#⚙・modding-general

1 messages · Page 15 of 1

strong falcon
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Try looking at this

rare shell
strong falcon
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It doesn't need to be in the init function, maybe that's it?

rare shell
strong falcon
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Could you push your changes to github? I'll take a look

strong falcon
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The function is in the wrong place

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This works (but I removed the other jokers and sprites just for testing)

rare shell
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yeah, this worked

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thank you!

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I think it is finally time to make next joker

rare shell
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@rare shell 🚨 your X in X mults are lowercase in localization 🚨

rare shell
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Does anyone know the name of context of drawing card from deck?

tall seal
rare shell
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It's not my mod, I don't know

tall seal
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X6 would be perfect for the devilish joker ngl

rare shell
gleaming talon
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So, I want to get started into modding, is there one modloader that is easier than the other to mod on ? (from what I've seen most mods are on Steamodded ?)

rare shell
rare shell
manic jasper
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Can custom jokers be made eternal/compatible with blueprint in SteamModded? I have two jokers I have made a mod with in SteamModded but can't seem to make blueprint compatible or eternal compatible despite the variables for both being set to "true".

rare shell
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i forgot the exact field, ill go look for it in a second

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also yeehaw

rare shell
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as for blueprint there's an entire context for blueprint allowing you to omit certain pieces of code from being copied by blueprint

strong swift
rare shell
#

i was thinking about that

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wasnt sure the odds to try for since you do get a good bit of discards on certain decks

#

eh, its probably more fun as 1/3

strong swift
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besides, there are enough 1/4 rolls already

manic jasper
rare shell
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im not really sure how you would check for that myself, to be quite frank

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i didnt even know about blueprint compat either lmao

manic jasper
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The relevant initiation code for the jokers:

 --[[SMODS.Joker:new(
            name, slug,
            config,
            spritePos, loc_txt,
            rarity, cost, unlocked, discovered, blueprint_compat, eternal_compat
        )
        ]]
           --
        local jokers = {
            unlucky_crow = SMODS.Joker:new(
                "Unlucky Crow",
                "",
                {extra = {x_mult = 1 , x_mult_add = 0.1}},
                {},"",
                2, 6, true, true, true, true
            ),
            lucky_swallow = SMODS.Joker:new(
                "Lucky Swallow",
                "",
                {extra = {x_mult = 1 , x_mult_add = 0.1}},
                {},"",
                2, 6, true, true, true, true
            )
        }
rare shell
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iirc i think custom jokers are a little buggy with blueprint at least in regards to the tooltip being displayed?

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i mean this should be correct

digital mauve
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there is a bug in steamodded, the function that injects joker data doesn't inject blueprint_compat/eternal_compat

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so it defaults to false

strong falcon
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Blueprint says its incompatible, but it works anyway

digital mauve
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had this issue too, fixed it locally, too lazy to do a pull request though nope

rare shell
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so does that mean you have to declare them manually for each one if its not declared?
or does it mean you cant init the jokers at start up to have different eternal_compat/blueprint_compat values

digital mauve
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not sure if I understand you correctly
SMODS.Joker has the necessary fields, it's just that they aren't used in SMODS.injectJokers()
adding them somewhere around lines 60-70 in joker.lua (where the other SMODS.Joker fields are used) fixes the issue, at least for blueprint_compat (didn't test eternal_compat properly yet)

rare shell
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Oh I getcha

dense temple
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Is there a reason why when I install a mod (specifically Jelly's mod pack) there's either no text in the description of a card, or it reads error where the name of a card/joker should be? Did I install something incorrectly

dusky reef
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Hey guys, for those of you who are familiar with SMODS and Balamod, is there a way to inject a customized function to the game that does not use either (in function definition), if they don't contain any code that uses dependent function?

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I am asking because I am currently working on a quite generic function that allows you to add your own card backs to the game, and after getting most of the thing sorted out I realized that it basically didn't use anything from SMOD or Balamod to work, only edits stuff related to G. I currently wrote the function as SMODS.INIT in order for it to load, I wonder if anybody knows any alternatives

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just so that this can be used by both mods with minimal compatibility issues

digital compass
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Yes, but you'd need to call your function from within one of the existing game logic functions

dusky reef
digital compass
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No. If you're using balamod you can inject a call to your custom function using the inject function

white scarab
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Lovely allows you to write code to inject in the game without a modloader

grand geode
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also hi tails i remember you from uc

dusky reef
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so is it possible for me to write it as a global function like function myfunction() and use stuff like SMOD to call it?

white scarab
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You would add that function call to SMODS.INIT.ModName function iirc

dusky reef
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am I right?

white scarab
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I think so

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Then when Steamodded loads it will call your function

dusky reef
#

then where should I place this function

white scarab
#

It shouldn’t matter

dusky reef
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in the same directory of all SMODS?

white scarab
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In your mod

dusky reef
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oh I see

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Thanks! let me try that

white scarab
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yw

dusky reef
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btw, is there anything in G that I can use to store some return value from SMODS.INIT.somefunction?

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or I can just define a new one

white scarab
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Define a new one

digital compass
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I'd like to get into modding but I was wondering if there was some documentation on Steamodded and the Balatro environment, specifically in regards to the structure of some of their global variables like G (which I assume is the game object) and SMODS (and how it interacts with G)

rare shell
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i dont think theres any good official docs yet, best bet is looking at what someone else did and start from there

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but a lot of coding examples can be found in the games source code

lean dune
rare shell
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local thunk did a good job with his coding

lean dune
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another useful place to start is simply other mods, this should show what functions might be important to hook into

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no one has really made an effort to document these, so that's your best bet for now

hard crest
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Does anyone maybe know where jokers like "Drunkard" edit the discards / the Hands?
Can't seem to find anything...

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Ooohh, is it just in Card:add_to_deck()
If there is a h_size or d_size on a joker it will just do this?


        if self.ability.h_size ~= 0 then
            G.hand:change_size(self.ability.h_size)
        end
        if self.ability.d_size > 0 then
            G.GAME.round_resets.discards = G.GAME.round_resets.discards + self.ability.d_size
            ease_discard(self.ability.d_size)
        end```


Nevermind, h_size is the amound of cards youre holding
gleaming talon
#

Is it possible to rewrite a function or something like that that already is in the base game with Steamodded?

wispy aspen
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You can redefine the function entirely in the mod, but that'll cause potential issues with any other mods that are modifying the same function.

tall seal
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Yep, in other words you can but other mods won't be work

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Working

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With it

strong falcon
# gleaming talon Is it possible to rewrite a function or something like that that already is in t...

