#⚙・modding-general
1 messages · Page 36 of 1
jank happens whenever you create objects that don't get used
lets goooo
second? I return nil tho?
a card is still created if you return nil
you should probably just remove those two cards from the tarot pool instead
jank jonklers
where can I find the tarot pool?
jankiest jonkelers
its
real
REAL
G.P_CENTER_POOLS["Tarot"] i think
something like that
help! i want to get into balatro modding but i don't know how to read its dll files. what do yall use?
Visual Studio Code should be enough
you don't need to edit the dlls
then how do i mod?
Use steamodded to mod
ive never heard of that
okay, windows despises this thing
okay I have no idea how do I remove cards from that or if it even consists of cards in the first place
as for the game's source, you can just read it by extracting the executable with 7-zip
yeah windows hates the classic injector because it literally works the same way a trojan does
#1217867725532041369 is the preferred installation method which doesn't require messing with the executable
Is there mod/ easy way to unlock a specific joker? I misplayed something at the end of my run and barely missed out on unlocking stuntman
you can use debug mode
Does it stay unlocked without it?
yeah
Thanks!
its basically just a list of card.config.center, so you can iterate through it with ipairs, then if card.config.center.key == whatever you want you just call table.remove(G.P_CENTER_POOLS["Tarot"], i) where i is the index from ipairs
?
not sure you should call table.remove while looping over that table like that
that breaks things too since ipairs will ignore everything once it finds nil once
oh yea...
modifying a structure while looping over it is usually a bad idea, I'd do it after
i think you just have to iterate through it once per thing you want to remove lmao
uh yeah arrays aren't very efficient at that
O(n) time O(n) space is possible though, just make another table and insert anything that isn't something you want to remove
or set to nil but do a second pass that connects everything back together (by looping up to previous max index)
(this is also what makes re-injecting vanilla cards slower, I have to look for the original pool entry and replace it 💀)
it feel like setting the cards to nil doesn't even do anything
are the cards still appearing? if so, from where?
I set the whole pool to nil and they appear in booster packs
But today I'm mastodonte-brained, so maybe it's just I messed something up
interestingly, booster packs dont use G.P_CENTER_POOLS
it feels like I should get back to card placing instead of modifying pools
this thing again!
Wtf
funny
hallucination joker if it was awesome

Thinking of trying to install and mess around with some mods, but how do I make sure I'm separating my vanilla game from mods? I'm thinking about e.g. if a separate file for the modded exe could be run while making sure the saves do not overlap with the vanilla one.
copy and paste the exe in the same installation folder
you can't really ensure save shenanigans dont happen, but you can take the save files out of AppData/Balatro to try to back them up
might fight with Steam Cloud tho idk
yea if your modded .exe is a different name than "Balatro.exe" it creates a whole new folder for your modded stuff
yea instead of using roaming/balatro it uses roaming/whatever you named it to
What even
someone was a day or two ago
What support?
multiworld randomizer
Oh
After reading a bit more, I guess this is basically make a second EXE for the base game, then instead of running from Steam I just run the new EXE where my mod installation is done on (i.e. the new appdata/<new EXE name>)? Sorry for the ping in advance.
someone is but i already forgot who
this one
mhm
i can't find any information on the AP discord because it's moved to AD it's cringe
i still can't wrap my head around the concept of archipelago really
TBF I play archipelago often, I have a decent idea on how it works
regar
regar.....
bro i love the red seal deck
cards in disguise
lol
for a second i thought you were making seals stackable
wait... its draggable
Let’s goooooo
nah too early yet 😭
What are you trying to do?
hell yeah rank 0 cards
Oh myst changed their name
yeah get_id() returns the rank
Which is so stupid
technically it's just a number associated with a rank
you'd want to check for card.playing_card i think
if tomorrow's update breaks any of my mods i'll cry
yeah it's nil if it's not a playing card
yeah I need to check jokers/consumables in my case
check for set then
?
i feel like the update will break steamodded itself lol it'll probably be back to the stone ages for a minute
hello y'all. I'm new here, did some searching but I have some questions about modding. some fine peeps gave me a few pointers in the balamod server, but I'm a bit confused about creating custom blinds. atm I'm going with balamod, was looking at myst's blind mod for reference but I don't understand the point of the API file. does federAPI make this whole process easier? or is steamodded a better alternative entirely? thanks in advance 🙂
the point of the api was for displaying them properly in uis
(for custom atlases and such)
and adding more rows into the collection ui
Hi!
