#đ»ă»modding-dev
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yes i made this to specifically counter perkeo thank you very much
get your reroll vouchers ready
i guessed so x)
i love Cruxite Dowel sooo much
the funniest thing about Cruxite Dowel is
if you don't pay attention to it
it really does seem random
so you can just dismiss it as like, a weird consumable generator
Homestuck mod so fun
anyone know where i can find the function for suits
do you think adding some functions like select_random_X_joker would be a good addition to base Steamodded ?
Like select_random_non_edition_joker
yea easy to understand
Would be easier for newer modders, and would lessen the search or trying to do things
balatro on the top, balatro modding on the bottom
coincidentally i vibe more with the games on the bottom
breaking news, the Homestuck mod follows Homestuck logic
error: attempt to index "Homestuck logic" (a nil value)
true
agreed
XD
i like both
oh ?
if you sell a Strife Specibus and you have 2
you can unassign the Strife Specibus
and assign it again
to a different hand
i find that hilarious
Another SFX suggestion for Strife Specibus: make it juice_until it is assigned. (I canât remember if itâs juice_while instead)
that could be fun
i could also make that assignment display into a main_end like the Blueprint display
I donât think itâs necessary if it can only be assigned once, but if it can change players should see
Iâm amused how I learned to just edit the UI table directly without needing to hook into that
i like main_end
Iâm not commenting on that, just that players should be aware it happened
I think in the long term I should learn how that works, but for now I think this is also a reasonable way to do it. Especially if Iâm not deleting rows, but adding or editing them
seems perfectly normal, i see no issue whatsoever
I did. You mentioned it alchemizes, and Iâm curious to see the tables (not to see what we get, just how theyâre programmed). But regarding UX I think maybe the wording could reflect itâs alchemy (instead of random) if it doesnât already
it doesnt say random
((bitoper(bitoper(table[1], table[2], AND), table[3], OR) - 1)) % #G.P_CENTER_POOLS["Alchemical"] + 1
also here's the formula
its bitwise AND of the first 2 IDs of the consumable
bitwise OR'd by the ID of the third consumable
it's also blueprint compat
Personally, I donât think random effects should always say theyâre random. It depends on the game. In Balatro, I think itâs unnecessary because thereâs no UI to choose which one youâd want anyways, so players would quickly internalize random is the default.
Also, I quite prefer grokkable and flavorful to accurate, and âalchemizeâ is flavor and accurate IMO
But as always itâs your mod ^^
me on my way to find out which Planet with Perkeo creates the best Alchemical card
oh wait no its just about figuring out which planet makes antimony
then you just create way too much antimony
use it all on cruxite dowel
spend the next 30 minutes creating alchemicals
alchemy binge
okay woo
how is that different from Eternal
immortal is a keyword
while eternal appears with a chance in the shop, immortal looks to be part of the joker description
so all notecards will be immortal
yeah
will this be an api
cursebearing, avaricious, immortal, etc are indicators that the card will always have a specific sticker
I think Immortal strife specibus would be really funny
make sure you remove perishable before attempting to put eternal on it
i just thought itd be funny if it was something blank because it does nothing
also i don't know if i'd call it an api it's more of a library
Maybe a post-it?