You can add code to the front or end of a function and have it still be compatible. An example with overriding the base costs:

-- Handle cost increase
local set_costref = Card.set_cost
function Card.set_cost(self)
    set_costref(self)
    -- Jokers for Hire
    if G.GAME.starting_params.mmc_for_hire and (self.ability.set == 'Joker' or string.find(self.ability.name, 'Buffoon')) then
        -- Multiply cost exponentially with counter
        self.cost = self.cost * 2 ^ for_hire_counter
    end
end

Since it still calls the base function in the reference part, it won't mess with other mods

modern zodiac
#

It's probably a good habit to store the original function's return and then return it at the end, even if it doesn't matter in some cases.

dusky reef
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is there a way to debug with terminals so I can use some good old prints?

white scarab
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You can run the game in the command line with balatro --console

dusky reef
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^tried a few variations but so far no luck

white scarab
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Open the command line and navigate to the directory where the game is stored

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cd C:/path/to/Balatro/folder

dusky reef
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yeah within the folder i couldn't really call balatro --console or run balatro --console or anything along the line

umbral pilot
dusky reef
rare shell
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I finally made this joker's functionality with a lot of help and support, it took us two custom sets of contexts to get here...

gleaming talon
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Does it work on reload save ?

rare shell
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It shouldn't reset it's xmult value when you reenter the save if that's what you're asking, yeah

gleaming talon
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That was what I was asking 😉

rare shell
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boss blinds activate face down cards, so yeah

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with the fish you can always play blindly and with each hand X-Ray will basically recieve and store x1 mult

tall seal
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that's an op joker ngl

rare shell
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yeah but also very situational

gleaming talon
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Could also add an effect like "drawn face down card are flipped back up"

rare shell
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you pick it and hope to get the right blinds (or additionally you can specifically reroll blinds for yourself)

rare shell
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basically disables them

gleaming talon
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literally a joker that says "disable every blind" is in the game

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though yours is a common x)

rare shell
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yeah but it doesn't add anything besides that

gleaming talon
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But imo it's specific enough to be able to do that

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still your choice tho ofc

rare shell
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I thought you meant that it will both have multiplier and disable the flipping?

gleaming talon
rare shell
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I still think that this is less fun and kinda more op

tepid sentinel
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Hello! Im Oscar, first time modder here though I'm still trying to understand all the things I'm seeing in the files, have coded other things but never a mod. I have a little question, does Balatro use a specific rich text formatting or did the creator just code it himself? (dont know if its a stupid question) , can i see anywhere some rules for it?
Hope u have a good day/night/evening y'all.

raven rover
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I think maybe the concept of face down cards should be explored more it's a cool idea

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Ok there are a few that make your cards face down actually, 2-3 bosses I think

rare shell
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The multipliyer stays even after boss blind, it is not resetted

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so if you got for example the fish at like ante 3, you can pretty much get x3 or more multiplier for the rest of the game

raven rover
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Ohhh that makes it way better lol, situational but at least you can make the best of it, though it would HURT to fight the fish and then get this in the shop after lol

rare shell
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Oh yeah 😭

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As multiple people mentioned earlier, you can kinda brute-force your way to increase mult by rerolling bosses

gleaming talon
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meh, it's clearly not broken, I think it's good as a common joker

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reroling blind is not free

left ivy
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I cant wait to download 1000 different balatro mods to see what happens

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(my computer couldnt handle it lets be honest, I cant even record without slideshow mode)

grand geode
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surely nothing will go wrong

rigid jewel
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Surely the game will be balanced with this many jokers

left ivy
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Surely

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surely having 1000 different jokers in the game without any form of balance whatsoever wont backfire

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and surely they wont conflict with eachother

grand geode
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i do try to balance my stuff thank you very much

left ivy
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Well with 1000 mods not all will be

gleaming talon
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Why does HE get to call it while I don't ? >.<
(It prints nil)
I'm just trying to show the seed even though it's not setted

grand geode
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can you really call taking money and triggering The Wheel of Fortune every blind "balanced"

left ivy
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I wonder what will happen with different tarot changing mods

strong falcon
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Is this too strong for an uncommon? 🤔

rare shell
#

needing to get the 4 lucky cards in deck AND draw them AND have them trigger is hard enough

cosmic shell
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4 lucky cards triggering in 1 hand has a less than 1% chance

strong falcon
rare shell
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okay, but you still have to find the jokers in shop after the fact

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basically im saying i think its fine

strong falcon
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Yea I agree

calm mantle
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hello there peeps. I'm pretty new to Balatro and enjoying the game. I was wondering if there was any way to somehow copy over the files for the mesmerizing backgrounds to make a live wallpaper?

hexed surge
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but its cool

strong swift
strong swift
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np

ancient junco
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is there a function in the game that tells you what stake the run is on?

dusky reef
#

you can always tell by looking at the stake near the blind score. I suppose you can also kind of read it from there

cosmic shell
brittle nimbus
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Blueprint doesn't copy Credit Card joker 😭

dusky reef
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yo guys i think i did it

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card back injection is real

ancient junco
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like adding onto the sprite sheet?

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or like changing the spritesheet

dusky reef
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yeah, i wrote a function that appends every card back file (as long as you use the right prefix) to the OG file all together

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i will put it in modding chat shortly

cosmic latch
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hello hi

haughty hinge
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%appdata%\Balatro is where the save file is located iirc

cosmic latch
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i didn't know this was a channel

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ty

haughty hinge
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the numbers are your profiles

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(the folder name)

cosmic latch
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is profile just stats? or is it also unlocks

haughty hinge
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i forgor what meta is and profile should be your stats i think

cosmic latch
#

so would checkered be "b_checkered"

haughty hinge
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should be

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or should b

cosmic latch
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do you know if it matters in what order

haughty hinge
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nah idk

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(this won't work cause ill just go to the ante after this)

dusky reef
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Hey guys I've put the cardback injection mod in a thread in the modding. Any feedback is welcomed!!

zealous sequoia
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Hi, I made a custom rare joker that gives x3 mult if played hand contains (at least) one scoring 8 and one scoring 9. Do you think it's balanced?

strong swift
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yeah, seems okay

haughty hinge
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can someone create a Balatro programming language and call it Buffoon

zealous sequoia
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btw, is there a way to add custom sounds with steamodded or otherwise? I see that play_sound will always look for sounds in the resources/sounds directory and so it won't work if I give it an absolute path to the sound file in my mod's folder. I suppose it would work if I were to manually copy the sound file to the game's archive, but it would not be maintainable that way.