FederAPI is now included in recent versions of Steamodded, so there’s no need to use it
steamodded hype 
thanks for the help! is the process for adding a custom blind different/easier in steamodded?
gotcha, which is what I understood as well. in theory I could lift your api file entirely to use with my own collection, I assume
in theory yea
like the api file isn't specific to YOUR mods is
that's why i split them into two
also balamod is based for this because i only need to replace lines and not copy the entire function over
guess I'll stick with it for now then. I'll lift the patch for now (I haven't written a single line of code for the mod, I just need to understand how this entire thing works)
then I'll need the mod file + assets in the atlas
so far I tried to check shop card with:
card.ability.name (nil)
card.id (nil)
card.ability.set (gives me type of card, but not its actaul name)
what am I supposed to use here?
before you do i'll need to update it so it doesn't crash in a bit
i suppose i may as well wait until the update then
i mean, your patch update but also the balatro update itself
when is the balatro update?
oh cool
in the experimental branch, probably
I'll prob be running a diff over both game versions to see what's changed
yeahh!!
lovely works for patches too (still waiting on mulitline patterns 👀)
patches as in replacing/appending lines
What did you do for it?
I'm trying to make tarot cards that appear like hidden planet cards
Wdym?
i've just pushed the updated patch to my GitHub
so hidden planet cards appear only when you play certain hands, these tarots will also appear on certain condition
Ohhhhh I see
I think there’s a card pool selection you can put it in
So if you take it out, it won’t appear!
yeah I have no idea how do I remove or add something into the pool
we tried earlier and there's no effect
Look in the tarot card API. It adds it there
adding is different from removing tho
I think removing it would have the same effect
Welp
yeah isnt steamodded objectively kinda better than balamod
I just realized Archived is gonna have to be more than a one-person job
I can't keep up
I'm still doing 0.8.6 stuff and Thunk is getting 1.0.1 out
What is archived?
I mean I don't know how exactly it should be removed
balamod has its upsides
we tried setting certain cards to nil and no luck with that
Archived is a mod project that takes all the old stuff from Balatro and put it in the most recent version
Ohhhhh like MC rediscovered?
idk what that is
but i think steamodded is rapidly approaching being Just Better; though i must also admit i dont really pay close attention to balamod
i'm still a sucker for the inject function
OH
Yeah yeah
but otherwise yeah
I just googled it
table.remove?
Love that mod. What do you currently have?
the world if i could inject for i = 1, 2 do with steamodded....
no i'm not making a separate lovely.toml file for this
Well, I current have a bunch of decks imported, I got to transfer the code for old jokers from 0.8.6, I need to check everything from the rest of 0.8.7, 0.8.8 for classic beta, and then I have to figure out a way to recreate the encrypted 0.9.X beta stuff
then, once 1.0.1 comes out, I have to recreate the 1.0.0 stuff
I'm gonna be uploading in "Updates"
at least this time you can archive 1.0.0 code for later
I don’t think you need to loop over it
Oh yeah, I got a good amount of 1.0.0
but then I can't find the index of my tarot?
My plan atm is to check 0.8.6b - 0.8.8 and do all that for one update
You can find the index, save it somewhere, and then remove it
Call that the "Closed Beta Era". then 0.9.X will be the Open Beta Era, and then 1.0.0+ will be the "Public Era"
but all of it will be one mod
Does modding on macOS count as "other platforms" even though it's on steam.
Not only that but i have to take all of Archived and combine it with my Kollection mod (since that's supposed to compile most/all my mods + some exclusive to it)
nop
pc platforms are fine
Cool, thank you
also crimson i kinda accidentally remade your insane deck with my houserules :p
So I do loop for finding index, and then only after that I'm deleting the card from pool using this index?
Yup
Or maybe do a pairs() loop, and when you reach your tarot, delete it and break the loop
Oh? THE INSANER DECK
What’s stopping one from combining them
commit all house rules modifiers on gold stake
Blindfolded
you mean extreme
since insane uses challenge modifiers which are included in house rules
1 Hand no Discards and a bunch of other bullshitery
idk what an insane deck is i just got here and i cant read
we have so much in common then
it lives
The TEST
damn, the tarot seem to be registering only after the game is launched or something, because if I do loop that checks the names it never gives me custom tarot keys
try to hook into Game:start_run to do it instead then
it lives, pt. 2
its esun wooo
aka I've taken myst's mod file and removed a whole bunch of shit. it boots and plays okay which is a start
have fun
many thanks for paving the way, really
if I do end up creating something I'll make sure to credit you
now that i've thought about it i was the first to do quite a lot of things
r key was the first modded joker released iirc
yeah it was
that's pretty cool
ive made mods as well
this is my first time actually trying to create a mod, ever
unfortunately i am not cool enough to do the first anything
i have a pretty solid idea and i figured it's time for me to learn some cool dev stuff outside of my job
my first is here https://discord.com/channels/1116389027176787968/1221606622208720916
make a balatro dating simulator
im working on the 2nd
no
i mean, who wouldn't date jim joker?
