#💻・modding-dev

1 messages · Page 199 of 1

hasty ravine
#

Oh oops

wispy elk
hasty ravine
#

Wait also I just realized I forgot to add 'context' before the other two consumeable.ability.set

normal crest
#

Also you probably want your value to be saved when you go back to the main menu and continue

wispy elk
#

True

#

Is there a good sample of this somewhere because without any context I don't really understand how to use it

normal crest
#

This is an example from paperback

#

That sets a value that resets each round, if you wanted each run then do if run_start then before

hasty ravine
#

I'm not sure what the problem is now

minor furnace
#

I'm not sure what the way to dynamically update the blind's description is, but this isn't it...

        if G.P_BLINDS[self.current_blind] then
            return {vars = {G.P_BLINDS[self.current_blind].name}}
        end
    end,```
normal crest
hasty ravine
#

I see

#

Thank you!

minor furnace
#
        self.current_blind = self.eligible_blinds[math.floor(pseudorandom('blinds')*#self.eligible_blinds) + 1]
        print(G.P_BLINDS[self.current_blind].name)
        return
    end,```
#

wait I might need to do G.GAME.blind

normal crest
#

Also you want to localize that name

sonic cedar
#

oh hold on which bit

normal crest
red flower
minor furnace
normal crest
#

Yeah that will give you the localized name of the blind

#

assuming self.current_blind is a valid blind key

minor furnace
#

I'm going to worry about getting the functionality first and then go back and fill those details in

red flower
#

what happens if you put the print in loc_vars

#

also you should probably return a default value anyway

minor furnace
red flower
#

maybe self.current_blind doesn't persist

sonic cedar
# red flower the hook

so the hook basically stores the difference between the mult before and after the flint hits it. the joker uses that difference as a factor to multiply it by ten and add it to the chip count

red flower
normal crest
#

self.current_blind would be putting it in the center tho

minor furnace
#

maybe this is something I can utilize?

red flower
#

from what I see searching through the server, you need to store your blind variables in G.GAME

#

instead of the center

minor furnace
#

hmm all right

hasty ravine
#

I see that there's a context for selling_card, is there one for selling Jokers specifically?

red flower
#

that one

hasty ravine
#

Doesn't selling_card include Consumables?

wispy elk
#

I need to figure out what hand is being discarded and what the most played hand is, but other than that my card is working. Considering I haven't written LUA is at least 15 years I consider this a major accomplishment 😄

red flower
normal crest
wispy elk
#

I'd played with G.GAME.hands[context.scoring_name].played earlier

normal crest
#

As for what hand is being discarded, pass the list of discarded cards to G.FUNCS.get_poker_hand_info

normal crest
#

not the most played hand of all

normal crest
#

not necessarily sort, but you get the point

wispy elk
#

yeah

minor furnace
rapid stag
#

i know there's a way to make any joker do the little jiggle animation accompanied by a message popup, such as after their calculation func and they return... true?, from an external source outside the joker code itself, but i'm not sure how. does anyone know that off the top of their head? cirLost do i just set a message on it and call the joker's calculate func

normal crest
#
SMODS.calculate_effect({
   message = "whatever"
}, card)
#

card can be any card

#

Joker, consumable, playing card

rapid stag
#

thanks!

normal crest
#

No worries

minor furnace
rapid stag
#

if i want to read the current debuff state of any card, will card.debuff just return that without issue or is there something better i should do? not to set, just to see whether it's currently debuffed or not

red flower
normal crest
#

for @minor furnace

minor furnace
wispy elk
#

@normal crest thanks for the extra info, instead of going to bed an hour ago I finished my Joker 😄

normal crest
#

Glad to help your sleep schedule!

wispy elk
#

(values to be adjusted after playtesting)

#

It starts at x0 which is pretty brutal

crystal perch
#

anyone know a quick way to remove the shadow from the "soul" layer of my joker

sturdy compass
#

Bump

minor furnace
#

I think I might have thought of a way to find the best scoring hand with my omnirank cards in polynomial time, instead of what I was doing and iterating through every permutation

#

Would still not be compatible with custom hand types though

crystal perch
#

another quick question, for some reason my lovely injection that i made to draw a shader on one of my jokers is not working

#

this similar method works just fine for consumable cards, so do i have to do something different for jokers?

red flower
#

does the patch not work or does the patch work but the code itself doesn't

#

regardless you should check self.config.center.key instead of the name

crystal perch
plush cove
crystal perch
#

how would i check if the patch went in at all btw, i've never had to do that before

red flower
crystal perch
#

i've also tried self.ability.key

red flower
#

yeah you need to check for the key

#

like "j_modprefix_jokerprefix"

crystal perch
#

ah ok

rose kettle
#

hey everyone just wondering what version of lua should i use (sorry if this is a stupid question im a first time modder)

red flower
#

you don't need any specific version of lua as you would probably be testing inside the game
but if you need the version anyway I think balatro uses 5.1

rose kettle
#

ok great ty

crystal perch
sturdy compass
plush cove
#

yeah modifying card algorithms is a hot mess

rose kettle
#

also one more question any essential vscode extentions i should have other than lua itself ofc

keen coral
#

been getting a syntax error for not having a } on line 113, but that can't be right, so there must be an organization issue elsewhere. can a joker not have both a calc_dollar_bonus AND a calculate ?

red flower
#

calc dollar bonus has an extra end

wispy elk
#

^ lines 111 and 112

keen coral
#

oh that could be, lemme ditch 112's end then

keen coral
#

whelp, that was it! booted up just fine. tysm!

