#💻・modding-dev

1 messages · Page 150 of 1

tight thistle
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just tried that, it seems like that causes every single event to immediatly play one after the other with no delay

cedar bronze
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am i forgetting something obvious in terms of the icon not changing (there is def an image file in the folders)

ionic verge
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what are all the description function things (i.e. the C: X: S: etc)

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or where can i find them listed

runic pecan
ionic verge
# runic pecan

well thanks, but i was asking about the things those can be assigned to

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like is there anything other than C: X: and S:?

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cus i kinda want a specific thing of my description text shaking

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or something

runic pecan
#

You might need to look into Cryptid's codes for that...

ionic verge
#

mmm
would that involve downloading cryptid?

runic pecan
ionic verge
#

to be able to use them

pastel dagger
#

How do you go about modifying the sprites in the game? do i need any particular programs?

runic pecan
pastel dagger
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i use aseprite for the purpose of editing the sprites, i was wondering about how to actually replace them in the files, unless libresprite has that functionality? it looks like a drawing program

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i've opened the executable with winrar but it doesn't let me make any changes, what else can i use?

ionic verge
#

you can crack open the .exe of the game using something like 7zip

pastel dagger
#

going to try with 7zip

runic pecan
pastel dagger
#

the balatro executable

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in the steam local files

runic pecan
pastel dagger
#

i'm trying to replace the file holding the sprites for the jokers, both the x1 and x2 versions, with an altered version i did for some sprites

runic pecan
pastel dagger
#

oh yes

runic pecan
#

I think there's a texture pack manager mod post in the modding channel, maybe check those up to see if you can get any help from there.

pastel dagger
#

for now if just replacing the files works i can just use that, then i can do the verify file integrity thing to restore to default probably

tight thistle
#

how does the trigger "ease" work? i dont understand the guide's explanation

runic pecan
#

I have a guess.
Are you directly change the sprites of the vanilla jokers? In the folder you extracted from Balatro.exe?

pastel dagger
#

ah, yes, will modifying the game's files directly not work?

runic pecan
#

Making changes in the branched out timeline doesn't make any change to your past.

pastel dagger
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i believe i picked the option to open it instead of extracting

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plus, the changes seem to actually have taken place in-game

runic pecan
winged quest
#

Anybody know if it's possible to make the spawn rate of edition jokers INCLUDING NEGATIVES in shops and booster packs into a variable or something?

pastel dagger
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when i opened the executable with winrar, anytime i tried to replace a file it then gave me a warning saying the file was corrupted

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using 7zip i can replace files

runic pecan
#

That... would not be a correct way to edit those sprites, I think.

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The safer way would be drawing a new sprite sheet and link the jokers to the new paths. Which I don't know how to but know it's doable.

pastel dagger
#

seems reasonable, how do i make it so that the game looks at that other spritesheet instead? i don't know LUA but i can probably figure it out if i know which file to look in

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oh well, i'll check the files

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it's just a joke edit so i'll do it the bruteforce way if i can't find it

runic pecan
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You may also ask the same question some time later when there's a different set of people on-line. Maybe they can help you.

pastel dagger
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can't seem to find the file, will ask later

cedar bronze
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how would one go about making an item create a joker from a list of modded ones? ive made an item that creates a random joker but unsure where to go from here

winged quest
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Anybody know if it's possible to make the spawn rate of edition jokers INCLUDING NEGATIVES in shops and booster packs into a variable or something?

pastel dagger
#

this is the only balatro mod you need

foggy carbon
tight thistle
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"add_event also has a third argument, front. This is a boolean that will put the event at the front of the queue. Useful to block stuff already in the queue."

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can anybody tell me how to use this?

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sounds like it might be what i need to stop my events and base game's events from overlapping

sturdy compass
pastel dagger
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Assemble The Bear

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If you have all 5 of them it grants x1987 mult

sturdy compass
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perfect

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deploy the freddy

lethal mural
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so in my mod since its based on dungeons and degenerate gamblers it needs to add cards like 0, 1, 11, 12, 13 etc.
but apparently there's a mod that already DOES that (UnStable, though my spriting of those cards is admittedly alot worse) so i was wondering if ther was a way i could do this without my mod being incompatible with UnStable

hardy viper
#

regardless if that's true the event you add will always be processed first, before any of the other events in that queue
ideally your event should also be blocking

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but blocking is on by default so bleh

tight thistle
# hardy viper elaborate on "overlapping" please

i made a joker thats supposed plays 5 different text boxes in succession with no interruption, the issue is that for some reason the game events (reshuffling the deck, entering the cashout screen) happen inbetween each text box, causing the text boxes to be misaligned and some missing entirely

hardy viper
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@weary jungle idk if you figured this out already but set timer to "REAL" in your event call to make it unaffected by game speed

hardy viper
tight thistle
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what do you mean?

hardy viper
#

okay there's two possible issues i could imagine

  • text box event returns true and allows for more events to run even if the text box is still visible and/or
  • the events for the text boxes are being added after the previous text box is gone, and not all at once
tight thistle
#

i believe its the latter

hardy viper
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alright

#

ideally add the events all at once

tight thistle
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because all my events are set up one after the other like this

hardy viper
#

if you want to use front (which i don't think you should) youd need to apply them in reverse order

hardy viper
#

secret third issye

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that add_event is unreachable because you return early

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oh wait

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comma

molten ice
# lethal mural so in my mod since its based on dungeons and degenerate gamblers it needs to add...

First of all nooo I've seen your spritework and they looks great, please don't say that aaa
Also, I'm pretty sure I've already seen other mods do something similar like rank 0, 1, and inbetweens as well. Since SMODS applies mod prefix automatically, I'm pretty sure they could have been loaded alongside without any problem.
They would occupied a different slot though, as internally they would count as a different rank

I think the problem part is less so of a conflict between our mods but rather a support for these rank for the other (especially modded) Jokers and boss blinds. (I made UnStableEX handle stuff like odd/even based on the rank's nominal value though, so technically it should made your ranks also works with those by default)

lethal mural
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ohh hi adsf

random sleet
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oh man someone else made ranks

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im not cool anymore

hardy viper
hardy viper
lethal mural
hardy viper
#

nevermind three unstable

molten ice
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lol same inspiration technically

lethal mural
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i was actually going to use unstable as reference to figure out how to add the ranks in the first place hehe

hardy viper
#

add_event(event, nil, true)

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if you're applying them one at a time you don't need reverse order shenanigans

random sleet
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i added 0,1,11-20,three face cards,21-30, three face cards, þ, and oracle

lethal mural
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im adding 0, 0.5, 1, pi, 11, 12, 13 and 21
and also making it so negative playing cards are possible to get
(one of the jokers added so far is capable of adding them but they drop at standard rate so they still are very rare)

random sleet
#

never released it tho cuz i wanted to add jokers for em

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i made it so my Chance spectral can make negative playing cards

lethal mural
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DNDG types out pi instead of using the symbol so i did the same thing and it looks so silly

random sleet
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pi!

lethal mural
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using pi symbol would have been easier but it would be less funny and also not accurate to the source material FA_DragonGiggle

tight thistle
lethal mural
#

been super drained and tired today but ill probs work on adding these tmrw and then figure out UnStable compatibility (i.e. not having two copies of the same cards) way down the line cus idfk lmao,,

hardy viper
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in that message

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sorry i shouldve specified

tight thistle
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GOT IT, thank you, sorry for the denseness lol

hardy viper
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lol it's alright

hardy viper
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if you change it to the pi symbol ever let me know so i can kill you

lethal mural
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true!