rizz Jimbo
The tarot is registered when all of the mods have finished loading, right when game objects are loaded
So yes, at the start of the game
my first is #1210728178201526373 which turned into doing a bunch of stuff for steamodded lmao
I’m a little confused on how to start modding
why did this only happen on my mod profile smh
the dream
My first mod was MusicalSuit and FederAPI, the former hasn’t received an update in awhile, and the latter is part of steamodded now
entirely unrelated but anybody had any issues getting the balatro extension to work for aseprite?
i see it added in the options but i don't actually see anything in the file menu
have you imported it
Hello, I would like to add a joker to the game, is there a guide on how to make one?
I'm new as well but I'd say first pick a modding framework (steamodded or balamod) and then copy one of the many existing joker mods
reload scripts and maybe recheck the path???
idk since the options showed first try for me
okay I removed them successfully I think!
now I need to think of how to get them back
just to clarify, this is where it should be showing up right?
yes
mind you this is the trial version so maybe it's a limitation
maybe
thx
i will try that thank you!
How hard do people think it would be to make it so that all Showmen take 1 Joker slot? So they can still have modifiers on them, but no matter how many you take, all of them except the first functionally have negative
yeah thats how they work
seems quite possible... just add an on-buy effect that adds +1 joker slot when there's more than one showman present and an on-sell one that removes it
itll still stop you from buying extra if you are full tho
Cool. Was thinking about how silly it is when you Showman into another Showman and was just thinking "what if there was a benefit to be had there"
you'll probably wanna hook get_current_pool then
Is there a way to make certain jokers ignore max Joker limits? Since then I guess it could be "if there is a Showman, ignore Joker limit", "if there is another Showman, +1 on buy", "if there is another Showman, -1 on sell"
Is this too scuffed? this works
Anyone know a way to trigger a button press (UI button) instead of running the function associated with the button press?
I have confirmed the aseprite trial version has the scripting API disabled
so yeah, if anyone doesn't know why the balamod extension doesn't work, buy the full thing or compile it
I had an idea for something but I dunno whether it'd be a joker/voucher/what (probably Joker)
The idea being, any time you make a hand where it's made of identicals (pair, three of a kind, four, etc), you get a bonus if the cards:
- Also share suit
- Also share enhancement
- Also share edition
- Also share seal
And the more complex the cards are the higher the bonus for them being 100% identical
quick question does modding mess up achievements/unlocks?
I know Steamodded disables achievements
It does, you need a mod to reenable them
This is not difficult. I could whip it up today, if I get the time 😁
which mod?
yo, mind uploading 0.9.8 to thunderstore?
I'm doing it in a minute 👍
ty 👍
does steamodded have support for multiple deck mods adding to the enhancers png yet?
uh can't you have your own atlas for that?
i have no idea really
or does it not use that for deck backs, I can't recall
but the sprite api still does complete replacements, so if you modify the same atlas, it will get overwritten
so far all the ones i've seen replace the enhancers png but haven't been updated anytime recently
tbf I haven't been keeping up with that
there was like 2 different mods trying to add that functionality if its not already in steamodded
haven't seen any PRs on it, but if it's an issue, it shouldn't be too hard to resolve
ahhhh one of them was made by feder so its probably implemented already
not sure, but might be
I can't find it, how do you increase the hand size (amount of card you can hold) for a deck.
does anyone know where is the "key" of a card is stored in its object?
just set config.hand_size to the modifier you need
Can I access G.GAME values before the run loaded?
no
😵💫
Every time I try to install a mod my game crashes, Im putting them in the mod file. what am I doing wrong?
Got one working nvm
that's one funky chicken
🐓
just gonna ask if its possible before i spend 4-ish hours trying, can i make a joker that wont show in the pool?
you could go the cavendish route
put yes_pool_flag on the joker and just never set that flag
it's not technically supported by the API, but it's recognized for the purpose of modifying vanilla jokers
no_pool_flag shows up only if the flag is not set
yes_pool_flag shows up only if it is
i would put that in calulate of the joker?