rose kettle
sturdy compass
shell belfry
#

does anyone know how to check if a card is the first card being scored

plush cove
crystal perch
#

^

#

context.other_card == context.scoring_hand[1]) according to hanging chad

shell belfry
crystal perch
#

extract your balatro game

tall wharf
#

eremel where do i sleep tonight

sturdy compass
#

Eremel when you ask him for documentation of his many wonderful SMODS tools:

crystal perch
#

how do i get these little tooltips on the right side of the card description, looked through the docs but couldn't find any good examples, i also poked around in the game's code and similarly came up dry

hasty ravine
#

What is the 'getting_sliced' context for?

edgy reef
# plush cove

We're gone from asking Aure everything to asking Eremel everything

plush cove
jovial harness
crystal perch
#

alright

tall wharf
halcyon osprey
#

trying to make a joker that scores Xmult for all Unscoring played cards and i tbh, have no idea what i am doing lmao. I can get it to score at the end of a scoring hand mainly due to a tutorial 😭

tall wharf
#

you need to enable optional feature

halcyon osprey
#

lemme look through the docs to see that but idk what u mean lol

sturdy compass
tall wharf
plush cove
tall wharf
plush cove
tall wharf
halcyon osprey
sturdy compass
tall wharf
halcyon osprey
#

Okay Thanks!

tall wharf
#

and you check context.cardarea == 'unscored'

sturdy compass
halcyon osprey
plush cove
sturdy compass
#

fair nuff

old bane
#

idk if this was already answered

halcyon osprey
#

I have like Barely any experience with Lui at all so im a big dunce here and soome of my joker ideas are probably impossible to do

crystal perch
#

yeah i got it answered but how would i insert Eternal's tooltip

#

like the sticker

#

unlike almost anything else in the game it isn't just s_eternal

plush cove
halcyon osprey
#

I have alot of experience with Python but i am a bit rusty rn

inner surge
#

hey, ima wanting to get into moding for balatro, is there a place for documentation to help me get started

halcyon osprey
#

Okay, So

crystal perch
halcyon osprey
#

My card now scores Twice for every card

#

And destroyed them-

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Unscored card i mean

inner surge
sturdy compass
#

What's the code you're working with?

old bane
crystal perch
#

i'll try that out

halcyon osprey
#

again i got started with a basic tutorial but i have no clue where the cards are getting destroyed from lol

old bane
# halcyon osprey

when do you want this to be scored? before, during, or after cards themselves are scored?

halcyon osprey
tall wharf
# halcyon osprey

don't forget to add context.individual if you want to give mult per each scoring card

crystal perch
old bane
#

cause right now you just have a cardarea without a timing

sturdy compass
#

Dammit aiko beat me

sturdy compass
#

Hello hi I'm one of the people who did that

old bane
#

there's mods out there that allow you to play the entire deck, so it's certainly possible to get 6

halcyon osprey
#

oki

#

oh yeah i should make a thread for this mod soonish shouldnt i

tall wharf
#

if context.individual and context.cardarea == 'unscored' then

halcyon osprey
#

i have it the over way around lol

tall wharf
sturdy compass
tall wharf
#

and isn't order specific

keen coral
#
        if context.end_of_round then
            card.ability.extra.countdown = card.ability.extra.countdown - 1
            card:juice_up()
        end
    end,```

def a dumb question- everytime i do this, it subtracts 17 from the value, which is probably due to the fact that the function is being reactived multiple times during the end_of_round context. does something need to be implemented to stop this from happening?
plush cove
keen coral
plush cove
#

i mean functionally I think the mod is in a good place

it just doesn't have much art

jovial harness
#

It might be that you're not resetting card.ability.extra.cooldown anywhere so it just slowly grows over time

old bane
halcyon osprey
#

Hell yeah the card works, Visually its a bit off, but i dont care too much about that yet

sturdy compass
#

W

keen coral
halcyon osprey
#

Okay something more complicated.. Im wanting to make a joker that scales with every diamond card that is played, and scores each diamond with said mult

sturdy compass
#

That's not too bad

halcyon osprey
#

All my current jokers have nothing in the scoring area except for the one i just did Lol

#

ive just been drawin

#

they have basic descriptions and like rarity and price and such

sturdy compass
halcyon osprey
sturdy compass
#

gotcha

keen coral
halcyon osprey
#

I feel like having lots of help with a feew jokers should give me a somewhat general understanding of some variables in play

sturdy compass
#

Definitely

minor furnace
#

well the variable persists now using SMODS.current_mod.reset_game_globals(run_start) but it doesn't update the description

halcyon osprey
#

This is the first game ive even attempted to make a mod for so im definently out of my comfort zone

sturdy compass
#

I was in the same boat as you so dw I feel ya

old bane
sturdy compass
minor furnace
#

yeah... there's a chance it isn't

sturdy compass
#

Sometimes things like that are weirdly static and I couldn't tell you why

crystal perch
#

so its not out of the realm of possibility

sturdy compass
minor furnace
crystal perch
#

hovering over the joker always works

sturdy compass
#

Also thinking about it, card text with changing variables don't actually change until you move your mouse off of it and back on. Since the text isn't being "hidden" or "refreshed," it stays static

crystal perch
#

just give them a dummy joker for like information

#

a blank card

minor furnace
#

hmmm that feels really clunky though

sturdy compass
#

Where does the text actually get set in code?

#

I feel like there's gotta be a function somewhere that updates it

minor furnace
#

currently I'm trying to pass it to the description using loc_vars() but yeah I might need to call an update function or something

crystal perch
#

in blind.lua

sturdy compass
#

That sounds promising

#

maybe try calling that when you change the effect

minor furnace
#

I'll give it a shot

tall wharf
#

maybe this is needs buffing again

crystal perch
#

mucho texto

sturdy compass
#

aiko when they have to make new cards instead of buffing the same one

sturdy compass
#

LMAO

minor furnace
#

I definitely need to get this sorted out, because this is not the only blind I plan on implementing that has an effect that changes lol

tall wharf
#

THAT YOU DO NOT THE

sturdy compass
tall wharf
crystal perch
#

side note, i'm getting an error when i try adding rental & perishable to the info queue, is there a reason this shouldn't work?

minor furnace
#

good news it totally worked

halcyon osprey
#

So, what would the variable for Suit be?

sturdy compass
halcyon osprey
#

context.suit?

