#💻・modding-dev

1 messages · Page 214 of 1

pseudo cape
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also, I feel like 2 is kinda low for a legendary, what should it increase by?

strong jacinth
#

Anyone?

sacred lily
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$4

pseudo cape
#

that'll work

strong jacinth
glad osprey
#

how would you reccomend i remove every card in my deck and add a single ace of spades

strong jacinth
#

Uhh anyone?

strong jacinth
#

Or as a deck

glad osprey
strong jacinth
glad osprey
#

the fuck you deck

strong jacinth
#

How would that work? That wouldnt even get you through the first small blihnd

glad osprey
#

shhhhhhhhhh

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hush my child

graceful magnet
#

every time I've tried to use context.after and context.cardarea == G.play like the docs say, it never works (the print function is there so I can check to see what's not triggering. The print function doesn't appear)

frosty dock
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context.after doesn't really need an area check at all

graceful magnet
#

yeah I tried just context.after and still nothing

sacred lily
#

how do i make my custom jokers a specific rarity?

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it still seems to be "common."

frosty dock
graceful magnet
neat plover
#

stuck again, its still counting for every card discarded instead of only aces

frosty dock
#

for custom rarities it needs to mod prefix

pseudo cape
#

for some reason, this is triggering like 5 or 6 times at the end of the round, anyone know why it might be doing that?

             -- calculate is where the scoring and effects of the joker are handled. 
         calculate = function(self, card, context)
                 -- context.after takes place after the hand is scored.
                 -- context.blueprint applies if the joker is a blueprint copy.
             if context.end_of_round and not context.blueprint then
                             -- adds the gain variable to the base mult number.
                         card.ability.extra.money = card.ability.extra.money + card.ability.extra.gain
                     return {
                             -- another message, just prints the text.
                         message = "Upgrade!",
                         colour = G.C.CASH,
                             -- needed, can be changed to context.other_card to apply to another card.
                         card = card
                     }
                     
             end
         end,
frosty dock
pseudo cape
#

what's that mean? (<---- incompetent)

neat plover
frosty dock
#

there are different context that trigger at end of round

#

if context.end_of_round and context.main_eval and not context.blueprint this triggers exactly once, for example

pseudo cape
#

oooh

graceful magnet
frosty dock
#

ooh

#

context.after happens before score is totaled

pseudo cape
#

what would if put if I want it to trigger at the end before the cash out?

neat plover
frosty dock
pseudo cape
#

ah alrighty

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I'm testing it now

frosty dock
graceful magnet
pseudo cape
#

eyy it works!

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tysm!

frosty dock
#

context.discard is already called once for each discarded card

#

you just need to operate on context.other_card

neat plover
frosty dock
#

i guess you could add a context after score is totaled

neat plover
#

if this doesnt do it, i dont know what will

frosty dock
neat plover
#

yeah i was gonna

glad osprey
graceful magnet
#

this is, still not working, incredible

#

the print shows up at least

graceful magnet
frosty dock
sacred lily
#

yeah i misunderstood then

graceful magnet
#

you want your rarity out here

sacred lily
#

ok thanks

glad osprey
#

now to just make a playing card

graceful magnet
# sacred lily ok thanks

and SMODS.Rarity = Rare is trying to set it to a variable called Rare, SMODS.Rarity = "Rare" is presumably what would work (I wouldn't know, I just use the number system)

sacred lily
#

yeah i'll go with the numbers

frosty dock
#

you either do rarity = 3 or rarity = "Rare"

novel violet
#

i just installed the latest version of smods and tested my mod -- i think mult cards are borked?

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don't believe it's related to my mod, mult cards just don't add mult

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i'll disable everything & try again

graceful magnet
#

okay and now this doesn't show the print

novel violet
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i'm guessing it's an smods bug

novel violet
#

ok sick

tepid crow
#

get the dev version instead of release for a fix

novel violet
#

idk why i didn't just get the dev version to begin with that's my bad OMEGALUL

tepid crow
#

I think they're waiting for 2 PRs for the next release? not sure

forest ivy
#

any like actual guide on how to start coding ?

sturdy compass
#

Have you taken a look at example mods?

forest ivy
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welp nope

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it's not a guide like i dont even know what to download to code in.

