)\n              end\n              return true\n            end\n        }))\n    end\n    G.FUNCS.reserve_card_to_joker_slot = function(e) -- only works for consumeables\n        local c1 = e.config.ref_table\n        G.E_MANAGER:add_event(Event({\n            trigger = 'after',\n            delay = 0.1,\n            func = function()\n              c1.area:remove_card(c1)\n              c1:add_to_deck()\n              if c1.children.price then c1.children.price:remove() end\n              c1.children.price = nil\n              if c1.children.buy_button then c1.children.buy_button:remove() end\n              c1.children.buy_button = nil\n              remove_nils(c1.children)\n              G.jokers:emplace(c1)\n              G.GAME.pack_choices = G.GAME.pack_choices - 1\n              if G.GAME.pack_choices <= 0 then\n                G.FUNCS.end_consumeable(nil, delay_fac)\n              end\n              return true\n            end\n        }))\n    end\n\n-- Toggle Individual Sprites UI\nG.FUNCS.pokermon_upd_sprite_setting = function(e)\n  local atlas = {\"AtlasJokersBasic\", \"AtlasJokersSeriesA\"}\n  pokermon_config.pokemon_spritesheet_atlas = atlas[e.to_key]\n  pokermon_config.pokemon_spritesheet_id = e.to_key\n  pokermon_config.pokemon_spritesheet_overrides = {}\n  NFS.write(mod_dir..\"/config.lua\", STR_PACK(pokermon_config))\nend\n\nG.FUNCS.pokermon_individual_sprites = function(e)\n  local keys = {}\n  for k, v in ipairs(G.P_CENTER_POOLS[\"Joker\"]) do\n    local sprite_info = PokemonSprites[v.name]\n    if v.stage and sprite_info and sprite_info.alts and sprite_info.alts[\"AtlasJokersSeriesA\"] and not v.poke_custom_prefix then\n      keys[#keys + 1] = v\n    end\n  end\n\n  G.FUNCS.overlay_menu{\n    definition = create_UIBox_generic_options {\n      back_func = G.ACTIVE_MOD_UI and \"openModUI_\"..G.ACTIVE_MOD_UI.id or 'exit_overlay_menu',\n      contents = poke_create_UIBox_your_collection {\n        keys = keys,\n        cols = 3,\n        create_card_func = function(key, x, y)\n          local card = poke_create_your_collection_card(key, x, y, { bypass_discovery_center = true })\n          card.poke_change_sprite = true\n          return card\n        end,\n        page_text = localize('poke_settings_pokemon_sprites_right_click_to_change')\n      }\n    }\n  }\nend\n\nG.FUNCS.pokemon_toggle_sprite = function(card)\n  local sprite_info = PokemonSprites[card.config.center.name]\n  if sprite_info.alts and not card.config.center.poke_custom_prefix then\n    local atlas = card.config.center.atlas\n    local atlas_prefix = nil\n    local atlas_find = nil\n    \n    local series_atlas_prefixes = {\"AtlasJokersSeriesA\", \"AtlasJokersSeriesB\"}\n    local availible_atlas_prefixes = {\"AtlasJokersBasic\"}\n    for i = 1, #series_atlas_prefixes do\n      if sprite_info.alts[series_atlas_prefixes[i]] then\n        availible_atlas_prefixes[#availible_atlas_prefixes + 1] = series_atlas_prefixes[i]\n      end\n    end\n    for j = 1, #availible_atlas_prefixes do\n      local _, found = string.find(atlas, availible_atlas_prefixes[j])\n      if found then\n        atlas_find = found\n        if j == #availible_atlas_prefixes then\n          atlas_prefix = availible_atlas_prefixes[1]\n        else\n          atlas_prefix = availible_atlas_prefixes[j + 1]\n        end\n        break\n      end\n    end\n    \n    if sprite_info.alts[atlas_prefix] and sprite_info.alts[atlas_prefix].anim_atlas then\n      card.config.center.atlas = 'poke_'..sprite_info.alts[atlas_prefix].anim_atlas\n      card.config.center.pos = {x = 0, y = 0}\n      card.config.center.animated = true\n      card:set_sprites(card.config.center)\n    else\n      card.config.center.animated = nil\n      local base_pos = {}\n      base_pos.x = sprite_info.base.pos.x\n      base_pos.y = sprite_info.base.pos.y\n      card.config.center.pos = base_pos\n    end\n    \n    if sprite_info.alts[atlas_prefix] and sprite_info.alts[atlas_prefix].soul_pos then\n      card.config.center.soul_pos = sprite_info.alts[atlas_prefix].soul_pos\n    end\n    \n    if atlas_prefix then\n      if not card.config.center.animated then\n        local stub = string.sub(atlas, atlas_find + 1)\n        if SMODS.get_atlas('poke_'..atlas_prefix..stub) then\n          card.config.center.atlas = 'poke_'..atlas_prefix..stub\n        else\n          card.config.center.atlas = 'poke_'..atlas_prefix..'Natdex'\n        end\n        card:set_sprites(card.config.center)\n      end\n      \n      pokermon_config.pokemon_spritesheet_overrides[card.config.center.name] = atlas_prefix\n      NFS.write(mod_dir..\"/config.lua\", STR_PACK(pokermon_config))\n    end\n  end\nend\n\npoke_input_manager:add_listener({ 'right_click', 'right_stick' }, function(target)\n  if target and target.poke_change_sprite then\n    G.FUNCS.pokemon_toggle_sprite(target)\n  end\nend)\n\n-- Tooltip Credits UI\nlocal divider_text = function(i, limit)\n  local div_text\n\n  -- separate by commas if 3 or more items\n  if limit > 2 then\n    div_text = ', '\n  else\n    div_text = ' '\n  end\n\n  -- add \"and\" to the last divider\n  if limit - 1 == i then\n    div_text = div_text .. localize('poke_and') .. ' '\n  end\n\n  return div_text\nend\n\nfunction poke_artist_credit(artists)\n  if type(artists) == 'table' and not artists[1] then artists = { artists.name } end\n  if type(artists) == 'string' then artists = { artists } end\n\n  local artist_credit = {n=G.UIT.R, config = {align = 'tm'}, nodes = {\n      {n=G.UIT.T, config={\n          text = localize('poke_credits_artist'),\n          shadow = true,\n          colour = G.C.UI.BACKGROUND_WHITE,\n          scale = 0.27}}\n  }}\n\n  local outline_nodes = {}\n\n  for _, artist in ipairs(artists) do\n    local artist_info = poke_get_artist_info(artist) or {}\n    local artist_name = artist_info.display_name or (type(artist) == 'table' and artist.name) or artist\n    local artist_colour = artist_info.artist_colour or G.C.FILTER\n    local artist_highlight = artist_info.highlight_colour or G.C.CLEAR\n\n    local outline_node = {n=G.UIT.C, config={align = \"m\", colour = artist_highlight, r = 0.05, padding = 0.03, res = 0.15}, nodes = {}}\n\n    local artist_node = {n=G.UIT.O, config={\n      object = DynaText({string = artist_name,\n        colours = {artist_colour},\n        bump = true,\n        silent = true,\n        pop_in = 0,\n        pop_in_rate = 4,\n        shadow = true,\n        y_offset = -0.6,\n        scale =  0.27\n      })\n    }}\n\n    table.insert(outline_node.nodes, artist_node)\n\n    outline_nodes[#outline_nodes + 1] = outline_node\n  end\n\n  for j = 1, #outline_nodes do\n    table.insert(artist_credit.nodes, outline_nodes[j])\n\n    if #outline_nodes > 1 and j ~= #outline_nodes then\n      local text = divider_text(j, #outline_nodes)\n\n      local amp_node = {n=G.UIT.T, config={\n        text = text,\n        shadow = true,\n        colour = G.C.UI.BACKGROUND_WHITE,\n        scale = 0.27}}\n      table.insert(artist_credit.nodes, amp_node)\n    end\n  end\n  return artist_credit\nend\n\nfunction poke_designer_credit(designer_name)\n    local designer_credit = {n=G.UIT.R, config = {align = 'tm'}, nodes = {\n        {n=G.UIT.T, config={\n            text = localize('poke_credits_designer'),\n            shadow = true,\n            colour = G.C.UI.BACKGROUND_WHITE,\n            scale = 0.27}}\n    }}\n    \n    local designer_node = {n=G.UIT.O, config={\n            object = DynaText({string = designer_name,\n            colours = {G.C.FILTER},\n            bump = true,\n            silent = true,\n            pop_in = 0,\n            pop_in_rate = 4,\n            shadow = true,\n            y_offset = -0.6,\n            scale =  0.27\n            })\n        }}\n    \n    table.insert(designer_credit.nodes, designer_node)\n    return designer_credit\nend\n\nlocal get_credits = function(card)\n  if not (card and card.config) then return end\n  local center = card.config.center\n  if center then\n    if card.seal and center.key == 'c_base' and card.area and card.area.config.collection then\n      local seal = G.P_SEALS[card.seal]\n      return seal.artist, seal.designer\n    end\n\n    return center.artist, center.designer\n  end\n  local tag = card.config.tag\n  if tag then\n    local proto = G.P_TAGS[tag.key]\n    return proto.artist, proto.designer\n  end\nend\n\nlocal prev_card_h_popup = G.UIDEF.card_h_popup\nfunction G.UIDEF.card_h_popup(card)\n  local ret_val =prev_card_h_popup(card)\n  local artist, designer = get_credits(card)\n  if artist then\n    table.insert(ret_val.nodes[1].nodes[1].nodes[1].nodes, poke_artist_credit(artist))\n  end\n  if designer then\n    table.insert(ret_val.nodes[1].nodes[1].nodes[1].nodes, poke_designer_credit(designer))\n  end\n  \n  return ret_val\nend\n\nlocal cuibbp = create_UIBox_blind_popup\nfunction create_UIBox_blind_popup(blind, discovered, vars)\n  local ret = cuibbp(blind, discovered, vars)\n  if blind.artist or blind.designer then\n    local nodes = {}\n    if blind.artist then\n      nodes[#nodes+1] = poke_artist_credit(blind.artist)\n    end\n    if blind.designer then\n      nodes[#nodes+1] = poke_designer_credit(blind.designer)\n    end\n    table.insert(ret.nodes,\n      {n=G.UIT.R, config = {align = \"cm\"}, nodes = {\n        {n=G.UIT.R, config = {align = \"cm\", r = 1, colour = adjust_alpha(darken(G.C.BLACK, 0.1), 0.8), padding = 0.05}, nodes = {\n          {n=G.UIT.C, config = {minw = 0.2}},\n          {n=G.UIT.C, nodes = nodes},\n          {n=G.UIT.C, config = {minw = 0.2}},\n        }}\n      }}\n    )\n  end\n  return ret\nend\n"
  },
  {
    "path": "seals/seals1.lua",
    "content": "local check_main_scoring = function(main)\n  if SMODS.version >= '1.0.0~ALPHA-1315b' then\n    return main\n  else\n    return true\n  end\nend\n\nlocal pink_seal = {\n\tname = \"pink_seal\",\n\tkey = \"pink_seal\",\n\tbadge_colour = HEX(\"FF7ABF\"), --pink\n\tatlas = \"AtlasStickersBasic\",\n  artist = \"KatRoman\",\n  pos = {x = 0, y = 0},\n  config = {num = 1, dem = 3},\n\tcalculate = function(self, card, context)\n\t\tif context.cardarea == G.play and not context.repetition_only and check_main_scoring(context.main_scoring) and G.GAME.current_round.hands_played == 0 then\n\t\t\tG.E_MANAGER:add_event(Event({\n\t\t\t\tfunc = function()\n\t\t\t\t\tif #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n            local energy_types = {}\n            local _card = nil\n            for l, v in pairs(G.jokers.cards) do\n              local match = matching_energy(v, true)\n              if match then\n                table.insert(energy_types, match)\n              end\n            end\n            if #energy_types > 0 then\n              local energy = pseudorandom_element(energy_types, pseudoseed('pink'))\n              _card = create_card(\"Energy\", G.pack_cards, nil, nil, true, true, energy, nil)\n              if energy == \"c_poke_bird_energy\" then\n                card:set_seal(nil)\n              end\n            else\n              _card = create_card(\"Energy\", G.consumeables, nil, nil, nil, nil, nil, nil)\n            end\n\t\t\t\t\t\t_card:add_to_deck()\n\t\t\t\t\t\tG.consumeables:emplace(_card)\n            if G.GAME.modifiers.poke_pink_seal_selfdestruct\n                and SMODS.pseudorandom_probability(card, 'poke_pink_seal_selfdestruct', card.ability.seal.num, card.ability.seal.dem, 'poke_pink_seal_selfdestruct') then\n              card:set_seal(nil)\n            end\n            card:juice_up()\n\t\t\t\t\tend\n          return true\n\t\t\t\tend,\n\t\t\t}))\n      if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n        card_eval_status_text(card, 'extra', nil, nil, nil, {message = localize(\"poke_plus_energy\"), colour = G.ARGS.LOC_COLOURS[\"pink\"]})\n      end\n\t\tend\n\tend,\n}\n\nlocal silver = {\n\tname = \"silver\",\n\tkey = \"silver\",\n\tbadge_colour = HEX(\"9AA4B7\"), --item\n  config = {match_amount = 2},\n  loc_vars = function(self, info_queue)\n      return { vars = {self.config.match_amount, } }\n  end,\n\tatlas = \"AtlasStickersBasic\",\n  artist = \"KatRoman\",\n  pos = {x = 3, y = 1},\n\tcalculate = function(self, card, context)\n\t\tif context.cardarea == G.hand and not context.repetition_only and context.scoring_hand and not card.ability.discarded and check_main_scoring(context.main_scoring) and not card.destroyed then\n        card.ability.discarded = true\n        G.E_MANAGER:add_event(Event({\n          func = function()\n            if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then\n              local _card = create_card(\"Item\", G.consumeables, nil, nil, nil, nil, nil, nil)\n              _card:add_to_deck()\n              G.consumeables:emplace(_card)\n              card:juice_up()\n            end\n            G.hand:add_to_highlighted(card, true)\n            play_sound('card1', 1)\n            local removed = false\n            local destroyed = false\n            for j = 1, #G.jokers.cards do\n                local eval = nil\n                eval = G.jokers.cards[j]:calculate_joker({discard = true, other_card =  card, full_hand = G.hand.highlighted})\n                if eval then\n                  if eval.remove then removed = true end\n                  card_eval_status_text(G.jokers.cards[j], 'jokers', nil, 1, nil, eval)\n                end\n            end\n            \n            if removed then\n              destroyed = true\n              if card.ability.name == 'Glass Card' then \n                  card:shatter()\n              else\n                  card:start_dissolve()\n              end\n              for j=1, #G.jokers.cards do\n                eval_card(G.jokers.cards[j], {cardarea = G.jokers, remove_playing_cards = true, removed = card})\n              end\n            else \n              draw_card(G.hand, G.discard, 100, 'down', false, card)\n              G.GAME.round_scores.cards_discarded.amt = G.GAME.round_scores.cards_discarded.amt + 1\n            end\n            \n            if destroyed then \n              for j=1, #G.jokers.cards do\n                  eval_card(G.jokers.cards[j], {cardarea = G.jokers, remove_playing_cards = true, removed = card})\n              end\n            end\n            \n            return true\n          end,\n        }))\n      delay(0.3)\n    end\n\tend,\n  draw = function(self, card, layer)\n    G.shared_seals[card.seal].role.draw_major = card\n    G.shared_seals[card.seal]:draw_shader('dissolve', nil, nil, nil, card.children.center)\n    G.shared_seals[card.seal]:draw_shader('booster', nil, card.ARGS.send_to_shader, nil, card.children.center)\n  end\n}\n\nlocal dna_seal = {\n\tname = \"dna_seal\",\n\tkey = \"dna_seal\",\n\tbadge_colour = HEX(\"f81020\"), --fire\n\tatlas = \"AtlasStickersBasic\",\n  pos = {x = 6, y = 1},\n  config = {},\n  loc_vars = function(self, info_queue, center)    \n    return {vars = {}}\n  end,\n\tcalculate = function(self, card, context)\n\t\tif context.cardarea == G.play and not context.repetition_only and check_main_scoring(context.main_scoring) and #context.full_hand == 1 then\n      G.playing_card = (G.playing_card and G.playing_card + 1) or 1\n      local card_copied = copy_card(context.full_hand[1], nil, nil, G.playing_card)\n      card_copied:add_to_deck()\n      G.deck.config.card_limit = G.deck.config.card_limit + 1\n      table.insert(G.playing_cards, card_copied)\n      G.hand:emplace(card_copied)\n      card_copied:set_seal(nil)\n      card_copied.states.visible = nil\n      \n      local deoxys_found = SMODS.find_card('j_poke_deoxys')\n      local Xmult = 0\n      local Money = 0\n      local Chips = 0\n      for i = 1, #deoxys_found do\n        local form = deoxys_found[i].ability.extra.form\n        if form == 1 then\n          Xmult = Xmult + deoxys_found[i].ability.extra.Xmult_multi\n        end\n        if form == 2 then\n          Money = Money + deoxys_found[i].ability.extra.money_mod\n        end\n        if form == 3 then\n          Chips = Chips + deoxys_found[i].ability.extra.chip_mod\n        end\n      end\n      \n      if Xmult > 0 then\n       card_copied.ability.perma_x_mult = card_copied.ability.perma_x_mult or 1\n       card_copied.ability.perma_x_mult = card_copied.ability.perma_x_mult + Xmult\n      end\n      \n      if Money > 0 then\n       card_copied.ability.perma_h_dollars = card_copied.ability.perma_h_dollars or 0\n       card_copied.ability.perma_h_dollars = card_copied.ability.perma_h_dollars + Money\n      end\n      \n      if Chips > 0 then\n       card_copied.ability.perma_bonus = card_copied.ability.perma_bonus or 0\n       card_copied.ability.perma_bonus = card_copied.ability.perma_bonus + Chips\n      end\n        \n      G.E_MANAGER:add_event(Event({\n          func = function()\n              card_copied:start_materialize()\n              return true\n          end\n      }))\n      return {\n          message = localize('k_copied_ex'),\n          colour = G.C.CHIPS,\n          func = function() -- This is for timing purposes, it runs after the message\n              G.E_MANAGER:add_event(Event({\n                  func = function()\n                      SMODS.calculate_context({ playing_card_added = true, cards = { card_copied } })\n                      return true\n                  end\n              }))\n          end\n      }\n\t\tend\n\tend,\n  no_collection = true,\n  in_pool = function(self)\n    return false\n  end\n}\n\nreturn {name = \"Pokemon Consumables\",\n        list = {pink_seal, silver, dna_seal}\n}"
  },
  {
    "path": "setup.lua",
    "content": "--This is a dummy file to check if files are nested in the directory. Other setup/install check code can go here as well"
  },
  {
    "path": "sleeves/sleeve.lua",
