#💻・modding-dev
1 messages · Page 16 of 1
this should at least print the type of card created to the debug, right?
If it’s not nil yeah
Name it “I Pity The”
gonna push the stuff i have in a min, apparently I also forgot to actually save doing the register call in __call, maybe I accidentally did that in the lovely dump
I WAS CODING IN THE WRONG VERSION OF THE FILE
ohhhhhhhhhhh myyyyyyyyyy goodnessssssss
glad we got that sorted out
any ideas how to do that?
slabs my belouved
Should be
my bad, I want to use debuffed cards in scoring*
these are checked for discards and other things
looping through context.scoring_hand doesn't work?
if I'll loop how I'd make the right timings for each card then?
So you want context.individual?
you almost definitely need to use injection there
Yeah debuffed cards are excluded from context.individual
hmm
that's sad
A need to check for debuffed cards...
Ok nah
Way too much lovely patching
You are evil for this LocalThunk
oof
yep debuffed cards shake blinds
that means 🔂 will trigger matador ughhh
They look like a comfortable place to rest for a bit
<@&1133519078540185692>
couldnt you make a new context after the card_eval_status_text here
i think this is more dev channel than general mod chat
how on earth would i go about figuring out what is causing this crash when creating a planet card(? it happens randomly in the shop, opening planet packs, and when using high priestess) when i cannot read the whole error message as it is more than 2 screens long
the line of code it points to appears to be in the middle of a vanilla function so (?)
aha, it's spat out in the console
hm, where is create_card being called from?
i do not know since this isn't something i'm trying to develop, this is... some nebulous mod problem, somewhere
Steamodded 1.0 has a much better error screen plus you usually don't need the whole thing to figure it out.
and i'm trying to figure out which one it is without just resorting to the brute force method of hacking out mods until it starts working
if there's no lovely patches to that file, this means G.GAME or G.GAME.banned_keys isn't defined
which shouldn't be the case during a run, so maybe that's not it?
If only [*temporary] gave us value names...
something about the UNAVAILABLE in the _pool seems really suspicious
possibly I'm too tired to make any sense of this crash
_pool can't be nil though
This is a horrid error to debug
Even more horrid without lovely injection brute forcing.
pretty happy with this so far (mockup, not ingame)
the little Mind symbol in the upper right
hell yeah
balatrostuck is gonna go hard as hell
Aspects, Zodiacs, a bunch of new Jokers
new Vouchers, new Tags, new Blinds, new Deck
what do zodiacs do?
unique scaling effects for each rank of card
What percentage done would you say you're at rn
Some tips for reading crash logs:
The first 2 (labeled [1] and [2]) are not relevant (they are the game's and love2D's crash handler's. (These won't show in the new handler, and only sometimes shows now)
After that, you should look at just the first line's. If there is a steamodded mod, it will be labeled (in this case, 4 is from Deluxe Consumable Cards, and there are other consumable cards after it). If there is a mod here, chances are it's related to the crash. If there isn't any, then you can take a look at some of the other lines. If something modded is going wrong, it may have a string tied to it. In the 3rd one, there is "Spectrum" which i know is a modded hand (and maybe something else). As such, it may be worth taking a look at the mod that provides that.
Just to ask, is there a reason why [*temporary] shows up instead of variable name?
moving on from Jokers to Aspects rn
i assume at least one level in cancer is required
Probably but I don't know it. My guess is it just doesn't get the info.
also get it, Libra because Justice
Are these implemented yet btw
Because these are in the consumable slot
working on them
does 8 only affect lucky and glass cards?
it also affects jokers that roll probabilities on 8s
ie it will affect bloodstone proc on an 8 of Hearts
what rank is missing btw
I was shuffling my mods in and out of my mods folder to try and diagnose what mod it was and it... stopped crashing
even after I put them all back in
a few, working on it rn
no like
so I'm convinced there are ghosts in my game
13 ranks vs 12 zodiacs
also Aspects also have this cool formula display
Dev moment
there's 13 zodiacs
We love nonsensical crashes
you're forgetting ⛎
ohhh
also you know things are about to get real when you get summation of level hands
level 10 -> 55 hands
fixed it 
(if anyone's confused, the important thing is that Matador doesn't count the cards debuffed by 🔂 as being "the Boss Blind triggering")
there we go!
bear in mind, it's going to be based on odds
this is just for debug purposes to make sure it'll work right when i implement it
for context: vagabond spawned a stars card while i had lusty joker
awesome stuff
𝑠𝑒𝑟𝑖𝑓 𝑏𝑎𝑙𝑎𝑡𝑟𝑜 𝑗𝑢𝑚𝑝𝑠𝑐𝑎𝑟𝑒
idk how these checkboxes are perfectly aligned but it's satisfying somehow
I did the thing
its the font for mtg cards
steamodded rebrand to smod?