#

idk

tall wharf
#

the wild

#

the any

rose kettle
#

hey anyone know where the default joker png can be found

crystal perch
#

in 1x

tall wharf
#

card:is_suit(suit)?

sturdy compass
minor furnace
halcyon osprey
#

where tf do i put the function 😭

crystal perch
minor furnace
tall wharf
sturdy compass
#

My thunder keeps being stolen

#

This is what I get for making fun of aiko Pensive_Cowboy /hj

tall wharf
sturdy compass
#

LMFAO

halcyon osprey
#

the minecraft observer

#

is crazy

minor furnace
#

although now I have an interesting issue, because the name of modded blinds are not stored in G.P_BLINDS[G.GAME.blank_blind].name, because I wind up with this

tall wharf
#

art by me :3

halcyon osprey
#

its amazing

tall wharf
crystal perch
#

dunno why

minor furnace
#

this might come back around to the whole "localization" thing I've been ignoring

shell belfry
#

where is the file that has all the joker abilities in the source code

sturdy compass
minor furnace
#

thank you kindly

tall wharf
#

general tip @halcyon osprey
you should extract the game's source code for your reference

sturdy compass
crystal perch
hasty ravine
#

I'm not sure what the issue is here. It gives me warnings when I remove the ends at the end

tall wharf
#

use whatever you want

#

i use both

crystal perch
hasty ravine
#

Got it

minor furnace
#

sure enough, localization

sturdy compass
#

huge

halcyon osprey
pliant perch
#

im trying to mod balatro to add meme textures to all the sprites but im having problems figuring out how to actually replace all of the textures, ive figured out adding joker sprites by just copying the lua from another sprite replacement mod, by i have no clue how to replace every single spritesheet, im kinda more of a spriting guy so i dont understand any code 🤷‍♂️

crystal perch
#

just replace jokers.png fr

halcyon osprey
#

anyways this is wrong me thinks, it caused a crash lol

sturdy compass
sturdy compass
halcyon osprey
#

which card

crystal perch
#

the uppercase one

sturdy compass
halcyon osprey
#

Also this isnt gonna be adding mult to the joker its just going to score all diamonds with x1.25

tall wharf
#

also hamsterball enjoyer omg

pliant perch
sturdy compass
tall wharf
#

btw malverk is usually better for texture pack stuff

halcyon osprey
#

okay this time i didnt crash but scoring a diamond card, did nuthin lmao

sturdy compass
halcyon osprey
#

just did now so lets see

rose dragon
#

is there a way using debugplus to summon a blind?

minor furnace
#

Surely it is easier to just patch in a condition to match for this custom blind into every condition like this in blind.lua instead of hard-coding all of them in manually to my blind

halcyon osprey
#

yeah no function

pliant perch
sturdy compass
halcyon osprey
tall wharf
halcyon osprey
#

wanting to be like first diamond is x1.15 second 1.3 and just keeps going without resetting kind of thing

tall wharf
#

oh

#

you'll have to store that inside card ability

pliant perch
tall wharf
#

then you add it

#

in the ifs

halcyon osprey
pliant perch
tall wharf
#

you can look at my mods for example

halcyon osprey
sturdy compass
# halcyon osprey how do i do that?

before the return, do card.ability.extra.Xmult = card.ability.extra.Xmult + 0.15. You should also probably change the initial Xmult to be 1

tall wharf
halcyon osprey
#

im curious if its the fact i capilised diamond or smth lol

tall wharf
#

also u don't really need prefix_config = { key = false }, i had that when i was replacing the original sprites

sturdy compass
halcyon osprey
#

buh LOL

tall wharf
#

but you'll have to prefix atlas with your mod prefix

sturdy compass
#

Suits always refer to plural form

rose dragon
#

how can i flip played cards back up when playing a hand?

tall wharf
#

flip it again

rose kettle
#

what context would be played hand contains no hearts

rose dragon
tall wharf
sturdy compass
#

bruh you're so fast 😭

tall wharf
halcyon osprey
#

Astra and Aiko be fighting on whos quicker

rose dragon
tall wharf
halcyon osprey
#

ty for the help btw!

tall wharf
#

card.facing == "back" i guess

#

sorry I'm on phone i can't check a lot

halcyon osprey
#

well hell yeah got 2 workin

tall wharf
#

i love art

sturdy compass
tall wharf
#

and i love coding because it makes my art alive

sturdy compass
#

porter face

tall wharf
#

also I'm not British

halcyon osprey
#

:3

sturdy compass
#

I know what you are...

minor furnace
#

e g g

halcyon osprey
#

Oh yeah with my general ideas for my jokers i was thinking with some sort of balances..

another one i have, is i want it to Lock the first played Poker hand for as long as you have the card, and score x5 mult

#

so like, you play a flush, you can ONLY play a flush until the joker is gone

tall wharf
#

fucked up in the crib listening to Port Robin

sturdy compass
sturdy compass
halcyon osprey
#

i should open up the balatro stuff shouldnt i lmao

sturdy compass
#

It will help immensely

#

Take a look in the lovely folder in your mods folder. There should be code dumps there that show you what it looks like at runtime after modification