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na the designs for these are likely finalized

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i just have to make like

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the other suit versions

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(and the Nothing suit from DnDG)

molten ice
lethal mural
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if you mean the straights thing i actually wanted to add that to mine too heh

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cus uh

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im pretty sure in DnDG they have that same mechanic

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like pi can be both 3 or 4

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it's called "round-up" in that game but same thing really

molten ice
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true, that's the reason I came up with the inbetween gimmick to begin with

lethal mural
hardy viper
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that's so real

lethal mural
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=w=

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i was sooo tired

hardy viper
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id sooner play a game of hockey than spend 7 hours doing anything

lethal mural
#

havent actually done anything with it i kinda just leave it on in the background and forget its there since its just

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another program

hardy viper
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id sooner play hockey than do a lot of things honestly it seems hella fun

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and i can skate relatively well

lethal mural
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oh also

tight thistle
lethal mural
#

really appreciate your kind comments to me and complimenting the sprites i did that was really nice :)

hardy viper
tight thistle
#

i figured, it crashed my game when i tried it

hardy viper
#

the event is a placeholder for your Event({ stuff

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after the closing brace and parentheses of that event you'd put a comma, then nil and true

molten ice
hardy viper
#

so G.E_MANAGER:add_event(Event({ --args }), nil, true)

tight thistle
#

--args?

hardy viper
lethal mural
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i know its common practice in balatro modding but i always feel slightly bad when using code from others

hardy viper
#

anything you normally put in your event

lethal mural
#

feels like theft ,,

tight thistle
#

oh ok, got it

hardy viper
# lethal mural feels like theft ,,

more like a gift except instead of it being handed to you it's left on a counter with a paper saying "whoever finds this, take it it's yours"

lethal mural
#

i guess its true

hardy viper
#

that's what I tell myself whenever i steal things from people anyways

lethal mural
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yeah its different to something like artwork

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alot of my jokers actually utilize stock imagery believe it or not lol

hardy viper
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how does that work

lethal mural
#

aseprite rotsprite function:

hardy viper
#

i have 2 seconds on aseprite i wouldn't know

lethal mural
#

fair enough ,

hardy viper
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i think i just bought it made a really shitty logo for tmj (that i could have made in mspaint or anything else) and never did anything of value with it ever again

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i was gonna compile it but i couldn't figure that out so bleh

lethal mural
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i bought it before knowing you could compile it but i have literal hundreds of hours in it so i got my money's worth lmao

molten ice
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I started doing Balatro modding back in around September/October last year when lots of documentation aren't as complete as it is today so most of my modding knowledge are either completely trial and error and/or study how other mods work

tight thistle
lethal mural
hardy viper
#

alternatively all of them

tight thistle
#

okay, i did all of them including the first and somethign very bad happened

hardy viper
#

now i complain about it not having annotation

tight thistle
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(it started playing the sound effect VERY loudly, over and over, froze up my game and prevented me from alt tabbing or closing the game without the task managed)

hardy viper
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next i will complain about it not having a complete luals addon

tight thistle
hardy viper
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crashes?

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can you send your code

tight thistle
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like, all of it? including all the nil, true that make it crash?

tight thistle
hardy viper
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okay uh

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just add them all at once and not nested

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idk why its doing that

tight thistle
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by "all at once", what do you mean

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cause someone already told me before to do my events "outside" and all it led to was them not actually working

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ill send you my code if you need to look at it

hardy viper
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so ```G.E_MANAGER:add_event(Event({
--args
}))

--event two
G.E_MANAGER:add_event(Event({
--args two
}))

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accidentally pasted the so

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my life is over

hardy viper
#

looks good

tight thistle
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alright, ill keep doing this and let you know if it works

tight thistle
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i was already told to do this before, not sure why i expected it to work this time

hardy viper
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yeah idk

polar owl
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hello balatroians

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what code editor should i be using for this whole modding thing

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i don't code

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(i'm on windows)

sturdy compass
#

Visual Studio Code is probably the option you’d be recommended most

polar owl
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Ok cool tyyy

wild patrol
#

Notepad++ if you're an elitist
VisualCode if ur a hobbist
Notepad if ur a masochist

gaunt thistle
#

no vim????

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use vscode

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people who use notepad++ are wild

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(not in a bad way mind you)

wild patrol
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It was a joke

gaunt thistle
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vim users don't get jokes

wild patrol
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vim is if u hate yourself

gaunt thistle
silk compass
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well, I guess an oss isnt required so my petition is useless

polar owl
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i remember why i don't code now

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i'm more of an ideas kinda guy

random sleet
foggy carbon
#

outside of calculate, how do you make a card have a message? I tried card_eval_status_text but nothing happened

wintry solar
tight thistle
#

sure thing, good morning

wintry solar
#

That’s perfect

#

So the reason it isn’t working is because you’re adding the next event within the event itself, so it only gets added to the queue when that event triggers. If you unnest them all it should work correctly

tight thistle
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is there something im not understanding about how to unnest them? because this is the third time im recommended this

tight thistle
wintry solar
#

Hmmm, what do your add speech bubble and say stuff functions look like?