I love how dorky steamodded is
so i would assume this is the only way to go about making custom joker textures?
I just wanna change a single card
I don't have an issue with using the whole spritesheet i just wanna see if there's an easier way
nvm i just found the wiki
"Once a fool, always a fool."
The Eternal Fool ™️. Available now at your local Modded Balatro Shop.
putting seals on decks is fun
+$3 whenever the deck effect triggers
I wonder if this would give $3 every time a card is forced to be played face-down (certain blinds have the ability to keep cards face-down in the hand, so...)?
in-game this makes all the cards gold seal
Oh!
the gold seal is purely cosmetic on the deck back
insert the Medic from TF2 screaming "FREEEEEE MONEY!!!" here
I love how Lua lets you do things like this:
G.playing_cards[c]["set_"..self.effect.config.force_sticker](self);
what da
basically instead of using separate eternal/perishable/rental functions I can just get the function like this
and it just works
justice: the deck
meanwhile me trying to destroy every card of the deck
Thoughts?
I need the opinion of someone more familiar with LUA scripting.
Which is easier:
Making a LUA script to edit the existing effect of an asset (in this case, changing an existing Tarot card's effect) to something else,
or
Creating a duplicate asset (visually looks the same but with a different effect) and removing the vanilla version of the asset from ever seeing play?
Steamodded lets you take ownership of an existing asset, which i think also lets you change its effect and text
Huh... is there some sort of plugin/interface to Steamodded that I'm just not aware of and not using properly?
Although as a warning, Steamodded is in the process of a major update that is going to change like everything, so this might change soonish
Ah.
Perhaps it's for the best I hold off on making any LUA code...
Well then I guess until Steamodded gets that overhaul, I've done everything I can for my own StarSuit mod.
well you can use that api now
But if they're going to change "like everything" about Steamodded's syntax, functions and the like, I might as well not confuse the heck out of myself when I will eventually be forced to update any of the LUA scripting to 1.0.0.
Personally, I can be patient for the 1.0 release of Steamodded if that means less of a headache trying to get things working a second time.
maaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaan
i hate how difficult it is to pass localization into 1.0 alpha steamodded
does any mod create dummy playing cards and destroy them afterwards
i think morefluff blade dance does something like that
where it adds temporary steel cards
if thats what you mean
yeah thats the closest thing i know of
i think there's a sleeved ace around here
not sure if it's released but
there it is
also sorry for pinging you on reply
guys i figured out how lua’s debug library works, my power has become unlimited
i made cards held in hand trigger their played abilities
(ignore the fact that it crashes if you add a line space to the start of one of the files)
iirc feders tone cards might be what your looking for
hmst
I desperate for need Mac user help shell script lovely arm64 n x86
morning modding-dev
i got my hands on some sour patch kids today
the sourness keeps me awake
WE BALLIN
could also give the star its own tooltip
that's what the fourth line is for, but... yeah, fair.
maybe; we'll see if {T:#5#} works like you might hope it would.
what does the T: do
tooltip
huh
does it? it's only used in decks iirc
it inserts the vouchers or whatever that the deck starts with from their key
i think you have to add to info_queue for tooltips
yee
info queue is like, literally fine thou
also update on sour patch kids: i hate the red ones
i dont think it does
raspberry is NOT a sour-compatible flavor
i think i tried it before
what is "the graveyard"
oh gog did i double send i hate mobile
purgatory
myst which is your least favorite sour patch kid in sour patch kids
i do not know what sour patch is
you dont know sour patch kids?? the fuck
please put down your pitchforks
im pretty sure the {} formatting is parsed before what vars you put into #n# so it doesnt work
yeap
i tried it with text colour and it didnt work, hopefully maybe {t:} works
soon™️
does this imply i can summon cards from my graveyard in attack position
haha it wont
you wanna see how the game does colors for planet levels?
its fucked
wow very nice :)
elseif _c.set == 'Planet' then
loc_vars = {
G.GAME.hands[_c.config.hand_type].level,localize(_c.config.hand_type, 'poker_hands'), G.GAME.hands[_c.config.hand_type].l_mult, G.GAME.hands[_c.config.hand_type].l_chips,
colours = {(G.GAME.hands[_c.config.hand_type].level==1 and G.C.UI.TEXT_DARK or G.C.HAND_LEVELS[math.min(7, G.GAME.hands[_c.config.hand_type].level)])}
}
localize{type = 'descriptions', key = _c.key, set = _c.set, nodes = desc_nodes, vars = loc_vars}
yea i know...