#

That's the easiest way to view if you don't wanna open up the exe for some reason lol

crystal perch
#

i have two localization file questions:
1: how do i call modded localization entries for tooltips via info_queue
2: how come info_queue[#info_queue+1] = {key = 'eternal', set = 'Other'} works but info_queue[#info_queue+1] = {key = 'rental', set = 'Other'} and info_queue[#info_queue+1] = {key = 'perishable', set = 'Other'} crash the game

sturdy compass
#

To answer 1, it should be the exact same as normal

halcyon osprey
#

is that all there is for the eye, im gonna search deeper

crystal perch
#

that just doesn't work i have e_chak_ignited as an entry in the en_us localization file but calling info_queue[#info_queue + 1] = G.P_CENTERS.e_chak_ignited does nothing

halcyon osprey
#

oh i found more

crystal perch
#

check blind:debuff_hand

halcyon osprey
#

yeah

#

found it

rose dragon
#

how can i get the list of played cards (using G)

crystal perch
#

1st pic is the en_us file, 2nd is main.lua, 3rd is in-game ofc

sturdy compass
#

Oh this is an edition, I see

#

I'm not as familiar with this, sorry

edgy reef
sonic cedar
crystal perch
halcyon osprey
old bane
#

i tried doing rarities with consumables because i wanted certain consumables to be rarer than others (because there are straight upgrades for my consumables) and i kept on getting my default consumable whenever i would get that type of consumable. Did something change about SMODS.ConsumableType that made it impossible to use rarities? If so, is there an alternative method?

sturdy compass
halcyon osprey
#

whuh oh

crystal perch
sturdy compass
#

I believe you may have to make a patch for it

edgy reef
halcyon osprey
sturdy compass
#

yes

crystal perch
halcyon osprey
crystal perch
#

no error or anything

sturdy compass
# halcyon osprey oh god, how do i do this 😭

That's a bit more advanced as it involves using Lovely to modify vanilla code. I'd stick with some simpler jokers for the time being. Your idea is definitely possible, just might need a bit more experience to execute it

edgy reef
crystal perch
#

yeah

edgy reef
#

This is supposed to work (since this is how vanilla functions)

halcyon osprey
sturdy compass
#

I'd recommend that

crystal perch
#

wait let me reorganize some things around

sturdy compass
#

Unless you wanna dive headfirst into patching

#

but that's up to you

minor furnace
#

writing a patch is easy. knowing what to patch is hard

sturdy compass
#

^

halcyon osprey
#

If i can get the help then sure LOL

#

i feel like alot of ideas i got are way too out there for my small brain

crystal perch
sturdy compass
nova finch
#

this is probably a stupid question but how do I check if played hand isn't a certain hand (high card in this situation)? I put this in but it doesn't work

tall wharf
crystal perch
#

or wait

#

one second

tall wharf
#

i think i have an idea on how this could be implemented

#

the lock to hand

halcyon osprey
#

bwa

crystal perch
# crystal perch proof it exists

i fixed it it was a case sensitive issue, i usually write everything caps first but i wrote e_chak_ignited instead of e_chak_Ignited

tall wharf
marble flint
halcyon osprey
minor furnace
#

I'm looking at the code for blinds, and I'm realizing that if I have a custom blind method defined, it will not execute the rest of the function. So in addition to highjacking every blind's condition to also match The Blank, I think I also need to patch out the return of every single one of those functions that I have defined for this blind

sturdy compass
#

oh god

minor furnace
#

it's either that, or I hard-code in every one of their effects into the code for my blind

#

and at this point I don't know which option is better

random sleet
#

whats your blind

edgy reef
#

Copies random blind every hand iirc

minor furnace
#

yeah

random sleet
#

oh i get the problem yeah

edgy reef
#

Last I remember making an effect like that is was about as scuffed as this is.

#

Altho this was 0.9.8 balatrojoker

random sleet
#

you could maybe try having the blind object invisible or off screen somewhere and run code through it

tall wharf
# halcyon osprey what do u think could be done?

add card ability and put it as null then once you play with this card in check if that's null if not then set that to current poker hand name but if it's not null then check if that is the same as current hand if it is then return xmult = 5 but if it's not the same then don't do anything

#

sounds mouthful

halcyon osprey
tall wharf
#

pants

edgy reef
sturdy compass
edgy reef
#

Sorta like my D6 Joker code.

tall wharf
sturdy compass
#

yeah

minor furnace
tall wharf
#

I'll look at the source

sturdy compass
#

Kinda like reverse eye

minor furnace
#

I may have cooked a little too hard with this one lmao

random sleet
#

isnt mouth reverse eye

sturdy compass
#

...yeeeeeees

#

Whatever the case, I have an idea for tackling it

#

Tho it would involve a patch

minor furnace
rose kettle
#

idea name it toe

tall wharf
sturdy compass
tall wharf
#

me when i X0 at the end

sturdy compass
#

I could totally write up this patch easy peasy but I don't wanna ruin a learning experience lmfao

tall wharf
#

true

rose dragon
#

is there a way to add a permanent calculate function that doesnt require you to have a voucher/joker/consumable?

minor furnace
#

oh, I might be able to do something like G.P_BLINDS[G.GAME.blank_blind]:press_play() inside of my modded blind's function 🤔

#

if I init a copy of the blind like Autumn said I think this approach works

halcyon osprey
sturdy compass
#

Yes

#

Also dw it's not really a big scary essay

halcyon osprey
#

any reading is scary

#

:3

sturdy compass
#

mood

rose dragon
tall wharf
#

I AM SLOW waaaaa

#

ASTRA BEAT ME TO IT

sturdy compass
#

HA

halcyon osprey
#

okay well with my diamond scaling one, I want it to list things correctly, I want it to have Add +15 to jokers mult and list the current xMult

tall wharf
halcyon osprey
#

i have no idea what to do with desc stuff lol

sturdy compass
#

Hmmmmm

halcyon osprey
#

it will list it as Adds x1 mult, and then adds x1.15 and so on

sturdy compass
#

it adds x0.15, not x1.15. That would be a very strong joker if the latter was true lmao

halcyon osprey
#

thats what it is listing

#

it adds 0.15 i believe, each diamond gets scored as x1.15 then x1.3 and such

#

very fast scaling

minor furnace
#

and now I need to figure out how to create a Blind object for the blind I want

halcyon osprey
#

i want the desc to be

Each scored Diamond card, Adds x0.15 mult to this joker and score the diamond card
(Currently at [total mult])

sturdy compass
#

Try this

text = { 
            'For every scored {C:diamonds}Diamond{} card', 
            'this card gains {X:mult,C:white}X0.15{} mult and', 
            'gives {X:mult,C:white}X#1#{} mult'
        }
opal spade
#

why "for every scored card" instead of "This Joker gains <> when a Diamond card is scored"