    "content": "init = function()\n  local backapply_orig = Back.apply_to_run\n  function Back.apply_to_run(self)\n    backapply_orig(self)\n    \t\t\tG.E_MANAGER:add_event(Event({\n\t\t\t\t\tfunc = function()\n            if G.GAME.modifiers.poke_force_seal then\n              for i = 1, #G.playing_cards do\n                G.playing_cards[i]:set_seal(G.GAME.modifiers.poke_force_seal, true)\n              end\n            end\n\t\t\t\t\t\treturn true\n\t\t\t\t\tend,\n\t\t\t\t}))\n  end\nend\n\n-- Pokemon Sleeve\n\tlocal pokemonsleeve = {\n\t\tkey = 'pokemonsleeve',\n\t\tname = 'Trainer Sleeve',\n\t\tprefix_config = {},\n\t\tatlas = \"AtlasDecksBasic\",\n\t\tpos = { x = 0, y = 1 },\n\t\tconfig = {vouchers = { \"v_poke_goodrod\"}},\n\t\tloc_vars = function(self, info_queue, center)\n      local curr_key = nil\n      if self.get_current_deck_key() == 'b_poke_pokemondeck' then\n        curr_key = self.key..\"_alt\"\n      else\n        curr_key = self.key\n      end\n\t\t\treturn {key = curr_key, vars = {localize(\"goodrod_variable\"), localize(\"pokeball_variable\"), localize(\"greatball_variable\")}}\n\t\tend,\n    apply = function(self)\n      if self.get_current_deck_key() ~= \"b_poke_pokemondeck\" then\n        CardSleeves.Sleeve.apply(self)\n      end\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          if self.get_current_deck_key() ~= 'b_poke_pokemondeck' then\n            SMODS.add_card { key = 'c_poke_pokeball' }\n          end\n          return true\n        end\n      }))\n    end\n\t}\n--- Obituary Sleeve\n\tlocal obituarysleeve = {\n\t\tkey = 'obituarysleeve',\n\t\tname = 'Obituary Sleeve',\n\t\tprefix_config = {},\n\t\tatlas = \"AtlasDecksBasic\",\n\t\tpos = { x = 2, y = 1 },\n\t\tconfig = {num = 1, dem = 3},\n\t\tloc_vars = function(self)\n      if self.get_current_deck_key() == 'b_poke_obituarydeck' then\n        local num, dem = SMODS.get_probability_vars(self, self.config.num, self.config.dem, 'poke_pink_seal_selfdestruct')\n        return {\n          key = self.key..'_alt',\n          vars = {num, dem}\n        }\n      end\n\t\t  return {vars = {localize(\"pinkseal_variable\")}}\n\t\tend,\n\t\tapply = function(self)\n\t\t\tG.GAME.modifiers.poke_force_seal = \"poke_pink_seal\"\n      if self.get_current_deck_key() == 'b_poke_obituarydeck' then\n        G.GAME.modifiers.poke_pink_seal_selfdestruct = true\n      end\n\t\tend,\n    calculate = function(self, sleeve, context)\n      if self.get_current_deck_key() ~= 'b_poke_obituarydeck' then return end\n      if context.joker_type_destroyed or context.selling_card then\n        local key = matching_energy(context.card, true)\n        if key then\n          SMODS.add_card { key = key, edition = 'e_negative' }\n        end\n      end\n    end\n\t}\n  \n--- Revenant Sleeve\n  local revenantsleeve = {\n    key = 'revenantsleeve',\n    name = 'Revenant Sleeve',\n    prefix_config = {},\n    atlas = \"AtlasDecksBasic\",\n    pos = { x = 5, y = 1 },\n    loc_vars = function(self, info_queue, center)\n      local key\n      local vars\n      if self.get_current_deck_key() == \"b_poke_revenantdeck\" then\n          key = self.key .. \"_alt\"\n          self.config = { consumable_slot = 3 }\n          vars = { self.config.consumable_slot }\n      else\n          key = self.key\n          self.config = { }\n          vars = { localize(\"silverseal_variable\") }\n      end\n      return {key = key, vars = vars}\n    end,\n    apply = function(self)\n      CardSleeves.Sleeve.apply(self)\n      G.GAME.modifiers.poke_force_seal = \"poke_silver\"\n      if self.get_current_deck_key() == \"b_poke_revenantdeck\" then\n        G.GAME.modifiers.no_poke_packs = true\n        for k, v in pairs(G.P_CENTER_POOLS[\"Booster\"]) do\n          if v.kind == \"Energy\" then\n            v.get_weight = function() return G.GAME.modifiers.no_poke_packs and 0 or 1 end\n          end\n        end\n      end\n    end\n  }\n\nlocal add_shop_card = function(add_card, card)\n    if G.GAME.shop.joker_max == 1 then\n      G.shop_jokers.config.card_limit = G.GAME.shop.joker_max + 1\n      G.shop_jokers.T.w = math.min((G.GAME.shop.joker_max + 1)*1.02*G.CARD_W,4.08*G.CARD_W)\n      G.shop:recalculate()\n    end\n    G.shop_jokers:emplace(add_card)\n    create_shop_card_ui(add_card)\n    \n    if (SMODS.Mods[\"Talisman\"] or {}).can_load then\n      if Talisman.config_file.disable_anims then \n        add_card.states.visible = true\n      end\n    end\nend\n\n--- Luminous Sleeve \n\tlocal luminoussleeve = {\n\t\tkey = 'luminoussleeve',\n\t\tname = 'Luminous Sleeve',\n\t\tprefix_config = {},\n\t\tatlas = \"AtlasDecksBasic\",\n\t\tpos = { x = 1, y = 1 },\n\t\tconfig = {num = 1, dem = 4},\n  loc_vars = function(self, info_queue, back)\n    local num, dem = SMODS.get_probability_vars(back, self.config.num, self.config.dem, 'luminate')\n    local curr_key = nil\n    if self.get_current_deck_key() == \"b_poke_luminousdeck\" then\n      curr_key = self.key..\"_alt\"\n    else\n      curr_key = self.key\n    end\n    return {key = curr_key, vars = {num, dem}}\n  end,\n\tapply = function(self)\n      if self.get_current_deck_key() ~= \"b_poke_luminousdeck\" then\n\t    G.GAME.modifiers.apply_type = true\n      end\n\tend,\n  calculate = function(self, back, context)\n    if context.reroll_shop and self.get_current_deck_key() == \"b_poke_luminousdeck\" then\n      if SMODS.pseudorandom_probability(back, 'luminate', self.config.num, self.config.dem, 'luminate') then\n        local temp_card = {set = \"Item\", area = G.shop_jokers, key = \"c_poke_teraorb\"}\n        local add_card = SMODS.create_card(temp_card)\n        add_shop_card(add_card, card)\n      end\n    end\n  end,\n}\n\n-- Telekinetic Sleeve\nlocal telekineticsleeve = {\n  key = 'telekineticsleeve',\n  name = 'Telekinetic Sleeve',\n  prefix_config = {},\n  atlas = \"AtlasDecksBasic\",\n  pos = { x = 3, y = 1 },\n  loc_vars = function(self, info_queue, center)\n    local key\n    if self.get_current_deck_key() == \"b_poke_telekineticdeck\" then\n        