#⚙・modding-general
1 messages · Page 43 of 1
oh also I found some super handy debug mode keybinds that aren't shown in the menu
in the stock debug mode
oh bet
does it include space crashing the game
yeah that crashes on title screen lol
actually I think it only crahses on the new build
oh mayb
cause I peaked at what the function did in the code and it was empty but then I pressed it and it crahsed, but my source code is from the old version
let me update it
looks like in this build space evaluates the highlighted poker hand
not sure what it does with this info
well if G.hand doesnt exist that makes sense for it to crash
yeah
I could disable this check
might be good cause it just seems like a 
test code button
Is there a way to do this like a mod or a code that let me adjust the menu of the game for a wide monitor
i was having a good day until you reminded me ultra wide monitors exist
lol
sory
please never take me seriously
pretty much all the games menu stuff is made to be the size it needs to be to contain what it contains
so the short answer is no and the long answer is your monitor
(also ui code is hell)
take me seriously instead
thats somehow a worse idea
one of us always tells the truth and one of us always lies
what would i do with you? where would i take you?
oh its me, i always lie!

ok that wasn't too bad
ideally i'd like it to replace the "rank of suit" thing with "X of suit"
and i don't know why this is deciding to render on all playing cards now
oh there it is
considering rebranding moreconsumables.....
morecontent maybe.... just to have it be a general content mod....
yep, just had to nil out the card_type
you did what
i am learning the eldritch craft of BADGES
so anyways I need to touch UI now
should I just end tonight on a good note or forge on?
ui code is hell save yourshelf
the good news is I am using lovely so I can patch stuff in and not access sub array upon sub array upon sub array
trûë
the i win joker goes hard(cause of the chips)
how do i edit an existing joker using balamod???????
depends, but you probably just replace the code segment of the joker in Card:calculate_joker
i think i'm figuring it out
balatro but you have a gun
that took way longer than I expected
I'm going to sleep now but let me know if you all can think of any other good debug stuff i should add
hi chat what do we think about this effect
that's so cool and fun
and balanced
with dusk or seltzer that's 100 chips so you need multiple retriggers to get the most from it
Could probably be a common tbh
this round, not this hand
ohhhhh
does it proc on steel cards?
Oh lmao
ohhh noooo
oh what
Yeah the idea was you stormed off with red seals and stuff
I don't think I'll make it trigger with cards in hand and just fiz the wording a bit

is there any way to look at how some of the vanilla jokers work so that i can get an idea of how i can make a custom joker?
7zip can open balatro.exe
chat am i stupid
SMODS.Jokers.j_cardslinger.calculate = function(self, context)
if context.individual then
if self.ability.extra.clear_cache then
self.ability.extra.trigger_count = 0
self.ability.extra.clear_cache = false
end
self.ability.extra.trigger_count = self.ability.extra.trigger_count + 1
elseif context.joker_main and context.cardarea == G.jokers then
self.ability.extra.clear_cache = true
return {
message = localize{type='variable',key='a_chips',vars={self.ability.extra.chips}},
chip_mod = self.ability.extra.chips * self.ability.extra.trigger_count
colour = G.C.CHIPS
}
end
end
end
im getting crashes with this piece of code. if i cut out the elseif clause entirely, its fine, but otherwise, it'll crash with no error log, so i suspect i messed something up really bad here
i realize now the chip display will be incorrect here but thats Neither here Nor There
do i have to localize the variables here
crashing without error log is likely an infinite loop issue
ive seem to narrowed it down to the way im returning the chips here to be an issue
but i dont know why
oh hmm
i even cut out the formula here and just tried having it return the base chip amount and im still getting crashes
making it return nil seems to have the game boot up fine
didn't spot the comma since mobile moment
yup literally was
moment
moment
I AM A WIZARD
does the cross enhancement always make it look like an ace?
id assume so, otherwise that seemingly rank-sorted hand makes no sense
superposition might be weird with this
is K Q wild wild wild two full houses at once?