#

?

sturdy compass
#

It doesn't really matter either way tbh

halcyon osprey
#

just a desc can always be editited later, but thankies

sturdy compass
#

yuppers

halcyon osprey
tall wharf
#

development resumes tomorrow

halcyon osprey
halcyon osprey
minor furnace
#

this is a real line of code, written in the real game

tall wharf
#

3 of them are still placeholder

#

also

#

the notebook sprite is not mine

#

i will not claim it as mine

plush cove
tall wharf
#

it was @frigid flame who offered to draw for me

sturdy compass
#

Maximus teaser danceman
(I'm the coder not the artist)

minor furnace
halcyon osprey
#

my current thing, and io have 5 more to draw atm lol

tall wharf
tall wharf
plush cove
tall wharf
#

i do pixel art because i want it to at least fit the game kinda

#

maimai

#

this does not work on macOS because the patch doesn't work

plush cove
#

Please do not the cat

wise crown
#

I added an extra “do” in my mind

halcyon osprey
#

oh it

#

changed the numbers on me

tall wharf
#

hmmm

halcyon osprey
tall wharf
#

hmmm

#

hmmmmmmmmmm

halcyon osprey
#

1 and 10 got done

halcyon osprey
minor furnace
tall wharf
minor furnace
#

development will resume tomorrow

plush cove
tall wharf
#

development resumes tomorrow

sturdy compass
#

I already sent the gif. You only get it once eyes_sus

tall wharf
#

i know

halcyon osprey
#

yeah fair none of my ideas are truley original

sturdy compass
#

There’s nothing wrong with that

tall wharf
#

like 5 different mod does the same hand selection thing it's fineee

#

all i ask for is for everyone to agree on the same thing

halcyon osprey
tall wharf
#

maybe it should even be in steamodded

old bane
# plush cove

me too (i have a joker that guarantees all probabilities on flushes, but in order to make it work i just made game probabilities * 9999 lmao)

tall wharf
halcyon osprey
#

o i have thatr

tall wharf
#

fabric vs fabric api

halcyon osprey
#

i got the debugplus so i can test my cards

halcyon osprey
#

Im assuming you had to do that whole patch thingy to get the extra card i assume

tall wharf
#

yes..

modern kindle
sturdy compass
faint yacht
tall wharf
#

i believe info queue does not support loc vars

modern kindle
#

The more things change the more they stay the same, worry not

tall wharf
#

i could be wrong

faint yacht
#

It does, actually.

plush cove
#

my ideas are the only original ones

name one other mod that has a banana factory joker

tall wharf
#

huh

plush cove
tall wharf
#

it will resume tomorrow

modern kindle
tall wharf
#

welcome to the development resumes tomorrow gang

plush cove
#

mistigris is going to be open source except for the banana factory joker which will be closed source and protected by armed guards

modern kindle
#

Too late, I'm already in your source

old bane
sturdy compass
halcyon osprey
#

okay im looking at the patch thingy and im both like, okay this looks, okay, but then im also just lost as per usual LOL

faint yacht
# faint yacht It does, actually.
info_queue[#info_queue + 1] = {key = "toga_kartjokerlist", set = 'Other', vars = { card.ability.extra.add_shop, card.ability.extra.add_shop*8 } }
plush cove
tall wharf
#

waow

#

ill fix that

old bane
#

damn no excuse now for me

plush cove
#

what about my ultra gambling card

sturdy compass
old bane
modern kindle
plush cove
modern kindle
#

Yea i also use Google sheets

modern kindle
old bane
plush cove
modern kindle
#

Oh thank God it's just mult

#

Mine gives 5 bucks

rose dragon
modern kindle
#

I was about to explode

plush cove
#

my google sheet is excellent

old bane
modern kindle
#

All i know about cryptid is its apparently huge and does tons of wacky shit but I haven't dug into their shit much aside of learning how to di the extra hand select

modern kindle
halcyon osprey
sturdy compass
plush cove
sturdy compass
tall wharf
old bane
sturdy compass
#

Like this happened to someone earlier

modern kindle
tall wharf
#

my name is GlobalThonk

halcyon osprey
#

i would assume whatever patch i want to do would be at the start of the code, but the thing is, i have no clue what i am doing with this patch- my goal is to have a joker lock a hand, and another to +1 playable slot, but got no clue How to do that

anyways brb

tall wharf
#

and today i will present my creation

#

Ballertro

plush cove
modern kindle
sturdy compass
#

Dude I was laughing for so long when I first saw it

tall wharf
#

LMAO

sturdy compass
#

Like
That’s 100 jimbos in a SECOND

plush cove
#

swashbuckler and abstract joker would go insane

tall wharf
#

+400 mult goes crazy

#

curse card

#

fill your joker slots with eternal jimbos

plush cove
#

you would need 100 sacrifices to deal with that

sturdy compass
#

I think swash would faint

tall wharf
#

i love ankh

#

chat what if

#

temperance

plush cove
#

$20!!!!

tall wharf
#

50

sturdy compass
plush cove
#

$50!!!!

tall wharf
sturdy compass
#

Wide

plush cove
#

new Joker idea:
1 in 4 chance to give x100 mult
1 in 64 chance to crash the game

#

/j

sturdy compass
#

He wanna be cryptid so bad

plush cove
#

i do want to include some sort of cross-mod compatibility with cryptid but i am currently unsure how that'll manifest

modern kindle
#

Hear me out
Joker that win game 🏆

tall wharf
#

❤️

modern kindle
pliant perch
#

legendary joker reskin

tall wharf
#

you get netherite poisoning

#

jonker

modern kindle
#

Why he look like that

sturdy compass
tall wharf
modern kindle
#

Lowkey chat
I could take some netherite poisoning
Only lowkey tho

sturdy compass
#

Man Netherite really was 5 years ago huh

#

😭

pliant perch
tall wharf
#

yes.