Is there a way to copy the files there when the game loads, or to let play_sound work with a different path altogether, or something to that effect?

dusk estuary
#

someone please make the custom joker in nl's new video 'the toker (joker smoking weed) +420 chips for high card'
https://youtu.be/f2avcqXqBF0?feature=shared&t=3798

Wishlist Balatro on Steam: https://store.steampowered.com/app/2379780/Balatro/

This video came from my stream on March 13th, 2024. Catch me live from 9AM-2PM PT every weekday here: http://twitch.tv/Northernlion

If you enjoyed the video, please consider hitting the Like button. It helps me out a lot!
-------------------------------------------...

▶ Play video
loud crystal
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Stuntman 2

rigid jewel
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I imagine that the joker will look something like this

glad sedge
#

if anyone knows how to disable finisher blind bosses or change the number of winning ante i will appreciate it. mostly editing the decompiled code myself

modern zodiac
#

Changing winning ante is easy. G.GAME.win_ante = 10 or whatever

rare shell
#

How would one approach making a custom edition?

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I got to this point

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which is basically copied set_edition function with a few words changed & rearranged

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Jellymod has custom editions so you could see how they do it

proper stirrup
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if i could make mods

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im making a holographic charizard

rare shell
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(aside from huge edition-related chunks of code ripped from the game and modified(?))

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its readme also doesn't mention having custom editions

grand geode
#

rework because i wasn't happy with the other effect

heavy acorn
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Does this debuff the first non-debuffed joker or just the leftmost?

grand geode
#

latter

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i'll change the wording

digital lily
foggy plaza
#

Does anyone know how to remove the exlamation mark from modded unlocked jokers?

gleaming talon
#

an idea for a boss : jokers can only trigger 1 time, would be difficult to implement tho

dusky reef
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just wanna put this here before i sleep: has there been any attempts to make jokers that has the same debuff effect as boss blinds? For example, to force player play 5 hands or it will not score, and prompt the user the same way as boss would do on screen. I've been looking into blind.lua but it felt quite challenging because i'm not sure how much of the above i described can be directly borrowed from the blind code without using blind datastructure

grand geode
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for The Psychic (and similar), the game checks if the hand would be debuffed when it is played (line 608 in state_events)

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so maybe that's a place to start

rare shell
#

numbers with circles in them

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rarity should be uncommon I think

grand geode
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btw base game jokers only affect one thing

rare shell
#

huh?

grand geode
#

just a design point to keep in mind of

grand geode
# rare shell huh?

this affects two things

  • played cards with [x] values
  • played club cards
rare shell
#

I kinda wanted it to be "Affects circles in both suits and numbers", but that description would be confusing I think

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Or do I need to make reward the same for both sides? (suit and number)

modern zodiac
#

I'll note that "card of X suit gives +8 mult" already exists as an uncommon, and that's without any chips bonus.

grand geode
#

also, isn't this a strictly better Onyx Agate-

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yeah

rare shell
#

oh yeah damn

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Maybe I should do something like "+3 mult for circle in each card" and it will give:
+3 mult for Club
+2 mult for 8
+1 mult for Q, 10, 9, 6

grand geode
#

if you think about it hearts have two circles

rare shell
#

is "i" in king also counts as circle? 🤔 lol

grand geode
#

if you think about it everything is a circle

modern zodiac
#

Just imagine the meta of switching your localisation every hand to maximise your score

rare shell
#

wait does localization modify things like numbers?

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also if you think about it, it calculates circles of icons, not the text

modern zodiac
#

Yeah I actually checked and it doesn't. Mostly wondered about the Q but that's the same in all lanagues too.

grand geode
#

what language does not use the normal counting

rare shell
#

The word "Club" barely has a circle in "b"

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and I count circles in balatroclub, not in the word

gleaming talon
rare shell
#

yep

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what I'm saying is that it doesn't matter anyways

gleaming talon
#

Yup I know

rare shell
#

damn wild cards will probably ruin this idea

gleaming talon
#

why ?

rare shell
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or any other thing that makes one suit count as other

gleaming talon
#

ah yup, you'll have to check the base card if that's possible

rare shell
#

Is that possible tho?

gleaming talon
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idk I didn't get too much into that

rare shell
#

I mean I can probably check a vampire or something for that

modern zodiac
#

Pretty easily, just check .base.suit directly instead of :is_suit.

rare shell
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oh wow, thank you!

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I lost an entire day yesterday programming a joker

gleaming talon
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usual modding shit

grand geode
rare shell
#

oh true

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is the moon suit counts as zero, one or two circles? egg

grand geode
#

count the pixels

rare shell
modern zodiac
#

self/card.ability.effect == 'Stone Card'

rare shell
modern zodiac
#

Probably want context.other_card.ability.effect for the stone card check I'd think

grand geode
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yup, that is currently checking whether the joker itself is a stone card

rare shell
#

?

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it is ~= not ==

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ohh

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nvm I misread

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(but I playtested and it worked correctly even with self check lol)

grand geode
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because the joker is never a stone card lol

rare shell
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yep

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it works, is the description okay or do I need to be more specific?

wanton rapids
past tendon
wanton rapids
#

"each loop"?

rare shell
wanton rapids
#

oh suits count

past tendon
#

that's cool. Not sure how this should be worded but I think I prefer the short description

rare shell
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Maybe I should do "Each circle in suit and number of played card"

grand geode
#

number is suit

rare shell
#

what

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not number but rank* I guess

grand geode
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oh i mixed them up

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fucj

river isle
#

sorry for necro but could you please elaborate on where the card.lua file is, and how to access it?

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figured it out, used balamod to decompile the game

rare shell
river isle
#

oh

rare shell
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any ideas for functionality for this dude?

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Voxel Joker

sage flicker
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is there a list of all the internal card/pack names somewhere I can reference for creating decks?

grand geode
#

game.lua

winter kayak
sage flicker
# grand geode game.lua

and, uh, would I expect that to be somewhere in the game files, because I am not seeing that anywhere in them, not in the game files or in the compdata (on linux). Is that dependent on Balamod perhaps?

grand geode
#

unzip Balatro.exe with winrar or 7zip

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idk much about Balamod's decompiler

rare shell
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also idk why it is game.lua

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it is actually under localization files

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if you're looking for names

grand geode
#

they asked for internal names which are present in game.lua

rare shell
#

ah didn't realize they were looking for internal names, my bad

sage flicker
#

did I miss that piece of direction (to unzip Balatro.exe) in some guide somewhere?

grand geode
sage flicker
#

thank you for clearing this up!

digital lily
rare shell
digital lily
#

that is interesting too

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maybe like "X2, -X0.1 whenever you enchance a card"

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so it isnt worthless once you find it when you have like 3 enchanced cards

rare shell
#

X2, X-0.1 for every enhanced card in your whole deck maybe then?