reading comprehension failure
ive dug into it....
i still barely get this
should i send booga to the blast zone
absolutely obliterate booga
wait theres a colours sub-loc-var?
correct, its wild
why the flip am i not using this
what the fuck
here's what Planet localization looks like:
c_mercury = {
name = "Mercury",
text = {
"{S:0.8}({S:0.8,V:1}lvl.#1#{S:0.8}){} Level up",
"{C:attention}#2#",
"{C:mult}+#3#{} Mult and",
"{C:chips}+#4#{} chips"
}
},
wait so is that what S and V are
S is scale
oh
V i guess stands for var?
then im assuming V is 1st var of colours
wait this changes everything
but im gonna forget by the time i get back xdd
{V:n} is nth var of colours
ya thats what i meant bad wording
localize{thunk}
people think

is a joke about
local thunk
when in reality its a more layered
localize {'thunk'}
joke
right time to put on some music and add those damn level displays (for now without color)
local thunk = localize{'thunk'}
...you know, i think i do like this more, actually.
(and yes, this effect is shared across all other "Suit Mult" effect cards, for their respective tarot card)
might even make it affect generated playing cards, as well
Anyone know how to get the injector for balamod?
haha no
Yea I’m confused
what i think was meant by that, is that balamod is quickly falling out of favor with many mod devs
and isn't prioritizing cross-compatibility with steamodded or lovely
Ahh I see oh well wanted to try the seals they have lol
not for anything it did wrong, just that more people used steamodded
Makes sense
Damn 😭😭
lmao
😔
it works with lovely guys...
i havent limit tested its lovely compat yet tho
as for steamodded compat, it kinda works a little...
balamod ambassador:
the injector is in github.com/balamod/balamod/releases
cringe..
theres a beta version for a ui installer at github.com/balamod/balamod-lua/releases
but that one is balamod 1.0+ which breaks older mods
i think theres only one (1) balamod 1.0 mod that exists rn
akai ur cringe
i forgor balamod existed
uhm i'll update mystblinds for balamod after finishing this mod
😔 im not cringe i swear...
arach ur cringe
😭
why bully arachnei
oh yea balamod 1.0 makes smod compat way more plausible too
its ok clodsire has unaware
:clueless:
the secret is that theres nothinf above "^ the actual mod"
we're becoming yugioh
balatrian? did you mean balapal
also please please please please make this an api 
maybeeeeeeeee
i thought you hated coremods..
i'm totally not doing anything devilish with this
true colors show
no aure hates coremods
i hate scrollbars
i literally made oddityapi lol
and will make usable jokers
Usable or playable?
usable
👍
i guess?
repo component when
maybe™️
component component when
Oh!
with consumable rarities, Baseball Joker will activate on uncommon consumables. is this changed in smods?
you can avoid it by using a key for your rarity that is not 2
(rarity keys are allowed to be anything)
(note: needs testing)
ok so its on me if i want to use common/uncommon/rare/legendary
Aries my beloved
btw guys pls ping me when 1.0 is out officially, if i may request
a
what's Aurelius7309 discord name ? He changed a bit my sound.lua but I do not agree with the changes that could cause some problems
that's me^
welp that solves it x)
In sound.lua you changed SMODS.findModByID(modID) to SMODS.current_mod
if people don't call it at the beginning (likein a function tho idk why they would do that lmao) or old mod that depend on it may not work
well findModByID doesn't exist anymore in 1.0
@_@
I don't care about breaking old mods since it has breaking changes anyway
There's no replacement to it then I guess ?
you could index SMODS.Mods at the provided ID, but I don't see a use in calling register sound global at any time except during load
that change was mostly to prevent it from causing crashes because that function doesn't exist
DO they call it in init ?
Outside of init ?
Not in a function that's for sure
your whole mod is the init function now
lets gooo
♈ ♎ ♏ etc as balatrostuck emojioker compat...
look it's better than crashing if that function is used at all
yeah yeah I know
Can I give two templating suggestions?
I just want to know where they put it so that I can update instructions on my side
Unless of course you want to maintain that
x)
sure?
REAL
i just dunno how exactly itd work lol
I'm currently undecided whether I should make more changes to it, and instructions will definitely be added to the steamodded page
“Each [RANK]” avoids pluralization which looks a bit weird especially when a number is highlighted but the S isn’t.