#

bro boutta add jackbox guy to the game

modern kindle
#

We need the chunkler

plush cove
tall wharf
#

i will go insane

#

ill code a new joekr

plush cove
#

i think the only special combo I've intentionally programmed into my mod is Banana Factory and Showman

tall wharf
sturdy compass
#

Crowned Joker will outclass Cavendish eviler

plush cove
sturdy compass
#

Guh

modern kindle
#

I think my only ones that are specifically designed to work together are my debt cards and debt collector
I've discovered when you have the ability to go to -320 in debt having a mult of x192 isn't too bad

pliant perch
#

here they are ingame

#

theyre amazing

#

i wonder who else to make a legendary joker

modern kindle
#

Make yourself as one :)

pliant perch
#

):

modern kindle
#

You'd be an awesome joker trust...

halcyon osprey
#

okay am back

sturdy compass
#

wb

modern kindle
#

Heh....hi back 😎

halcyon osprey
#

so how do i make a joker perish

plush cove
sturdy compass
#

Usually the start_dissolve() function

halcyon osprey
#

like this, i assume not lmfao judging its a different colour

sturdy compass
#

Nope

halcyon osprey
#

I want it to destroy itself after it scores

#

where would the start disolve go?

plush cove
#

put it right before the return

#

and also the card = card is entirely unnecessary

sturdy compass
#

The implementation is a bit more involved than just plopping it down somewhere

plush cove
tall wharf
#

:3

sturdy compass
#

I once again very much recommend keeping a reference to the vanilla code up. I’ve made 70-something jokers and I still do this lmao

plush cove
#

do this

if context.post_joker then
  card:start_dissolve()
end```
sturdy compass
#

I forgot post_joker exists but yeah that’s exactly what you want

plush cove
#

sometimes I look at other mods too, but those are the main 3

sturdy compass
#

Cryptid is one if my main references too

#

I should look at ortalab more tbh

plush cove
#

i have also "borrowed" a lot of functions from JenLib

#

lmao

modern kindle
#

I'm very much on a "fuck it we ball" mentality and just stare at source code until it works
I should start glancing at other mods more

sturdy compass
sturdy compass
plush cove
#

this is one of the few that I didn't steal from JenLib

modern kindle
#

I've had this big mentality that I'm worried I'll see someone else's code and be like 'what a sick idea, ill use it for myself'
And i know taking other people's code is fairly bad practice

tall wharf
#

this is barely better

sturdy compass
#

Just credit the source

modern kindle
#

That's fair ye
I'll probably start doing that

plush cove
tall wharf
#

i mean

sturdy compass
#

I can’t believe you actually got that monster to look clean

pliant perch
#

legendary joker number 2

tall wharf
pliant perch
modern kindle
sturdy compass
tall wharf
#

wait why is it X15 chips

plush cove
#

i love going in and putting comments on my MistiUtils file despite the fact that it's a local object and I will never be able to actually access the comments while i'm using it 😃

#

i just always have to have it off in a separate window

tall wharf
#

oh wrong variable

#

makes sense

modern kindle
tall wharf
#

there we go

plush cove
tall wharf
#

monster card

pliant perch
tall wharf
#

wtf real

modern kindle
tall wharf
#

adding hamsterball into balatro because i love

modern kindle
#

Adding -hamster-

plush cove
#

adding ball

pliant perch
#

i should replace the hamster ball in hamster ball with jimball

pliant perch
#

its much easier to mod than balatro

tall wharf
tall wharf
plush cove
tall wharf
#

2002 game being easy to mod is

#

a lie 😭

#

you need raptisoft tooling n shit

pliant perch
halcyon osprey
#

so, how to determine how the card dissolves lmao

modern kindle
tall wharf
#

to convert levels from obj to meshworld n shit

pliant perch
#

ah are you reffering to coding

#

oh yeah

#

i dont do that shit

edgy reef
#

Don't

tall wharf
#

texture modding literally same thing

pliant perch
#

i just do sprite replacements for tons of games

pliant perch
#

texture modding you just replace a file

tall wharf
#

you can just open up balatro.exe and replace the file in it if you wanna go that route

pliant perch
#

well yeah but how do you re pack it into an exe

#

ive tried doing it

tall wharf
#

you don't

pliant perch
#

doesnt work

#

exactly

tall wharf
#

you just open the exe in 7zip

#

and replace the file in it

#

not recommended but you can do it

random sleet
#

its a zip file pretending really hard its an exe

sturdy compass
pliant perch
sturdy compass
#

I forget which file it’s in

tall wharf
#

like

sturdy compass
#

Or actually is it in card.lua???