4oak id think
unless im forgetting my hand order
i might figure out a way to word it better but
that's how i balanced it away from XOAK's
nah, that would become a royal flush
ohhhh
so multiple X cards in the hand cant choose the same rank
exactly
dude that literally means nothing
saying it bigger doesnt make it make more sense
nothing about that sentence implies the X Card cares what other X Cards are pretending to be
multiple X cards in the same hand will not count toward the same rank
so KQXXX is two pair
not straight?
but does it charge my pants...
no, because the XXX essentially becomes JT9
I would suggest a symbol that looks a bit different from an ace, esp if they are sorted to be next to them
could just try and slap all the numbers in a vertical line on them
definitely 😛
I guess I shouldn't be suprised to see the custom mtg community in this chat
no time no see ( i am blind ( this is not a true statement ) )
shoutouts to when i used to make whole sets in MSE but never like joined The Community
i used to mod the custom mtg server for a good bit
lots of neat folk ive met there
the only set i ever even got closed to finishing never went anywhere
then outlaws came out which is more or less the exact premise of my set minus the wild west
and i was very 
harb spotted
working on a cursed mod already :P
cant be more cursed than 0 of diamonds
Well, what if you could play zero cards
ror2 modding community?
what is this a cross over episode?
thats not the right sticker but thusly appropri
i see you bill

modders rise up
we just got everybody coming out tonight
paladin in balatro when
im the guy that has meme artwork pinned on the meme channel
on ror2 modding server
actual ror2 raid...
maybe i could make something here too

ror2 modding community trying not to fill the mod list with modpacks (impossible challenge)
We can make the difference this time
i wanna be on the thunderstore.....
maybe when im older (jk)
balatro with yugio mechanics(reading the text is longer than beating the game)
thats how i felt with my Meteor Observatory Effect tooltip 
i would love to make a reviving mechanic for destroyed jokers lol
first step: learn how to mod
pack where you get offered jokers/consumables you've used or sold
i was thinking adding a whole ass tribute system
TRIBUTE?
yuh
you steal men's souls!
its ok i cant think
imagine a Joker graveyard
autumn im gonna be real i have no clue what the observatory effect is refering to
maybe the system can be like "Destroy the 2 leftmost Jokers of x rarity to summon this Joker"
layman it is past your lay time
maybe i should have the observatory effect tooltips say "buy the voucher to receive:"
advertising in balatro.... smh.....
jimbo shop must be stopped.....
What if:
"Sacrifice 2 Jokers to apply Revive to a selected Joker"
Revive: When a Joker is sold/destroyed, it will appear in the shop after 3 rounds
good luck
seems really weak
that sounds complicated af
of course im thunking this in real time
and also yeah kinda weak maybe?
so even i don't know what im doing
i know what youre not doing
whats that Artist Lyman?

maybe instead of it appearing in shop, it automatically puts itself back in your joker slots as a negative
after some rounds
is it "releasing oddity api"
m
harb,
now thats a face i havent seen
harb,
i harbor all the ill will
any williams are allowed to seek shelter regardless of health
any sick williams in the chat hit this person up
which mod adds the set of jokers skoottie was using in his videos?
gonna need to be more specific
probably the ones he listed in his video descriptions
ah ty didnt know he did that
How to install Pampa jokerpack i am on the github page but i see no releases
probably just download the entire zip
Should work, but repo's weird: it contains both a Github Page files and mod files mixed together...
Reverse The High Priestess:
what?
i mean, a bit of common sense tells you which is which
Does someone know a modded joker that has 2 probabilities in it?
another mod basically does the whole increase and decrease level thing with reverse priestess
yuh
oh this just got taken down
lets goooo
dont worry lyman your art is still awesome
lyman is the best
I mean it was good enough that someone would want to steal it
... if that's a positive, idk
(i am very amused by the whole thing tbh sorry to all the other folks that got their stuff scraped)
jokes aside it IS strangely affirming??
chinese mod market produces the best knockoffs you've ever seen tho
lol
this is why we need the dong zhao joker 
look at source code
look at everyone elses code
work from there
try taking a small mod and adjusting it to your liking and then go from there
k
i usually tell people to check out https://github.com/iJohnMaged/multi-jokers/blob/main/MultiJokers.lua for a pretty basic outline of what your mod file should have, and certain examples of what pieces of code cause what to happen
A balatro mod that adds various jokers. Contribute to iJohnMaged/multi-jokers development by creating an account on GitHub.
if youre unhinged enough
dont let your dreams be dreams
what about nightmares
llo
Wdym by "a card triggered this hand"?
its scored
what does it mean for a card?
a playing card?
what is it playing?