and vice versa
well, i want the library
gimme
i want to make some of my jokers have thatt
make them funnier
you can already add these keywords for the existing stickers cause all i'm really doing is just
putting it in the description and adding a tooltip and having it give itself eternal in add_to_deck
things may or may not be going on
wide joker
make it take up more slots
it's not going to be a joker in the standard sense
i think its funnier if it takes up 4
but the mod will still be useful for stuff like cursed/stingy, the tarots/spectrals, and the sounds for losing mult/chips
you should make a Positive/Polaroid edition
(-1 joker slot)
it would be really funny
if there was an edition that removes a slot
so it effectively takes up 2 slots
yeah they can be
the hard part would probably be the shader
if its glsl i can write one
its kinda hard to imagine what it would look like too
just make the card brighter boom /j
YOU KNOW GLSL
invert the negative shader
i do
just use the negative_shine shader without the negative
Iâm curious to try making a new edition sometime, but then Iâd need to learn how to shade
AKAI WE SHOULD COLLAB
Golden shader when
good idea actually
although i could also like
hueshift it
i'll think about it more tomorrow i'm tired
true actually
honestly could probably just put it through a color curve that blasts the brighter colors into oblivion
lmaoo
honestly having a harmful edition could be pretty cool design wise because you'd be taking more of a risk whenever you add a random one
a whole joker slot might be too much but idk
i like the idea of a shitty sun bleached edition that gives you like x0.75 mult
reverse polychrome
wrinkled, faded, and drenched
i was thinking of putting cursed and stingy on stakes that dont already add new stickers actually
i hope thats like a thing
you should still add reverse editions to platinum stake
idek if a whole new stake is in the scope of the mod
its kind of gonna be a new stake on its own
speaking of stakes i do really need to think about how i'm gonna handle them though because having stuff related to stickers before you can access them normally feels weird
i might just have jokers that spawn with a sticker be locked to that stake but idk
then i guess for the spectral i'll lock it until stickers start showing up too
the tarot is probably fine though since it's still useful without stickers

I disagree that it feels weird if a specific Joker has a sticker, but if you can start granting them to arbitrary Jokers then yeah I can see it
a mod that adds Odd Todd's and Even Steven's distant cousins, Peculiar Patrick and Levelheaded Larry
this is such a convoluted way to do this
Just type:
«Eternal. Do this, do that»
i think its good to specify that it only gains the sticker when you first get it
guys how do you add a custom badge to a card?
it's an important distinction because i plan to implement ways to remove stickers
When this matters exactly?
So, how this would make a difference? I'm definitely missing something here
i genuinely don't understand why it's doing this for specifically custom enhancements
because if it just says "eternal" then it's unclear when the sticker might be applied or reapplied if it's lost
i just like things to be clear when it's practical
Just set it to always appear with Eternal sticker in the code and add «Eternal. Bla-bla.» in its description
Could you make a functional which makes it so when you remove the sticker from a Joker, the word «Eternal» get removed from the text box?
That should let you avoid all this nonsense
with extra keywords
that doesn't solve the issue of not knowing whether removing the sticker will work in advance
just play a card once to find out
what's the actual issue here
Iâd look at how Steamodded does it I guess
well it's my mod so i'm gonna do it this way
Also, logically speaking, why when you use an effect «remove eternal from joker», will not remove it?
You do you ofc, I'm just here discussing it with youđ
I can understand the logic because the effect âhas eternalâ and âeternalâ are different
But I do agree the wording, or at least the tooltip, is convoluted
if i can figure out how to set the sticker when the card spawns rather than when you get it i'll just change it to "always starts (sticker)"
Isnât it just set_ability?
i'll have to mess with it tomorrow i haven't looked at that function yet
This?
I think thereâs an example in the Steamodded wiki or a tutorial I saw. But itâ
Yeah that one
ok
I use it to choose Starfishâs hand type
@silent sinew there's a helpful starting guide (if you need one): https://discord.com/channels/1116389027176787968/1228599493914656788
it's quite short but covers important things
Specibus now has a proper assignment display
3-body blue eyes white joker
4 pieces
when all four, gives 4x mult four times
pieces can be editioned/stickered individually
Strife Specibus runs are sooo much fun
Is this per blind or per run
you get Not Allowed if you play another one
meaning no scoring, no joker triggers, nothing
it can be brutal
it also makes boss blinds like The Ox, The Arm and The Eye all the more devastating
because you will always play your most played hand
you will always lose level on your winning hand
and you get only one shot at the Eye
before the game effectively softlocks and you can just spend your not allowed hands to your death
(unless you can sell or destroy it)
Even more annoying when itâs a flush but you only have a straight flush or flush house or something
Oh yeah selling is a thing
akai what if for balatrostruck/balatrostuck compat i make it so it gives you that aspect if you play a flush* of that aspect (but doesnt increase level if you already are that aspect to mitigate game breakage)
additionally/alternatively what if you dont start with them in your deck and theres one tarot card that converts cards to the aspect you currently are
i swear
it's going to take me completely recreating card.init
just to add an "if self.config.center"
oo
additionally/alternatively what if the cards gain like some mult or whatever based on your aspect level
yeee
balatrostruck v0.0.0.0.0.0.0.1 gonna be lit
blasphemy sidegrade?