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like the notepad wont be good for coding

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💔

sacred lily
#

vs code works fine for me (windows)

novel violet
#

okay, that's not exactly the fault of the steamodded docs

forest ivy
sturdy compass
#

Bro SUNK

forest ivy
#

i mean they are kinda right i can code in the notepad

novel violet
#

easiest block of my life

tall wharf
#

@novel violet omg yme

graceful magnet
forest ivy
#

i mean they are making a guide for newbies who might not even know what programming is

novel violet
#

omg aikoyori :3

forest ivy
#

aikoyori is kinda tryharding at his mod

sturdy compass
tall wharf
sturdy compass
#

SMODS will not teach you Lua

novel violet
#

i mean, it sure can teach you lua if you're me

forest ivy
#

they have to add a video or smth that will explain coding for childs

sturdy compass
#

Same here but like

novel violet
#

but you have to actually try instead of complaining that it won't do all the work for you

forest ivy
#

like how it works and smth

forest ivy
sturdy compass
#

That’s because I dug into figuring out the functionality I wanted

novel violet
tall wharf
#

DO YOU HAVE ANY GOALS FOR THIS

novel violet
#

you're doing great aikoyori TetoLove

forest ivy
tall wharf
#

ok what

tall wharf
#

i post a lot

forest ivy
#

u just did

#

💔

sturdy compass
#

Ok yeah I’m sick of this

forest ivy
novel violet
#

we're on the same page OMEGALUL

sturdy compass
#

Yup

nocturne garnet
# forest ivy

so called "balanced multiplayer mod" when i give myself 10 blueprints with debugplus (the enemy would never see it coming)

sturdy compass
#

Anyways how’s your mod going Yme? I haven’t seen much from ya lately lol

novel violet
#

I haven't been posting very much because I haven't done much work hahaha

sturdy compass
#

Oop-

novel violet
#

school has been busy and motivation has been hard to find!

forest ivy
novel violet
#

but i'm working on a new joker right now

sturdy compass
#

Yoooo

tall wharf
frosty dock
sturdy compass
#

They’re passionate about showing off their work and I respect that highkey

tall wharf
#

good point

novel violet
#

i think aiko likes balatro a little bit

frosty dock
#

fair

#

i have more messages than most of you but I've been here for over a year

tall wharf
#

ok i think i am happy with two of these

novel violet
sturdy compass
#

Huuuuuge

forest ivy
sturdy compass
#

What does it do?

forest ivy
#

bro didnt even change the "JokerTemplate.png" 💔

tall wharf
#

u can't see shit

frosty dock
#

🔥

novel violet
#

+$1 at end of round for every voucher owned; additionally, 1 in (vouchers owned * 2) chance to add an extra voucher to the shop

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if no vouchers, 1 in 1 chance

spring lantern
sturdy compass
spring lantern
#

flashbang edition

forest ivy
sturdy compass
#

The only voucher-related joker I have is Dark Room which is basically the invisible joker of vouchers lol

spring lantern
#

guaranteed 2 vouchers in shop when you have no vouchers would be huge to get a run online

novel violet
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fo sho

errant fulcrum
#

I've got a baseball card type joker, but it's triggering after each joker triggers their effects, instead of all in a row at the end. What context do I add for that? final_scoring_step?

spring lantern
errant fulcrum
#

It does??

sturdy compass
#

Yep

spring lantern
#

but if you don't want that then i guess you can do final_scoring_step?

errant fulcrum
#

Oh, well its working fine then

sturdy compass
#

Lmfao

spring lantern
#

yeah if you have spare trousers and a different uncommon before it the flat mult is applied after one x1.5 hit

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so order actually matters

tall wharf
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i guess it's better

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?

spring lantern
#

at least i can tell what joker it is :L

zealous glen
tall wharf
spring lantern
#

would love to know how doing shaders for editions works but shaders in general are fuckin scary man

tall wharf
spring lantern
#

oh damn thats sick

modern kindle
sturdy compass
#

Vagabond looks like joehollow

forest ivy
tall wharf
#

i just call the edition noire

sturdy compass
#

The humble unaffected Hologram

spring lantern
tall wharf
#

copied 90% from thunk

sturdy compass
#

Yeah shader work scares me

tall wharf
#

professional jokers

spring lantern
#

so like what i can gather from that one i posted is it does chromatic aberration

novel violet
#

I'm terrified!

tall wharf
#

poor ai

spring lantern
#

creepypasta edition

tall wharf
novel violet
#

show that photograph joker to someone in 2009 and they'd make an entire urban legend out of it

tall wharf
#

welp i am

spring lantern
#

smile.jpg

zealous glen
sacred lily
#

is there a way to make it so when i play a specific hand, a card permanantly gets more mult

zealous glen
#

I read a bit about metallic shaders but it seemed too complicated for what I wanted @_@

tall wharf
spring lantern
#

anyway time to once again throw hands at this mfer jimbo switch wish me luck 😭

zealous glen
#

Like Balatro doesn't have a 3D world to reflect off the Joker

tall wharf
#

let's try cryptid edition deck

turbid maple
#

evil jimbo

spring lantern
#

this code has been the root of all my woes for the past month or so

tall wharf
spring lantern
#

christ

zealous glen
#

Really curious how you made the metallic shader

tall wharf
#

??????????