“Level Up” should be highlighted in some way, maybe even in a different box. The level number before level up is also confusing IMO
literally is
It might be, I still think it looks weird here
The only one I feel like is worth revamping is the Replace sound, and the modulate_sound could be optimized
Just because the base game does it in a certain way doesn’t mean I have to suggest you follow it
i think if you do something the user can see, it should be formatted similarly to base game
descriptions especially
I think you should do as good as or better. If you do better that’s preferable to doing the same
well I was thinking I might port it to the new API system in place, but I'm not sure if it's not just better to keep it similar to vanilla syntactically
Also planets always give the same numerical upgrades, rather than unique text to each of them. I think the amount of information you need there is small compared to this
Hand type, base Chips, and base Mult
For the function name, it just describes what it does and I followed the model that Itay posted when uploading it for the 1st time
this is so gaming
also important wording "now give"
its showing you what effect it will have after you take it
Aspects and Zodiacs start at level 0 due to their weird nature
i think the "level up" part in planet text is part of the sentence i.e. "level up full house"
or just give it a subject
like [lvl.4] Level up 4s
or whatever the appropriate terminology for your stuff
Now it looks like it will only work if you’re holding 4s
Maybe “all future 4s”? “Each future 4”?

that sounds good
i still vote [lvl4] Level up <rank>
oh this is tasty
👁️
crazy with glass cards?
you'll see what I mean if I end up doing it
this is just a test joker, might not exist anymore down the line
a joker that scales with your graveyard..
@frosty dock would running calculation logic in the consumable only work if said consumable is present or
pleasepleasepleasepleasrpleadrpleaspeleadprlepaslepalaprlepalslrplapsrpls make this an api
also this surprisingly worked first try lol
except logic errors but i wouldn't count that
btw myst how would you solve my conundrum
ie. having calculation logic that pertains to playing cards
but works very joker-esque
but isnt a joker, rather a passive effect

im mainly concerned about safely overriding calculate_joker() without breaking it
because then I can set up sth like what Observatory does
yeah
ok so how do i safely override calculate_joker
well the else block is already patched to using end_calculate_context
Can’t you just hook to it?
no because half the time it ends up breaking
↖️Clueless
Whats 'the code ?
You sure you can't hook it with tons of conditions ?
there might be some technicalities, idr if it checks if it's a joker at all?
uhm yea just calculate_joker it
I mean, I suppose you could use lovely patches to add a custom calculate function in specific places
its completely decoupled from all other contexts, because its about treating held/played cards as Jokers
or put it as a separate function near the calculate_joker calls
cant you hook whatever it uses to calculate playing cards then
Maybe if you hooked calculate_joker but like
function calculate_joker(context)
custom_calculate(context)
return calculate_joker_ref(context)
end
im stumped by this one because the one time i tried doing an override it just broke everything else
could try?
Playing cards trigger before Jokers so the timing works well
After learning how to inject I’m getting worried if I’m doing it too much lol
never
graveyard has 108 lines of lovely.toml rn
is that all?
let's ignore the entirely copied view_deck function in the main lua and say yes
local calculate_joker_ref = Card.calculate_joker
function Card:calculate_joker(context)
if self.ability.set == 'Default' or self.ability.set == 'Enhanced' then
if context.cardarea == G.held and self:get_id() == 4 and G.GAME.BALATROSTUCK.zodiac_levels['Cancer'] >= 1 then
return {
mult = 4
}
end
end
return calculate_joker_ref(self, context)
end
should this work
playing cards dont calculate joker?
neither do planets yet here we are
planets do calculate joker
planets do calculate joker
then what am i supposed to do if youre so smart
calculate jokers the playing card
oh my god vendetta broke now uggggggg
im asking if what im doing should theoretically work
yes if you call calculate joker on the playing cards
I put 10$ on Myst
g.hand.cards[1]:calculate_joker idk
you have to call the function somewhere yeah
Except for the loop, you could loop inside the hook
also why not just make your own func at that point tho
calcjoker on pcards will probably lead to weird incompat
Maybe a lovey patch to occur before the loop would better
im going to cry oh my fucking god i just want to do something on a playing card
i'm sorry i'm not much help i'm outside rn 😭
and im at work
you need to inject a call for this im like 90% sure you cant just arbitrarily do random things
increase a property of the card
technically aries could be done with the unused hmult parameter
but other ones will need a better solution anyway
this is stupid
lmao
this is where all the scoring magic happens fwiw
wha
sup
i think thats what its callrd
its in functions/state_events.lua i think
its an enormous function
oh yeah i remember dealing with that one today
it has no useful internal functions to wrap so i had to learn actual hooks in lua
lovely is right there
my mod is on steamodded
whoa
i don’t want people to have to get lovely to get my mod
you do
steamodded is gonna require lovely literally next release
might as well learn to lovely now
i assume the idea isnt for the card to be unusable
can i still copy and paste the source code files into the bottom of main.lua to make it work instead?