pliant perch
#

unless thats just a problem with winrar but i dont like 7zip

random sleet
#

it should be in card.lua

tall wharf
#

open exe as archive 7zip

sturdy compass
#

Blegh it’s too late for this

random sleet
#

Card:start_dissolve

tall wharf
#

7zip is literally free

random sleet
#

winrar doesnt work

pliant perch
pliant perch
modern kindle
rose dragon
tall wharf
pliant perch
#

oh nice

random sleet
#

i recall this coming up before

pliant perch
random sleet
#

idk why people hate lovely/steamodded theyre literally right there

modern kindle
#

I will say steammodded seemed very daunting to me initially

halcyon osprey
modern kindle
#

Now that I've been in it though I love it

halcyon osprey
#

dissolve seems to be a shader or something

#

i just want the joker to die after it gets used TvT

edgy reef
#

it is

tall wharf
#

did you know that 郵便局 means post office?

sturdy compass
random sleet
#

capital Card

sturdy compass
#

That should give you a better idea as to what variables it takes

halcyon osprey
#

my brain

pliant perch
#

alr yeah you cant save png's into a zip file

#

you can save txt but not pngs

tall wharf
plush cove
#

i've actually got a .luarc file (that I borrowed from paperback and made a few tweaks to) that includes other APIs as libraries so I can see what the functions do without going into the code directly

random sleet
#

oh i gotta fuck with dissolve_colours more

tall wharf
pliant perch
#

well shit

#

guess i just got a skill issue

tall wharf
#

do you just want to make a malverk texture pack

pliant perch
#

malverk means what

tall wharf
#

because that doesn't have you replacing shit in exe

edgy reef
tall wharf
#

malverk is basically a mod that adds

#

this screen

pliant perch
#

wow

#

ah

#

and that does what

tall wharf
#

it adds api so you can make texture pack

pliant perch
#

oh cool

random sleet
#

bpbsyuri release date when (on platforms that can be used)

tall wharf
#

僕のMODじゃない

pliant perch
# pliant perch oh cool

i kinda wanna have it in its own thing, i may want to code some extra shit it, i probably wont but itd be nice to have the option

random sleet
tall wharf
#

i meant to say not my mod but mac keyboard buggy

#

so i just type japanese

pliant perch
#

mac keyboard so buggy you just spoke another language lmao

tall wharf
#

no i just type japanese before else

#

i was typing japanese sorry

#

anyway

halcyon osprey
#

i gained headache so i probably will try figuring out on how to make a joker die after a hand tomorrow

wintry solar
#

This is hours later but if this is supposed to tell you when your mult decreases why aren’t you just checking if the value provided to mod mult is less than 0?

plush cove
#

@wintry solar yo astra needs some help with this

halcyon osprey
tall wharf
#

show code

#

don't just copy code

#

btw

halcyon osprey
#

well thats my issue there LMAO, idrk what from it to get, but i had the self.remove part and it didnt recognize it

tall wharf
#

card:remove()

plush cove
#

change all mentions of "self" to "card"

halcyon osprey
#

Ooh

#

this stuff is confusing

#

Lmao it just vanished, and it scored after dissapearing thats funny

tall wharf
#

🔥

#

you might want to put the remove in context.after

plush cove
#

check the gros michel example here

tall wharf
#

oh you want it to die at end of round

halcyon osprey
tall wharf
#

:3

halcyon osprey
#

well i can get it to die after hand but still it dies visually before it scores

#

eh isnt the biggest deal i suppose

pliant perch
#

ronald is here

tall wharf
#

wtf mr Ronald McDonald

pliant perch
#

idk who else to make the legendary jokers

tall wharf
#

clown car from mario idk

pliant perch
#

thats a good idea for a different joker

#

oh i knpw

#

i gotta do the og cartoon joker

tall wharf
pliant perch
#

eh i havent seen much of it but its classic

halcyon osprey
#

well, no clue how to create a copy of one of my custum jokers, but i can copy standard ones

tall wharf
#

maybe look in the invisible joker code?

halcyon osprey
#

i mean like

#

Create a Negative copy of a card at the end of a round.. Invis might help yeah, i assume i use my key for the joker right?

tall wharf
#

yes

#

but you'll have to prefix the key with your mod prefix

#

in the json file

halcyon osprey
#

i dont have a json file

#

😭

tall wharf
#

the thing on top of the mod file

halcyon osprey
#

Oh that

#

So, would my thing be like prefixkey or prefix_key?

lucid sun
#

trying to make a reverse obelisk, gains xmult if hand played is not least played hand, however, getting a reset on every hand played. have tried fiddling around with <= rather than >= and it says error instead of upgrade. tried looking at other mods that use least played hand and dont see what im doing wrong 😦

halcyon osprey
#

this isnt negative either, but the tutorial was copying just standard jokers

tall wharf
halcyon osprey
tall wharf
#

fots_key

#

fots_Joker Key Here

halcyon osprey
plush cove
tall wharf
halcyon osprey
#

o

#

im doopid then i just assumed it was the cards name

plush cove
#

and replace "play_less_than" with
local play_more_than = (G.GAME.hands[context.scoring_name].played or 0)

halcyon osprey
#

still crashing

tall wharf
#

what's the crash

halcyon osprey
tall wharf
#

hmmmpj

#

try G.jokers

#

lowercase j

halcyon osprey
#

also how would i enhance the card when created?

#

same crash

tall wharf
#

hmm

#

show code of joker that you want to create rn

#

also card:set_edition({negative = true})

halcyon osprey
#

SMODS.Joker{ key = 'burger', loc_txt = { name = 'Juicy Burger', text = { 'Scores {X:mult,C:white}X#1#{} mult for First hand Played,', 'Perishes once Scored.' } }, atlas = 'Jokers', rarity = 1, cost = 2, unlocked = true, discovered = false, blueprint_compat = true, eternal_compat = false, perishable_compat = true, pos = {x = 2, y = 2}, config = { extra = { Xmult = 3 } }, loc_vars = function(self,info_queue,center) return{vars = {center.ability.extra.Xmult}} end, calculate = function(self,card,context) if context.joker_main then return { card = card, Xmult_mod = card.ability.extra.Xmult, message = 'X' .. card.ability.extra.Xmult, colour = G.C.MULT, card:remove() } end end }

tall wharf
halcyon osprey
#

gwuh

tall wharf
#

actually

#

local card = create_card('Joker', G.jokers, nil, nil, nil, nil, 'fots_burger')

#

this should be correct but idk

faint yacht
# halcyon osprey `SMODS.Joker{ key = 'burger', loc_txt = { name = 'Juicy Burger',...