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@frosty dock is xmult < 1 not supposed to work

sacred lily
frosty dock
spring lantern
#

why tf does copy_joker return nil 😭 am i doing somethng wrong

tall wharf
#

😭

frosty dock
#

it uses a x_mult_mod that smods doesn't recognize

#

thunk inconsistencies yay

spring lantern
turbid maple
#

the last time I fucked up and gave my joker negative xmult the game happily gave me negative score

spring lantern
#

jokers are different

#

they don care about the number

frosty dock
#

worse yet I can't just simply fix that, it would cause polychrome to give xmult twice

spring lantern
#

bro 😭

zealous glen
#

huh?

spring lantern
#

double thunk

zealous glen
#

Why would they give it twice?

frosty dock
#

because smods gives polychrome a calculate function

spring lantern
#

patch polychrome edition and change its config Clueless

modern kindle
turbid maple
#

real

spring lantern
frosty dock
wintry solar
#

yeah I was wondering the other day if we just remove the functionality of the config values auto applying

spring lantern
#

would probably make things easier to work with

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unless someone wants to patch the vanilla editions for... whatever reason

frosty dock
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I think I'm gonna send a new smods release rn, I've seen enough reports about mult cards

wintry solar
#

pls

frosty dock
spring lantern
#

gg

frosty dock
#

still need to come up with a release workflow, but this works for now

spring lantern
#

meanwhile

sacred lily
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i;ve noticed that whenever a base game card adds mult it says "+4 mult" or whatever

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whereas mine only say "+4"

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how do i change this

forest ivy
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how do people get these hints

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🤔

wintry solar
sacred lily
wintry solar
#

change it all to just xmult = card.ability.extra.Xmult

spring lantern
#

i think i need a break

sacred lily
wintry solar
#

yes

sacred lily
#

ok thanks

spring lantern
#

or be a chad like me and do it the old fashioned way

wintry solar
#

don't be a chad

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make your life easier

spring lantern
#

(listen to eremel not me)

turbid maple
sacred lily
strong jacinth
#

So uhh. This happens. No crash.

#

Please note that i added frames = 21 in the atlas.

iron iron
#

what kind of boss is that 😭

pale monolith
#

guys, I'm thinking about creating a balatro mod, I have no idea where to start, but on a scale of 1 to 10 how difficult is it to learn how to make a mod? How long can it take to learn?

modern kindle
#
SMODS.PokerHand {
    key = 'tri_oak_pair',
    mult = 7,    
    chips = 80, 
    l_mult = 3, 
    l_chips = 50,
    visible = false, 
    example = {
      { 'S_9', true },  -- 9 of Spades, scores
      { 'H_9', true },  -- 9 of Hearts, scores
      { 'D_9', true },  -- 9 of Diamonds, scores
      { 'C_5', true },  -- 5 of Clubs, scores
      { 'S_5', true },  -- 5 of Spades, scores
      { 'H_5', true }   -- 5 of Hearts, scores
    },
    
    loc_txt = {
        name = "Tri-Oak Pair",
        description = {
            "A hand consisting of two separate three of a kinds."
        }
    },
  
    evaluate = function(parts, hand)
        if #hand < 6 then 
            return {}  -- Ensure at least 6 cards are present
        end

        -- count da cards
        local rank_counts = {}
        for _, card in ipairs(hand) do
            local rank = card:get_id()
            rank_counts[rank] = (rank_counts[rank] or 0) + 1
        end
        
        -- tell me every rank so i can see whats appearing 
        print("Rank counts:")
        for rank, count in pairs(rank_counts) do
            print(string.format("Rank: %s, Count: %d", rank, count))
        end

        local three_of_a_kinds = {}

        -- look for the 3oak pair
        local first_three_of_a_kind = {}
        local second_three_of_a_kind = {}

        for rank, count in pairs(rank_counts) do
            if count == 3 then
                print(string.format("Found a three-of-a-kind for rank %s", rank))
                
                -- Collect all cards of this rank (three-of-a-kind)
                local temp_cards = {}
                for _, card in ipairs(hand) do
                    if card:get_id() == rank then
                        table.insert(temp_cards, card)
                    end
                end

                if #first_three_of_a_kind == 0 then
                    first_three_of_a_kind = temp_cards
                elseif #second_three_of_a_kind == 0 then
                    second_three_of_a_kind = temp_cards
                end
            end
        end

        -- Log the collected three-of-a-kinds
        print("First three-of-a-kind:")
        for _, card in ipairs(first_three_of_a_kind) do
            print(string.format("Card: %s", card:get_id()))
        end

        print("Second three-of-a-kind:")
        for _, card in ipairs(second_three_of_a_kind) do
            print(string.format("Card: %s", card:get_id()))
        end