why card haves two names tho
aight, so, like, when we talk 'bout what it means for a card, we're basically chattin' 'bout the significance or value that a card holds, ya feel? Cards can be anything from credit cards to trading cards to tarot cards, ya know? Each card has its own vibe and purpose, like, a credit card means you got dat purchasing power, while a trading card might mean you're into collectibles or gaming, and tarot cards, they're all about, like, divination and stuff, givin' ya insight into life and whatnot. So yeah, when we talk 'bout what it means for a card, it's all 'bout its role or symbolism in different contexts, bestie
so true jestie
where did you get that from
i fully believe he typed it
the bottom of my bottle of smirnoff
Sounds like a GTA dialogue somehow
unhinged
is it Young Joker or Cardslinger? can't the mod developers make up their minds?
ikr like is it a creature or is it a clown?
this mods worse than a bag of rotten tomatoes left outside on jerry seinfeld's corvette on a las vegas sunday!
clown is the creature type
but yeah, a pair would give +20 chips.
pair with splash gives +50 chips
red seal/seltzer/etc effects would give an additional +10 chips per repetition,
la creatura
yeah I just was lazy and slapped everything together. You only need the lua file and the assets folder but downloading the whole thing isn't a problem
lyman make jevil legendary
i am of drinking age autumn
if jevil came out 2 years earlier in life maybe,,,
The grind is real
I'm struggling just to make one full page
lmao..... ok aight whatever
(im not actually a jevil hater)
I don't even know how to create a release containing only a few files from the repo btw. I'm not a programmer so github still is a bit hard for me
[i actually think i saw a jevil joker done before is the real actual answer for that]
<if its not done though that might be a cute thing to put in>
WAIT
who cares, call it an alt art
what the fuck is that
its moe
who
when you draft a new release on github you can add a zip file with the needed files
fr tho who cares if the joker already exists in a different mod, why does every card HAVE to be 1000% unique
i am a programmer and github is still hard dw
Ace Attorney moment
i literally couldnt tell you i just have a Thing about doing art that other people have done
its just a quirk i have
that might be the sleepy talkin too
Because we don't want to be called out for it
though you did get me thinking of what would be a good pool of legendary jokers
genuine question is github kinda just a bad site?
no
Not at all
github isnt meant to be used as a website
huh
its a bad site in the sense of like
you can display as much green text as you want idk why y---
having a party at your local library is a bad idea
but the library is still poppin
just not good place to party
im also kind of shocked that there isnt a bozo the clown joker bc like
so its good for what its made for and this use is just not what its made for
what a good design
i still dont know how to make a pull request. or uh update anything.
who
Gargamel looking aah

github is good for version control via git
but git is for command line nerds
im too dumb to git
i used to watch his animated show on vhs all the time as a lytoddler
lychild the scholar
i don't use git except for four commands
i dont even use git 
clone pull reset secret 4th one
the mass ping git command
i wish i was smarter 
i wish i was a baller
i wish i was less sleepier
i was i was dumber
I knew wish in write to how order
messing up that sentence just makes sense so i'm not fixing it
i could use a wish right now wish right now
pass the salt dude
It's even funnier it wasn't on purpose
pfffft
legendary jonkler idea list:
dimentio - based
jevil
bozo the clown
george carlin 🥥
emmet kelly
wait
i cant do emmet kelly
i thought you said dementia
i thought you said dementia
Hmm, I'm getting
mods/vouchers.lua:10: attempt to index global 'SMODS' (a nil value)```
When the entire mod is
```lua
--- STEAMODDED HEADER
--- MOD_NAME: Harb's Vouchers
--- MOD_ID: harb_vch
--- MOD_AUTHOR: [HarbingerOfMe]
--- MOD_DESCRIPTION: Harb's Voucher collection
--- BADGE_COLOUR: E38902
------- Code --------
function SMODS.INIT.vouchers() --name was messed with because it wasn't wroking
local this_mod = SMODS.findModByID("harb_vch")
local spr_vch_zero = SMODS.Sprite("harb_zero",this_mod.path, "harb_vch_zero.png", 59, 93, "asset_atli"):register()
local vch_zero = SMODS.Voucher:new('Zero', 'harb_zero', { }, { x = 0, y = 0 }, {
name = 'Zero',
text = { 'Play zero card hands' },
}, 10, true, true, true, {}, 'voucher_zero'):register()
end
What if we made legendary jokers out of all mod makers
Biggest self-insert collab
do you have a header?
do you have the steamodded header
updated
the LY in lyman stands for LegendarY
i might be wrong but shouldn't you be declaring the function using your mod id
oh i see oyur comment
No way
deadass i was thinking about trying to make one for myself as as self-insert
There's no shame if we all do it 😎
currently cross referencing bettma's mod right now
how the hell is steamodded nil
It self destructed
so thats in the console and not the in game crash log?