Good to know now than too late
uh no you'd just set it as a field on the joker
No in the var where you put extra and stuff
Would anyone be interested in implementing some cards I made into the game? They can be part of a mod pack I was trying to go for a more vanilla feel for some of the cards atleast
SMODS.Jokers.j_slug.yes_pool_flag = 'my_custom_flag' after registering should do
alright, thanks
Oh putting the flag where extra is isn't enough?
it's not a field of config, it's a field of the center object
should maybe be added as an API parameter, but since 0.9.8 just setting the value on the joker object will work
So this isn't enough or doesn't work correct?
this does not work
Alright
never did
Thought it would since cavendish's yes_pool_flag was inside too, good to know
wtf are you doing to get this?
hi, i'm an idiot. where do i find the api for ui-related stuff? not sure if it matters whether i'm using steamodded or balamod but i'm using steamodded
the ui api is Good Luck
alt-tab before crashing
i serached in the channel history and it looks like the ui api is. bad. but where tf do i find it. source code? lol
there's no API for UI stuff except sprites
it doesn't happen everytime tho
we're all just out here dealing with the UI code that the game happens to have
like, it's painful
The infinite children
but that's just love's framework for UI
I could do that!
no mod API or anything
okay, so i should be looking at how the love framework does it? or just read game source? @_@
love me some nodes[1]
i've seen a couple of nodes[1] in mod code, good to know that's going to be my friend from now on
some of the APIs we have need pretty insane UI modifications to tape everything together, I can't even imagine making a full API for UI stuff
it was annoying when I was making the crash handler which is something where I have full control over the ui, I can't imagine trying to make ui well other things are also making ui
the game source is your best friend worst enemy, uhh, only useful source of information when dealing with UI
[hubris] well it can't be worse than some of the yaml abominations i've seen in my time
Wait weren’t you the duck game guy
yes
Lol small world
The duck game guy?
we shared a lot of servers actually
so i have a mod that adds 1, 11, 12, 13 to the deck (and removes A, J, Q, K)
why is the deck preview mismatched and can i make it not do that
ooo your 13 is prettier than mine
What even is nodes[1]
most of the time, one layer of round rectangle
thats a steamodded issue i believe! it should be fixed in the newest update
oh
ok lol
im not sure thats the issue that got fixed
i have updated steamodded today
do you know whether it's being worked on
constantly, just whether the Very Busy Devs are doing this atm
fair enough
( 🙇♀️ aure the goat )
you should use SMODS.Card:delete_rank instead of wipe_rank
wait question would mod devs like it if I provided some kind of api so they can put some debug info on crash screens?
( someone should keep me from being on discord if i havent been awake for at least an hour )
zero idea how useful this would be but im down for more debug abilities
as for the preview, updating to 0.9.8 should do the trick unless there's something I missed
I dunno if the out of order 1 is what's messing things up though, I may not have fully accounted for that
having a proper 1 card is interesting....
0 card when ?!
though it should be directly matching the order from the rank list with the associated ranks now, so that seems off either way
maybe i should add some jonkiers to my 11-25 ranks mod and release it ....
can you check what it looks like without the 1s?
you gotta make a bunch of BS hand types
What are the letters for legendary jokers based of?
works without 1s but not with
the individual card counts seem to just be added to the left while the rank counters are in the right order
why would i need hand types for ranks 11-25
hm yeah that's odd... how are you registering the 1s rank?
for the funny !!!
imagine negative playing card edition
yeah but like what hand types would i even add
doesn’t take up a hand size
just like this
SMODS.Card:new_rank("1", 1, mod_id .. "numbers", mod_id .. "numbers_high_contrast", { x = 0 }, suitpositions, {next = {"2"}, shorthand = {unique = "1"}})
SMODS.Card:new_rank("11", 11, mod_id .. "numbers", mod_id .. "numbers_high_contrast", { x = 1 }, suitpositions, {next = {"12"}, shorthand = {unique = "11"}, face_nominal = 0.5})
SMODS.Card:new_rank("12", 12, mod_id .. "numbers", mod_id .. "numbers_high_contrast", { x = 2 }, suitpositions, {next = {"13"}, shorthand = {unique = "12"}})
SMODS.Card:new_rank("13", 13, mod_id .. "numbers", mod_id .. "numbers_high_contrast", { x = 3 }, suitpositions, {next = {"1"}, shorthand = {unique = "13"}})
SMODS.Card.RANKS["10"].next = {"11"}
negative steel king of hearts
+10 chips
x1.5 mult while held in hand
+1 hand size while held in hand
yeah nothing wrong with that... I'll investigate
yippee its not broken in latest steamodded...
where's one and zero? 🤓
where's pi
uh yeah that looks only slightly broken
i could do one and zero tbh
How's this for an idea?
wheres every possible number between 1 and 2
i was tempted to be like "lets do face cards every 10" but then i realized i'd run out of things to call them and also am bad at art
at that point just start stealing chess pieces
then again its not like i can go higher than 25 without making new symbols
hey before i try anything does there already exist a mod that does things such as
- show you your potential score if you play the current selected cards rn
- show you the next cards you get
- show you all the things you could get in the current shop with rerolling (if i heard right every shop has a sort of queue of items?)