key = self.key .. \"_alt\"\n        self.config = { }\n    else\n        key = self.key\n        self.config = { vouchers = { \"v_crystal_ball\"}, consumables = {'c_poke_twisted_spoon', 'c_poke_twisted_spoon'} }\n    end\n    return {key = key, vars = {localize{type = 'name_text', key = 'v_crystal_ball', set = 'Voucher'}, localize(\"twisted_spoon_variable\")}}\n  end,\n  apply = function(self, sleeve)\n    if self.get_current_deck_key() ~= \"b_poke_telekineticdeck\" then\n      CardSleeves.Sleeve.apply(self)\n    else\n      G.GAME.modifiers.spoon_slots = true\n    end\n  end,\n}\n\n--Amped Sleeve\nlocal ampedsleeve = {\n\tname = \"ampedsleeve\",\n\tkey = \"ampedsleeve\",\n  prefix_config = {},\n  pos = { x = 4, y = 1 },\n  atlas = \"AtlasDecksBasic\",\n  loc_vars = function(self, info_queue, center)\n    local key = self.key\n    local vars = {}\n\n    if self.get_current_deck_key() == \"b_poke_ampeddeck\" then\n      key = self.key..\"_alt\"\n      vars = {localize{type = 'name_text', key = 'j_poke_jelly_donut', set = 'Joker'}, localize(\"double_rainbow_energy_variable\"), localize{type = 'name_text', key = 'c_poke_colorless_energy', set = 'Energy'}}\n      self.config = {}\n    else\n      vars = {localize {type = 'name_text', key = 'v_poke_energysearch', set = 'Voucher'}, localize(\"double_rainbow_energy_variable\")}\n      self.config = {vouchers = {\"v_poke_energysearch\"}, consumables = {'c_poke_double_rainbow_energy'}}\n    end\n\n    return {key = key, vars = vars}\n  end,\n  apply = function(self)\n    CardSleeves.Sleeve.apply(self)\n    if self.get_current_deck_key() == \"b_poke_ampeddeck\" then\n      G.GAME.modifiers.disable_colorless_penalty = true\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.find_card('c_poke_double_rainbow_energy')[1]:remove()\n          SMODS.add_card { key = 'j_poke_jelly_donut', edition = 'e_negative' }\n          return true\n        end\n      }))\n    end\n  end\n} \n\n--Future Sleeve\nlocal futuresleeve = {\n\tname = \"futuresleeve\",\n\tkey = \"futuresleeve\",  \n  prefix_config = {},\n\tconfig = {scry = 4, scry_plus = 1},\n  loc_vars = function(self, info_queue, center)\n    local curr_key = nil\n    if self.get_current_deck_key() == \"b_poke_futuredeck\" then\n      curr_key = self.key..\"_alt\"\n    else\n      curr_key = self.key\n    end\n    return {key = curr_key, vars = {self.config.scry, self.config.scry_plus}}\n  end,\n\tpos = { x = 6, y = 1 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    G.E_MANAGER:add_event(Event({\n      func = function()\n        if self.get_current_deck_key() ~= 'b_poke_futuredeck' then\n          G.GAME.scry_amount = (G.GAME.scry_amount or 0) + self.config.scry\n        end\n        return true\n      end\n    }))\n  end,\n  calculate = function(self, sleeve, context)\n    if self.get_current_deck_key() == 'b_poke_futuredeck' then\n      if context.scoring_hand then\n        if context.before then\n          G.GAME.scry_amount = (G.GAME.scry_amount or 0) + self.config.scry_plus\n          G.GAME.scry_added = (G.GAME.scry_added or 0) + self.config.scry_plus\n        end\n      end\n      if context.end_of_round and not context.individual and not context.repetition then\n        G.GAME.scry_amount = math.max(self.config.scry, (G.GAME.scry_amount or 0) - (G.GAME.scry_added or 0))\n        G.GAME.scry_added = 0\n        return {\n          message = localize('k_reset'),\n          colour = G.C.PURPLE\n        }\n      end\n    end\n  end,\n}\n\n--Stadium Sleeve\nlocal stadiumsleeve = {\n  name = \"stadiumsleeve\",\n  key = \"stadiumsleeve\",\n  prefix_config = {},\n  pos = { x = 8, y = 1 },\n  atlas = \"AtlasDecksBasic\",\n  loc_vars = function(self, info_queue, center)\n    local curr_key = nil\n    if self.get_current_deck_key() == \"b_poke_stadiumdeck\" then\n      curr_key = self.key..\"_alt\"\n    else\n      curr_key = self.key\n    end\n    return {key = curr_key, vars = {}}\n  end,\n  apply = function(self)\n    if self.get_current_deck_key() ~= \"b_poke_stadiumdeck\" then\n      G.E_MANAGER:add_event(Event({\n        func = function()\n            local enhancements = {\"m_bonus\", \"m_mult\", \"m_wild\", \"m_glass\", \"m_steel\", \"m_stone\", \"m_gold\", \"m_lucky\"}\n            for i = 1, math.min(#G.deck.cards, #enhancements) do\n              G.deck.cards[i]:set_ability(G.P_CENTERS[enhancements[i]], nil, true)\n            end\n          return true\n      end}))\n    end\n  end,\n  calculate = function(self, back, context)\n    if context.round_eval and G.GAME.last_blind and G.GAME.last_blind.boss and self.get_current_deck_key() == \"b_poke_stadiumdeck\" then\n      local bosstarots = {'c_magician', 'c_empress', 'c_heirophant', 'c_lovers', 'c_chariot', 'c_justice', 'c_devil', 'c_tower'}\n      local tarotselect = pseudorandom_element(bosstarots, pseudoseed('stadium'))\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          SMODS.add_card{set='Tarot', area = G.consumables, edition = \"e_negative\", key = tarotselect}\n          return true\n      end}))\n    end\n  end\n}\n\n--Mega Sleeve\nlocal megasleeve = {\n\tname = \"megasleeve\",\n\tkey = \"megasleeve\",  \n  prefix_config = {},\n  loc_vars = function(self, info_queue, center)\n    local curr_key = nil\n    if self.get_current_deck_key() == \"b_poke_megadeck\" then\n      curr_key = self.key..