wanton rapids
#

seems weak

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x3 seems fitting tbh

rare shell
#

yep

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will increase

wanton rapids
#

since it's similar to vampire

rare shell
#

this is more like ramen I think

digital lily
#

either 3x or 2x but only cares about enchancements after purchase

rare shell
#

hmm no I kinda want to also count the cards you already have

digital lily
#

alr

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2x is low for removing a lot of your deck improvement options

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could even try 4x tbh

rare shell
#

it'll be 3x

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or 4x

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3x works as a number because voxels are 3d

digital lily
#

but if youre going the -0.1x per card then 3x

rare shell
#

I like to combine balancing with design

river isle
rare shell
#

???

rich moss
#

I was thinking a blue multiplier could be fun but wasn’t sure what would trigger it. Maybe +.1 per straight flush played? First mod on this though so it may take a bit

rare shell
#

Is that description scuffed? Other jokers like vampire don't tell you about what is joker's base mult and simply show current mult

wanton rapids
#

vampire can't go back, this can

rare shell
#

Yeah

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But I think that the very first line is confusing

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like it tells you that it is X2 mult while it (most of the time) isn't

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(also I should stitch together first two lines)

rich moss
#

Yeah I think it works without the starting line. X2 is at the bottom

grand geode
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thing is, the (Currently X[mult] Mult) (should) autoupdate

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so it might be good to list base xmult

rich moss
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Could do “base x2” after the condition between the dynamic number

sand thicket
#

I think it should read

X2 Mult, -X0.1 Mult for each Enhanced Card in full deck

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The "loses" here makes it sound like it permanently decrements

rare shell
#

oh yeah

rare shell
#

woaahh

wanton rapids
#

absolutely crazy with blueprint

rare shell
#

yeah now it works correctly I think

gleaming talon
rare shell
#

oh

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In theory it can actually get to 0.9x and less

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Need to cap that

grand geode
#

yeah everything in balatro is hardcapped at 1x

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never below

rare shell
#

It'd be fun to make joker that has bad xmult

gleaming talon
#

I'll see what I come up with

rare shell
#

so I have cassette, mosaic and nuke

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Nuke could do something around destroying cards

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something something "After scoring played hand is destroyed, upgrade played hand by 2 levels"

white scarab
ionic widget
grand geode
rare shell
#

leves

#

what do you think about this effect?

strong falcon
#

Wouldn't this remove all your cards after playing like 12 hands 🤔

sullen badge
#

probably overpowered

rare shell
#

yeah but you can either:

  • play high card
  • play something and then sell the card
  • have a constant source of cards (?)
#

also is there an eternal tag on regular cards?

sullen badge
#

destroying cards is often a benefit

strong falcon
#

Maybe you could make it that the first hand of each round gets destroyed instead?

sullen badge
#

so you buy this, destroy all your bad cards, sell it

rare shell
sullen badge
rare shell
#

nvm one sec

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more like that

gleaming talon
#

Seems good yup

#

If it's a highcard deck

rare shell
#

never actually got a chance to play highcard run but always wanted to

past tendon
#

kinda think it should not work with hands containing less than 3 scoring cards, there is no risk/reward with high card

rare shell
#

what if it was last hand instead?

#

risk of not scoring with high card

gleaming talon
#

maybe not last but 2nd ?

#

feels like oneshotting enemies won't scale this at all :/

cosmic shell
# rare shell more like that

this seems really broken, just play a bunch of flushes from all but one suit for a few rounds and sell, flushes are now more likely and super high leveled

past tendon
#

thinking about it, it looks broken on some 5 cards hands too yeah

rare shell
#

what effect will go well with "destroy all played cards"?

#

oh wait

#

what if it also did some kind of reset on levels when sold?

#

perharps it could save its buffs and then remove them

cosmic shell
#

that could be interesting, because then it could be a huge buff that then later becomes a huge burden you have to work around. Almost feels thematically like a nuclear fallout too.

rare shell
dapper helm
#

played cards or scored cards? big difference

rare shell
#

I think played would be better

dapper helm
#

oh and the last part is if you lose the joker in general right?

rare shell
#

oh oops yeah, should rewrite that part then

#

I forgot you can destroy/sacrifice/etc

digital lily
#

yeah its unclear, instead you should do smth like "lose all gained levels when destroyed"

rare shell
#

I did this for now

prime cairn
#

How do I download the mod thing for balatro without windows saying no

rare shell
#

you can disable security of windows

prime cairn
#

Is this legit..?

#

I want to make sure because windows keeps saying it's a virus

rare shell
gleaming talon
#

you can say "keep on my device" to windows defender if you're fast enough

#

so no need to completely disable windows defender if ya don't want to

prime cairn
#

uh soo

#

what do I do after I runned it

gleaming talon
#

you drop the Balatro.exe on the Steamodded exe

prime cairn
#

oh

gleaming talon
#

drag & drop

#

Yeah I went there too

#

20minutes getting it to work bcause I'm stupid

rare shell
#

I used powershell installer because of this 😅

prime cairn
#

Yippee it worked

#

does this like

gleaming talon
#

noice

prime cairn
#

block achievements

gleaming talon
#

yup*

prime cairn
#

?

gleaming talon
#

but you have an achievement enabler

prime cairn
#

so

#

oh

#

?

#

Is it possible to do a run with multiple mods jokers?

grand geode
#

i don't see why not

#

though some mods are incompatible with each other

#

mainly JellyMod

prime cairn
#

which one is more popular steamodded or balamod?

grand geode
#

most mods are Steamodded

rare shell
#

How do I get every card at hand in SMODS.end_calculate_context(context)?

#

or played cards in the same context

vestal shell
#

hey does anyone know how hard it is to make a mod for balatro?

vestal shell
rare shell
#

on your knowledge of programming and on what mod you want to make

vestal shell
#

i have a fair amount of programming knowledge, i'm a little rusty though

grand geode
#

loop through G.hand.cards i believe

rare shell
#

I need to get cards when they are already scored

dusky reef
grand geode
#

oh already scored

#

context.scoring_hand

rare shell
#

oh wow there's separate context for that

#

ty!

dusky reef
#

local text,disp_text,poker_hands,scoring_hand,non_loc_disp_text = G.FUNCS.get_poker_hand_info(G.play.cards)

#

I was just looking at this line

prime cairn
#

how do I download mods?

heavy acorn
rare shell
heavy acorn
#

ouch got beaten to it 😛

rare shell
#

Alternatively, maybe there's context for cards getting away after they scored?

dusky reef
#

are you implementing a feature where cards are destroyed after played and scored?