- show you what a pack contains
the main idea is to help seeded high score runs cause i find them fun
no idea if any of this is even doable never modded this but it sounds kinda fun to try
just do the symbol then x rank
thats booooooring
yea but it works
oh wait what we aren't allowed to debug the source code
chances of my idea seem to grow slimmer
iirc someone had a joker that showed which cards you'll draw next
that rule basically doesn't make sense given you can just extract the game exe and look at the source code
Alright time to figure out how to do Void cards
Did you make compatability for 6 suits?
when you do it
nuh uh
I'm trying to make void cards
Trying to think of what effects occur on draw
me when i try to test for straight
that looks like 0.9.7 steamodded to me
yep
are we on some new stuff now
we're on that stuff that'll make your pacemaker stop
I've been trying to rewrite my mod for a long time
I'm staying in 0.9.7 for now
ok now to the interesting part, how do I add a joker in-game with Steammodded ?
?? so it was because of steamodded bug?
yeah
uh why? besides that bugfix, 0.9.8 just adds some functionality for modifying vanilla things
it's specifically my fault, I messed with that UI trying to make rank deletion work
I don't need to modify vanilla things but aight i'll update
makes wonder if balatro card drawing was supposed to be deterministic
oh so it was not pseudoseeds('seeds') but some determined seed?
no it should be whatever the seed is
cuz i think pseudoseeds('seeds') is truely random because it grabs a new one each time you call it
or they might have all been pseudo random, meaning not random at all
just a sec I need to remember what the psuedo random functons do
it takes a seed, a min and a max i think
Hello everybody 🖐️ Does anyone knows if we can use "require" in .lua files using Steamodded ?
depends on what you require
not all libraries exist
but as long as love has it it works
oh right so that one you give it some value for smth, and then it rolls for it. The game keeps a seed for each value of whatever you pass, and when you call that it rolls the next one. IF you want to read the furture, you need to make sure you don't change the values. I'm not sure the best way to do it
i think it's no guaranteed because of the loading order, is that still a thing?
You knew exactly what I wanted to do LOL
thx
I've no idea, I'm kinda new to all that stuff tbh
But thanks for the info ❤️ Lot of love
So... Trying to make void cards... I don't know how to get the deck to check and all that
I first need to make a blank enhancement
what?

imagine using both of those and not ≠
imagine having a keyboard that has ≠
imagine using =/=
I guess there are keyboards with programmable keys
Imagine accidentally putting /=/
imagine /(0v0)/
Imagine using not == instead of ~=
Okay for real though, I need to figure out how to make enhancements
Alternating between Lua and GDscript syntax is definitely not helping with this
I don't know how to insert into table
RELATABLE
table.insert
I had two erros last night from using if logic: instead of if logic then
yeah I keep writing if (logic) { instead of if logic then
I was moving from C# (terraria/duck game modding) to GDScript and oh boy do I like to place semicolons everywhere
I swear I'm going insane
hi going insane, I'm WilsontheWolf
BEAT ME TO IT
hi done
DOUBLE COMBO
All I wanted was help
poor end me
edition <> enhancement
I also do that everytime
😭
lol
TRUE
ITS REAL
why zero is crossed
bri’ish
inconsistency in numbers smh
gives no chips
Balatro is 7 cards
you'll figure it out
no wait what nooooo
acquire more fingers
4, 3, 2, ace, 0
Spectrum five
Spectrum Straight
Spectrum Full House
Divine Straight (A star, K <suit1>, Q <suit2>, J <suit3>, 10 Moon)
not a straight......
it arguably should be
i hate straight people
woah woah what
how would an ace fit into this
it should be i coded it to
What do you mean by that?
the game has it as ace,2,3,4,5
1 should be ace but that would mean 0 is wrapping around or smth?
above. below or equal to 1?
I would argue it should always be a circle
im kidding
so A is below the lowest card and above the highest one
since 0 is the lowest card
Ace is below it
2 1 0 Ace King Queen
man fuck this enhancement shit
negative numbers?👀
2 1 0 ace 25 24 
So what do I do?
table.insert.P_CENTERS something something?
some people seem to be struggling to understand how straights work in my mod so i prepared this helpful flowchart
This is inspiring me to make my K6T deck i have STILL BESIDE ME
darkmode
this did not help lmfao
Darkness
what the HELL is that font
everything looks off
glad to help
you made it look like a moblie rip-off
Aces go to 0s or 2s. 10s go to Jacks or 11s. 25s go to Aces.