Going off of description and also noticing some things...

  1. calculate = function(self, card, context)
  2. return { vars = {card.ability.extra.Xmult} }
if context.joker_main and not card.ability.extra.scored then
  card.ability.extra.scored = true
  return { x_mult = card.ability.extra.Xmult }
end

if context.after and card.ability.extra.scored then
  card:remove()
end
plush cove
tall wharf
#

ah

#

SMODS has create card function

#

👍

tall wharf
#

😔

#

she dissolved into the ocean again

hushed field
#

My best bet for wanting to transform a consumable into another is just to destroy one and create a new one, right? I was considering copy_card but I think I'd have to spawn a dummy item for that to work

halcyon osprey
tall wharf
#

sorry 😔

halcyon osprey
#

why u apologising?

plush cove
#

we're so sorry to hear your brother passed away, he gets five big booms

halcyon osprey
tall wharf
halcyon osprey
#

in the same line as the creation?

tall wharf
#

no

#

another line

halcyon osprey
plush cove
#

put local c = right before SMODS.create_card, and then do
c:set_edition({negative = true})

tall wharf
#

yeah

#

in this case you can use local card = SMODS.blahblahblah

plush cove
tall wharf
#

don't you have to emplace the card in the area

tall wharf
#

makes sense

#

I'm dumb

plush cove
halcyon osprey
#

it wont do it waaaaghh

tall wharf
#

smods has had this function the whole time and noone told me

halcyon osprey
#

for the burger creation card

#

burger card

#

btw the burger still gets deleted before the game scores it but its visual only, it gets scored and goes

plush cove
#

before card:remove do G.jokers:remove_card(card)

halcyon osprey
#

lucky i have a save point to test the burger and the fast food card

#

still crashing

#

its screaming about a Center constantly

halcyon osprey
plush cove
#

try making a new save

halcyon osprey
#

y'know what, fair point im probably using the same data as before

#

same thing again

tall wharf
#

ok maybe it's the metadata issue

#

maybe you added spaces somewhere

#

what I'm saying is that you should put mod metadata in json

halcyon osprey
#

i shall do that right now

tall wharf
#

idk much about the file header format

plush cove
#
    G.E_MANAGER.add_event(Event({
        func = function()
            G.jokers.remove(card)
            card:remove()
            return true
        end
    }))```
try replacing card:remove() with this
halcyon osprey
#

it crashed on the burger card this time

#

is it possible fots is taken?

plush cove
#

i made a typo

#

change G.jokers.remove to G.jokers:remove_card

#

@halcyon osprey

halcyon osprey
plush cove
#

put the (card) back in after remove_card

#

so it's
G.jokers:remove_card(card)

halcyon osprey
#

oki

#

i also changed my prefix

plush cove
#

have you also changed it in wherever you reference your jokers?

halcyon osprey
#

crashed on Event

plush cove
#

change the . right before "add_event" to a :

halcyon osprey
#

Burgers get destroyed at the right time, Crash on copy

#

back to 'Center' [a nil value]

tall wharf
#

lower case center?

halcyon osprey
#

yeah

tall wharf
#

show code

halcyon osprey
plush cove
#

is "fotsocemu" your entire prefix?

halcyon osprey
#

changed it to that cause i thought fots could be used alr

plush cove
#

change "create_card" to "add_card"

halcyon osprey
#

same thing

#

also made a .json file

tall wharf
normal crest
halcyon osprey
#

im wanting to copy one of my own jokers

normal crest
#

All jokers are prefixed with it

#

j_modprefix_key

halcyon osprey
#

THATS TOO MANY BURGIES

#

Hey it works!!

tall wharf
#

ah

halcyon osprey
#

so, how to make it go only once 😭

#

Im getting too many

normal crest
#

if context.end_of_round and context.main_eval then

tall wharf
#

burgers for everyone

halcyon osprey
#

yep

plush cove
#

starvation is solved

halcyon osprey
#

im

#

gonna get some blueprints

#

How many

#

can i have

tall wharf
#

many

plush cove
#

would you rather have unlimited burgies but no games

halcyon osprey
plush cove
#

BORGAR

halcyon osprey
#

I like the concept of the burger, its A common that grants x3 for first hand, The fast food chain kinda improves it and makes it viable for use and such

tall wharf
#

single use Cavendish

halcyon osprey
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Perfection

halcyon osprey
tall wharf
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I'm going to add joker based on this song https://youtu.be/zh-4M5blbiI

和田アキ子 X フレデリック
それはもうオドループならぬ和田ループ?!🌀🌀

↓🎧ストリーミング&ダウンロード↓
https://wadaakiko.lnk.to/yydID

↓🎤💃 Inst音源配布中!↓
https://piapro.jp/t/HMEo

↓💿🎧12月8日発売『WADASOUL 2』の購入&ストリーミング&ダウンロード↓
https://wadaakiko.lnk.to/wadasoul2TP

Vocal:和田アキ子
https://twitter.com/wadasoul2015
https://www.instagram.com/ako50th/

Music:フレデリック
https://twitter.com/frederitter
https://ww...

▶ Play video
halcyon osprey
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gonna try running an actual run with my 4 working cards

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I think the next one i think could be easy is the every 6 rounds, turn one joker negative

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i dont have showman...

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i assume all i need is a

allow_duplicates = false,