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I don’t think sounds would block future events like that

tight thistle
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my add speech bubble and say stuff functions? like, how they are in the code?

wintry solar
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Yeah

tight thistle
#
card:jcbb_add_speech_bubble(text_key,align,loc_vars)
                                    card:jcbb_say_stuff(n,false)```
wintry solar
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No, what are these functions?

tight thistle
#

what do you mean?

wintry solar
#

I need to see the code for these functions

tight thistle
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OH sorry

vital rapids
#

I can have animated consumable cards right? Has that been done before?

languid mirage
#

dont know if anyone did it, but it shouldnt be any different from animated joker cards

wintry solar
wild patrol
#

What's a quick way to create a random joker card?

tight thistle
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the 4th text box is eaten up by the cashout screen

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its supposed to say
"...drag it to the deepest corners of inferno..."

violet void
#

Does it happen to anyone else that the pc freezes completely after starting the game and the lovely console opens?

wintry solar
tight thistle
#

how so?

gritty dirge
#

i´ve got a question regarding changing some of the localization and globals with SMODS to make custom suit names and colours but i´m not sure if i understand the info on the github correctly:

i´m currently making a custom deck with custom art and suits but now i want to change the name of the suits with the en-us localization and the colour of the text with the globals.lua (both changes work with direct injection into the .exe)
since i want to make it semi-public i´ve started making it compatible with SMODS but i´m currently stumped on how to edit/replace the en-us.lua and globals.lua of the game with in-mod alternatives.
Looking at the github documentation i gather that localizations, when in the mod root directory under "localization -> en-us.lua" in this case, should be loaded into the language as well? But do i understand it correctly that i can only input new text with this and not just have it use my .lua?

what i´ve changed in the modded files is:
replace all suit mentions (plural and singular) with their respective counterpart in en-us.lua
changed the HEX codes of the LC default suits to their new colour code

#

(note: every change was made into the whole standard file, aka the 2 modded files are complete like used in the unmodded game, just the right parts edited)

wild patrol
#

Sounds like the game going fullscreen but not fully loaded yet

frosty dock
violet void
wild patrol
#

Not entirely sure

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But sometimes programs kinda load a blank window before fully appearing

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Run the game in windowed mode see if it still happens

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If it doesn't then it's just the game loading in

violet void
#

I was using borderless

wild patrol
#

Borderless still fills the screen

violet void
#

Windowed it is

wild patrol
#

When u say freeze

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U mean like everything locks up key presses like windows key doesn't work

violet void
#

Yes, I have to reboot the pc

wild patrol
#

Or just the screen looks Frozen but u can still open task manager

violet void
#

the former

wild patrol
#

So u can still press the windows key

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And bring up ur task bar?

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When that happens

violet void
#

thats the latter

wild patrol
#

Then yeah just sounds like the game not fully loading

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And since ur in borderless full screen

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Just looks like ur frozen

violet void
#

I'll see how it goes now

wild patrol
#

U used nvme SSD or HDD?

violet void
#

it happens after restarting a few times

wild patrol
#

Also balatro for some fucking reason really hates discord?

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And crashes the game

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Maybe it's discord overlay

gritty dirge
violet void
frosty dock
#

that's functionally almost the same though, except for the fact that you can replace keys partially (i.e. change only the name and not the description or vice versa)

wild patrol
#

@frosty dock hey quick question what's the best function for generating a random joker card using the crate card thing

violet void
#

you still havent succeeded

#

:0

wild patrol
#

No

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Game keeps telling me I need to set the ability

violet void
#

how did you fare with smods.add_card

wild patrol
#

Otherwise it turns nil

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I got pot of greed working

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Right now trying figure out random generation

frosty dock
#

wait technically there should be an RNG key

wild patrol
#

Isn't Derek the flag for joker cards?

frosty dock
#

there

violet void
#

is this correct for the RNG key

local new_card = SMODS.add_card({set = 'Tarot', key_append = 'randomteleport'})

frosty dock
#

I already edited the key_append in-?

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but yes

wild patrol
#

Ok so this would be for the use function?

violet void
wild patrol
#

For when the card is used

vital rapids
frosty dock
#

if that's when you're creating a joker, yes

wild patrol
#

Alright

vital rapids
#

vs a background

wild patrol
#

Background looks better but depends on the theme

vital rapids
#

Theme isnt really decided yet

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Im going for like an occult type thing

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Or perhaps i should darken the background

wintry solar
#

I like the background ones better

gritty dirge
vital rapids
#

I think this might be a good compromise

wintry solar
#

This will look very dark in game btw

vital rapids
#

How dark is very dark

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Okay i just compared

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I think i have enough contrast here tho

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And the background is only supplementary anyway

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Adjusted for contrast

frosty dock
gritty dirge
#

(does this type of changing files also work with the globals.lua?)

frosty dock
#

other values like from globals.lua you just change in your main mod file

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and third what version of smods are you using?

tight thistle
#

i suppose something is wrong

frosty dock
#

maybe something is wrong?

tight thistle
#

maybe, just maybe
something is wrong

crisp coral
#

perhaps, something is wrong

gritty dirge
gritty dirge
gritty dirge
frosty dock
#

releases or main branch?

gritty dirge
frosty dock
#

yep that's latest, should be all good then

#

I do recommend removing the parts of the localization you're not changing, just so you're not overriding changes of other mods that load before you

gritty dirge
frosty dock
#

👍

violet void
#

I am still locked out, but what's the link for the modding wiki discord server?

#

if its allowed to be shared

crisp coral
violet void
#

Joined, ty

long sun
#

thoughts on this ability for Shackles?
+250 Chips, forces 1 card to always be selected

tall wharf
#

Cerulean Bell type beat

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could work

long sun
#

exactly

tall wharf
#

how does it interact with cerulean bell

long sun
#

i haven't implemented it yet, so i'll guess it forces two selected cards

tall wharf
#

😰

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if you see cerulean bell you are COOKED

long sun
#

true :}

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maybe just one, then

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unsure how the game will handle that

tall wharf
#

this also applies to tarot card selection does it not

long sun
#

no, it doesn't

tall wharf
#

aw shame

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could've add +10 mult if it does

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or x3

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or somth

vocal verge
#

I feel like it wouldn't really do much then unless it forced you to use that card beforehand

vocal verge
#

banger

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high card builds gonna be lovin that one

long sun
#

awesome!! :D

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thanks ^^

dry bobcat
#

hello guys. nice to meet you all. i wanted to ask a question. ive been playing balatro on my windows steam and messing around with game.lua. since now im using macos i couldnt find the file. can i ask you guys where to find it on my macos? thank you for the advance

tall wharf
#

how do i deal with this grey outline

mystic river
#

like this

sudden dew
wild patrol
#

What was the line of code to add a seperate lua file to the main one

tight thistle
#

i dont know if im using it wrong or what but it does not work

tall wharf
#

ah ok

mellow prism
#

aside from manually reordering them in the code, is there a way to reorder jokers you make in the collection?

dry bobcat
tall wharf
#

thanks it worked

dry bobcat
sudden dew
wild patrol
#

assert(SMODS.load_file('yugiohcards.lua'))()

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is this all I need for the assert fuction?

dry bobcat
silver turret
#

hi! how would i go about adding a font to a language?