        -- see if we have both our 3oaks
        if #first_three_of_a_kind == 3 and #second_three_of_a_kind == 3 then
            print("Found two three-of-a-kinds, returning hand.")
            return {first_three_of_a_kind, second_three_of_a_kind}
        else
            print("Did not find two three-of-a-kinds.")
        end

        return {}
    end
}

ive made a few poker hands now, but for some odd reason its only scoring 3 of the cards while still returning the correct hand, am i just being stupid or am i missing something?

iron iron
#

well ig thats one way to make chicot stronger

strong jacinth
turbid maple
#

its not that bad if youre already capable of that

frosty dock
forest ivy
spring lantern
#

wait is calculate_joker(context) how you do copy effects or is there a new fancy way i aint heard of

strong jacinth
#

And there is no sprite.

pale monolith
frosty dock
turbid maple
#

obligatory cat image

spring lantern
#

kimty

#

honestly i need this cat i am losing grip of reality

frosty dock
#

i can try to investigate

strong jacinth
#

And is my code wrong, or like thats often why its dissapearing

frosty dock
#

for now can you check if it displays normally when it's discovered?

wintry solar
strong jacinth
spring lantern
#

as in blueprint/brainstorm type effects

frosty dock
#

your px and py are 0

stable agate
#

would

        return true
    end,```

in a legendary joker allow that joker to spawn in the shop
turbid maple
sacred lily
#

do you guys know i can permenantly add mult to a Joker after a specific hand is played?

frosty dock
#

how did i not see that

#

💀

strong jacinth
sacred lily
#

yeah

wintry solar
frosty dock
#

that's the size of one sprite

spring lantern
frosty dock
#

not the sprite position

spring lantern
#

is this documented or

sacred lily
#

thanks

wintry solar
#

it's not documented yet no

tepid crow
#

are you gonna keep using that gif every time eremel

wintry solar
#

I've had a busy few days

spring lantern
turbid maple
#

the hell does blueprint_effect do now

wintry solar
#

it's a good gif!

spring lantern
#

no but fr this is huge

plush cove
strong jacinth
frosty dock
#

for blind chips it's normally 34x34

#

of course if you set the size to 0px, there will be no sprite

strong jacinth
#

Yeah, I thought it was position...

strong jacinth
strong jacinth
#

No, classic moment of

spring lantern
#

classic moment of mixing concepts around (happens

strong jacinth
spring lantern
#

THANK YOU

#

blessed be thou

#

wait

#

i tried to sell jimbo while i was bping it and the game died

tall wharf
#

time to make a move

spring lantern
#

okay so selling a joker when loading a saved run crashes the game if that joker is being targetted by my blueprint joker

#

uhm

#

interesting

#

wait i think i fixed it

small finch
#

uh scuse me

#

where get mods

scarlet spire
#

very nice to see that variable text highlight color has been added, huge respect to the smods devs for the constant support and updates

zealous glen
#

New Joker!

Double Negative
After you defeat 2 Blinds, sell this Joker to create 2 Negative Tags

spring lantern
#

sick

#

i would use the same terminology as invis tho

#

'after 2 rounds'

stable agate
#

Do legendary jokers need their weight adjusted when you add them to the shop my wrist is getting tired from all these rerolls ;;

spring lantern
#

no idea, never tried to add a legendary to the shop

zealous glen
modern kindle
#

Doesn't adding them to the pool just allow them to be spawned with the soul card? I've never had them appear in the shop

zealous glen
#

I'm wondering where to split lines then

sacred lily
#

i tried to write similar code but it keeps crashing every time

#

seems to be different errors as well but didn't screenshot them all

spring lantern
stable agate
#

Shout outs to the one mention of anything close to what I'm doing being from like a year ago with no followups

#

THE experince ...

zealous glen
long sun
#

hihi! suffering a little! trying to change the sprite of my Joker once a condition is met, but my current method adds the 2 of Hearts sprite over top, instead of doing what i want it to do

forest ivy
#

man just tried to make a single joker and the game crashes 💔

long sun
#

code:

SMODS.Joker {
  key = 'wires',
  loc_txt = {
    name = 'Wires',
    text = {
      "Solves when idk"
    }
  },
  config = { extra = { } },
  rarity = 2,
  atlas = 'KTaNE',
  cost = 7,
  pos = { x = 1, y = 0 },
  solved_pos = { x = 2, y = 0 },
  solved = false,
  loc_vars = function(self, info_queue, card)
    return { vars = {  } }
  end,
    blueprint_compat = true,
  calculate = function(self, card, context)
    if context.joker_main then
      card:set_sprites(self, card.config.card)
    end
  end,
  set_sprites = function(self, card, front)
    if not self.discovered and not card.params.bypass_discovery_center then
      return
    end
    
    if card and card.children and card.children.center and card.children.center.set_sprite_pos and card.ability and card.ability.extra and card.ability.extra.solved_pos and card.ability.extra.unsolved_pos then
      if self.atlas then
        card.children.center.atlas = G.ASSET_ATLAS[self.atlas]
      end
      if solved then
        card.children.center:set_sprite_pos(self.solved_pos)
      else
        card.children.center:set_sprite_pos(self.pos)
      end
    end
end
}```
stable agate
#