you should make a deck where you start with a negative eternal strife specibus
i think theres a challenge with a standard eternal one
yea
(Thinking out loud since Iâm not home) how does Scholar scores Chips and Mult? đ€
it works specifically because it affects the playing card, not itself
I can't seem to figure out how to make a tooltip display a variable
My function:
function SMODS.Jokers.j_slug.tooltip(card, info_queue)
info_queue[#info_queue+1] = G.P_CENTERS.m_steel
info_queue[#info_queue] = {set='Other',key='test_tooltip',var={card.config.extra.min}}
end
My tooltip:
G.localization.descriptions.Other['test_tooltip'] = {
name = 'Test',
text = {
'1',
'#1#'
}
}
I know, but I want to see how it does it in case itâs useful to copy it for my Jokers that themselves grant both
it's not, really
you're better off looking at the ||joker tarot secret|| in my mod
and the associated functions
Is there an easy way to update a tooltip? It doesn't appear to update by itself after the card is created.
what do you mean? dynamically you can do that with loc_def
I can look at it and how arachneii do it
I had a haphazard solution for Dog but I need something for, well, now possibly any Joker
I tried this, and it didn't work, but maybe I've just done something wrong
function SMODS.Jokers.j_slug.loc_def(card, info_queue)
info_queue[#info_queue+1] = {set='Other',key='test_tooltip',vars={
card.config.extra.current_tip
}}
return {card.ability.extra.min, card.ability.extra.max}
end
It gives me this error: "attempt to get length of local 'info_queue' (a nil value)"
hm
Gonna need a sliding bar
Also Fish mod compat?
idk
I mean the compat would be on Fish modâs end I believe
Fbish
idk why the order is so screwy
I was thinking Fried Fish or Grilled Fish
You donât use loc_def to define the tooltips that show up to the side
You use tooltip
yeah jokers are weird like that
I think Fish is funnier if itâs only Fish, but there could be more Fish hands
How do I make a tooltip dynamically update?
High Card is⊠Tuna
Oh you already started?
You pass it in vars
Check the Steamodded wiki
what the fuck is a flushblaze
of course i already started
i get like two hours of free time a day
im not gonna waste it just waiting on you
flush with only face cards I assume?
no because then theres also
theres no straight flushblaze?
what the fuck is this i hate this
though i could actually do straight flushblaze since paredolia exists
There are more cursed hands in Wikipedia
I use card.config.extra.variable invars
When card.config.extra.variable changes, the tooltip doesn't
Small dog, small cat
do it lmaooo
this is awful. i love it
Have you tried mousing out and back to the card?
I donât like the name Blaze tho
Yes, and it doesn't change
yea i gotta figure out that order issue
flush house is counting instead of flushblaze house
indirect face card flush nerf....
my mod is comprised entirely of "fuck it we ball"
Maybe if you share the code someone can help
do you mean for your mod or to put in this one
oh 
you need some base jokers to make sure that you're not totally fucked
like, make Blazes viable
ok 
also planets!
Ore of a kind sitting there
you should make it so that you can play an Oreblaze of a Kind if there are face cards underneath the stone cards..
and make its planet the Nether
I just learned that Steammoddedâs loc_def apparently can directly edit main_end
wait
function SMODS.Jokers.j_slug.tooltip(card, info_queue)
info_queue[#info_queue+1] = {set='Other',key='test_tooltip',vars={
card.config.extra.current_tip
}}
end
SMODS.Jokers.j_slug.calculate = function(self, context)
if context.after and not context.blueprint and context.cardarea == G.jokers then
local new_tip = pseudorandom('randomvalue', 1, (#self.ability.extra.tips) / 3)
self.ability.extra.current_tip = 1
end
if SMODS.end_calculate_context(context) then
local temp_chips = pseudorandom('randomvalue', self.ability.extra.min, self.ability.extra.max)
return {
message = localize{type='variable',key='a_chips',vars={temp_chips}},
chip_mod = temp_chips
}
end
end
Not sure it can edit main_end or just send variables to it
why is the joker called j_slug crying
what the hell
Itâs đ joker
also chat should I buy ice cream (im 300 in debt)
No
wow hater
Just get 15 Credit Card Jokers smh
all my hands gone
Mod that makes all localization dictionaries into ââ
you know what? fuck you.
unhighs your high card
Balatro minus Balatro
you are less helpful than my tamari plushies
Shouldnât it be card.ability.extra.mult?
How do you pronounce âfederâ
Fe-der
FE
Are you referring to the card.config.extra.current_tip in the tooltip function?