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this is not loading the font

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the font is located in /assets/fonts/m6x11plusCZ.ttf

wild patrol
#

@frosty dock so getting an error saying that an atlas doesn't exist but it's trying to combine both the atlas of the booster and the card into one as an error?

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and nothing in my code is typo'd as what the atlas the error is looking for?

#
    key = "joeymod",
    path = "joeypacks.png",
    px = 71,
    py = 95
})

SMODS.Atlas({ -- png for yugioh cards
    key = 'TCGyugioh', --atlas key
    path = 'TCGyugioh.png', --atlas' path in (yourMod)/assets/1x or (yourMod)/assets/2x
    px = 71, --width of one card
    py = 95 -- height of one card
})```
#

both are closed properly

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and both pngs are in the right directory

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are we just not allowed to have two atlas next to each other?

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wait nvm I found the issue it was a typo on my end

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ffs

zealous glen
#

Isn’t that “reuse”?

viscid bough
#

Didn’t think about that but that does make more sense

mystic river
#

reduce: 1 in 4 chance for consumable not to be consumed on use
reuse: 1 in 4 chance for consumable to be duplicated on use
recycle: 1 in 4 chance when using a consumable to create a random consumable of the same type

wild patrol
#

you know I haven't figured out how I made the text under booster say yugioh card

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and I don't know how to change it lol

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How do I change the text under the booster tag?

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I honestly can't find it lol

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wait I see it

silver turret
#

hi! how would i go about adding a font to a new language?
i cannot get it to set properly

wild patrol
#

reading from the mod name

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any way to seperate that or is that kinda hard coded?

frosty dock
silver turret
#

okay so it works but now it looks like this

long sun
#

is there a context like drawn_to_hand (Blinds) for Jokers?

silver turret
#

but i assume this may be an issue with my font file itself

long sun
frosty dock
#

is this config_tab or extra_tabs

wild patrol
#

@frosty dock is there away to change the text under booster in the booster packs menu or is it restricted to the mod_name?

wild patrol
tight thistle
#

can somebody explain to me in detail how front works?

tight thistle
#

all its doing is making the game freeze up

wild patrol
#
--- MOD_NAME: Yu-gi-oh Cards
--- MOD_ID: Yugioh
--- MOD_AUTHOR: [elial1]
--- MOD_DESCRIPTION: An example mod on how to create Jokers.
--- PREFIX: tcgyugi
----------------------------------------------
------------MOD CODE -------------------------```
frosty dock
#

oh that

#

you can set a display name

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it's display_name for json metadata, if you're still using old headers that's on you

#

pretty sure it's on the wiki what it is for that though

wild patrol
#

couldn't find anything in the booster section

frosty dock
#

well mod badges are anything but specific to boosters?

#

it's a global property of your mod

wild patrol
#

Reason using the old method was becauise was the only template tutorial I could find to get started with lol

frosty dock
#

this literally exists

violet void
frosty dock
#

uh

#

do you have the mod badges config off?

wild patrol
#

@frosty dock wait I though this was something I could put in the smod.booster part

#

I have two boosters in the same mod

violet void
#
    "id": "CrazyStairs",
    "name": "Crazy Stairs",
    "display_name": "Crazy Stairs",
    "author": ["Roloversion"],
    "description": "New Jokers and new item (Alignments)",
    "prefix": "cs",
    "main_file": "CrazyStairs.lua",
    "priority": -2,
    "badge_colour": "ef9553",
    "badge_text_colour": "6429a9",
    "version": "0.1",
    "dependencies": [
        "Steamodded (>=1.0.0~ALPHA-1310*)",
        "Lovely (==0.6.0)"
    ],
    "dump_loc": false
}```
wild patrol
#

but wanna have them have two different names is what I was saying

frosty dock
wild patrol
#

the part where is says yugioh card

#

if that is the mod badge then yes

frosty dock
#

yeah that's your mod badge

wild patrol
#

is there anyway to change it would I have to make a seperate mod for that lol

wintry solar
#

Debug plus turns them off on 8 or 9

#

Oh wait I didn’t watch the video nvm

frosty dock
violet void
wild patrol
#

set mod badges go in the .json

frosty dock
#

I don't want everyone using it because mod badges are supposed to be standard, hence why it's not in the docs

wild patrol
#

or is it part of the smod.booster code

frosty dock
#

read the docs again, there's set_badges under API methods on boosters

#

no_mod_badges goes on the booster

#

you could also just change the badge to more clearly describe the mod rather than the cards?

wild patrol
#

k_ is the prefix for key

#

i'm gonna guess?

#

or is that for G.localization.misc.dictionary

wild patrol
#

ok

frosty dock
#

you can also just put a string in directly if you don't need it to be localized
-# (not recommended)

wild patrol
#
    key = 'varg_Thumb',
    loc_txt = {
            name = 'vargThumb Pack',
            group_name = 'vargThumb',
            text = { 'A collection of terrible cards' }
        },
    atlas = 'joeymod',
    pos = { x = 1, y = 0 },
    config = { extra = 5, choose = 1 },
    weight = 998,
    cost = 4,
    group_key = 'vargThumb',
    draw_hand = true,
    unlocked = true,
    discovered = true,
    MOD_NAME = 'Joey Cards',  
    kind = { Tarot, Jokers },
    no_mod_badges = true,
    {
        set_badges = function(self, card, badges)
        badges[#badges+1] = create_badge(localize('k_JoelCards'), G.C.RED, G.C.BLACK, 1.2 )
        end,
    }
    create_card = function(self)
        return { set = 'varg_Thumb', area = G.pack_cards }
    end
})```
#

make sure doing this right

ocean dock
#

ask some questions
how to add new language to mods without modify mods files because i want the localization works normally after the mods upgraded

ocean dock
#

thanks

wintry solar
#

Should be C:white for the first, and what does your loc vars function look like?

#

Why are you using a bizarre way of doing loc vars instead of the standard?

wild patrol
#

like not a crash error just a big red error badge lol

frosty dock
#

show code

wild patrol
#

apparetnly u don't need the k_?