I'm going to STRANGLE my co developer for making a legendary joker work like fucking micheal

zealous glen
long sun
#

please help, this has taken several hours of today 😭

spring lantern
#

rly proud how it turned out visually yea :3

zealous glen
#

or whatever AlrexX is doing

long sun
#

OMG OKAY YEAH HI

#

you did that

#

uh

#

how? ":}}}

forest ivy
long sun
#

no

forest ivy
#

welp

#

💔

spring lantern
#

wait was there a context specifically to check for blueprint effects or am i trippin

long sun
#

like it runs, but this is what it does

spring lantern
#

wait whta

graceful magnet
#

Trying to get something to activate when a card is debuffed, but alas it does not

zealous glen
spring lantern
#

sweet, the [0/2] i think was fine tho

tall wharf
spring lantern
spring lantern
light gazelle
#

hey guys, do you have any tips on how I would reference multiple money values in the text of a joker?

I was trying to make it pay out $5 sometimes and 20 dollars other times, and was able to get it thus using multiplication, but am having trouble making it show up as the card text

#

if I put money items in the extra field it seems like it defaults to the latter item

turbid maple
long sun
tall wharf
#

o yea i made the sfx myself

#

it's funny

zealous glen
tall wharf
modern kindle
#

Erm what the flip

spring lantern
#

<@&1133519078540185692>

sacred lily
#

yeah what even IS this error, i copied over what i needed from the runner joker code to the best of my ability so it should be fine

scarlet spire
karmic creek
#

pew pew

plush cove
zealous glen
scarlet spire
#

I'm curious, where/how do people find/make fitting custom sfx for balatro?

spring lantern
plush cove
spring lantern
#

for me all the sprites are in the same atlas and i just change pos/soul_pos

light gazelle
scarlet spire
#

I mean, from a sound design perspective

light gazelle
#

would I have to change the calc dollar function aswell?

long sun
#

i suspected the atlas was wrong, because it was placing a playing card face, but it's probably not that

scarlet spire
#

I know how to implement custom sounds, I'm just curious how people approach finding sounds for their mod

long sun
#

oh wait you can just change pos?

#

whaa??

#

trying that

sacred lily
turbid maple
#

or the entire joker to be more general

spring lantern
#

maybe also try saving solved_pos in config.extra

plush cove
#

if bonus > 0 and G.GAME.current_round.hands_left > 4 then return card.ability.extra.bigger_money end if bonus > 0 and G.GAME.current_round.hands_left > 1 then return card.ability.extra.money end

spring lantern
light gazelle
#

or is the fact that extra money and the money variable have the same name mostly just a coincidence

long sun
#

okie ^^

earnest oracle
long sun
#

thanks! trying

plush cove
sacred lily
#

i know it's looking for a straight and not three 7s but i haven't figured that out yet

light gazelle
#

oh ok

#

so it's not referencing the part of the config

spring lantern
long sun
#

ah kay

turbid maple
# sacred lily

your config is wrong
all those variables belong in the extra tablr

scarlet spire
turbid maple
#

you accidentally put the other ones in a separate table

sacred lily
#

thanks

sacred lily
earnest oracle
turbid maple
sacred lily
#

ok thanks

long sun
#

holyyyyyyyy that mostly works!!

#

though reloading the save undoes that

spring lantern
#

ohh, yeah

sacred lily
spring lantern
#

then in t5here you check if its already solved and set the sprite if so

#

basically same check

sacred lily
#

now it's doing... this

#

in the game

spring lantern
#

set_sprites runs when the card loads in

long sun
#

oh okayokay!!

spring lantern
#

this is how i used it

long sun
#

thanks!!

turbid maple
spring lantern
#

also keep in mind that when you see your card in the collection it has no ability table (or at least it kept giving me errors thats why i check for it in my code)

turbid maple
# sacred lily now it's doing... this

you need to fix your loc_txt (this is the text template for the tooltip) and loc_vars (this is a function that rrturns what variables should be inserted into the tooltip template)

long sun
#

okie!