with that font its easier to read from smaller screen
check the bottom of my example custom edition, it does something similar
why is the jack of spades the same blue as the clubs
inserting is the first part
ok
actually helpful thanks
then youll have to modifying how cards are drawn
liar
its not?
nah it is
oh im liar
chat what should i make today
@lean dune sorry to bug but im pretty sure this is an API thing
Joker: you may play up to 6 cards
new way for the game to crash
This is what Balatro would look like if it was developed in Scratch
lmao
why the hate
i believe someones made this
It looks good but the font
ah my settings messed with the color but the question still stands, why is it purple?
its in jellymod tho so it kinda doesnt exist
originality isn't real.. failure is inevitable

thats not a joker
im silly-maxxing again
that's my job 
im taking it
wow that is so much work
easier to read on low density screen
7 hands next
i mean you could maybe make it an addon for hand of six
@rigid jewelthis font is primarily chosen because it had to be displayed on 640x480 screen
that only enables hands of six cards when the joker is held
why the FUCK is that your resolution
tbh should use comic sans
Just a noob question. When you're creating a mod using Steamodded, there's absolutely no way to split it in different files ?
I'm not allowed to talk about. Basically linux based arm device runs balatro but has 640x480
there is but I'm not sure the best way to do it
balatro on my toaster coming tomorrow
balatro on my samsung fridge
modding rule 1
my joke was rule challenged
Do you know any place where I can read how it works ?
you can use linux with steam beta options, It's working fine for me
I don't think there is official linux binary?
I did this which I based off how steammodded loaded files but idk if thers a better way https://github.com/WilsontheWolf/Better-Stack/blob/master/Stack.lua#L15
oh, there is?
not nateivly
but its not that hard to get running natively
thx ❤️ Lot of love
I'm currently modding balatro on linux
same
all I needed to do though was just turn on the steam beta thingy
and it worked out of the box
all I needed to do was push play
local otherluafile = NFS.load(mod.path.."other.lua")()```
this should work?
"Enable Steam Play for all other titles"
oh I turned that on when I installed steam like years ago
the other lua file can return a value or values to your main lua file
which would then be stored in otherluafile
You hecking legend
yeah, it allows games that "aren't native" to try and run anyway
proton my beloved
don't thank me, thank whoever made Risk of Jesters cuz the only thing i did was switch it to NFS (which should mean r2modman support)
but also i didnt test it so lol,lmao
Thanks to you both @exotic shadow @sleek granite ❤️
(that'd be DVRP on the Risk of Jesters part)
idfk if this works but hey, I tried
Yes
yes
holy shit
I code in the balatro font
your init uses Void as the id but you use VoidCards for the find
i would literally hallucinate the like font caterpillar-animation
you can have mismatched INIT ids
it's not a good idea but it works
oops, yeah
guys I have an issue with my mod that's purely visual. The idea is "every played card give +1 chips, every 10 gives +1 mult". So every time a card played - trigger "upgrade" and then at the end add the mult and chips. My code is functionally working as expected, but when it triggers the mult and chips at the end, there's no numbers being presented. I assume I can just write it as a "message" in the return but I want to return both chips and mult and I can't find any example like this in the game
tbh I should just make a loop and writing my init function to every possible 32 character id
LIGHT MODE
how to ensure people look at your buggy code:
Font cooks though
yes
this is the way
light mode yeah I like it lol
im trying to mod balatro but i cant get steammodded to work, something qith 7zip, im not too sure
it wont show the chips message because you aren't showing it
you need to have a message to return in the end_calculate_context effect
yes, I can return a message with the chip value. But I want to show both chips and mult. that's where I'm not sure
It's like two message triggers
all the base game jokers that do this do it on a card level, not joker level
Welp, just realized I gotta make a Tarot for Void Cards
yeah someone was trying it earlier i dont think theres a good way
TIME TO REFERENCE PERSONA
@dusty jungle @astral glade you laugh, but
That's why the font
yeah I was afraid of that. Although foil can happen on a joker with mult but maybe that's on a different point in time
is that a gameboy?
WHAT
fair enough
fuck it if I'm gonna get slapped for it
Try using card_eval_status_text
yeah edition calcs are separate
LMAO
assumed as much
i mean as long as you aer using linux it's prob fine right that's a platform people already play it on
what actually runs linux seems unimportant
how?