also how do you just add lovely code to a steamodded mod?
have a lovely.toml as well
technically its more like have a lovely mod and a steamodded mod bundled together
yeah that sounds awful
me when i oppose change for the sake of opposing change
i think i’ll just stick to the debug library for now
it's better than replacing the function fully in most cases
(view deck UI as an exception)
(I still converted it to lovely)
(it's probably inefficient)
i don’t have to, with lua you can add hooks that run functions when certain line numbers execute
that sounds unstable against lovely patches from other mods
how so?
do you literally give it a line number?
yes
because lovely literally changes the lua code being executed
oh
yeah that breaks as soon as I chanhe any line before yours with Lovely in that file at all
you’re kidding
why though?
can i request lovely reformats all changes to single lines so i don’t have to reprogram my mod?
no
no
:(
just use lovely
this but again somehow
sorry idk
look, say I use a pattern patch to inster initSteamodded(), and you use your method to change some line after that in game.lua
your method is now one line off
yeah ik
"can i request that thing with established usage fundamentally change how it works so i dont have to use something every user will have anyway?"
it wasn’t fully serious, i’m just kind of annoyed
this is a stupid thing for fun
just bc i can’t use lovely in my normal coding environment so i won’t be able to work on my mod nearly as much
whys that
i have steam on my pc and use my laptop for coding, so i run love2d’s mac version on the decompiled source code
uh
cant you just install the game properly
^^
and then install lovelysmods
that's not something we can support here unfortunately
like that sounds questionably legal, even.
there's a rule here that's literally "don't debug source code"
it's not piracy since you own the game, but it's not really to be discussed here
tbf i am not smart
your approach is an awful lot like attaching a debugger to the game
but tbf no one knows exactly what thunk means by that rule
and additionally it sounds like the most convoluted way to... do something you could do anyway?
last time i checked there was minimal lovely support for mac, has that changed since?
that has in fact changed
theres like seven people who did it yesterday
if it's not well documented as of now, it still exists
oh, great
i know because it was like all modding-chat was for a few hours lol
if you know anyone who has can you tell me so i can ask?
For 1.0 I definitely want to make sure there's easily accessible install instructions for all platforms right on the github page
@fading blaze seems the most knowledgeable (ping intended)
cool, i’ll have to go to sleep soon so i’ll look back at this in the morning
i didnt even think this many regular people owned macs...
my school requires me to choose between an average macbook and the crappiest windows laptop on the face of the earth
it can't be that bad
like fr i have never ever just ran into someone who has a mac as a personal computer (that im aware of ig) until being here
i used to have a mac
Ah hey, sorry-- was about to get some much-needed shut-eye... at 6:30 in the morning. As it turns out, I've had Balatro for less than 10 days, and I've already spent more than 50 hours playing that game...
it lasted quite a while actually
thats fine, get some rest
if anyone wants to give instructions maybe post them in my thread https://discord.com/channels/1116389027176787968/1230062664437338182 so I can actually find it tomorrow
np at all
I'll try to be back online in a few hours.
you might be able to search chimi's messages to find help they distilled to other users
cheese is heading off anyway so i dont think its much trouble at all
yeah
i do need to go now, hopefully i’ll be able to figure it out soon
i’ll actually probably hold off until smod 1.0 anyway
epic
why j_gluttenous_joker wiggle
the gluttenous wiggler
thiccler
also i figured out an alternative to setting 33 pool flags every frame
not the exact same joker, but it's present on all four of them
the seed would have given me a sun card, but the joker effect rerolled it into clubs
well, yeah. i'm probably gonna work on that next
there's also a timpani sound that plays but i guess the sound got corrupted on that recording
(i can just set them before create_card)
this is cool
General warning to mod devs - I'll be changing how lovely is distributed for this next update.
No more uploading straight binaries, instead they'll be within zip archives
What are the flags for?
deck state; ensuring jokers that only work if you have particular cards in your deck only appear if those cards are present
hii I've been making a mod for myself to make joker info visible on the screen
has anyone done something like this? is anyone interested?
Haven't seen something similar, looks cool!