No crashes
you're not like, trying to insert it with lovely are you
That's not Steamodded
oh that might be it yup
Well, that explains evertything lmao
It's not the good modloader lmao
I'll get on that
lol
eah, used it to decompile
😭
dev of competing modloader: other modloader bad
I'll believe
steamo more like steamonopoly
Wtf
you can decompile Balatro with 7zip
consider yourself punked
You can actually use balamod if that's what you are looking for, but that's a different API than Steamodded
It won't work the same
most of us use steamodded and at this point if youre looking for cross mod compatability id say go for steamodded
i use steamodded therefore it is the good and moral option
archaneii's balamod stuff is neat tho
It's what I inteded ot use
theres also just like, barely any balamod support to be had here ive seen so if you want that, steamodded it up
center hooks exists
Just some head full, thinking aobut other stuff
no i mean like if you need help with balamod
oh
I think they are mainly using their own discord, you may find more help there
center hooks, just use lovely lul
I don't think I was clear, I was trying to use steamodded, just failed
(i think thats what you mean)
ok then add oddity packs

For Steamodded, we don't have a separate discord
what method did you use to install steamodded?
was it the .exe injector or the lovely method?
You may find every information on this discord or the github wiki
Look, I just didn't, I'm fine and omw now
you may find every information within these four walls
roger doger
initially used balamod for MystBlinds because i didnt want to copy the entire functions lol
then i went back to steamodded
woo
god
there is a blind api you canoe
also i didnt want to interrupt the discussion earlier but
the first legendary joker in my mod is as close of a self insert as i can get
Yea you just changed identity to hide yourself, I know the truth
i forgot to self insert in my mod (im too bad at art to do it lul)
you mean you arent polydactyl?
mystic summit is already in the game
there is kind of a self insert of me for ortalab but not really because i didnt suggest it
you also have a gamblersona?
gamblersona lmao
..... you are giving me ideas to draw
😨
do you tho
yeah
it halts my hands from posting the fortuno amv
so anyway how well-implemented should animated jokers be because i thought of a really jank way to do it and---
please
the jankier the better
Jimbo giving you the middle finger in it's anim outta nowhere 😨
i need to implement this idiot
Switching pillow for the cold side
Are there any mods that allow you to freeze the shop by any chance?
fuck you
forgot to show the full effect mb
i can do anything!
good night
a mimir
AM or PM?
am
Insane
Has LT posted the design criteria he had for making jokers publicly anywhere? He mentioned having a palette and rules for design on the interview with Dan Gheesling but I couldn’t find out the specifics anywhere
scales with game speed
oh im hooking Card:update like an idiot
nah this is bobm's code
oh what
wait what's dt
you could just use the game's built in animated sprite class, since it's a subclass of a regular sprite
i have no idea how to do that
deltatime
basically the amount of seconds that's between each frame update
there needs to be the word "joker" somewhere, and no antialiasing
pinned in #🎨・fan-art
hook into Card:set_sprites to use an animated sprite instead in the appropriate case
Thanks everyone
genuinely i have no idea how to use an animated sprite class
and i know how to implement this
and it worked in my brain and it works in action too actually
@rare shell animated joker.....
gif record went weird on framerate that time, looks betteringame
also the random negative.... wow
the same way the sprite class is used by the game, except with an animation atlas instead of an asset atlas. you could look at jellyfish james' bad apple mod for an example with a joker (though he doesn't exactly do it in a clear fashion)
video version cuz i cant figure out the gif recorder's issue
he can do anything
even be an animated joker
also should the font on the name badge be closer to the current legendaries?
A quick mockup using an animated sprite, haven't ran it so there might be a typo or syntax error, but this should work providing an animation atlas with the animation data is set.
local set_sprites_ref = Card.set_sprites
function Card:set_sprites(_center, _front)
set_sprites_ref(self,_center,_front)
if _center and _center.name == "Jevil" then
self.children.floating_sprite = AnimatedSprite(self.T.x, self.T.y, self.T.w, self.T.h, G.ANIMATION_ATLAS['Jevil'], self.config.center.soul_pos)
end
end
the hell is an animation atlas
This is so cool
it's like an asset atlas, but for animations. each row is an animated sprite's frames
also this works by setting additional values in the sprite's pos value
see here
thats the entire setup for the soul_pos to animate on the joker's side
using the name was just for the sake of the example, in practice i'd probably use a boolean in the item prototype, position or whatnot.
okay then i will throw my mod in the trash
because i do not automatically know how animated sprites work
Whenever Jimbo is yapping like this, I kinda imagine the Isabelle talking noise...