rare shell
#

yep

dusky reef
#

I want to do something similar actually

grand geode
#

i don't remember if scoring_hand is passed through during context.after

prime cairn
#

how do I download from a github page

#

I have never downloaded any mods from github

grand geode
#

answer: it is

grand geode
prime cairn
#

oh

#

thanks

grand geode
dusky reef
#

does anybody know which part of the code handles the debuff hint for the psychic blind?

prime cairn
#

wtf windows detecting a trojan in the steammodded????

dusky reef
#

I was looking into Blind:get_loc_debuff_text() but I don't think that is the right function

rare shell
#

this still triggers before the scoring

#

if context.after

rare shell
#

also I have no idea what it destroys

grand geode
#

but if you aren't comfortable with that, install using Lovely

rare shell
#

it like destroys first non-scored played card

#

or something

grand geode
#

the break prevents the loop from running more than once

dusky reef
rare shell
#

oh oops

#

I copied that from other thing and forgot to remove it

#

it still destroys cards before scoring

#

they still count tho

cosmic shell
#

you might need to do it in an event for it to work properly, look at hanged man for reference

prime cairn
#

It doesn't detect it..

rare shell
#

I mean it does the right thing

#

it destroys the cards correctly

#

but timings aren't quite right

#

so I don't see how hanged man could help me in this situation

cosmic shell
#

i just figured it would be useful

prime cairn
#

should I play mods on my unlock all profile?

rare shell
#

yeah I used it to reference start_dissolve() thingy

grand geode
#

oh yeah uhhhh

#
if SMODS.end_calculate_context(context) then
  -- do stuff
end
rare shell
grand geode
#

that and the scoring hand loop

#

does that not work?

rare shell
#

yeah will try now

#

I didn't test it yet because instantly switched to context.scoring_hand

prime cairn
#

where is the modding folder located at?

rare shell
#

%appdata% I think

grand geode
#

assuming windows

#

win+r, write %appdata%, go into roaming > balatro

rare shell
stone brook
#

if you want the timing to be different, use an event

rare shell
#

What's the event for card removal?

#

for card disappearing after you play them*

stone brook
#

theres no event for card removal, an event basically just times stuff in the game

#

like you can put whatever you want into an event

#

and have it trigger after x seconds

#

theres a lot of examples of it in Card:use_consumeable

rare shell
#

oh no that's probably not what I want

digital compass
#

Can I add fields to the card structure?

rare shell
#

I thought I could use a function that makes cards disappear and make a context out of it

#

Wait, isn't that card_emplace?

stone brook
#

i thought emplace was used to put cards into a cardarea

rare shell
#

I think it is used for card movements in general

#

...or maybe not lol

#

yeah I think it is for cardarea only

#

which function do I need lol

rare shell
prime cairn
#

I'm downloading every mod I can find balatrojoker

rare sigil
#

So , i wanna make a mod where it plays a sound depending on the Poker Hand you pull.

Any resources/guides on what modloader to use/ how to use? (sorry, really new at making mods )

Also, i've no clue about lua, i do know c/#/++, python , java , js.

dusky reef
#

like you are iterating through a list and you start taking stuff away while iterating

#

might be better if you record all the cards and delete them at end of hand

rare shell
#

But I have no idea where to find it honestly

dusky reef
#

instead of going directly into G.hand.cards

rare shell
#

My first thought was to find play button, see which function that activates and so on

#

but I'm stuck

dusky reef
#

maybe try creating a table that puts card object from G.hand.cards in?

#

and then iterate through the table for dissolve?

rare shell
dusky reef
#

oh good call

#

maybe G.play.hand? Those are indeed kind of confusing

rare shell
#

can't find that in source

#

maybe G.playing_cards?

#

are we talkin about hand deletion

#

oh you too are suffering The Phantom Card issue?

#

What???????

#

YES

#

YES I DO

#

help!

#

i wish i knew

#

let me actually read what youre goin for and see if i can offer some insight and we can pool our brainpower together

#

I REALLY need to know what's the function for moving cards off the screen after they scored

#

or if it uses draw_card

hollow iris
#

is there any mod out there that adds joker stickers into the gameplay?

rare shell
#

so here's the snippet i used that almost works?

#
                if self.ability.name == 'Fortuno' and not context.blueprint and G.GAME.current_round.hands_played == 0 then
                    if context.other_card:is_face() or context.other_card:get_id() == 14 then
                        return nil
                    end
                    local card_to_destroy = context.other_card or nil
                    card_to_destroy.getting_sliced = true
                    G.E_MANAGER:add_event(Event({func = function()
                        (context.blueprint_card or self):juice_up(0.8, 0.8)
                        card_to_destroy:start_dissolve({G.C.RED}, nil, 1.6)
                    return true end }))
                    ease_dollars(self.ability.extra.dollars)
                    return {
                        message = localize('$')..self.ability.extra.dollars,
                        colour = G.C.MONEY,
                        delay = 0.45, 
                        remove = true,
                        card = self
                    }
                end```
#

important thing to mention

#

this is all under function Card:calculate_joker(context) local ret_val = calculate_jokerref(self, context) if self.ability.set == "Joker" and not self.debuff then if context.individual then if context.cardarea == G.play then

#

so im using context individual here, which does score them before deleting them!

#

What's the "almost" part behind this?

#

so one of the folks playing my mod posted this screenshot

#

🥺

#

OKAY OKAY

#

which is strange because i recall it not acting like this? at least with one

#

how to find this god damn function

#

two i can understand, and im not sure how to prevent that but!

#

any ideas?

#

for discard?

#

er

#

for destroying

#

for cards going brrrr off the screen

#

when they scored

#

OH

#

this will solve it I swear

#

context.end_of_round?

rare shell
#

lmao

#

cards go brr every time you play them

#

not only at the end

#

if you're talking about the little shuffle animation that happens after you played a winning hand

dusky reef
#

well actually if you don't care about visual effect

#

you can just do the deletion at the end of round since it's not going to be replayable within the round anyways

rare shell
#

true, I'll try

#

i wish you best of luck

dusky reef
#

do let me know if you get it working

rare shell
#

ill need to figure out why fortuno is borked as well

dusky reef
#

im thinking about something along the same line as well

rare shell
#

I know the function for getting cards from the deck, it's the emplace thing

#

but for thing before that?...

#

so after the hand discards but before the "draw" step

#

hmm...