#

if ur doing G.localization.misc.dictionary

frosty dock
#

the k_ is just convention

#

it doesn't automagically get added

wild patrol
#

well I figured it was needed since u need a mod prefix for custom cards for some things

#

but this will def be usefull in the future tho

#

I def should update the mod header tho

tight thistle
#

is there a way to see whats happening in the event queue? i really would love to see whats going on with the order these events are being executed

#

just anything that would get me closer to figuring out why this is working the way its working

wild patrol
#

also a little update to the yugioh part of the mod

#

scapegoat works

#

not gonna add joker limit

#

more fun that way

#

I still need to learn how to do these text stuff

#

like x5 logo

#

and how to change color properly

zealous glen
#

You can refer to vanilla localization

worthy stirrup
#

How could i make a mod that replaces the joker art

frosty dock
minor gyro
#

How do i count for spectral cards in context.other_consumeable?

tight thistle
frosty dock
#

i think the more effective thing to do is to just add debug logs to the events you're trying to trace

tight thistle
frosty dock
#

but just print also works if you use debugplus

worthy stirrup
#

kitty

sturdy compass
#

It seems like the cat image for the repo has been a very popular change lol

hardy viper
#

best thing to happen to steamodded since 1.0

minor gyro
tight thistle
#

doesnt print just print what you write in it?

hardy viper
#

does print just not work without debugplus? ive always remembered it working fine

minor gyro
hardy viper
#

regardless print is overrated use io.write

frosty dock
hardy viper
#

moment

frosty dock
minor gyro
#

context

#

which page

#

talks about context

hardy viper
#

joker calculation

minor gyro
#

danke

frosty dock
#

how's that about context though

#

context.other_consumeable is a card like any other

frosty dock
# minor gyro danke

calculate functions actually, i think joker calculation is the outdated one

tight thistle
minor gyro
#

      if context.setting_blind then
          if #G.jokers.cards > 1 then
              local wraith_index
              for i, joker in ipairs(G.jokers.cards) do
                  if joker == self.card then
                      wraith_index = i
                      break
                  end
              end
              local swap_index
              repeat
                  swap_index = math.random(#G.jokers.cards)
              until swap_index ~= wraith_index
              G.jokers.cards[wraith_index], G.jokers.cards[swap_index] = 
              G.jokers.cards[swap_index], G.jokers.cards[wraith_index]
              G.E_MANAGER:add_event(Event({
                  func = function()
                      G.jokers:align_cards()
                      return true
                  end
              }))
              print(string.format("[Wraith Joker] Swapped positions with Joker at index %d", swap_index))
          end
      end
minor gyro
#

if u have the debug+ mod

tight thistle
#

right

#

ill see what i can do, thank you

minor gyro
#

I want a joker to check te consum cards for spectral and give mult per spectral card (just like the observatory), but i cannot find the code for that voucher in any of the .luas...

faint yacht
#

if context.other_consumeable and context.other_consumeable.ability.set == 'Spectral'

wintry solar
#

Use the context aure gave you and return your Xmult

minor gyro
#

thanks

wintry solar
#

You don’t need a for loop

minor gyro
#

really?

#

ok then

tight thistle
minor gyro
tight thistle
#

i want to be able to see whats happening in the event queue, i was told to add debug logs

violet void
#

if G.STAGE == G.STAGES.RUN then

#

also I finally got in the wiki

minor gyro
# wintry solar You don’t need a for loop

then why does this not work?

the second print is not fully funcional also, but at least it does not crash when i hover, and it just adds mult instead of Xmult (if I put Xmult(mod ) = new_mod it does not work also

frosty dock
#

events get cleared when you start a run, I'm pretty sure

coral cobalt
#

@dry hamlet Are you available rn? I had a question for you if you dont mind and you were super helpful the other day

tight thistle
wintry solar
coral cobalt
#

could you dm me so we dont fill the chat too much

dry hamlet
#

yeah for sure

coral cobalt
#

if your not ok with that we can discuss here

dry hamlet
#

go for it

coral cobalt
#

oki cool, your dms are closed tho so you gotta start it

frosty dock
#

i mean discussing here is usually better so others can pitch in to help too

cedar stream
#

struggling to figure out what i need to do here

coral cobalt
#

ok well the baseline is i wanna go into the cryptid mod folder and toggle certain things to only have the more balanced stuff active

#

but idk how i would do that

#

i have no experience messing with balatro mods

cedar stream
frosty dock
#

uhhh don't play cryptid if you want it to be balanced? lmao

dry hamlet
#

oh my b lol

frosty dock
#

anyways cryptid splits its files by item types

coral cobalt
frosty dock
#

if you go into each file in Cryptid/items/, there's a list returned at the bottom of the file

coral cobalt
#

there just also happens to be some heinous crimes against humanity in there too lol

cedar stream
#

use the refactor branch

frosty dock
#

you can edit that list to remove anything

dry hamlet
#

i don't know much about cryptid, but i do know lua and yeah there's probably a list somewhere you can edit

frosty dock
#

there's also the refactor branch

dry hamlet
#

mr smods would probably be a better help than me lol

coral cobalt
cedar stream
#

this is what i do with my code

coral cobalt
cedar stream
#

just add those brackets, then the set of them on the top remove the back space

dry hamlet
#

a different branch on github, it's like a different version of the mod

frosty dock
coral cobalt
#

ooooh

tight thistle
#

im still lost on how to use print for this

cedar stream
frosty dock
#

it's an in-progress update of cryptid

dry hamlet
orchid thunder
#

Can someone help me find a function to detect if any key is pressed

frosty dock
#

tprint takes a table and returns a stringified version of it

orchid thunder
cedar stream
dry hamlet
#

if you click on the dropdown called main on the top left third of the window, you can see the different branches of a github repo

cedar stream
#

i will see what i can do

frosty dock
#

love.keypressed or G.CONTROLLER:key_press

coral cobalt
#

i see

orchid thunder
#

I really need to send a copy to my school computer to look at

orchid thunder
coral cobalt
#

whats generally different about the rerefacor branch?

cedar stream
#

is there a draft on the cryptid PR's

coral cobalt
#

or refactor

orchid thunder
#

Or is key press just all keys

frosty dock
#

it's called with the key as an argument

cedar stream
#

the refactor adds gamesets so that you can somewhat control how busted the game is

orchid thunder
#

Oh ok nvm I'm dumb yeah thanks

cedar stream
#

i only play refactor branch now, cuz that is the best way to test the compat with the mod im working on

coral cobalt
#

ooh ok

#

whats rerefactor then lol

frosty dock
#

that's just a temp branch based off refactor

cedar stream
#

as i already expect people to play the mod with cryptid

coral cobalt
#

ah ok

hardy viper
frosty dock
#

ask thunk

coral cobalt
#

this was all super helpful thanks guys

orchid thunder
coral cobalt
hardy viper
#

same way you'd hook any other function

orchid thunder
#

I'm looking at what crypid does for cry_press but I don't know how controller works

hardy viper
# coral cobalt oh.

can we change text color for important stuff like missing dependencies and the such? is that even a thing we can do

frosty dock
#
local kp = love.keypressed
function love.keypressed(key)
  -- do whatever here
  kp(key)
end
orchid thunder
#