NGL, that'd be a decent mod to replace his noise for Isabelle's speech noise instead. https://tenor.com/view/balatro-joker-balatro-joker-jimbo-jimbo-the-joker-gif-15307096256787117908
sorry that's not what I'm saying, i just thought you'd find the knowledge of the game engine's built in support for animated sprites useful, and wanted to demonstrate their usage when you said you didn't understand them.
no i tried to look at how blinds animate and none of it made any sense so i did it myself
how do i mod balatro? (i am stupid)
fair enough, you basically landed on what AnimatedSprite does internaly anyway. using AnimatedSprite is more of a convienience thing that anything
Alright, surprising time
I need a break from balatro modding lol
I wanna do other stuff rn
I just added the base for a bunch of jokers
Is there a context for anytime a card leaves? (destroyed/sold/anything else I'm missing)
at murphyobv are there any other mods you plan on playing?
does he even read here normally
I'd inject into Card:remove for that
Cool. Thanks
hey guys, im sure im overlooking something, im trying to install steammodded, neither the regular injector nor the powershell version work for me, it says "this program cant run on your pc"
So steamodded on 1.0.1 is weird but works
Dunno if this is from the modloader, the mod, or something else, but the back shows up twice on facedown cards
It's still one card
I was going to make "all Rental" and "All perishable" variants for impossible but... guess not?
Did you try the dev branch? The experimental change are staged on this branch.
of balatro or steamodded?
I used https://github.com/Steamopollys/Steamodded/releases/tag/0.9.8 and the most recent Balatro
Steamodded
though it does say "Public_experimental" for balatro
Yeah but the current release if made for 1.0.0, change in Steamodded for 1.0.1 are on the dev branch
No injector have been build for this, but you can either do it yourself or by using lovely
It will be merged when the balatro official version switch to 1.0.1
Well I'm too stupid to build an injector and other than the weird card back thing, I have no problems so...
The CD saved you lol
Heck yeah
now to add to the card collection code to make it so i can have rentals and perishables at any stake
Well that was quick
whitorange stake
I use lovely therefore it is the nerd way of doing stuff 🤓
Wow I just woke up but I had more like 9 hours of sleep
I no longer have classes
Is there a context for selecting blinds? EDIT: setting_blind, isn't it?
same
Yep
now a bit more interesting question: what is the function that places the card to it's place after being dragged by cursor?
i think something got messed up when i was rewriting my code but i cant figure out as to what?
SMODS.Jokers.j_stanczyk.calculate = function(self, context)
if context.repetition then
if context.cardarea == G.play then
if context.other_card.ability.set == 'Enhanced' then
return {
message = localize('k_again_ex'),
repetitions = self.ability.extra,
card = self
}
end
end
if context.cardarea == G.hand then
if (next(context.card_effects[1]) or #context.card_effects > 1) and context.other_card.ability.set == 'Enhanced' then
return {
message = localize('k_again_ex'),
repetitions = self.ability.extra,
card = self
}
end
end
end
end```
oh wait
hmm
nah still borked
not exactly sure as to why
my guess would be ability extra not being a number
is that a single polish word i'm seeing there
stańczyk def polish name
the polish joker has a polish name yes
it's declared as 1 initially h
i was typing this and i noticed that my declaration was actually messed up
might be my issue
I'd make it grzegorz chrząszcz if it was my joker you know
i keep reading polish like nail polish
💅 
who up polishing they joker rn
now someone needs to draw stanczyk with colored nails
ok is context.repetition just messed up when i ported it to use joker api????
Is it possible to get all cards of a deck? Not just the remaining ones in the deck.

You might need and not context.end_of_round next to if context.repetition, as context.repetition is ran twice (once for G.play and G.hand, and at the end of round)
the polish language isn't real, they just mash their head on the keyboard as they write
What is the function that moves cards when you move them with cursor? EDIT: Found, Node:drag
I can't find anything at all
papiez joker
Hello, does anyone know where I can download/extract balatro image assets?