#

discards or plays yes

dusky reef
#

I've been working on this for a bit

rare shell
#

you might need to have it be checked at two different spots then

dusky reef
#

with another effect that makes you play 5 cards at a time

rare shell
#

try getting discarding to work

rare shell
dusky reef
#

it's a reference to the tv series "High Card"

rare shell
#

if i understand this correctly, whenever you get this (presumably temporary) joker from something else, you have infinite (small) hands until your deck runs out?

dusky reef
#

so that you only have 6 cards and 5 goes away, meaning that you cant save for big combo

#

making the infinite hand a lot more balanced (I think)

rare shell
#

still seems awfully strong

#

This NUKED my entire deck lmao

dusky reef
#

and my idea is that with X-Playing Joker you can play a high card and transform to use that particular card's ability

rare shell
#

kinda fitting for my card tho

hidden pollen
rare shell
#

wew

#

yeah get used to that

#

this is how i learned about Negative cards and the ???? hand

dusky reef
rare shell
#

52 joker transformations

dusky reef
#

also meaning that you kind of have to draw spade 2 at hand 1

rare shell
#

hey im here for it

dusky reef
#

so the tv-series(anime series) is basically saying that you can use each card's ability by "playing" it

grand geode
dusky reef
#

only recently got the custom card back working, so ideally it's gonna be a deck specific joker with 52 transformations that won't appear in shop

dusky reef
#

it throws away all discard, adds infinite hand, temporarily limits hand size and gives you psychic debuff (not in text yet)

grand geode
#

Noir Silence no longer brings your size below 1

#

woo

dusky reef
#

but I'm trying to find a way to make the debuff happen without changing the blind you are currently on

#

how put code for selecting hand stage?

#

my intended effect did not work, and when i play a hand it crashes, probably suggesting that it is not triggered until calculation stage

#

I wonder where these type of code fit

rare shell
#

(i swear i disabled ping sadge)

grand geode
#

you did

#

respect

gleaming talon
# dusky reef

Why not make hand+1 instead of 6, if you have 7hand size it's a nerf

rare shell
#
                    context.other_card```
triggers only scored cards, but not played, how to fix?
grand geode
#

change scoring_hand to full_hand

#

wait

#

uhh

dusky reef
grand geode
#

context.individual only triggers with scored cards

gleaming talon
#

Hmmm I see

dusky reef
#

really struggling with the selecting hand alert right now

grand geode
#

stuff like Vampire and Midas Mask loops through full hand via a loop

for k, v in ipairs(context.full_hand) do
...
end
dusky reef
#

does SMODS have something that does stuff during game state selecting hand?

grand geode
#

i don't think so

dusky reef
rare shell
#

am I stupid?

#

Making a list with played cards and then incinerating all cards from list at the end of the round

#

but I think I did the loop wrong?

#
for i = 1, #trashlist do
                    trashlist[i]:start_dissolve()
                end```
#

this part

grand geode
#

insert v not k

rare shell
#

now this works I think

#

but it gets dissolved many times for same cards

#

is there any check I can use for that

grand geode
#

i believe it's because you're adding the same card for every step the game calculates

prime cairn
#

How do I unpack a rar file ?

rare shell
#

tried this

grand geode
#

try using the same context checks as Vampire

glad sedge
#

any of you guys created a new blind to replace the boss? i disabled all but the wall.. but the wall as boss after ante 8 is insane. i want some slower scaling

gleaming talon
#

any idea how I access this from the function it calls ?
(the name of the var is "args")

grand geode
#

args.contents[2]

#

mobile moment

gleaming talon
#

I swear I did that

#

gonna try again

glad sedge
#

but idont see the whole boss in there

gleaming talon
#

Yeah okay, I figured it out, it's nil because of the G.GAME.seeded and current_seed or nil

glad sedge
#

im leaning towards a more traditional gameplay

gleaming talon
glad sedge
#

oh the "mult" value is the multiplicator of the last blind?

#

thanks

gleaming talon
#

np

#

I thought I did it until....

#

can't fricking access G.GAME.seeded

rare shell
#

@rare shell @dusky reef I think I figured this out?

#

if you do get it to work, make sure to also try it with multiple copies of it

#

oh yeah true

dusky reef
#

looks nice

#

Btw does anybody know where i can find G.Game.blind.key?

glad sedge
#

thanks guys now the wall is doable for more friendly normie gameplay .. but still have a problem. the wall is the only boss allowed but its overwritten by finisher bosses

rare shell
hidden pollen
#

omg sorry for pings im new to discord. (i usually just voice w friends)

rare shell
#

rate my build

rare shell
#

yeah everything in lua starts with 1 I think

hidden pollen
#

🥴

rare shell
#

I'm also new to lua (mainly used c# and gdscript)

#

so I don't know much

hidden pollen
#

So idk if hands_left can ever be negative. But it might make it more compatible with other mods and potential game changes if you perform your check on < 1 instead of == 0

rare shell
#

I hate that it doesn't have things like +=

hidden pollen
#

besides that it looks good

rare shell
#

so you just delete all the cards at end of round here?

#

i guess that gets around my issue of having them deleted as the card is scored

#

All the cards that were played at the end

#

aye

#

Hmm, what if this didn't delete cards multiple times because I used local value for table?

#

instead of config value which is connected to each joker

rare shell
#

another thing i would try testing

#

actually nevermind

#

yeah I switched to ability right now

#

or should I revert that

#

actually

#

yeah okay

#

try testing it with glass cards

#

see if anything funky happens if they break

hidden pollen
#

the second potential loop would still re-hydrate your trashlist from the context object. I would sooner suspect that dissolving the card removes it from context.full_hand

#

easy test. log context.full_hand after your second loop

rare shell
#

i was trying to think of a way that you would some how alter a card that would be put on the trashlist here and glass is the only thing that comes to mind

#

I'll try

#

anyway I think I can just make a nil condition

#

if that will happen

#

but still wondering if that will mess things up

hidden pollen
#

to prevent calling dissolution on a nil? id be surprised if nils are allowed in the hand which is what youre hydrating your trashlist from

#

id imagine that would make it horrendous to deal with the hand. youd have to nilcheck every object every time... i dont think you need to worry about that

rare shell
hidden pollen
#

sorry idk if im being helpful. good luck with your mod!

#

right, but your reference is collected from the hand. so you have a reference to the object. your reference should keep the underlying object from being garbage collected... i dont think another thread can nil it

#

eh idk lua. maybe

rare shell
#

god this is so annoying to debug

hidden pollen
#

did you see my modding suggestion? imagine how much that is gonna suck. Im going to be nagging here for help often! 🙂

#

but think of the fun!

rare shell
#

@rare shell it just broke

#

no crash

#

I think that's a win?

glad sedge
#

would this work to disable verdant leaf and other finishers ?

function Blind:get_type() if self.name == "Small Blind" then return 'Small' elseif self.name == "Big Blind" then return 'Big' elseif self.name and self.name ~= '' then return 'The Wall' end end

dusky reef
#

oh no guys help

#

I just made the boss blind effect work, but I run into a problem that when i lose to this effect and restart a game the debuff does not go away

hidden pollen
dusky reef
#

where should i put safety code to prevent this?

glad sedge
#

and attempt to disable them all /replace them by the wall

#

i can get the wall to be for ante 7 but 8 its always verdant or crimson etc

hidden pollen
rare shell
#

@hidden pollen okay so I checked your idea and I kinda like that, it's like two fortune-tellers game

hidden pollen
#

Yeaaaah. its going to be very hard to do. but it will be awesome

#

i think I can do it

rare shell
#

If you're going to do it for real, I wish you luck!

hidden pollen
#

thanks!

glad sedge
hidden pollen
#

thats my suggestion yeah.