Oh ok

hardy viper
#

oh sorry that wasn't directed at you

orchid thunder
#

If it's just key will it detect all keys

hardy viper
#

well it was

#

but you just have outdated steamodded

coral cobalt
#

ah ok

#

ty

hardy viper
#

and outdated cryptid but that's not why it's dying

coral cobalt
#

i just downloaded it again lol

frosty dock
coral cobalt
#

not steamodded cryptid

frosty dock
#

atleast it should be moved up

hardy viper
coral cobalt
#

oh this is super cool

#

thanks for the refracted suggestion @frosty dock, @cedar stream and @dry hamlet

#

imma test to see if its compatable with some other mods now yall take care

frosty dock
hardy crystal
#

unrelated question! sorry for butting in.

currently trying to make my custom joker incompatible with Oops! All 6s due to calculation bugs, also just redundancy.

from what i've read and understood, this code should make my joker not spawn if all 6s is in my hand, but is there a way to do the opposite?

    return not SMODS.find_card("j_oops"), {allow_duplicates = false}
  end```
hardy viper
hardy crystal
#

right, how would i go about doing that?

hardy viper
#

remove any G.GAME.probabilities.normal stuff in your rng calculations

#

that's oa6

frosty dock
#

also your code doesn't work, find_card always returns something so you've effectively made your joker unable to spawn ever

hardy viper
#

that's true

hardy crystal
#

that does explain a lot. tbh i really didn't understand how this function worked lol

frosty dock
#

you'd need not next(SMODS.find_card("j_oops")) to check if there's actually anything in the returned table

#

basically it returns a list of jokers that you have with this key

minor gyro
coral cobalt
#

Ive encountered an odd bug, why are my high contrast cards funky lol

#

some are and some arent

frosty dock
coral cobalt
#

imma mess with stuff a bit to see if i can fix it

frosty dock
#

btw we should maybe add a generic other_main to be able to catch all of these contexts at the same time if anyone ever needed that

hardy viper
coral cobalt
#

i think its bunco that messed it up for some reason, or this version of cryptid

hardy crystal
hardy viper
frosty dock
#

you can just ref whatever it currently is and hook on top of that

hardy viper
#

in that case just set the normal probability to 0

hardy viper
#

all oa6 does is double/half it so

hardy crystal
#

right, but it leads to issues if oa6 is in the mix

hardy viper
#

im not sure i see the issues in question

hardy crystal
#

that's why i just want to make them impossible to be in your possession at the same time

frosty dock
#

there's some weirdness with selling oops, right

hardy crystal
#

mhm

frosty dock
#

i mean you can just make something like G.GAME.probabilities.saved to save the old value and just put that back when you sell it

frosty dock
#

oops modifies all values in G.GAME.probabilities iirc

#

even though only normal is used

#

holy futureproofing

dry hamlet
coral cobalt
#

ah i see what happened with my high contrast cards, bunco adds new suits so thats whats going on

hardy viper
#

when you sell chud just set probability to 1*(#SMODS.find_card("j_oops")+1) idk

dry hamlet
#

i mean if it works lmao

frosty dock
#

i can think of at least one mod that's incompatible with but sure

#

I still like just making another probabilities entry

hardy viper
dry hamlet
#

being in here is dangerous, i'm gonna start another project and never finish it lmao

frosty dock
#

also wouldn't it be 2^#find_card

hardy viper
coral cobalt
frosty dock
hardy viper
#

it doesn't

#

whoops

#

sorry

#

i blame the 3 hours of sleep

frosty dock
hardy crystal
#

we have egg emoji? sweet

hardy viper
#

true

hardy crystal
coral cobalt
minor gyro
hardy viper
#

cg

dry hamlet
#

i mean i think if i do anything it'll be more ui/qol style, i don't find myself using any gameplay mods

hardy crystal
#

anywho thank you for the help i will try to implement ur code

dry hamlet
#

outside of super simple stuff yk

hardy crystal
#

i'm super ass at lua all i've done with it is some ring racers stuff

coral cobalt
#

love the vanilla mods so so much

dry hamlet
#

i just want to finish the collection before i add anything new, call it pride or ego or whatever but i just don't wanna cheat the collection

hardy crystal
#

just make a new profile ez

orchid thunder
#

I might have fully working code now

dry hamlet
#

probably a good idea

hardy viper
#

my joker specific searching still doesn't work

#

that's okay because nobody uses it

#

but still

hardy crystal
#

just to recap, there's no way i could change the in_pool function for oa6?

hardy viper
#

that is the opposite of what we said

hardy crystal
#

i understand

hardy viper
#

take_ownership has steamodded documentation

hardy crystal
#

oh i didn't see that message sorry

minor gyro
#

fuck it my vars is not working imma just delete it and people will need to do the math themselves

cedar stream
#

what would one add to make it so the numbers from a mod doesnt cap at e308 when using talisman

minor gyro
# cedar stream ?

tried to do a thing that is not coded by default in main game and couldn't do it 👍

#

I have 18 mor jokers to code so I'll go back after if needed

cedar stream
#

is there a public source of this code i can see?

minor gyro
main mica
hardy viper
#

ive seen it like 5 different times

main mica
#

i came up with it first

hardy viper
#

yeah you don't own a concept

#

go ahead and sue all of them for the twitter likes

main mica
#

pfft im not salty 😅

wintry solar
minor gyro
#

thanks again

coral cobalt
#

So my game seems to crash when i play rusty cards for some reason o.o

#

imma try a diff version of demo 3

wintry solar
#

Yeah that’s an old calc ortalab install

coral cobalt
#

yup i figured that was the issue

#

my mistake ty for confirming it

hardy crystal
#

got chudjoker working with oa6, now i'm gonna make a challenge with it :)

minor gyro
#

can i use card:set_edition for jokers?

#

like

#

G.jokers:set_edition? cuz mine is crashing

frosty dock
#

if you have an actual joker card, yes you can use set_edition on that

minor gyro
#

so i get a value at g.jokers and then use set edition?