There's a bunch of example in the source code
maybe I'll just write the message as +a/+b format so it makes sense and use some neutral color instead to make it make sense
or ohhh is there a way to have the color for the message be split between two colors?
not really
anyone know before I dive into the core code?
you could make it the plasma deck purple effect
That's a great idea! yes
oh the other direction
what file is that from
globals.lua
thank you
I just saw that
but I'm wondering what's generating it and if there's a way to generate it as two half colors, so one side is one color the other another
Color with a u
thats not a thing the base game does so i assume not
he does generate the effect though, somewhere (I think I just found where)
lmfao
Welp, time to figure out how to make a tarot card now
gl
well first i gotta test the first thing
thanks for the help guys I think the purple will do good
since you probably have to mess with the draw function to get the enhancement to show up
unless its automatic
I think the base code uses some pretty simple animation techniques, which remind me of CSS stuff (in essence, not in style of code)
so it theoretically shouldn't be hard, but I decided to try that some other time
I'll settle on a middle color
I just found out there's a movie called tarot ..... It's literally about tarot cards but scary .... I wonder if there is any card types this game doesn't even use
i mean if youre looking for more cards to make
theres always the DnD Deck of Many Things
king of swords?
you mean the minor arcana?
enhancements are just card centers, shouldnt be hard
everything about plasma deck is in back.lua line 125 and some color bullshit at line 137 and 138
ease_colour mixes colors
SMH, I keep putting semi-colons
problem is I've never seen plasma deck still lol
:balanced:
so I have no idea what I'm supposed to look for
@xzy yeah all the color easing in and out, you could definitely create some sort of half polygon shape and ease both in and out at the same time
if you really wanna see it you can do the unlock all button in the menu
Y'know... has anyone made a thread for mod help?
The plasma deck's ability balances ||the chips and xmult at the end of the round so they are equal||
nah, I just should play the game instead of poking around its code
You can mathematically prove this will always result in higher or equal scores, about n^2/4 higher where n is the difference
So why is it saying that P_Center_Pools is a nil value?
when and if @wanton rapids is available, i could use some help troubleshooting that script he has for making card mockups
I know what it does I was talking about what effect people were discussing above
I never seen it
Adding something into G.P_CENTERS or any equivalent needs to be done in an appended Game:init_item_prototypes function
in a what?
oop, never mind, i got it
i don't know what that means
thoughts on this?
how do i make a mod, ive got some jonkler ideas
(for those who are wondering "why not multiples of 3 or numbers with 3?" it's because that would be hard to balance, and it randomly picks between three effects)
that card seems a bit redundant
is there a modding framework or something like that?
You need to do this because SMODS.INIT is called before P_CENTER and G.P_CENTER_POOLS exists
pins has an intro i think
whats the difference?
hmmm, for some reason when I send color in the return of end_calculate_context is just looks like the chips blue. What am I doing wrong here?
lovely doesn't really fit into the same category as balamod and steamodded, they're modloaders, lovely is a code injector
balamod is also a code injector
they're an option for making mods
holy shit i didnt know this,,,, it always worked fine if i didnt
they may not all be the same fundamentally
and yeah you definitely can make a mod specifically for lovely
but they all do the same thing
yes, but lovely is purely a code injector
theres no API or anything but it can be done
try HEX('FF00FF') instead of G.C.PURPLE just to check
it feels like a better 10 4 tho i can't judge how good it'd actually be
already tried unique hex codes, no dice
@dusty jungle see, magic number doesn't give all three
interesting
Well I think I got it, it's now just angry that i don't have 2x enhancers art file
scholar of threes.....
Okay so balatro's loaded
but is there any reason to pick one over the other?
yea you only give one of 3 but all of them are a lot better than 10 4
just multiply 200% 1x image with nearest scaling?
i would still argue its a better 10 4 in that case anyway
uh... where do i find the enhancement?
use lovely if you need precise static code injection before the game actually runs, can't say anything definitive about Balamod or Steamodded
prolly gonna need a tarot to add it to a card in game
right
or edit that menu
lovely has total access to the game's codebase so it's generally more powerful
that's fair; the idea is that it would randomly give the same bonus as a vanilla edition. perhaps 33 chips, 3 mult, or X1.3 would make it most balanced?
i also do not know the differences though
i forgot balamod was a thing
could steammodded or balamod allow me to say, debuff a played card until ante completion?
So there's an SMODS.Tarot:new?
yeah, check the wiki on steamodded
theres a lot of new info for consumabels
Aight
you know where to look for the function to apply enhancements yeah?
the 3s would certainly make it funny
i feel like balance you'll just have to do some playtesting
i doubt it'll be a top tier card though just cause its not guaranteed
also having a bunch of 3s seems pretty rare
sounds like decent combo
hack + fibonacci + magic numbers + all of them red seal
boom i think
yea actually 3s a rae pretty stacked
i take that bac
does anyone know why the colour argument in a return message for end_calculate_context wouldn't work ?