Cause changing config to ability causes the tooltip to crash the game
Actually I just realized this isnât helping me lol
XD
feh or fii
Feh
cool
That much I could tell
@random sleet API sent!
you set o.visible = visible or true, needs to be o.visible = not (visible == false) or else we can't make secret hands :)
will fix
with a local fix, everything seems to be in order
oh neato
(Blaze and Blaze House can be done with an unmodified deck, so they're not secret :) )
oh neat
oh
mfw straight blaze only possible with pareidolia
should i actually put in straight blaze...? feels like it gets out of control quickly with putting in EVERY hand combination
I mean it's possible, so it should exist
straight flushblaze....
it's like extremely niche
oh no
Is a blaze just an only face card hand
ye
tbh I wasn't expecting to still be sitting on the dev branch when I'd get to work on steamodded 1.0... should I just release the fixes on there as 0.9.9 to have a clean working tree to merge things into?
default blaze is between 3oak and 2pair
i just hope sticker and payout apis get merged
timing thereof is whatever
I'm not doing 0.10, so no new feature additions before 1.0
If only there were four face cards the Blaze Royal Flush could exist
Wait
Isnât there a joker that makes all cards considered face cards
dank ranksâŠ.
I want the perishable/rental fix up when 1.0.1 is, but there's really nothing wrong with just having it out there
1.0 gonna drop with:
Tag API, Hand API, Sticker API, Payout API?
uh hold on aure
Pack API?
pack api unlikely ever
this is horrible for the stock market
.... good?
Why not?
before you push 0.9.9 can you fix this
why would i know
You said it tho
yes do it
parei about to become crazy
are you on dev branch or no?
latest commit of dev branch yes
I don't care then, I will be reworking generate_card_ui modifications to use lovely for 1.0, which will eliminate any such issues
the lovely method..
cursed?
damn
o7
No
secret hands?
(i havent added them yet) (and theyd be secret hands anyway)
add them pretty please
you gotta add a pleading emoji to communicate in bottom
foams at the mouth
w

akai are you actually going to make planets for this
youre insane
add them pwetty pwease
where the hell do i even place straight blaze and straight flushblaze....
yes
above everything
below fish blaze
what the hell is a fish blaze
flushblaze five
oh
holy shit am i going to actually add planets that are PLANETS???
wtf cursed
Planets?
set it to not shrink horizontally, looks better...?
we love recursion here don't we love recursion here don't we love recursion here don't we
(just spotted i didnt pass extra through the recursive call whoops)
hit them "lovely style"
I feel like there's some cult of personality developing here and I don't know how I feel about it
lovely happy fun
exciting, let me know if you need help with anything đȘ
@mellow crag cards don't score in played hands? ore of a kind gets away with Stone Card properties
But what is a lovely anyways???
it's when two people like each other very much
wilson you are like the only dev that primarily uses lovely
which is funny since he can't even compile it 
meth where's my dll >:(
idk i think its like a tiktok trend or smth
so this statement can become incorrect
they do, don't they?
I can't even compile it with a docker image
interesting
REAL
Idk why
cargo-zigbuild might actually work for you
it totally bypasses the normal linker by using the zig compiler
that is very very odd
I maybe should just install rust in wine
with the addition of balls
5 bytes?
5 bytes of peak
Wonderful
what do you want from me :-:
that might fix it. definitely give zigbuild a go first, though https://github.com/rust-cross/cargo-zigbuild
that's how I'm able to build macos binaries on windows
very cool project
Okay
you need to put the hand value in a table
i do
I won't an quite busy though so it might take a hot minute
i don't?
wait what
gonna try it locally
that\s odd
idk its what sixsuits does
feder is mistake prone apperantly
however also
there's no method for the hand to score any less than the whole hand then
So whatâs up all
you could also make one yourself đ
wdym?
because you're returning every card in the hand as the result
oh i see
not much, about to start work for the day
so for example i couldn't make "two flush pair" where it doesn't score the fifth card
hmm
interesting
keeping with my normal morning routine: shitpost with coffee and protein bar
(pretend that hand makes sense as a concept)
you probably want the can_play hook to instead return a table of the scoring cards
and then put that table as the results[...]
will do
(and in that case maybe a rename of the hook is in order idk)
autumn be like "I'm so stupid" and then be out here helping half of this discord implement mods with weird-ass convoluted APIs
smh my god damned head
if autumn becomes even more powerful we should vote to ban from the island
that sorta power and knowledge is scary
you'd probably set _hand.can_play(hand) to a local var, then check next(var) before putting var in results[...]
you're like a force of nature at this point
what a strange oversight that could only come about SPECIFICALLY because your test case is Ore of a Kind
btw wdym by this?