frosty dock
#

G.jokers.cards[1] would get you the leftmost joker, for example

minor gyro
#
              func = function()
                G.jokers:remove_card(card)
                card:remove()
                card = nil
                return true;
```that's how gros michael is writen in the example mod
elder vapor
#

posting here since ik help is better asked in this channel

frosty dock
elder vapor
#

oh sorry

#

basically i'm trying to add relics (which act like jokers but are permanent & in a new card area) but i'm having trouble figuring out how to get the card size to be smaller

frosty dock
#

so... they're still card-sized with this?

minor gyro
frosty dock
#

try adding display_size with the same value as pixel_size

frosty dock
elder vapor
#

still 71x95

minor gyro
elder vapor
#

because the center is scaled down

frosty dock
elder vapor
#

1321b

#

would i need to update?

wild patrol
#

Very balanced card

frosty dock
#

oh that's 3 days ago

#

I think that feature was merged more recently than that

solar tide
#

Hi, someone know why this doesnt create the Joker pinata ? (the key is good) :

local card = create_card('Joker',G.Jokers, nil, nil, nil, nil, 'pinata', nil)
                                card:add_to_deck()
                                G.jokers:emplace(card)
                                G.GAME.joker_buffer = 1 
wintry solar
#

The key is not good

solar tide
#

why ?

#

SMODS.Joker{
key = 'pinata', --joker key
loc_txt = { -- local text
name = 'Pinata',
atlas = 'pinata',

wintry solar
#

j_modprefix_pinata

elder vapor
solar tide
#

but we didnt create mod_prefix

frosty dock
wintry solar
#

First four characters of your mod id then

frosty dock
#

I dunno then, though I only tested the resizing on jokers

solar tide
#

ty it work

elder vapor
#

does the resizing only work for jokers?

#

or for all centers

frosty dock
#

might be something about how you're creating the cards then

#

it works for other centers too normally

elder vapor
#

hmm

#

for the collection ui i'm just using the SMODS.card_collection_UIBox func

frosty dock
#

🤔

lyric blade
#

When to do the Card:shatter()? If it is what I should use
I want to make Glass Cards shatter 100% after play (I do NOT want to change the probability). I have the if glass card but just don't know where/at what context it has to be

coral cobalt
#

so for some reason even on the other version the games still crashing

lyric blade
coral cobalt
#

so odd

frosty dock
tepid crow
#

Debugplus:

coral cobalt
#

i switched to the newcalc version

#

OH

#

i misread

frosty dock
#

one of your other mods is old calc

coral cobalt
#

i seeeee

#

so i gotta figure out which one is what your saying

frosty dock
#

the crash is from ortalab

coral cobalt
#

i just downloaded newcalc version

#

its only when i play rusty cards

#

from my limited knowledge i wanna say the issues are paperback and pampa with the ortalab stuff

#

imma double check tho

lyric blade
#

I thought this would remove/shatter the glass cards, but it doesn't. What am I doing wrong?

frosty dock
#

you don't get to remove cards during scoring

#

use context.destroying_card to destroy after play

lyric blade
#

Aaaaah oke thanks

frosty dock
#

Also you don't need a debuff check

tepid crow
#

also I don't think it would be self.debuff 🤔

wintry solar
#

New calc is demo 3.1

lyric blade
#

Idk I just saw it and use it xD

coral cobalt
wintry solar
#

Download from main, not releases

coral cobalt
#

which branch?

wintry solar
#

Main

coral cobalt
#

i assume main is "master" for theres

#

ty

#

ill let ya know how it goes

#

:^)

#

imma do a backflip

wintry solar
#

You’ll need to start a new run

coral cobalt
#

ah ok

#

ill update you after then

hardy crystal
#

game pulls a nil atlas error when i open my challenge. am i calling my joker wrong? i saw it was j_prefix_key iirc


    key = 'chudchallenge',
    loc_txt = {
        name = 'Betting Man'
    },
    jokers = {
        {id = 'j_chjk_chud', eternal = true}
    }

}```
frosty dock
#

what's a "nil atlas error"

#

like at least post the crash log

coral cobalt
#

fixed awesome

#

thanks @frosty dock and @wintry solar

frosty dock
#

np

coral cobalt
hardy crystal
wild patrol
#

Finally put my mod on GitHub before something happens to my code

#

Can't wait to abandon this project in a few weeks

#

Need to think of some more cards I could slap into this mode

hardy crystal
#

fixed it

weak brook
#

anyone know how to properly intercept the game's controller functionality? tried using this function but the button values it prints from this are always some weird random long string of numbers, but the game code compares it with strings like "dpup". very confused by this
https://i.imgur.com/l8WELPl.png

#

its extra confusing cause these button values that are being printed below are all me pressing the A button. but none of them are the same. the hell is going on here
https://i.imgur.com/CXkwXO1.png

tepid crow
#

that looks more like dt 🤔

edgy reef
#

That's dt

weak brook
#

huh? oh. did I mess up the function values then?

#

if i change the print to print dt its the same thing.

#

weird

edgy reef
#

That should not be happening since all the times vanilla checks it there's an assumption it's a string value.

weak brook
#

yeah i dunno what i did wrong here

#

ok i fixed it? still not sure how that happened or how i fixed it but its printing the right values now

tepid crow
#

sounds like the file not being saved or something?

weak brook
#

i use IntelliJ IDEA to code Lua so it always saves upon any edit

#

whatever the case its good now

frosty dock
#

me when I don't notice I'm editing dumps again

urban veldt
#

Any good mods to help with playtesting Jokers?

minor gyro
tight thistle
#

what are these "+[X] more values"?

frosty dock
#

print a specific element and you'll see

tight thistle
#

how?

maiden phoenix
hushed briar
#

do we know how to add the "compatible" indicator to a joker, like on blueprint/brainstorm?

#

or does anyone know of a modded joker that does this so i can look at it for reference?

tight thistle
frosty dock
tight thistle
#

what do you mean by "a specific element"

frosty dock
#

like if you're printing t, you could try printing t[1] to see more closely what an element of t generally looks like

tight thistle
tight thistle
frosty dock
#

like i said printing events won't give you a lot of information, as what they do is always inside a function

tight thistle
#

then why did you tell me to use print?

frosty dock
#

... I didn't say you should print events, did I?

#

I said you could add debug logs to the events you're trying to trace, whatever they are

hardy viper
#

/ every text editor

tight thistle
hardy viper
#

i think even base windows notepad has autosave

frosty dock
tight thistle
#

what im trying to do is figure out whats causing base game events to play overlapped with the joker's events

frosty dock
#

uhh

#

are you creating these events inside of each other?

tight thistle
#

not anymore

frosty dock
#

very much seems like a result of that

tight thistle
#

well, its not

frosty dock
#

can I see some code then

#

it's hard to give instructions on how to debug something if I don't know what you're doing

tight thistle
frosty dock
#

yeah that's just an effect of how you're using delays

tight thistle
#

the delays?

#

i thought they just controlled the length of each event

frosty dock
#

nvm i can't read

#

your events are still nested

#

what you have now is basically

#
G.E_MANAGER:add_event(Event({
  func = function()
    return true, G.E_MANAGER:add_event(Event({...}))