Cool QOL mod for base game
nice!
that looks pretty cool, i'd be down to add support for it to my mod if such is possible
yippeee
ie if you play 3 cards and one of them is a 6, the other 2 cards get +6 chips
permamently
oh does the Zodiac badge do the same thing the Aspect badge does
yes
i'd probably try to put the word "permanent" in there somewhere if that's a hiker-like boost
yeah it's kinda annoying to have to hover every time especially for stuff like the idol, I'm also not the best at remembering what jokers do
it is yea
thank you ❤️ it should be pretty easy to add new stuff
funny boilerplate code
i think a better way to word it would be:
All scored 6s permanently grant +X chips to scoring cards of other ranks.
or actually
Each scored 6 permanently grants instead of All scored 6s permanently grant
that way, it's more clear that it works on retriggers
because retriggers are just a second "when scored"
that's not what it does
it distributes
a total of 12 chips
so if i play 2 cards, that's +12 chips on that other card
+6 on 3 cards
ahhhhhhhhhh i see
+4 on 4 cards
can it handle 5 other cards?
+3 on 5 cards
no
i see
actually hm
i could bump it up to 60 chips
then it would
it needs to be a number divisible by 2,3,4
ok sure actually
+60 chips is kinda cool
actually no
that's gonna be busted with levelling
this is my way of saying "screw you 6 hand selection mods"
oh swag
the basic gist of it is that it'll give the chips to every card played but itself
but it can also boost other 6s
just not itself
so 5oak 6s is like, really really good for chips
because every 6 is technically getting the full +12
and that number grows by 12x where x is level
i had a weird idea to put more cards in the played hand but i havent even tried implementing it yet so /shrug
i want to make a mod how would i get started
where do i find the source code
i really f with them
did you change some of the colors
it looks more faded (in a good way)
yeah i contrast adjusted
also hm
i kind of want to make the LE ability relate to Capricorn ability, Heart ability, Sagittarius ability and give it busted Straight synergy
ie trap the 4 souls inside of that damned puppet
also I love how this entire card category is literally just a massive Straight buff
like, you can play a 6 - 7 - 8 - 9 -10 Straight and get +3 chips on each card, 1.1x Mult, double probability on a Lucky 8, even more Chips, and crazy XMult (provided you have no held 10s)
I heard people say creating new enchantments is impossible but apparently people are also doing it in the Ortalab mod place?
you cant make enchantments this isnt minecraft
^^
God I cannot wait for this mod. This looks sick.
I'm working on my own mod currently, it's small, but it replaces all tarot cards, planet cards, and spectral cards with Binding of Isaac-themed cards.
We're modders. Reality can be whatever I want.
Just look at jellymod (do not do this. But jellymod did make like 10 new enhancements)
also custom editions are possible, you just need to be well-versed with shader code
rule of thumb, don't use jellymod as a reference
Lol its funny because it was like that at the start and even more so the longer it ages
well tbf it hasn't changed
negative regular cards
can they work?
shader code is just understanding how to manipulate colour values with maths
Holy shit...
is there some specific reason for this? i was under the impression people have cracked this and its just a matter of shaders being obnoxious
For the Ortalab mod, a Perkeo where regular cards are negative would be really cool but can we pull it off?
what the fuck I'm tripping
Yes I did
yeah it's just shaders being shaders from what I'm aware
Everything is like, way too stupid
Do you have a google sheet? The art is so pretty
pictured here: card you didnt do the art for 😂
shaders gonna shade
yeah
i did do like a substantial amt on the Aspects and then Yokcos came and did the rest for the bgs
Are these for Ortalab?
yes
oh i meant the Land of Heat and Clockwork
oh yeah ik
There is an EnhancementAPI
someone should figure out how to make shaders shiny based on card angle like vanilla ones
what's an api
a word that gets thrown around to make people look cool
every steamodded mod is an api
Cooler you say?
:^)
Usually it’s a programming library to allow interacting with another program/service/etc.
Me when I made NoAPI 😏
hey i contributed to NoAPI
True tysm
btw Lyman I might need your help doing a Joker for GAME OVER
ughhhh why is the twemoji sorting so bad
i have the rough idea and some drafts but I might need your assistance
(it involves le animatione)
For Balatro modding people are calling mods that serve to help other people make mods APIs
Are the proportions of your Disc Portrait Jokers body custom?
:AAAAAAAA:
are you talking about my profile picture
the body was hand drawn yeah
disc portrait jokers....
so true jestie
hell yeah
lets go??
sick
ive ran out of coding juice for the forseeable future but i am always willing to help out with art
aure would you like an out of date tag
mod version number should probably be on the mod menu somewhere
What’s up with the inequality signs?