you can open the .exe using 7zip or another .zip manager
hey chat could i get some mystery problem solving help
ive got a joker with 3 extras
chips = 10,
clear_cache = false,```
SMODS.Jokers.j_cardslinger.calculate = function(self, context)
if context.individual then
if self.ability.extra.clear_cache then
self.ability.extra.trigger_count = 0
self.ability.extra.clear_cache = false
end
self.ability.extra.trigger_count = self.ability.extra.trigger_count + 1
end
if context.joker_main and context.cardarea == G.jokers then
self.ability.extra.clear_cache = true
self.ability.extra.chips = 10 * self.ability.extra.trigger_count
return {
message = localize{type='variable',key='a_chips',vars={self.ability.extra.chips}},
chip_mod = self.ability.extra.chips,
colour = G.C.CHIPS
}
end
end``` why does this always return 80 chips regardless of what i play here?
the intended result is supposed to be 10 * how many time a card triggered/is scored
Are there any mods that would help modding the core engine? Or can I just edit the lua files? How would I compile the game afterwards?
lovely patches are probably your best bet if you want to do things that neither Steamodded nor Balamod support
yo check this out
(I forgot the +mult message, I'll add it rn)
fight knight spotted??
Have you used this before? I feel like the installation steps aren't complete
thats actually insane firch lmao
🫡
(rarity and mult values are placeholders)
did you have to jank in a new trigger
yup!
also darn i thought this was a fight knight reference

still a good reference
injected into node:drag() and node:stop_drag()
⚠️ stinky code warning! ⚠️
(probably, but I think it's pretty clean)
The only thing that I don't check here (and I don't really know how) is if the dragged object is joker
so I can drag some random non-joker card and it'll still compare
I tried if self == G.jokers but I don't think that's it
this makes me feel even dumber about just trying to count card triggers
lovely? it's my project
definitely refer to the steamodded install guide thread
I don't know exactly how to do it, but what I know is that the approach of checking if context.repetition is called is wrong
Hmm where is that
You have to specify where to check
With something like if context.cardarea = G.hand or if context.cardarea = G.play
is this in regards to my stanczyk code?
Yes
ah, yeah, i already figured out the issue
this is my current struggle
something about this trigger counter is very wrong
I'm talking about that actually
oh i saw repetition and i assumed we were talking about the other code ^^
lyman did you see my jevil.....
no
can i hack the animated joker code to animate the soul
Jevil that copies absolutely random card...
i need jevil_laugh.png
i actually do need an effect for jevil
i probably should figure out the "right way" to animate it
this worked actually
cheers
The code was most likely confusing the two
so bash my head against animatedsprite code until something accidentally works
Joker logic would also happen at end_of_round
Since repetition would also proc then for Mime
Something to think about for 5+ suit decks
I was looking up a real five suited deck, and it pointed something out
While new hands are possible, it also alters the odds of existing hands. THe more suits you add, the better odds for Full Houses and worse odds for Flushes
The Shield Deck someone is selling, the creator made it so Flushes are above Full Houses
Deck of Shields, I mean
With 4 suits, there are 156 possible hands that make a Full House, and 1277 possible hands that make a flush. With 5 suits, there are 14,040 possible hands that make a Full House (not counting "flash/Spectrum/rainbow/5-suit Houses"), and 6,385 possible hands that make a Flush
The more suits you add in Balatro, the better Full Houses and the worse Flushes become if you don't change how they score.
Anyone try multi-player yet?
ive yet to try it
I was playing a mildly modded run that had just the deck powers changed to 25% double tag 25% plasma. Ended with an insane high score unseeded
Pretty boring seed but just gave me the tools to go to insanity
1804 cards purchased lol
Thanks for everyone who helped me out yesterday final product for the first deck
this is the best thing ive seen all day
pikmin my beloved
omg that looks so cute! :D
im prob gonna do ether a one piece or doki doki one next
that's adorable
i am also gonna be redesigning jokers as pikmin enemys but thats for later lol
and thank thank
DebugPlus is hype
yeah
now I'm just trying to patch the text in the menu
spoiler lovely doesn't seem to like it
is it gonna be like a console thing or something like added to debug menu?
nah just adds some more keybinds and rn a single button to the debug menu
oh nice
cant wait to make a joker with 4 stickers
wait no 3
math we bout to make a new longest joker
for DebugPlus, are we gonna be able to create the stuff that cant usually be created with debug? like vouchers while in the shop and tags?