  end
}))
#

with a formatting that suggests the events aren't actually nested

#

denest it properly and adjust the delays so they don't all go off that the same time

tight thistle
#

how do i "denest it properly"? because ive been told to "denest the events" 4 times, including you, and all 3 previous times they told me "yeah that looks good"

#

is it something to do with the return trues?

wintry solar
#

The new event needs to be entirely outside of the other event

frosty dock
# tight thistle how do i "denest it properly"? because ive been told to "denest the events" 4 ti...

1 (one) event manager call should look like

G.E_MANAGER:add_event(Event({
    trigger = 'after',
    delay = 0.0,
    blocking = true,
    blockable = false,
    func = function ()
        local text_key = 'bodysack_corrosion_1'
        local align = nil
        local loc_vars = {quip = true}
        local n = 5
        card:jcbb_add_speech_bubble(text_key,align,loc_vars)
        card:jcbb_say_stuff(n,false)
        play_sound('jcbb_bodysackcorrosion')
        return true
  end,
}))
#

what you're doing is put the next event manager call into the return of the previous

#

you're unlucky this isn't a syntax error, this is because lua supports returning multiple values from a function

#

so your code tells lua to "the first value you should return is true, and the second value you should return is the return value of this function call I'm making to add another event"

frosty dock
#

not the formatting of my choice, but yes

tight thistle
#

as long as it works

#

it does not, gonna try the exact way you sent it now

frosty dock
#

elaborate

#

how does it not work

tight thistle
frosty dock
#

the delays don't stack, they all count down at the same time

tight thistle
#

the delays are all set to values greater than the previous one, this still happens

#

also, shouldnt the first text box at least show up regardless of the next delays?

frosty dock
#

show code again

tight thistle
frosty dock
#

🤔

#

not super confident with the event manager tbh, but try without blockable = false?

tight thistle
#

not much changes, i believe it locks up the game slightly longer, but doesnt show any of the text boxes

#

this is so weird

minor gyro
#

is there a way for a joker to check how many OTHER jokers there are that have the negative effect?
local negative_joker_count = 0
for _, joker in ipairs(G.jokers.cards or {}) do
if joker:has_edition('e_negative') then
negative_joker_count = negative_joker_count + 1
end
end
that does not work and crashes...

austere tree
#

Hey everyone! I wanna learn Lua syntax! Does anybody have any idea on idea on how to install Lua on a Windows 10? I tried to look at getting lua 5.4.7 binaries or whatever but it needs to be compiled via Linux, so I'm probably doing something wrong :|. Also, any idea on a good and fast tutorial to learn the ropes?

frosty dock
#

also i wouldn't recommend starting with lua 5.4 if you're looking to make balatro mods

#

balatro uses LuaJIT with a 5.1 featureset

austere tree
#

Yee but I kinda wanna learn the language overall

austere tree
#

I'm used to mod to a game whose language version is way older that the current version

frosty dock
#

i mean there's quite a few

#

i just recommend learning the versn the game uses if you want to learn it for making balatro mods. otherwise do whatever, really

austere tree
#

I'm very surprised to see that integers and bitwise operators are only available on 5.3 lmao. I guess it's better to just learn 5.1 at this point you're right

edgy reef
#

LuaJIT does take some stuff from lua versions past 5.1.

frosty dock
#

yeah, some

edgy reef
#

(LOVE uses LuaJIT 2.1 w/o DLUAJIT_ENABLE_LUA52COMPAT flag enabled iirc).

obsidian nexus
#

I am making a joker that, among other things, debuffs all figures
I have no idea about how to do that and came up with this, which does not work

stark zinc
#

Does anyone have a list of Joker IDs so I can make custom OP "challenges" with weird combos of negative jokers and such?

gritty dirge
frosty dock
frosty dock
#

because for localization colours, there's a separate function loc_colour in misc_functions.lua that defines them

tender gale
#

did the way to check a card's suit change with bettercalc

#

because this does nothing

stark zinc
frosty dock
#

your Hearts aren't in quotes

tender gale
#

oh damn

frosty dock
#

so you're refencing a global named Hearts that doesn't exist

tender gale
#

its a silly error like that

#

thanks

gritty dirge
#

i´m wondering if i edited too much in the localization and accidentally swapped a keyword to a custom one and that causes the colour to fail because it can no longer find the right one?

frosty dock
#

hm can you send me the mod in full?

autumn geode
#

is it possible to make a joker that decreases the level of the hand played?

#

same way in which the boss blind does

gritty dirge
frosty dock
#

either that or in DMs if you don't want it public

gritty dirge
#

(dont worry about the vandalism of the OG joker)

frosty dock
#

hm okay

#

that mod file is steamodded 0.9.8-shaped

gritty dirge
#

oh you´re kidding me, i´ve gone through a bunch of tutorials on how to mod the textures, might be that they were on the old version

#

but the textures work

frosty dock
#

yeah there's a compat layer

#

i don't think it should prevent the loc files from being loaded though?

#

the globals.lua plopped into the mod folder like this certainly doesn't do anything

gritty dirge
#

the localization and globals .lua are both directly from the game as well, and the modloader says it is 1.0.0 in the version info

tender gale
#

is gain +4 mult for every 5 heart cards scored too good for an uncommon? I want to keep the +4 mult but open to suggestions on number of cards required

frosty dock
#

yeah we've established you're using latest steamodded

gritty dirge
minor gyro
# normal crest what's the crash log

sorry for the delay, since u didn't @ me at the answer i didn't see...
the first crash happens when i hover it in the collection tabs in the home screen
the second is if in mid game.

frosty dock
minor gyro
frosty dock
#

it does seem you're trying to use a changed internal name of the suits in some places

orchid thunder
#

anyone know how i can make a timer work for 1 second no matter game speed

#

becuase stupid ass dt has to be affected by game speed

frosty dock
#

wait is it?

orchid thunder
#

yep

frosty dock
#

damn

orchid thunder
#

-atleast for undate funtion

gritty dirge
orchid thunder
#

update*

gritty dirge
#

yeah i know i suck at coding and modding ^^'

frosty dock
minor gyro
autumn geode
#

now i just need to find the played level hand and dont go off if its less than one or it sets it to 0 lol

gritty dirge
#

i just got to where i am by looking at other modfiles and tutorials to kinda understand what is going on and what to look out for so it can certainly just be an incomprehensible mess ^^' but on direct injection it works like intended, so it cant be THAT wrong... right? Just have no idea how to load them via the modloader

orchid thunder
#

wait

orchid thunder
#

NO WAY

#

fuck\

frosty dock
#

i mean you can force set the setting whenever it's changed

orchid thunder
#

how cna i make the jokers eval status text have no delay

autumn geode
frosty dock
#

Changes I've made:

  • Convert sprites to smods 1.0 format
  • Move colour overrides to the main mod file so they actually apply
  • Revert any references to internal names, i.e. object keys and colour identifiers
  • Remove some redundant localization strings, mostly from collabs
minor gyro