I was joking about how everyone memes about my project (and me I guess lol)
It's pretty funny honestly, was just shitposting
chat lets get a :3 in chat for lovely
ok i've just never seen those words stringed together in that order so i was confused
Implement scrolling
no
multiple columns
then it loses the ordering
pages?
I have implemented scrolling but it was a fully custom ui thing
implement pages
that sounds like a task better left to a smarter person (feder)
you must suffer.... like i have.....
especially since im becoming eepypilled
Should rotate it 90* so it has more room
based
i bought some masking tape and fixed my glasses temporarily
I messed around with the tooltips and managed to get it to change every time it's looked at, so that's good enough for me.
reading the card explains the card
Playing a hand plays that hand
messing around with the ui (portrait mode)
suspicious
finally, balatro is tiktok friendly
the deck should be below the cards imo
suggestion: "Hover over a card to see its description"
ye tried that but it was interfering with too many other ui elements
ah
Consider it done
portrait mode content is so weird
its fine when its content of real life, that's fine
I don't think the game can dynamically change tooltips easily.
but forcing digital content made for PC/Console onto portrait orientation just feels.. wrong
suggestion: âskipping a blind skips that blindâ
i think its just an experiment more than anything else
At least when modifying something that needs a tooltip, like edition or sticker, it doesn't update until rehovring.
suggestion: "held in hand" means it has to be held in your hand
buying a joker gives you that joker
i have a stupid idea, what if every time you rehover on this joker it flips page to the next one, and the amount of chips it scores is equal to the page its on currently
and then it resets every blind
so you have to hover over the joker like, 80 times
evil
every blind
flips until page 10000
tiktok mode
random is more silly tho
also less
terrible lol
with the tips im an instant fan
without it its just misprint but for chips
Suggestion:
$1 is worth one unit of $.
I can't actually control which tooltip it picks, I can just tell it "do a random one"
even though they literally do nothing
"changing the order of the cards changes the order they are in"
Suggestion: "Press alt + f4 to get a surprise"
Already got this lmao
Y'all are gonna make me double the length of "helpful tips"
that gives me an idea tho, a book joker that you can flip through a couple of the pages and it will do a couple different effects based on what page its on
"Jokers that give +mult increase the multiplier"
Suggestion:
When fighting a snake, donât kick between its legs.
lmao
"Do you smell updog?"
Suggestion:
uwu
"$1 is not as valuable as it used to be due to an excess of Credit Cards. (Balatro for Dummies, Pg. 83)"
Suggestion: add an entire public domain book as a tooltip
bee movie script too?
I've given myself a 3 line limit
wide text
just "ya like jazz?" then
The entire book can fit into one line if the line is wide enough
I've also added some secret, 1/20 chance messages too.
"Fun fact: Balatro is what clowns like you were called in Ancient Rome
(Honesty is the Best Policy, Pg. 386)"
If it lets me, I'll do it
I think if you just add a string to a text object inside a row it Iâll be as wide as it needs to be
Problem is formatting it into a row, gotta replace all newline characters with spaces
Find and replace go brrr
Regex go brrr
Does lua have a regex engine?
The script's file size alone is 90% of the size of my mod... do I want to do this?
Idk do you?
Honestly yeah why not lmao
"Shoutout to SimpleFlips"
Error on line 1967
"Balatro is pronounced 'balatro'"
Am I really debugging the bee movie?
are you feeling okay
are bees considered bugs?
aure how goes smeatodded
You could just do like the first 3 lines of the movie
Smeatodded
hmm on the topic of breaking changes... how do we like the current SMODS.INIT setup vs. some kind of this_mod type global that refers to the mod currently being loaded that you would define an init func on?
which one would be better for mod compat
do the one better for overall mod compat
and mod depedency loading
I don't think this is as big an improvement as I thought it'd be
I mean not needing to know your own id might be nice
i mean the way the mod associated with an init function is determined currently is a bit jank
Is this part of the code responsible for making Alc. cards effects temporary?