as of right now, not but I'll take a look
Sad that I had to remove ReShuffles to verify that this didn't break the atlas for rental stickers but yes, sticker API does let custom textures work
Adding Reshuffled back into my mod folder now
pls don't add it back
dont listen to the haters
tbh I juat don't like the default joker that much for reshuffled and its like always the fallback
Yeah that's why for my mods I have the entire atlas from the base game copied and loaded into my mods
genuinely one of the things you showcased a while ago i couldn't understand
Rest of the jokers are cool and wonky but the base is meh
bawatwo
OwO
nya :3c
why awe we tawking in uwu speak
why not
good point (´・ω・`)
sincerely i want you to do that
What's the context that triggers on clicking card? Keeps triggering my joker just by clicking on them
p134s3 d0 th1s
i said 1337speak not terezi typing quirk
4 |7R][/\\/\ 4/|/|) |7R0|73R \\/\\/4Y 0|" '|'Y|7][/|/6
1 just r3p14c3 wh4t 1 c4n w1th numb3rs, 1dk wh4t th4t 1s
801'/ 64|\/|3R
oh intresting tags are not cards like pretty much everything else in the collection
no clue of the distinctions of anything like that tbh
I mean makes sence
ℑ 𝔭𝔯𝔢𝔣𝔢𝔯 𝔤𝔦𝔤𝔞𝔠𝔥𝔞𝔡 𝔰𝔭𝔢𝔞𝔨.
I get all of those activating somehow, doesn't happen with other modded jokers
Looks like I might not be able to generate a generic function you can call for custom sticker logic
sad
hmm
yeah probably not
At least, if I did it would be limited in ability
rn each sticker gets its own keybind so I would have to manually register keybinds for each sticker
cause they aren't mutually exclusive
my font fucks with most of this ;-;
A button to cycle between all registered stickers could work but stickers aren't registered the same as other objects
There's no P_CENTERS to use
You can at least test out on of your own stickers through setting it's chance value to 1, meaning that every eligible joker in the shop will have that sticker
yeah
I mean maybe I could provide some kind of global varible that you can assign keybinds to, so its not that hard to extend the debug mod
hmmmmm.
What about tags
Ngl spawning double tags would be crazy
yeah if i can get it working, I'll probably add a double tag button to the ui
Gonna have to make sure that spawning Orbital tags doesn't crash the game
oh yeah that'll be fun
I remember making a joker that gives you random tags, and had to exclude Orbital because spawning them that way had no hand info, therefore crashed
if tags are too messy, I'll just only let you spawn doulbe tags
I don't know if this has been added or doable but could cards that are set as foil/holo/poly/negative in the collections menu can be spawned in with those editions?
what about actually adding +chips and +mult
I did add a win blind button
:]
I don;t think just adding chips and mult and the game using them is that easy
I could add chips to the final score
maybe set it to 0 would be handy
let me add this to my list
I've accidently made tiny booster packs
smol
i find the idea that the tarot cards are smaller than the rest of the card types very funny (even if not intentional)
because a lot of tarot decks are typically larger cards than standard poker cards lol
hell yeah!
also
badass
the boosters aren't quite right
I can definitely make a calculate_sticker function and call it before jokers are calculated, but since it's before and not during it just looks ultra scuffed
Some actions this would be fine for but it would be forced to be limited
debugplus is hype
I am trying to download the exe file to get mods but it says it has a virus on it. Is it safe to download?
yep
man
I guess I'll leave the function in since it doesn't really hurt to have, and is still useful for some things
Has anyone made a mod to seed challenges?
Challenges should already be seeded
Do you mean let you choose a seed
In that case, no not yet
At least to my knowledge
i may have taken this too literally previously... 
does anyone know what code is responsible for rendering the collection?
I'm trying to figure out what the tags actually are
all the collection stuff gets rendered by functions with "collection" in the name, tags are probably no different
I think with that I'm just about done with sticker API
Still no idea how to do sticker_compat stuff
But everything else you'll need should be there
At least the basic stuff
since idk how animatedsprite works i just implemented my own
but now im like "i should probably do it correctly huh"
ok so I think I found it, but I don't think its going ot be good for me
sorry
Game UI moment
does someone know were the directions to get mods into the game is?
so unlike the cards, where the game spawns the cards, the tags are spawned by spawning a tag and then calling a method on them which spawns a sprite, which is then used
which means when I look at the hover I get a sprite and not a tag
however, I might be in lukc
looks like the tag passes a ref to itself to the sprite
for reference in case anyone missed it i did get animated jokers working but theres a lot of jank involved
would injecting a seed mess with the challenge itself?
thinking about just adding the seeded run option to the menu
I might have an idea
How does injecting every register joker a sticker_combat value that you can choose what the default setting is (i.e. if it'll be automatically true or false), along with controlling what joker slugs are exceptions
Something like this?