#

it just fixes your small bug about not defaulting

#

nothing crazy

glad sedge
#

mmm wait

rare shell
#

what is the function to increase level of hand?

#

I can't find planet cards for some reason

prime cairn
#

I finally modded 35 new jokers and few decks in to the game

glad sedge
# hidden pollen thats my suggestion yeah.

i moved max ante to 2.
and after finishing ante one i go back to ante 1 again with this code
`
function Blind:get_type()
local type_map = {
["Small Blind"] = 'Small',
["Big Blind"] = 'Big'
}

return type_map[self.name] or 'The Wall'`
hidden pollen
#

Interesting? Not sure how the game determines ante so im no help to you!

paper flame
#

Is there a mod in the works that makes the game have a higher integer limit? We dunno if that'd be possible by like, having it be a double double value but

Also is there one for a "baby mode endless" just, so we can crush it lol

glad sedge
gleaming talon
#

Okay

#

why does doing this :

local Orginal_Game_start_run = Game.start_run
function Game.start_run(args)
    Orginal_Game_start_run(args)
end```

Just remake a new game >.<
#

if you click continue

woeful finch
gleaming talon
#

it literally calls the same function but when I do not redefine it it loads the continue and when I redefine it it makes a new game

strong falcon
gleaming talon
#

nope

#

I could still return it if ya want

strong falcon
#

No clue then 👎

gleaming talon
#
local Orginal_Game_start_run = Game.start_run
function Game.start_run(args)
    return Orginal_Game_start_run(args)
end
``` doing this still resets the run if you hit continue
#

my gosh

#

I could still always redefine every other function that calls the G.Game.seeded but it's a real hassle

#

I'm pretty sure it's because the location/environment it gets executed in is different that the base game

glad sedge
cosmic shell
gleaming talon
#
local Orginal_Game_start_run = Game.start_run
function Game:start_run(args)
    return Orginal_Game_start_run(self,args)
end
strong falcon
gleaming talon
#

like so ?

cosmic shell
#

exactly

gleaming talon
#

Okay, so for the ";" I understand but what does the self do ?

#

(it works btw thank you very much)

cosmic shell
#

it's part of lua's oop functionality, the colon is just sugar for making the first argument self

hidden pollen
#

Game is a class. Classes are containers for a bunch of state.

when you do . on a class (with a : ) you are acessing something on that class. when you call a function on a class, the language will automatically give you a reference to the class.

if you want, you can pass a different reference. or call the method without initializing the class by giving it an instance manually.

gleaming talon
#

thank you guys I fixed what I wanted to do

stable crag
zealous sequoia
#

how do you guys debug anything? If I launch balatro --console, no print statement shows up. Also it says that it failed to connect to steamodded's debug server so I can't use that either apparently

dusky reef
#

i use what is provided in debug folder of steamodded

#

basically drag the python script into the mod folder and run from there works for me

rare shell
#

woah I made selling reverting the levels gained first try

zealous sequoia
rare shell
#

is there a context for joker's loss in general?

#

like destroyed with Hex for example

strong falcon
rare shell
#

oh I thought maybe I could inject in start_dissolve

#

ty!

dusky reef
#

does anybody know how to do a full reset manually when starting a new run?

glad sedge
#

has anyone managed to add a shop before the first ante??

dusky reef
#

I am running into a problem where I set and reset debuff just fine from one run, but when I restart a new run the debuff is automatically applied, and also not via the statement I wrote (didn't trigger the print I had before I set the debuff)

#

I suspect this debuff is leaked into some carried over data and I wonder how we can force a restart fresh and pure

strong falcon
#

That's not how I did it, but I think it could work 🤔

rare shell
#

It doesn't 😅

#

I was making remove = true before

#

but it triggered whenever anything was destroyed

cosmic shell
#

you don't need a context for this, you can just do it directly in remove from deck

rare shell
#

oh yeah

#

ty!

strong falcon
#

You forgot to check if the joker has been added to the deck as well

#

with if self.added_to_deck then

#

Because this function also gets called in the shop I believe

tired wren
#

does Balatro have steam workshop support?

rare shell
#

(still doesn't work)

strong falcon
#

Why do you check for G.playing_cards ~= nil?

rare shell
#

oops

#

I really need to be more cautious about what I copy

#

I removed that

glad sedge
#

doing some testing, it doesnt seem to add the two vouchers, only one

{dollars = 1000000, joker_slot = 9999, voucher = 'v_overstock_norm', voucher = 'v_overstock_plus'}

rare shell
#

but still no luck

cosmic shell
strong falcon
#

I'm not sure then 👎

rare shell
#

it works when sold

#

but not when destroyed (I'm destroying the card using Hex)

#

i didnt even think about spectral cards

past tendon
#

Anyone already tried to create a joker that modifies the effect of tarots/spectrals ? I feel like it wouldn't be too hard to implement an alternative effect but I'm not sure if a card can have two different localizations

gleaming talon
#

Someone did inverse tarots or something like that iirc

rare shell
#

Tried to destroy joker using Ceremonial Dagger, still nothing

#

It is time to use play_sound!

past tendon
#

thinking about doing something along these lines btw.

#

(yeah it would be insanely broken, should be rare)

rare shell
#

you would probably have to hardcode that

cosmic shell
#

yeah by doing some stuff with next(find_joker('Trick or Treat')) in Card:use_consumeable

glad sedge
#

guys any way of randomizing the color of the ante bosses? at least for one boss?

past tendon
#

I'll see what I can do. I have many other jokers to implement anyway

glad sedge
#

boss_colour = HEX('8a59a5')},

#

how to add logic to make it random between all the other colors i can find there

#

so one can mimic other bosses colors

rare shell
#

@strong falcon if self.added_to_deck condition was preventing the trigger

gleaming talon
glad sedge
#

source code.

gleaming talon
#

welp gl with that

glad sedge
#

my modifications are fairly simple.

rare shell
#

why play_sound is the most reliable debug tool, post №1924

glad sedge
rare shell
#

yeah now everything works as it should

past tendon
#

learning about sendDebugMessage() saved my life quite a few times ngl

rare shell
#

I probably no longer need context.selling_self tho since it also triggers that

gleaming talon
glad sedge
gleaming talon
#

I think it's harder yes

glad sedge
#

doesnt steammoded is crash prone tho?

cosmic shell
#

not hard to do, but hard to distribute