\"_alt\"\n      self.config = { }\n    else\n      curr_key = self.key\n      self.config = {vouchers = { \"v_reroll_surplus\", \"v_reroll_glut\", \"v_crystal_ball\"}, consumables = {'c_poke_megastone'}, shop_size = 1}\n    end\n    return {vars = {localize(\"megastone_variable\"), localize{type = 'name_text', key = 'v_reroll_surplus', set = 'Voucher'}, localize{type = 'name_text', key = 'v_reroll_glut', set = 'Voucher'},\n                    self.config.shop_size, localize{type = 'name_text', key = 'v_crystal_ball', set = 'Voucher'}}, key = curr_key}\n  end,\n\tpos = { x = 9, y = 1 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    CardSleeves.Sleeve.apply(self)\n    if self.get_current_deck_key() == \"b_poke_megadeck\" then\n      G.GAME.modifiers.infinite_megastone = true\n    else\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          change_shop_size(-self.config.shop_size)\n          return true\n        end\n      }))\n    end\n  end,\n} \n\nlocal vendingsleeve = {\n\tname = \"vendingsleeve\",\n\tkey = \"vendingsleeve\", \n  prefix_config = {},\n\tconfig = {},\n  loc_vars = function(self, info_queue, center)\n    local curr_key = nil\n    if self.get_current_deck_key() == \"b_poke_vendingdeck\" then\n      curr_key = self.key..\"_alt\"\n    else\n      curr_key = self.key\n    end\n    return {key = curr_key, vars = { localize { type = 'name_text', key = 'tag_voucher', set = 'Tag' } } }\n  end,\n\tpos = { x = 7, y = 1 },\n\tatlas = \"AtlasDecksBasic\",\n  calculate = function(self, back, context)\n    if context.round_eval and G.GAME.last_blind and G.GAME.last_blind.boss then\n      if self.get_current_deck_key() == \"b_poke_vendingdeck\" or ((G.GAME.round_resets.ante - 1) % 2 == 1) then\n        G.E_MANAGER:add_event(Event({\n            func = function()\n                add_tag(Tag('tag_voucher'))\n                play_sound('generic1', 0.9 + math.random() * 0.1, 0.8)\n                play_sound('holo1', 1.2 + math.random() * 0.1, 0.4)\n                return true\n            end\n        }))\n      end\n    end\n  end\n}\n\nlocal diceysleeve = {\n\tname = \"diceysleeve\",\n\tkey = \"diceysleeve\",\n\tconfig = {no_interest = true, hazard_layer = 1, hazard_layer_max = 1, h_size = 1, money = 1},\n  loc_vars = function(self, info_queue, center)\n    local curr_key = nil\n    if self.get_current_deck_key() == \"b_poke_diceydeck\" then\n      curr_key = self.key..\"_alt\"\n    else\n      curr_key = self.key\n    end\n    return {key = curr_key, vars = {self.config.hazard_layer, self.config.hazard_layer_max, self.config.h_size, self.config.money}}\n  end,\n\tpos = { x = 10, y = 1 },\n\tatlas = \"AtlasDecksBasic\",\n  apply = function(self)\n    if self.get_current_deck_key() == \"b_poke_diceydeck\" then\n      G.GAME.modifiers.negative_hazards = true\n    else\n      G.E_MANAGER:add_event(Event({\n        func = function()\n          poke_change_hazard_max(self.config.hazard_layer_max)\n          poke_change_hazard_level(self.config.hazard_layer)\n          G.hand:change_size(self.config.h_size)\n          \n          G.GAME.modifiers.enhance_bonus = 'm_poke_hazard'\n          G.GAME.modifiers.money_per_enhancement = self.config.money\n          G.GAME.modifiers.enhance_bonus_text = localize('poke_hazards_in_deck')\n          G.GAME.modifiers.enhance_bonus_color = G.ARGS.LOC_COLOURS[\"hazard\"]\n          return true\n        end\n      }))\n    end\n  end,\n}\n\nlocal slist = {pokemonsleeve, luminoussleeve, telekineticsleeve, ampedsleeve, futuresleeve, stadiumsleeve, megasleeve, vendingsleeve, diceysleeve}\nif pokermon_config.pokemon_legacy then\n  local legacy_sleeves = {obituarysleeve, revenantsleeve}\n  for i = 1, #legacy_sleeves do\n    slist[#slist + 1] = legacy_sleeves[i]\n  end\nend\n\nreturn {Name = \"Sleeve\",\n\t\t\t\tinit = init,\n\t\t\t\tlist = slist\n}\n"
  },
  {
    "path": "stickers/stickers.lua",
    "content": "local type_sticker_template = \n{\n  prefix_config = {key = false},\n  rate = 0.0,\n  atlas = \"AtlasStickersBasic\",\n  no_collection = true\n}\n\nlocal type_stickers = {}\n\nfor i = 1, #poketype_list do\n  local poke_type = string.lower(poketype_list[i])\n  local type_sticker = copy_table(type_sticker_template)\n  type_sticker.key = poke_type..'_sticker'\n  type_sticker.badge_colour = G.ARGS.LOC_COLOURS[poke_type]\n  type_sticker.pos = {x = i % 10, y = math.floor(i/10) }\n  table.insert(type_stickers, type_sticker)\nend\n\nlocal bird_sticker = {\n  key = \"bird_sticker\",\n  badge_colour = HEX(\"F7B58C\"),\n  prefix_config = {key = false},\n  rate = 0.0,\n  atlas = \"AtlasStickersBasic\",\n  pos = { x = 4, y = 1 },\n  no_collection = true,\n}\n\ntable.insert(type_stickers, bird_sticker)\n\nreturn\n{\n  name = \"Stickers\",\n  list = type_stickers\n}"
  },
  {
    "path": "tags/tags1.lua",
    "content": "local pocket_tag = {\n\tobject_type = \"Tag\",\n\tatlas = \"AtlasTags\",\n\tname = \"pocket_tag\",\n\torder = 25,\n\tpos = { x = 0, y = 0 },\n\tconfig = { type = \"new_blind_choice\" },\n\tkey = \"pocket_tag\",\n\tmin_ante = 2,\n  discovered = true,\n\tloc_vars = function(self, info_queue)\n\t\tinfo_queue[#info_queue + 1] = { set = \"Other\", key = \"p_poke_pokepack_mega_1\", specific_vars = { 2, 5, 1} }\n    info_queue[#info_queue + 1] = G.P_CENTERS.c_poke_megastone\n\t\t-- No idea how 25% is being set here so i'm just passing 25 manually\n\t\t-- -gold_me\n\t\treturn { vars = {25} }\n\tend,\n\tapply = function(self, tag, context)\n\t\tif context and context.type == \"new_blind_choice\" then\n\t\t\t--Might want to change that colour to something else, G.C.SECONDARY_SET.Code won't work without cryptid XD\n\t\t\t--I'll leave that up to you\n      --Oops, meant to change that lol\n\t\t\t-- -Jevonn\n\t\t\ttag:yep(\"+\", G.ARGS.LOC_COLOURS.item, function()\n\t\t\t\tlocal key = \"p_poke_pokepack_mega_\"..math.random(1, 2)\n\t\t\t\tlocal card = Card(\n\t\t\t\t\tG.play.T.x + G.play.T.w / 2 - G.CARD_W * 1.27 / 2,\n\t\t\t\t\tG.play.T.y + G.play.T.h / 2 - G.CARD_H * 1.27 / 2,\n\t\t\t\t\tG.CARD_W * 1.27,\n\t\t\t\t\tG.CARD_H * 1.27,\n\t\t\t\t\tG.P_CARDS.empty,\n\t\t\t\t\tG.P_CENTERS[key],\n\t\t\t\t\t{ bypass_discovery_center = true, bypass_discovery_ui = true }\n\t\t\t\t)\n\t\t\t\tcard.cost = 0\n\t\t\t\tcard.from_tag = true\n\t\t\t\tG.FUNCS.use_card({ config = { ref_table = card } })\n\t\t\t\tcard:start_materialize()\n\t\t\t\treturn true\n\t\t\tend)\n\t\t\ttag.triggered = true\n\t\t\treturn true\n\t\tend\n\tend,\n}\n\nlocal shiny_tag = {\n\tobject_type = \"Tag\",\n\tatlas = \"AtlasTags\",\n\tname = \"shiny_tag\",\n\torder = 26,\n\tpos = { x = 1, y = 0 },\n\tconfig = { type = \"store_joker_modify\", edition = \"poke_shiny\" },\n\tkey = \"shiny_tag\",\n\tmin_ante = 3,\n  discovered = true,\n\tloc_vars = function(self, info_queue)\n\t\tinfo_queue[#info_queue + 1] = G.P_CENTERS.e_poke_shiny\n\t\treturn { vars = {} }\n\tend,\n\tapply = function(self, tag, context)\n    if context and context.type == \"store_joker_modify\" then\n      local _applied = nil\n      if not context.card.edition and not context.card.temp_edition and context.card.ability.set == 'Joker' then\n        local lock = tag.ID\n        G.CONTROLLER.locks[lock] = true\n          context.card.temp_edition = true\n            tag:yep('+', G.C.DARK_EDITION,function() \n                context.card:set_edition({poke_shiny = true}, true)\n                context.card.ability.couponed = true\n                context.card:set_cost()\n                context.card.temp_edition = nil\n                G.CONTROLLER.locks[lock] = nil\n                return true\n        end)\n        _applied = true\n        tag.triggered = true\n      end\n    end\n\tend,\n}\n\nlocal stage_one_tag = {\n\tobject_type = \"Tag\",\n\tatlas = \"AtlasTags\",\n\tname = \"stage_one_tag\",\n\torder = 27,\n\tpos = { x = 2, y = 0 },\n\tconfig = { type = \"store_joker_create\" },\n\tkey = \"stage_one_tag\",\n\tmin_ante = 2,\n  discovered = true,\n\tloc_vars = function(self, info_queue)\n\t\tinfo_queue[#info_queue+1] = {set = 'Other', key = 'stage1'}\n\t\treturn { vars = {} }\n\tend,\n\tapply = function(self, tag, context)\n    if context and context.type == \"store_joker_create\" then\n      local card = nil\n      \n      card = create_random_poke_joker(\"stage1tag\", \"One\", nil, context.area)\n      create_shop_card_ui(card, 'Joker', context.area)\n      card.states.visible = false\n      tag:yep('+', G.C.GREEN,function() \n          card:start_materialize()\n          card.ability.couponed = true\n          card:set_cost()\n          return true\n      end)\n    \n      tag.triggered = true\n      return card\n    end\n\tend,\n}\n\nlocal safari_tag = {\n\tobject_type = \"Tag\",\n\tatlas = \"AtlasTags\",\n\tname = \"safari_tag\",\n\torder = 27,\n\tpos = { x = 3, y = 0 },\n\tconfig = { type = \"store_joker_create\" },\n\tkey = \"safari_tag\",\n\tmin_ante = 3,\n  discovered = true,\n\tloc_vars = function(self, info_queue)\n\t\treturn { vars = {} }\n\tend,\n\tapply = function(self, tag, context)\n    if context and context.type == \"store_joker_create\" then\n      local card = SMODS.create_card {\n        set = \"Joker\",\n        rarity = \"poke_safari\",\n        area = context.area,\n        key_append = \"safaritag\"\n      }\n      create_shop_card_ui(card, 'Joker', context.area)\n      card.states.visible = false\n      tag:yep('+', G.ARGS.LOC_COLOURS.safari,function() \n          card:start_materialize()\n          card.ability.couponed = true\n          card:set_cost()\n          return true\n      end)\n    \n      tag.triggered = true\n      return card\n    end\n\tend,\n}\n\nlocal jirachi_tag = {\n\tobject_type = \"Tag\",\n\tatlas = \"AtlasTags\",\n\tname = \"jirachi_tag\",\n\torder = 999,\n\tpos = { x = 4, y = 0 },\n\tconfig = { type = \"new_blind_choice\" },\n\tkey = \"jirachi_tag\",\n  discovered = true,\n\tno_collection = true,\n\tloc_vars = function(self, info_queue)\n\t\treturn { vars = {} }\n\tend,\n\tapply = function(self, tag, context)\n\t\tif context and context.type == \"new_blind_choice\" then\n\t\t\t-- check if your jirachi still exists\n\t\t\tlocal found = false\n\t\t\tfor _,jirachi in pairs(G.jokers.cards) do\n\t\t\t\tif (jirachi.name or jirachi.ability.name) == \"jirachi\" then\n\t\t\t\t\tfound = true\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\t\tif found then\n\t\t\t\tG.E_MANAGER:add_event(Event({\n\t\t\t\t\tfunc = function()\n\t\t\t\t\t\tlocal key = 'p_poke_pokepack_wish_pack'\n\t\t\t\t\t\tlocal card = Card(G.play.T.x + G.play.T.w/2 - G.CARD_W*1.27/2,\n\t\t\t\t\t\tG.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})\n\t\t\t\t\t\tcard.cost = 0\n\t\t\t\t\t\tcard.from_tag = true\n\t\t\t\t\t\tG.FUNCS.use_card({config = {ref_table = card}})\n\t\t\t\t\t\tcard:start_materialize()\n\t\t\t\t\t\t\n\t\t\t\t\t\tfor _,jirachi in pairs(G.jokers.cards) do\n\t\t\t\t\t\t\tif (jirachi.name or jirachi.ability.name) == \"jirachi\" then\n\t\t\t\t\t\t\t\tjirachi:juice_up(0.1)\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\treturn true\n\t\t\t\t\tend\n\t\t\t\t}))\n\n\t\t\t\tG.E_MANAGER:add_event(Event({\n\t\t\t\t\ttrigger = 'after',\n\t\t\t\t\tdelay = 0.7,\n\t\t\t\t\tfunc = function()\n\t\t\t\t\t\ttag:remove()\n\t\t\t\t\t\treturn true\n\t\t\t\t\tend\n\t\t\t\t}))\n\t\t\telse\n\t\t\t\ttag:remove()\n\t\t\tend\n\t\t\treturn true\n\t\tend\n\tend,\n  in_pool = function(self)\n    --hiding this with the in_pool_function instead\n    return false\n  end\n}\n\nlocal starter_tag = {\n\tobject_type = \"Tag\",\n\tatlas = \"AtlasTags\",\n\tname = \"starter_tag\",\n\torder = 28,\n\tpos = { x = 4, y = 0 },\n\tconfig = { type = \"new_blind_choice\" },\n\tkey = \"starter_tag\",\n\tartist = {\"Sonfive\", \"Catzzadilla\", \"InertSteak\"},\n  discovered = true,\n  min_ante = 2,\n\tloc_vars = function(self, info_queue)\n\t\tinfo_queue[#info_queue + 1] = { set = \"Other\", key = \"p_poke_pokepack_starter_pack\", specific_vars = {1, 4} }\n\tend,\n\tapply = function(self, tag, context)\n\t\tif context and context.type == \"new_blind_choice\" then\n\t\t\ttag:yep(\"+\", G.C.SECONDARY_SET.Spectral, function()\n\t\t\t\tlocal key = \"p_poke_pokepack_starter_pack\"\n\t\t\t\tlocal card = Card(\n\t\t\t\t\tG.play.T.x + G.play.T.w / 2 - G.CARD_W * 1.27 / 2,\n\t\t\t\t\tG.play.T.y + G.play.T.h / 2 - G.CARD_H * 1.27 / 2,\n\t\t\t\t\tG.CARD_W * 1.27,\n\t\t\t\t\tG.CARD_H * 1.27,\n\t\t\t\t\tG.P_CARDS.empty,\n\t\t\t\t\tG.P_CENTERS[key],\n\t\t\t\t\t{ bypass_discovery_center = true, bypass_discovery_ui = true }\n\t\t\t\t)\n\t\t\t\tcard.cost = 0\n\t\t\t\tcard.from_tag = true\n\t\t\t\tG.FUNCS.use_card({ config = { ref_table = card } })\n\t\t\t\tcard:start_materialize()\n\t\t\t\treturn true\n\t\t\tend)\n\t\t\ttag.triggered = true\n\t\t\treturn true\n\t\tend\n\tend,\n  in_pool = function(self)\n    local grass_starters = {}\n    local fire_starters = {}\n    local water_starters = {}\n    local pseudo_starters = {}\n    local pika_eevee = {}\n    local pack_key = nil\n    for k, v in ipairs(G.P_CENTER_POOLS[\"Joker\"]) do\n      if not poke_family_present(v) then\n        if v.starter and v.ptype == \"Grass\" then\n          grass_starters[#grass_starters + 1] = v.key\n        end\n        if v.starter and v.ptype == \"Fire\" then\n          fire_starters[#fire_starters + 1] = v.key\n        end\n        if v.starter and v.ptype == \"Water\" then\n          water_starters[#water_starters + 1] = v.key\n        end\n        if v.pseudol then\n          pseudo_starters[#pseudo_starters + 1] = v.key\n        end\n        if v.name == \"pikachu\" or v.name == \"eevee\" then\n          pika_eevee[#pika_eevee + 1] = v.key\n        end\n      end\n    end\n    if #grass_starters == 0 or #fire_starters == 0 or #water_starters == 0 or #pseudo_starters == 0 or #pika_eevee == 0 then\n      return false\n    end\n  end\n}\n\nlocal starterq_tag = {\n\tobject_type = \"Tag\",\n\tatlas = \"AtlasTags\",\n\tname = \"starterq_tag\",\n\torder = 28,\n\tpos = { x = 4, y = 0 },\n\tconfig = { type = \"new_blind_choice\" },\n\tkey = \"starterq_tag\",\n\tartist = {\"Sonfive\", \"Catzzadilla\", \"InertSteak\"},\n  discovered = true,\n  min_ante = 2,\n  no_collection = true,\n\tloc_vars = function(self, info_queue)\n\t\tinfo_queue[#info_queue + 1] = { set = \"Other\", key = \"p_poke_pokepack_starterq_pack\", specific_vars = {1, 4} }\n\tend,\n\tapply = function(self, tag, context)\n\t\tif context and context.type == \"new_blind_choice\" then\n\t\t\ttag:yep(\"+\", G.C.SECONDARY_SET.Spectral, function()\n\t\t\t\tlocal key = \"p_poke_pokepack_starterq_pack\"\n\t\t\t\tlocal card = Card(\n\t\t\t\t\tG.play.T.x + G.play.T.w / 2 - G.CARD_W * 1.27 / 2,\n\t\t\t\t\tG.play.T.y + G.play.T.h / 2 - G.CARD_H * 1.27 / 2,\n\t\t\t\t\tG.CARD_W * 1.27,\n\t\t\t\t\tG.CARD_H * 1.27,\n\t\t\t\t\tG.P_CARDS.empty,\n\t\t\t\t\tG.P_CENTERS[key],\n\t\t\t\t\t{ bypass_discovery_center = true, bypass_discovery_ui = true }\n\t\t\t\t)\n\t\t\t\tcard.cost = 0\n\t\t\t\tcard.from_tag = true\n\t\t\t\tG.FUNCS.use_card({ config = { ref_table = card } })\n\t\t\t\tcard:start_materialize()\n\t\t\t\treturn true\n\t\t\tend)\n\t\t\ttag.triggered = true\n\t\t\treturn true\n\t\tend\n\tend,\n  in_pool = function(self)\n    return false\n  end\n}\n\nreturn {name = \"Tags\",\n        list = {pocket_tag, shiny_tag, stage_one_tag, safari_tag, jirachi_tag, starter_tag, starterq_tag}\n}"
  },
  {
    "path": "vouchers/pokevouchers.lua",
    "content": "local energysearch = { --+1 max energy limit\n\tkey = \"energysearch\",\n\tatlas = \"AtlasVouchersBasic\",\n  order = 33,\n  set = \"Voucher\",\n\tpos = { x = 2, y = 0 },\n  config = {},\n  discovered = true,\n  unlocked = true,\n  available = true,\n  cost = 10,\n\tloc_vars = function(self, info_queue)\n\t\treturn { vars = {} }\n\tend,\n  redeem = function(self)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 2\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus + 2\n    end\n  end,\n  unredeem = function(self)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 0\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus - 2\n    end\n  end,\n  in_pool = function(self)\n    return not pokermon_config.unlimited_energy\n  end\n}\nlocal energyresearch = { --+1 max energy limit\n\tkey = \"energyresearch\",\n\tatlas = \"AtlasVouchersBasic\",\n  order = 34,\n  set = \"Voucher\",\n\tpos = { x = 3, y = 0 },\n  config = {},\n  discovered = true,\n  unlocked = true,\n  available = true,\n  cost = 10,\n  requires = {\"v_poke_energysearch\"},\n\tloc_vars = function(self, info_queue)\n\t\treturn { vars = {} }\n\tend,\n  redeem = function(self)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 3\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus + 3\n    end\n  end,\n  unredeem = function(self)\n    if not G.GAME.energy_plus then\n      G.GAME.energy_plus = 0\n    else\n      G.GAME.energy_plus = G.GAME.energy_plus - 3\n    end\n  end,\n  in_pool = function(self)\n    return not pokermon_config.unlimited_energy\n  end\n}\n\nlocal goodrod = { --+1 card choice in pocket packs\n\tkey = \"goodrod\",\n\tatlas = \"AtlasVouchersBasic\",\n  order = 35,\n  set = \"Voucher\",\n\tpos = { x = 0, y = 0 },\n  config = {},\n  discovered = true,\n  unlocked = true,\n  available = true,\n  cost = 10,\n\tloc_vars = function(self, info_queue)\n\t\treturn { vars = {} }\n\tend,\n  redeem = function(self)\n    if not G.GAME.extra_pocket_picks then\n      G.GAME.extra_pocket_picks = 1\n    else\n      G.GAME.extra_pocket_picks = G.GAME.extra_pocket_picks + 1\n    end\n  end,\n  unredeem = function(self)\n    if not G.GAME.extra_pocket_picks then\n      G.GAME.extra_pocket_picks = 0\n    else\n      G.GAME.extra_pocket_picks = G.GAME.extra_pocket_picks - 1\n    end\n  end\n}\n\nlocal superrod = { --+1 card choice in pocket packs\n\tkey = \"superrod\",\n\tatlas = \"AtlasVouchersBasic\",\n  order = 36,\n  set = \"Voucher\",\n\tpos = { x = 1, y = 0 },\n  config = {},\n  discovered = true,\n  unlocked = true,\n  available = true,\n  cost = 10,\n  requires = {\"v_poke_goodrod\"},\n\tloc_vars = function(self, info_queue)\n\t\treturn { vars = {} }\n\tend,\n  redeem = function(self)\n    if not G.GAME.poke_save_all then\n      G.GAME.poke_save_all = true\n    end\n  end,\n  unredeem = function(self)\n    if G.GAME.poke_save_all then\n      G.GAME.poke_save_all = false\n    end\n  end\n}\n\n\nreturn {name = \"Vouchers\",\n        list = {energysearch, energyresearch, goodrod, superrod}\n}"
  }
]