Yeah I think this can work
me when my sticker works with exactly half the jokers
and i have to add all of them in
xdd
have fun myst
i mightve missed it but is there something in place for mutually exclusive stickers or will that have to be done jankily
wdym
perishable and eternal are mutually exclusive, is there code for them to not be on one card?
that code is very jankily written in the create_card function
pog
yay, jank!
You can use the set_sticker function and check if the card has those stickers or not in the same manner that the game handles eternal/perishable
Sticker API is already super jank
Anyone know how to detect if you're in the challenge mode menu?
or in general how to tell the state of the overlay menu?
This is the only way to check if a base game joker has a custom sticker (believe me, I tried other routes).
Since calling the UI ability ref erases badge info I have to make a shortcut
G.UIDEF.challenge_list
or something like that
I just check if its falsey?
Any good debugging tools for working on mods?
Just started poking around
restarting balatro every change is a bit silly
Is there a way to force a reload of the game files/mods
yea reloading it
so no then
this was annoying
deck unlocked pog
custom tag loadouts?
no just unlocking them
oh
like you already can do with jokers, tarots, etc.
basically had to leanr how the game registered unlocks for this to work
blue deck unlocked
how to you check if an entire hand is a suit, regardless of the number of cards played
LETS GOOO
also orbital tag works
Nice
just had to tell it what blind it was so it could look it up
(I just hardcoded it to 'Big')
also I somehow got a natrually occuring holo and negative
testing luck....
I thought this might work but is_suit doesn't work with it is there a way to get suit.
oh actually is there a way to simply check if I'm ingame or not?
rn I can just spawn tags on the title screen
has literally anyone done anything with AnimatedSprites before
🔫 win blind
hell yeah
hi uhhhh quick question regarding an effect I want to do
so im trying to make a joker that causes an editioned card to always show up when opening a booster pack, but im honestly not sure how to get to doing that just yet 😭
the bad apple joker, I believe from the jelly mod.
alright so since there's no good examples here's animatedjoker have fun idc im not going to lose years off my life trying to understand how the game's animated sprites work
if G.STAGE == G.STAGES.RUN then seems to work
yeah I checked the other debug buttons and a few use them
what about checking if played hand is all one suit
idk maybe see how the gmae checks if theres a flush or not
chat is this real?
i mean like not only 5 cards played also if you play 4-1 cards and all are the same suit.
i can nerf as need be :3 i just wanted to get it out there before someone copied it
cuz
me, copying it to MoreConsumables as we speak:
oh neat
gotta be original before someone else is
planets upgrade hands, what about the moons of planets helping those hands in other ways?
how to kill creativity:
lol
(enforcing originality)
i did it first
what, killing creativity?
in balatro
lyman make some animated jokers
this code isnt jank or broken at all
I saw what you did
definitely not trying to subtly get someone who knows how animatedsprite works to do it
oh yeah also @wanton rapids doing C:hearts, C:spades, etc currently doesnt work for colors of suits (just displays white), so i had to do some editing, maybe this should be fixed for everyone?
(if there are multiple of the same animated joker on the screen they animate that many times faster)

hi guys i made some stuff and now i'm trying to add it to the game, could you show me a couple pointers maybe

yeah fr
the cats should be faster
it's not a good server but it has good emojis
it couldnt be that ba- what
I point ppl towards looking at small mods and trying to tweak them to your own
ok i fixed the stacking animation speed
I know how to code, I'm looking to see what APIs to use
use Steamodded
can i copy your homework?
yeah, but make it look different
lyman copy my homework pls
is there modding documentation on steamodded GH
blegh
check the wiki it definitely tells you how to use animatedsprite
Before I rewrote my mod I still had shampack code just copy pasta'd
yeah it has example code for blinds iirc
i mean inserting into the animated atlas
should i like actually dress this up properly as an "API"
even though all you need to do is set two variables in pos or soul_pos...
(probably shouldn't be shipping it with a legendary joker that does nothing tho lol)
how do you check if an entire hand is a suit, regardless of the number of cards played in the hand.
by checking if the hand is a suit
literally just take the get_flush function and remove the amount of card check
not rocket science
yes, is that in card of source code?
yes but you'll probably want the one steamodded changes it to
check your lovely dump of main.lua
or install lovely
or just find it in steamodded's code
For me, I just declare a local variable as true, iterate through the hand, and if anything isn't that suit, turn the variable to false
ah, smart
You'll use either scoring or playing hand depending on what you want to check