Nope it's literally called tarot
they're like 3rd worst i think
the minor arcana are the cards in a tarot deck that arent the major arcana
i meant the other unused tarot cards
that more closely resemble how standard playing cards are setup
Ohhhhh ok thought u were talking about movies 😂
7 yeah
7 or 9
you know, i have two rough concepts for those
then 8 cause 8 ball is so bad
1-10, Page, Knight, Queen, King of Coins (Pentacles), Swords, Cups, Wands
7 ate 9 joker
if you play 7 8 9 all of them are removed from your deck and you get $9
It be cool if someone added some of the minor tarots into the game
i was considering adding Coins/Swords/Cups/Wands as suits that wouldn't be in your starting deck, that give benefits if you play at least 3 of them
cloud 9 is pretty decent if you get it on erratic for example
oh right cloud 9 does exist
Coins gives money, Swords gives Big Chips, Wands gives Big Mult, Cups.... idk
i have a silly cloud 9 screenshot somewhere hold on
i think a seal that makes cards more likely to be drawn could be cool
tho im unsure how you'd code it
cups reduce the blind requirement?
itayfeder showed an enhancement earlier that forced a card to be drawn before others
if you play 3 cubs the boss ability is disabled for this hand
i should go sleep instead of trying to have ideas
cups could be like spawn a Tarot card or something idk
hi chat im fashionablyy late
hi lyman im early
hi fashionablyy late
waking up at 6 pm like a boss
i know there are a lot of people doing this idea for 7 but dammit, it's something everyone wants to do.
but i think my ideas for 9's (and 5's) is a little more original
laugh at this user
work that 9 to 5?
@rare shell graphic design is my passion
that's the idea!
98765 is a playable straight....
i mean, it's the same concept as walkie talkie being 10 and 4
5 to 9 (god i wish i worked those hours)
that is pretty sexy background I think https://i.imgur.com/Yzzqs94.png
1.) it wouldn't be that good if it was a "when scored" trigger
2.) you're acting like straights don't need help
are the straights ok?
every month is pride month
anyway yeah
wait yeah when's gay sloth month im tired
lust month is what im waiting for
how about just platonic month
i'm thinking... "40 chips for each 9 or 5 scored, and 15 mult per hand with at least one of either"
40 being the typical "full-time" work week hours, and 15 being a reference to minimum wage
out of curiousity
that's good
has anyone figured out how to make a music replacement mod
ive got enough friends i need a partner at this point
same
real
i took the persona one and drew over it to recreate it
why is this doofenshmirtz
the shared lonely-ness of balatro modded players
Who?
no way
omg it is doofenshmirtz
omg youre right lmao
I'm focusing on like 5 things
rename the card to dr. heinz
oh him
jester
ketchup!
I didn't care for that show
balatro modding: julius caesar simulator
the show was mid but i have a pretty big respect for its creator being like A Chill Dude On The Internet nowadays
he follows Altrive its so badass
oh word, the console window lovely opens is usefuller now
ive dreamed worse tbh
Basket of Pears
Gains +1 mult if scoring hand is a pair
Gains +2 mult if scoring hand is two pair
(Currently +0 mult)
Is it possible to check if Game:start_run() is continue of a run or a new run?
someone please add and buff these guys
not args.savetext
will be true for a new run
args is passed into Game:start_run
that's good 👍
so i think before but my code does it after cuz its adding cards
thank you 👍
One Whole Jollar
chat what does one whole jollar do
gives you one whole jollar
but if its modifed then its not legal tender so its not useful
aka no negative jollars
The heck does this mean?
" atlas: Allows you to specify a custom atlas. Like with jokers, the loader still looks for a custom sprite sheet that matches the card's slug."
oh man I should probably slim this log output down lmao
it means you can specify the sprite
it's loooong
yeah it's a lot
I'm confused, wdym specify the sprite?
it means you can tell it what sprite to use
you mean like "Jester.png" for example
you can clarify the image asset that the game will utilize to express the game object in question
ok to be fair, most of it is on the steamodded side. You just add INFO - [GAME]
I was thinking of removing the last part before the message, but figured it should follow what the steamodded logger does
yeah add your own timestamp for good measure
make the console unusable yeah
that implies that it was usable
and if it was usable then we're not working hard enough
that's amazing
I have been using it for the past like month cause I made a mod that did what I PR'ed for a while
that being said it would probably be nice to expose some native log level API on the lovely side of things
although it looks a bit silly using the wine console
eh screw making it complicated, I'll just slim it down on lovely's end to just a [G] or [L]
you need to :register() your tarot
\home\shorty\downloads
love it
is firch still around? i think i thought of something for your cards that you dont want in pool
welp, it crashed
you can just give them the yes/no pool flag to exclude them
also hopefully soon the crash handler will be way better