#

thanks :D ✨

unkempt thicket
#

How can I check if I'm selling a specific set (joker, tarot, planet, ect)?

light gazelle
#

thanks for the assistance

spring lantern
#

or was it card.config.center.set i forgor

#

i think its ability

sacred lily
#

great, now the whole thing's just fucking ruined itself

turbid maple
#

do you need an explanation on how the tooltip text works

sacred lily
#

maybe? idkk

#

this is what i tried doing and now the game just crashes

turbid maple
#

well yeah uh you kinda fucked up the syntax

spring lantern
#

extra = {mult = 7, chips = 7, chip_gain = 7}

turbid maple
#

you make a table by wrapping things in brackets

a config should br a table that contains another table called extra

so you write

config = {
  extra = { mult = 7, chips = 7, chip_gain = 7 }
}```
#

it might be less frustrating if you take a brief look at a lua tutorial first

spring lantern
#

the reason why there's a table called extra inside a table called config is thunk

turbid maple
#

what else goes into config anyway

#

is this some arcane balatro internal stuff

spring lantern
#

i think base game uses it for mult chips and other hardcoded things

#

and extra is used sometimes as a single value

#

it's really confusing

#

like some jokers will just have extra = 5

#

and im like wut

turbid maple
#

🤔

wintry swallow
#

trying to work on a localization mod (renaming a bunch of things) and texture pack mod at the same time- which of these might be causing this?

#

i keep tryin to figure it out but i am having zero luck

pseudo cape
#

do you have a joker that uses an atlas that's not in your files?

wintry swallow
#

i haven't added any new jokers which is why i'm confused

pseudo cape
#

did you write all the code yourself or did you use some prewritten stuff?

wintry swallow
pseudo cape
#

mebe to replace a texture with a localized one?

wintry swallow
#

yeah i am digging through trying to see whats going on

turbid maple
wintry swallow
#

okay so i confirmed by removing one of the two mods, that it's the texture mod causing this

turbid maple
#

this giant Joker thing is in fact, also a table

crystal perch
#

don't mean to interrupt but are there any steamodded methods to handle how the backs of jokers with abnormal ratios, such as square jokers
i can do it with lovely injections but i'd have to patch like three separate places so i'd figured i'd ask if this has been done before
yes i checked the wiki and i couldn't find anything on it specifically

turbid maple
#

you need commas to separate table values

sacred lily
#

i swear it's always the smallest of things i get tripped up by

wintry swallow
#

oh my god im stupid

#

i forgot to put the jokers.png back in the files

#

problem solved

sacred lily
#

..should it still be doing this?

pseudo cape
#

also do yall know how to make a joker remove a certain amount of chips from a played hand when triggered? I dunno what I should be doing to get it working

turbid maple
pseudo cape
#

current code snippet:

         calculate = function(self, card, context)
                 -- context.joker_main takes place when the joker is meant to score.
             if context.joker_main then
                 return {
                         -- adds the number contained in the mult variable to the score.
                Xmult_mod = card.ability.extra.Xmult,
                chips_mod = - card.ability.extra.chips,
                         -- message is the text that appears when the joker scores.
                         -- localize is used to make sure the text works across multiple languages.
                     message  = localize {
                         type = 'variable',
                         key = 'a_xmult',
                         vars = {
                             card.ability.extra.Xmult,
                         }
                     }
                 }
             end
         end
turbid maple
#

#1# is a placeholder that means replace it with the first value of the vars table returned from loc_var

#

#2# replaces it with the second and so on

sacred lily
#

ah that's it

earnest oracle
sacred lily
#

replaced the 1 for some reason early on, idk why

earnest oracle
#

do I need to set up a hook/patch to get the use button to show up on a Joker when it's highlighted?

pseudo cape
sacred lily
#

i know how to check for a three of a kind, but is there a way to make sure it's one made of 7's?

earnest oracle
wintry swallow
#

having a big issue with my localization mod- i'm not having any errors showing up in the lovely log thing, the language shows up and is selectable, but selecting it does not actually change any of the names in-game

#

anyone got any clue what might be causing this?

sacred lily
turbid maple
#

mm no you need to understand how contexts work

sacred lily
#

ok

turbid maple
#

the gist is whenever a Joker is asked to calculate something the game will provide a context table that specifies the relevant state

right now your Hiker clone is checking for context.before and (..)

if you refer to the wiki this is the state where jokers are looking at the hand before scoring anything

at this stage context.other_card does not exist (this exists for other contexts where jokers are evaluating each card individually as they are scored)

#

now judging from your text this doesn't even need to check for a three of a kind it just checks whether you played three 7s? (exactly? or should it trigger if i play a four of a kind of 7s? maybe a full house of 7s and 9s? what do you want)

sacred lily
#

i'm trying to find the page i got the "context.before and.." from for research

sacred lily
turbid maple
#

in the wiki contexts are listed under the Calculate Functions section

turbid maple
#

if you look under the relevant section it tells you that in this context the game will provide a full_hand contect

#

its a list of all the cards that have been played

#

so what you'd do is go through this list, and check whether it is a 7 (use the get_id function) and count if it contains at least three 7s

sacred lily
#

should i also change this from "context.before and.." to a different part of scoring?

turbid maple
#

for reference full_hand is all the cards that were played and scoring_hand is the cards thay are actually scored

turbid maple
#

do you have a need to have it trigger in a different step that's not before scoring

sacred lily
#

no

turbid maple
#

then the before thing is fine

sacred lily
#

k

wintry swallow
turbid maple
#

ctrl f for context.before

sacred lily
#

ok

light gazelle
#

do you guys have any tips on how I would go about coding a check on whether a played poker hand contains certain ranks?