gleaming talon
#

but you could always try to have a table of hex and choose randomly one with lua

past tendon
#

same

gleaming talon
#

should work

glad sedge
gleaming talon
#

I think it just executes the lua code you write so you can replace, add things etc

#

if everyone modified the .exe it would be impossible to have multiple mod at the same time

glad sedge
magic sandal
gleaming talon
#

Perkeo goes brrr

ocean torrent
#

How do i change the main files of the game can i just make a card.lua and it will override?

dusky reef
#

finally

gleaming talon
#

nice!

dusky reef
#

it is actually not very op despite the idea of infinite hand is kinda crazy

#

because if you play an invalid hand you won't get the hand back

strong falcon
#

This is going to cause so many problems 😔

magic sandal
#

idk how it would be possible but i would love a joker that can copy the effects of two jokers you select

lean dune
#

pareidolia quadruples all listed probabilities?

magic sandal
#

wouldnt that make triboulet like x4 for every king/queen?

#

the legendary joker

strong falcon
magic sandal
#

what i wonder about else is like retriggers

#

would it make a double retrigger?

gleaming talon
magic sandal
#

or not since its not a value

strong falcon
#

It is stored inside an extra valuable inside the game code

#

And everything within a jokers ability config gets doubled

magic sandal
#

oh shit that might be good for something im trying to do

past tendon
magic sandal
#

like what i was talking about with two jokers in one was just me wondering how fast you can reach inf with as little jokers as possible

#

without perkeo and steels

#

currently its at 9 but maybe this new joker will help

magic sandal
gleaming talon
#

Well you can always add a joker that gives you naninf

magic sandal
#

thats boring though

gleaming talon
#

yup

#

Even better XD just give naninf when you score point

#

0 joker run ez

magic sandal
#

the point is just use modded jokers that might have an actual use

#

instead of just using jokers to cheat

gleaming talon
#

Yeah yeah I'm kidding

#

x)

#

tho it would be only balanced joker

#

for it to be interesting

#

and what would you define balanced ?

magic sandal
#

something that has an actual effect instead of just giving free score

#

like even though triboulet has x32 in 1 card its still has an effect

tall seal
tribal sail
#

you can play stone cards and not get the bonus

magic sandal
#

Totally balanced obviously

exotic shadow
#

just have it where if you play a pair, win the game

magic sandal
#

Sounds about like what people been suggesting here

exotic shadow
#

I mean I just use the debug menu and hit the win button if I want to win

#

don't need any jokers

magic sandal
#

Although the point isn't to win the game, it's to get inf

glad sedge
#

has anyone been able to make the clown offer more free rerolls? changing the rerolls to 3 works only the first time. following blinds have 1 again

uneven rover
#

how do i use mods?

dusky reef
#

might have been a silly question, but does SMOD not support both chips and mult increase at the same time, just like Scholar Joker did?

gleaming talon
#

Steamodded, drag the Balatro.exe on top of the injector and release mouse

dusky reef
#

I've try to do that but it seems to only pick up the first of the two, depending on how I order them

wild thunder
dusky reef
#

what do you guys think?

hardy brook
#

Interesting that it does the cerulean bell effect

uneven rover
#

can someone help me get steammodded working?

left ivy
#

though its been a while since Ive seen the anime

hardy brook
#

there's a playing card anime with custom cards?

left ivy
#

Ikr

hardy brook
#

Sign me up

left ivy
#

Basically theres a kingdom divided into 4 areas (the 4 suits) and people have some type of card (I forgor name) that gives them abilities when they say "play"

#

And the main character has a 2, meaning the worst card :kek:

hardy brook
left ivy
#

Definitely off topic at this point, but I rlly liked what I watched

hardy brook
#

I mean it's still relating to the mod

left ivy
#

fair ig

dusky reef
#

Yeah I have a ton of ideas for different cards already

#

Just have to get to them

left ivy
#

Definitely a mod I would enjoy

uneven rover
#

where do i have to go to get help with modding

rare shell
#

joker that instantly throws your computer away

left ivy
#

We should make a mods with the discord mods

white scarab
#

Add everyone with the joker role as a joker

strong swift
#

drspectred: sets score to naneinf

left ivy
left ivy
hardy brook
#

Crimson's plans:

  • Finish College Work for the week

(If I have time today. If not then this will be tomorrow's stuff)

  • Finish up V1.0 of the DNDG texture pack

    • Concept up potential add-on pack
  • Work a bit on Kollection

  • Work a bit on archived

  • Check in on Ortalab

strong swift
left ivy
#

ShadowBulb: Starts WWIV

white scarab
#

ShadowBulb (RARE): when blind selected, 1 in 3 chance to duplicate a random joker

#

Regardless of if there’s room or not

strong swift
#

it should be able to dupe itself

glad sedge
#

i use small blind big and a custom huge one. how is ante value calculated? i have 0.5 , 1 and 2. respectively
but first blind is 150. 2nd 300 and third 600 but then 2 ante is 400,800,1600
and third is : 1400, 2800, 5600

left ivy
#

maybe 1/4 so slightly more balanced BUT still 100% with 2 oops all 6s

strong swift
#

the point isnt balance

white scarab
#

If you ctrl f 300 in the code you should be able to find it

glad sedge
#

yeah i assigned 0.5 , 1 and 2 for the blinds but cant find relation in thoae numbers

#

i dont want to play tye qhole 10 antes to know how much it will be

white scarab
#

0.5x, 1x, or 2x that base value of 300

glad sedge
#

i want to calculate it

white scarab
#

if you go to the blind menu in the collection it shows the base scaling

glad sedge
left ivy
#

I suck at tachnology smh

glad sedge
#

i tought it would scale with the configs i have

#

but know i understand where the 400 comes from

dusky reef
#

how do you become a joker?

strong swift
#

i dont think any more people are getting that role at this point

white scarab
#

That was given out I think up to around the end of 2023 by localthunk to people he thought were cool. Haven’t seen anyone new get the role in several months

strong swift
#

i think the last was murph

#

but yeah local has better things to do than give random people roles

white scarab
#

I think with the game’s release he’s gotten a lot busier

left ivy
#

I think last was airhater

#

Its not like to many people are spending hours a day doing something thats never been done before, and if they are, they most likely have the joker role

glad sedge
#

alright i want more antes. for longer gameplays. but scaling goes to hell. where can i change the base costs?