I'm a bit lost ngl
there's a minor compat concern when two mods use the same init function name (we had that with sixty suits)
yeah but is there any like, chance of doing communication between mods ie. say, I want to make a few jokers that use Codex Arcanum but I don't want to necessarily make it required to have Codex installed
would it be possible for me to check if Codex exists before loading that content
yeah chances are I'll add an interface for that
question
if you make a joker that has parts of its sprite transparent does the hitbox automatically get shrunk to that size
i noticed that happens for half joker but idk if its automatic or hardcoded
damn
you have to manually edit the hitbox
if its not too hard thats still fine
it's not too hard
why are there like 4 functions that reference half joker and photograph being smaller đ
do i have to hook into all of those??
ohhhhh...
what do you divide by to make it a perfect square
actually i can probably figure that out with like 5 seconds of math
yeah it's just a bunch of math
Meth time
assuming the hitboxes are 69x93 then it'd be like 1.34 something
oh so the hitboxes include the transparent borders?
ok in that case it's just what myst used lol
i'm gonna assume using self.ability.name instead of _center.key would be ok?
@slow ocean we've moved here
lyman how you doing
not being able to antialias this is killing me
that looks cursed
balatro doesnt usually have it
i might make an exception for this because these edges look so damn ugly
antialiasing jumpscare
AAAAH!
i'm just soy about being artstyle accurate when i mod games
i get that
counterpoint
balatro sprites have all sort of little "rulebreaks" that are isolated to a couple of cards
ok how do i get the card name when i hook into set_sprites
Hi! I'm new to modding and have an accessibility mod for a friend in mind but I don't know if it would be very very easy or stupid hard. I want to make audio cues for all the cards play when you mouse over them.
My friend is very visually impared and screen reader and other accessibility tools aren't working for playing Balatro. I've been streaming some games with them and reading all the cards and jokers.
How hard would it be to make something like that? (doing the recording is more in my skillset, so that part isn't a problem)
that is true
evil thunk
:)
jumpscare
hi thunk
oh hi thunk
wtf jumpscare
i swear im not disrespecting your spritework,,,
can you fix the 2 out of place blue pixels on blue joker in the K of the top left "joker" text?
it could be possible to hook up a text to speech system, but i'm not that experienced with lua so i'm not sure how difficult that would be
i found a couple lua TTS scripts just from a google search but idk how you'd add those to a mod. you could probably just run the card's name through it on hover though
fixed!
LETS GOO
lets GOOO
Text to speech would be more flexable but for very simple solution how hard would it be to get it to play an existing audio clip on hover?
now 1.1 can release
thank you thunk, love you forever <3
we have a musical suits mod that has something similar (the notes from Feder's Musical Suits does this) so id reckon its very possible
all you had to do was find those pixels
(you're a real one for looking out for your friend like this btw just sayin)
Okay, that a great investigation point. I'll look into that as a starting point. Thank-you!
^^ no problem
omg thunk in the chat?
just your imagination
what is going on here?
crimes i assume
accessability options + fixing blue joker sprite
i believe you could just do this after the mod init function?
local hoverref = Card.hover
function Card:hover()
if self.ability.name == "card name 1" then
play_sound('timpani')
end
if self.ability.name == "card name 2" then
play_sound('tarot')
end
hoverref(self)
end
you could use different parameters if you want the sound to be based on suit or something
i think tts would probably be ideal just to avoid having to make a bunch of individual cases for each playing card, joker, tarot, etc but i wouldn't know where to start with setting that up
i think you could do it like musical suits does it and just have the rank be indicated by pitch
though that might not be granular enough to distinguish
yeah i think so too
hey, you could always use https://discord.com/channels/1116389027176787968/1231704776350105642 if you want to add custom sounds
I'm trying to get more consumable slots by using part of the IncreaseJokerCap mod (i'm not gonna make the mod public because i'm using someone else code) but in-game it doesn't change the number of slots someone might know why ?
G.consumeables:change_size(number)
i just put it inside or i have to replace something ?
let me look into it
k
maybe there's a better way but you could try
local start_runref = Game.start_run
function Game:start_run(args)
G.consumeables:change_size(number)
start_runref(self,args)
end
after the init function
oh wait you don't have an init
just put it anywhere then
lyman what ability do i do for the joker you drew
only thing you would need to replace is number
hold on
using my noodle to brainstorm an accessability option
i have to remove the other code or i have to keep it ?
if it's not doing anything you might as well just remove it
Howâs it going all?
if you mean what you already have in the file
ok IANA experienced accesability feature dev but maybe something like this?
numbered cards could be done in a way where its like
1-5 increasing pitch (but very large pitch increases thats noticeable)
6-10 the same, but the sound plays twice
triple for face cards + ace?