#

I'm having a bit of difficulty finding a good example to learn from in the documentation

turbid maple
#

look at the example mods

#

theres a reimplementation of Hiker

#

I mean

#

uhh

#

Runner

light gazelle
#

yeah

#

what I wasn't getting from that was how to check for specific ranks however

pale monolith
#

what file do I have to create to write the mod metadata?

frosty dock
light gazelle
frosty dock
plush cove
frosty dock
#

new metadata lives in a .json file

turbid maple
#

oh sorry you said ranks I misread that lol

frosty dock
#

why would you need anything before the braces

#

this is a template for the entire contents of a metadata file

turbid maple
frosty dock
#

you have this as a json file in your mod subfolder, and then a lua file next to it that you specify as the main file

light gazelle
#

what if I wanted to check for multiple different ranks?

#

like at least 1 ace, at least 1 king, etc.

sacred lily
#

i hate the unexpected symbol errors

#

what is the "unexpected symbol"

#

most of the time it's literally nothing

frosty dock
#

get a lua extension for your code editor and it'll point them out as they happen

sacred lily
#

ok

turbid maple
light gazelle
#

so is this sufficent code to perform the effect?

#

would I need anything else to activate it or will this now trigger whenever the player plays a hand containing that stuff?

#

I guess I can go check rq

wintry swallow
#

what kind of things might be stopping my localization from working in-game? it loads up, is visible and good in the Mods tab, shows up and is selectable in the Language section, but when i select it, none of the changed names & words actually change, and there aren't even any errors of any kind

could this be coming from messed-up syntax, or is it smth else

frosty dock
scarlet spire
#

so, a while back I added a joker that gives you random tags, but if it ever creates orbital tag, it tries to upgrade a nil poker hand (I assume) and crashes the game, because it never sets the hand correctly
how would I get this to set properly?

light gazelle
frosty dock
#

(for the edition, edition = 'e_negative' gives you a negative card)

#

card.edition.negative is just true if the joker is negative and doesn't exist otherwise

wispy elk
#

Good Evening friendos, I got my deck skin sorta' working but it's only working for the spades

turbid maple
#

it took me embarassingly long but I just realized you're aurelius on github
my brain just saw your name as john smods

sacred lily
#

yeah i probably should've started with simpler jokers as i'm very new to this

light gazelle
#

this isn't enough code, right?

graceful magnet
#

trying to have something save the played hand and then increment a counter each time that same hand is played, it is, not doing that though

turbid maple
#

well yeah I gloss overed that part

frosty dock
turbid maple
#

wjats the current state of multirank cards

#

btw

gleaming zealot
turbid maple
#

i saw you mention trying to adapt the current algorithm

#

(i was the guy in that github issue if you dont rember)

frosty dock
#

i do

old bane
#

multirank cards when a straight walks in:

frosty dock
#

yeah that's the main concern

turbid maple
#

multirank cards are blocked by the lgbt agenda

old bane
frosty dock
#

other than that it'd still be a lot of code changes and break basically every mod that touches ranks at all, but the rest shouldn't be particularly hard to implement

old bane
#

im sure its not as simple as a flush check where its either the suit or a wild card

#

like youd have to be like “okay how does this multirank card fit into the straight”

frosty dock
#

even with the current state of arbitrary branching of ranks, we've had a faulty straights algorithm until recently

hushed field
#

what's generally the cause of a hard crash? I'm crashing out without a log

forest ivy
#

modding is so hard

#

not a single guide on yt-

#

is like impossible

#

to work with

turbid maple
frosty dock
#

obviously there's the naïve approach of evaluating every possible combination of rank representations, but it's extremely inefficient as soon as you have multiple multirank cards

#

it's apparent that that's not good enough for our cause

old bane
#

true

merry sequoia
#

What mod is this???

old bane
#

when i was making my mod i had a card that makes straights and i legit just had to be like “okay we are just going to focus on making descending straights unless you literally cannot”

#

because otherwise trying to make the best straight out of every possible combo would be rough

pseudo cape
#

abomination

spring lantern
#

thoughts on the art?

spring lantern
pseudo cape
wintry swallow
#

oughhh this is agony

gleaming zealot
frosty dock
#

i feel like it could be common ngl

pseudo cape
#

the monch?