Draw me like one of your jimbos 
yeah i should add that
i did post my mockup
I'm only here because I'm a Joker Artist Amatueyr all the fancy cards you all got
i can't do art either thats why im making this dumb emoji mod
version has to be at least 1.0.0, but no higher than 2.0
That’s not what’s written though
teaser
Btw Balatrostuck do you have a collection outside of the game of the Jokers/Joker art?
assuming semver, that just means I need version 1.x
you can probably find my art on a couple of mods here and there
yeah actually it's a troll
it can't happen
Ultimate Jimbo Dating Sim version should increase every time its posted
Why's that Ortalab's icon
why is ortalab an anime girl
Can you mod in the stickers like eternal or rental
its their mascot ig
No but like
Dig-Dug from Namco High?
Why a random head
rn it won't even show up if it's out of date, having it show up with its own tag might help
You did? That's really cool
Oh “duh” not “dug”
its their mascot
also i want to sort the list in some way
huh
🤷♂️
i like the sprite but like
like mods that had issues loading will show up first
can someone help me add a new joker? i am new into lua modding 😅
yeah i've suggested that too
no i dont think anyone's ever done that before
I think you could give sorting options. It could be confusing if the mods changed places between the time the user looked at it
honest critique: i think ortalab would be a lot more of a complete package if it didnt have some design decisions to incorporate some stuff based on like, ocs and stuff im not sure how to articulate
i think mods with errors should always show up first
that head aint random it’s Shinku (don’t ask me why)
stuff like that and virtue always struck me as weird
the art ive been seeing for it is gorgeous though
why did they pick virtue btw
Neptunia thing
i dont know what i would have picked to be an inverse of joker so i cant say much
i literally made this card lmao
rekoj
(maybe jester)
https://github.com/Steamopollys/Steamodded/wiki/Creating-new-game-objects#creating-jokers useful resource^^ otherwise, having a look at the game's source code and other mods is recommended
What part of Ortalab will take the most time to mod in the gard?
Negative of it about to flash blind
i mean virtue is indeed an antonym of joker to an extent so that’s a coincidence
let me fetch my tier list of modding things into the game
its not really an antonym though?
like a joker is not inherently sinful
one could argue that being mirthful is a virtue in of itself
but thats just semantics
its about to flash the blind regardless
Humour should be punished by death
i'm gonna check it out
How does it look like in negative?
Accountant
I also don't understand the ortalab mascot or some of the design decisions but you roll with it
my 7oak:
reposting this here
lymans tier list of making stuff from easy to hard:
easy -
challenges
texture packs
decks
jokers
existing consumables
vouchers
suits
blinds
new consumable types
seals/enhancements
hard -
ui shenaigans
||node[2]||
sounce: google search
i mean it’s an antonym so 🤷♂️
what website even is this lmao
Where do events and animations go?
looks like wordhippo
probably in ui shenanigans but i'd get newts take on that
no editions because glsl lol
I don't think so
I haven't touched UI just the event manager
i have little knowledge of the event manager tbh
i just recite the ancient spells that make it work in source code
Me neither
I should probably buy the game considering how much time I've spent on fanwork
This still needs work
i think thats what we all do lol
It's funny because your use of create_card planet all use the 8 Ball key 😅
i know some of the stuff to the extent that i can add custom stuff
but does it work with glass joker (/j)
erosion too
Does it trigger when destroying Glass with Hanged Man?
Negatives shaders are already a thing, so why aren't negative base cards like King and Ace a thing too?
I made an API for that
But it's unreleased
yeah (according to the wiki at least)
have you seen the Aspect slabs @wicked brook
they'll appear here to show you your current Aspect
I have not! I only just joined this server because I'm working on a full isaac reskin for basically every card in the game.
will the aspect slab wiggle when the effect triggers
that's sick i'm adding that
and it was my idea /j
I can't wait to play BalatroStuck with jokers, consumable, badges, trinkets, relics, artifacts, passive items, active items, secondary items, curses, blessing, sacrifices-
I love how they're cracked just like the sacrificial slabs in the comic proper.
All of them look super cool. Who did the pixel art for it?
the other 5% are 6 jokers and some aspect backgrounds
btw the effects on Aspects are uh
very normal
@candid cloak
Oh my bad I forgot level ups too
It should work but last I checked the interaction with Canio was broken (due to dark event magic)
All of those are insanely powerful and I am so excited
summation on Space/Time is really fun
level 1 Time is just +1 hand, but level 3 Time is +6 hands
Sigma Space players
this is also why Aspects will have a tremendously low shop rate
Because they're all broken as all hells
Just got an idea for a mod from the crap I'm saying but I shall wait for steamodded 1.0
where exacly i put a new joker?
me when i make aspect tycoon :smug:
Mega Aspect Pack 😏
For Steamodded 0.9.8, inside the init function
like, i'm confused, it's my first time modding the game wihtout even knowing the language lol
Check the Steamodded wiki
the only thing i know is just replacing the game base images
i'm never removing another background ever ever again
impressive, although curious what it would be for. a enhancement, maybe?