sound is played based on suit
theres also a sound that plays after the number that would be for each edition, seal, and enhancement
so like your polychrome 10 of hearts might be like
2x high pitched noise (for the heart suit)
followed by the sparkle noise
i kinda wanna make custom seal sounds now
also i wanna make more alchemical compat jokers for balatrostuck
i got an error
hmm
btw implemented jokers so far
damn they look nice as f-
- the 3 funny ones
sorry for the ping đ
yeah i seen that (when your name is litteraly dont ping)
fluorite octet my beloved
:p
i think this was actually almost right, you just need to use consumable_slots instead of consumable_slot
we do a little trolling
cap out or will it just kill you
so i have to use the other code and replace it
i will try it and tell you
sopor pies in homestuck are basically a schedule one
IT WORKED !
thx
me dropping in a mentos into my coke
i could get more art cooking for that other project
stuntman if it was awesome
food joker except you have an addiction
[[patches]]
[patches.pattern]
target = "common_events.lua"
pattern = "for k, v in ipairs(_starting_pool) do"
position = "before"
payload = "_starting_pool = hmod_getPool(_type, _starting_pool)"
match_indent = false
overwrite = false
this doesn't work, what am I missing? 
target should be target = "functions/common_events.lua"
i kinda figured, but didn't try. Thanks
oh right i need to think about what dave does
i completely forgot that Prospit got obliterated in Descend
YEAH
SAME
dumb idea number 1
uncommon
3X mult
-1X mult at round end.
get a random aspect (or last used??) when this is destroyed or sold
wasnt really sure to use aspects with this design since its not like got-tier yet
numbers are very spitballed
i don't think using aspects here works that well
but I do like the idea of using 3 because of act 3
dies after two rounds?
yeah i realized that as i was writing it afterward
i'd maybe say put the trigger on ante, not round
"if your last hand scored less than 33% of required chips, X3 mult"
i mean tbh as far as percentages go 1/3 is not the worst one for mental math
I have some questions for modders
but i get the auspice
hearing
"After 3 rounds, remove all Planet levels, gain X1 Mult per planet level lost"
is it a one time thing?
id imagine it would be a one time thing
maybe like X0.5 mult or something but that is cooking
i really like that
its the first time you get into sburb
I made a small standalone to test something but I think I have a simple Lua syntax error but I can't spot it. Can someone help me?
How much effort goes into coding a joker card, (if you already have the art and ability planned out)
not that much
local j_soultest_the_world = SMODS.Joker:new("The World",'soultest_the_world',{},{x=0,y=0},{name = "The World", text = {"TEST"}},rarity = 4,cost = 0,unlocked = true,discovered = true,blueprint_compat = false,eternal_compat = true,effect = "",atlas = "consumeable_atlas",soul_pos = {x=0,y=1})
function SMODS.Jokers.j_soultest_the_world.calculate(card, context)
return nil
end
function SMODS.Jokers.j_soultest_the_world.loc_def(card)
return {"TEST 1"},{"TEST 2"}
end
depends on abilty
X0.5 works
đ€
The error message I get is like ')' expected near '=' but google didn't help me decypher it
second value on loc_def is main_end btw
I know that, I want to test what that looks like too
Probably not, but I wasn't trying to test that right now
is that the proper way to return in the last statement
(i am not a lua head myself, just curious)
Anyways, my game isn't even loading
It crashes before
There's some syntax error there but I don't see it
have you considered: looking at the stacktrace and finding which line triggers it
Here
The line that defines the joker
you need the line
local j_soultest_the_world = SMODS.Joker:new("The World",'soultest_the_world',{},{x=0,y=0},{name = "The World", text = {"TEST"}},rarity = 4,cost = 0,unlocked = true,discovered = true,blueprint_compat = false,eternal_compat = true,effect = "",atlas = "consumeable_atlas",soul_pos = {x=0,y=1})
have you considered maybe uh, not doing it like this
I reverted to one line to post it here
understandable
I have a custom card art and card ability ready, but I am not capable of coding. Is anyone interested in working together or are you guys mainly here for your own creativity?
It's easier than posting two dictionaries and a for loop that iterates over them
i'm here to make my own thing or things I personally vibe with
I assume you're not interested then?
Good luck with your mod!
you should just learn how to use lua really
Mention the idea in the suggestions thread in #1209506514763522108
aye, its a worthwhile endevour
take it as someone who barely knew any lua before modding here
I don't have balatro and to be honest I'm bad at math.
i knew zero lua like a week ago and now i'm making balatrotale
it's not THAT bad if you have some good mods to reference
you know what they say, steal like an artist
I also didn't know Lua this weekend
I still don't because I can't spot this syntax error
also i figured out the set_ability and hitbox stuff so now not only can i get rid of the immortal/cursebearer shit but i also have sticky note
what are you doing here if you dont have balatro
wdym
Let's go Sticky Note!
weird dimensions
this worked for me
Shh! I'm a spy! (Irl I just enjoy the concept and the art, I also enjoy watching others play.)
yippee

That art is incredible
Lyman did it
I do all the other art tho
its gorgeous and my wife approves
black hole goes brrr
Is there a stray pixel right where the Katana sword hand thing is?
honestly i feel like this is definitely better than the whole keyword thing
Rise Up, Abscond
what was EoA4 animation lyman
I think it should just say "Cursed"
i need it to be clear that they only start with the sticker because this mod adds ways to remove stickers
ok so it goes
- Take bite of apple (EoA1)
- Ascend (EoA2)
- Enter (EoA3)
- Descend (EoA4)
- Cascade (EoA5)
- Collide (EoA6)
i forgot i had 3 oddities that were just guns so oddity api would work without thac i got so confused
finally
i can buy a pistol
two sides of the same coin...
i might put the devil icon right under the joker text because idk how i feel about it being covered by most stickers
I think using the keyword without writing it out is enough
maybe, i'm gonna keep it like this for now but i might end up changing it
Also "starts cursed" conveys the same as "always starts cursed" but with fewer words
Anyways, I'll resume testing later. Does anyone know of a mod that uses atlases and/or soul sprites?
So I can reference them
jank jonklers
actually i think i'll keep the devil where it is because under the joker text it'd be covered by rental anyway
im back from my migraine
btw in set_ability does anyone know if there is still a chance for other stickers to appear even if one is already set?
if there is then i need to make eternal, perishable, stingy, and cursed incompatible
as said earlier, jankjonklers does, and to boot, midnight crew legendary has a dynamically changing soul_pos if you're interested in that sort of code
good mornin chat room
eternal and perishable are incompatible in base game
clodsir
could try to add an interface for that to the sticker API
its the only clodsire emote i had
ik but i still need to make stingy and cursed incompatible with them individually
ask
i dont actually know how the random sticker spawning system works with sticker api let me check
has anyone here played kingdom hearts chain of memories
random question but yes
pretty sure it just performs checks individually, but again I can try to make it account for that
great game, both it and the remake
reason im asking is because i went out of my way to do jimbo in the style of chain of memories
and i want to figure out what effect to give it that would be thematic
pffffttttt i gotta see this
i can't find anything in the pr about making stickers incompatible with each other
only with jokers
hmm
oh my god
hahaha it's only if the portrait has that little crown disney'd be on ya
its a divine blessing that kh:com sprites are just smaller than the average balatro card frame
it's so scary
... you should do it
im trying to remember COM's battle system, it was kinda wildin especially for a gba game lol
yeah that's what i was thinking
yeah it's not in, but I'll have a look
ĂŠ
successive 3 card hands get bonus multi? COM was all about stacking those 3-card combos, after all.
i think i'm gonna try the harmful edition(s) idea i had now
i genuinely enjoyed the GBA game for what it was; wish i hadn't fallen out of KH by the time the HD collections were being released
obelisk but for 3 card hands
but with the "without your most played hand" bit?
btw lyman before i started this whole fuckery i made a carrot joker
then this happened 2 days before 4/13
because someone joked about a Gamzee joker based on your JankJonklers Jevil
you've caused Balatrostuck to happen
Thank you
Hmmm, maybe later. Thanks for the reference (see above)
These are Jokers, but I will try to take control of the canonical Planets
Another day
the consequences of my actions...
Because Steamodded says I can take control of game objects, but I don't know if I can overwrite their properties like that
Also, at least in the collection they don't move around much, so one doesn't need to redraw the background
I think it's more flavorful for Planets, but also, some Tarots don't look like they'd look as good
Some intersect the frame
yeah, you can do that
Unless I made the frame pop out
Interesting. Do I register the object as new as though I were registering a new one, or do I have to edit it directly?
I mean, after taking control of it






wait nvm