a gift?
it's so i can turn it into a gift 💀
That's it, no more copying joker
oh right, i forgot your body of work lmao
it has mouse interaction!
edit the coffee circle out of brainstorm and challenge people to see what's wrong with it
like with literal 40+ gifts made lmao
i might release all of the backgrounds i've gotten as a mod in their own
how's this
yesssss
LETS GOOOOOOOOO
maybe it's not enough contrast
now add version as light gray scale 0.8 parenthesized text after mod name
btw what do we think about Sag effect chat
i think its funny
basically if you play a hand and it has a single nonscoring 9, all scoring cards get +25 chips on top of their regular value
like hiker style?
uh oh
6s are about slow, but permament growth
9s are about quick, flash in the pan power up
how
node[2]
flashbang edition
also yeah nyxbird what do you think
ow my eyes
i think the phrasing is weird for sagittarius
UIBox_button doesn't care to support multiple text sizes
how so
is color supported?
also only single color
i'm not really sure, it was just hard for me to parse initially
also it seems a bit weaker than the other zodiacs
it's an interesting effect though
oops
i can't make it work. idk if i need to put a effect to work?
uhhhh what lol
Stop with the dark magic it's too dangerous
is there like a debug console I can spit stuff out to?
thats better (card description is inaccurate, rn it's set to reduce blind by 100% when sold)
if you're using Lovely, you can print to the terminal window that opens with print(...)
Free win for free
I am not using Lovely 😦
should Graveyard be released early (only the Graveyard itself, no API) or wait until most API features are finalized
api stuff

but yeah the point here is that i made a blind reduction effect that can win the blind when it triggers
Thats neat, know some mods that have blind reducing effect but doesn't instawin afterward
I think I solved it! \o/
it requires setting the game state for things to go smoothly, and it's not the most intuitively named thing
So cool 👍
oh heck that's cool
(granted it's unneeded for the intended effect of this card but i figured i'd get it out of the way early right)
brainstorm more like um. braingift?
the actual effect of this card (concept from @slow ocean 💟 )
(the status text will be fixed lol thats my bad)
anyone know why my played hand sorts itself by rank when played instead of remaining the order they are in the full hand? i have tried everything to sort it by the card's x position, and i haven't even modified the hand type i'm currently playing.
youre bepic autumn
anyone able to help me understand this code?
self.ARGS.send_to_shader[1] = math.min(self.VT.r*3, 1) + G.TIMERS.REAL/(28) + (self.juice and self.juice.r*20 or 0) + self.tilt_var.amt
in card.lua
Well, something is calling a sort function that isn’t dependent on the cards’ position. IIRC the game defines a local sorting function to visually keep cards in the right order when they are played
What don’t you understand?
I think it’s a syntax error
what is self.juice? and generally how does this value change over time?
juice is what juice_up changes
basically any time a card wiggles from an effect proc
☝️
okay cool
so is this value just increasing steadily whilst the card is being drawn?
It’s not a value but an array I believe
Which contains information about the scale and rotation of the card
i don't actually know exactly how it works but surely juice_up's function would be helpful to reference
i was worried 🗝️ might be overpowered but this seems to indicate otherwise
i tried to follow the tutorial, and still got the error
wait thats an array?
there we go, i realized i was negating that by sorting the hand in rank order to check for straights
man I am so out of practise in lua
i'm still starting so its normal for me to mess up lol
"self.juice.r" would indicate that self.juice is a table with named keys
(it's just easier to do coding-wise when the hand is sorted by rank, even with the "next" function)
one of which is r
tbh i am good at making crosscode mods
Which I believe is related to the rotation of the card
But this is lowercase R not uppercase
So idk
yeah I was looking for the rotation of the card passed to the shader
Take another look at you code, and maybe Lua syntax
this entire argument is all stuff about rotation
like, i used another mod code as base
What do you think? (I'd also appreciate art comments)
what swaps
"rank 7 or lower"
yeah that's what I thought, and when I access it in the shader code it works fine but it slowly turns into that black and white horror after a minute or two
rank ace or higher 😏
it could be the way that shader is being hacked in I guess
It's just "7 or lower" and "8 or higher"
let me try loading it properly
the G.TIMERS.REAL component would be the culprit there
Awn
i assume the intention is that the argument is used in a trig function like sin/cos
Actually I understand the gimmick
Yay!
I had this idea during the demo
Why not make the inactive text (swaps to 8 or higher each hand) or something?
@worldly sapphire it's missing the header and assets but this works #⚙・modding-general message
So that people know what they'll get?