#

x3 mult is a lot of mult, even with -80 chips

spring lantern
#

if you have a chip generator then it works but like

light gazelle
#

could be an uncommon perhaps

gleaming zealot
#

x3 mult is a whole The Trio

frosty dock
#

X3 is pretty standard for uncommons with a lighter drawback/condition

pseudo cape
#

true

#

or cavendish (my beloved)

light gazelle
#

we get x3 mult on a few uncommons with relatively meet-able conditions

spring lantern
#

i imagine you can end up with 0 chips if you dont have any chip generation

turbid maple
#

tried juggling with the idea of mapping the hand into multiple (card ID, rank) vertices with appropriate edges for mapping successors (and grandchildren for shortcut) but that's really fucking dense of a graph and this devolves into some variant of the longest path problem which blows up pretty fast

frosty dock
#

-80 chips is a huge liability to work around

light gazelle
#

card sharp and blackboard are both x3

wispy elk
#

Anyone have any thoughts about why my deck skin is only applying to spades?

pseudo cape
#

is blackboard uncommon?

scarlet spire
spring lantern
#

maybe -50 chips is more reasonable

gleaming zealot
#

is blackboard black

spring lantern
gleaming zealot
spring lantern
light gazelle
#

is there documentation anywhere for an example of a joker that makes another joker when a hand is played, but before it scores?

pseudo cape
spring lantern
#

my main concern is ending up with 0 chips therefore 0 score

pseudo cape
#

I wonder what happens if it makes your chips negative actually

#

need to test that now

turbid maple
frosty dock
#

take the exact balance aside, I'm not sure it fits the premise of a rare of being situationally very powerful

spring lantern
#

yeah it seems like more of an uncommon maybe?

pseudo cape
#

about what I was expecting yea

spring lantern
#

LOL

#

yeah might wanna make sure you don't go negative

frosty dock
#

most builds don't rely on building big chips

turbid maple
#

as for creating a Joker, try looking into the Utility Functions(?) section of the wiki and there's documentation for a function that creates cards

light gazelle
turbid maple
#

well yeah thats a blocker if you want to write a mod in lua

spring lantern
#

unless you wanna grow your wee you're not gonna be making too many chips, so -50 chips is already a pretty big debuff unless you're like late game

gleaming zealot
light gazelle
wintry swallow
#

-# sorry to keep interrupting but any of y'all that might know how to help with localization mods, please dm me because i don't wanna keep butting into pre-existing conversations

pseudo cape
#

also yippie joker is a bit op

turbid maple
#

yeah sorry not familiar with editing things already in the game

spring lantern
plush cove
gleaming zealot
pseudo cape
#

truee

pseudo cape
#

what should it do?

wispy elk
pseudo cape
#

huh, that's kinda neat

#

I can't really add half a mult tho (I really don't want to)

gleaming zealot
wispy elk
#

I love the idea of starting with x0 but I found that adding x0.5 was too strong, so I had to set it to start at x0.7 and increment by x0.15

turbid maple
#

I just wanted to mod Balatro and multiranks cards are mindblocking me with some bullshit competitive programming problem

pseudo cape
wispy elk
#

I might rewrite it up so that it stays at x0 until 2 are discarded then increments at x0.15

plush cove
#

dropped a pull request yesterday, just waiting for approval 👍

spring lantern
#

i should add lucky legends actually

#

bleh will do tomorrow i gotta slep

green mica
#

Anyone know how adding hand size works? I'm trying to make a seal that gives +1 hand size but since a lot of the documentation is regarding triggers during calculation and such I'm struggling to find how to do sort of passive effects like this

spring lantern
#

i think

green mica
#

Ohh hmm okay

old bane
#

how do i make a slider option for my config gui? like a volume slider but with different mins and maxes

chrome widget
#

What value on stone cards represents their base rank of none/zero? their base.nominal value is still whatever the underlying card is for the purposes of sorting, and the "id" of stone cards seems to be a random sub-zero value which I assume has to do with the node IDs

#

Basically, I'm making Fibonacci hands, and since 0 is part of the fibonacci sequence, I want stone cards to count as 0 for those purposes, but for the sake of compatibility with any other mods that might have an enhancement that functionally has no rank/no base chips, I'm looking for a more universal solution

turbid maple
#

Is has_no_rank something you're looking for

chrome widget
#

YEP

#

nice

turbid maple
#

src/utils.lua is a treasure trove

chrome widget
#

fundamentally it's .no_rank on the center itself

scarlet spire
#

maybe I'll just have to exclude orbital tags, which I don't want to do

unkempt thicket
#

How can i access the hand type from a planet card?

old bane
modern kindle
scarlet spire
#

add_tag has no arguments and doesn't return the tag, as far as I can tell

#

so I'm not sure how to actually do anything to the tag once it's added or set anything on it

unkempt thicket
scarlet spire
#

is this under context.using_consumeable?

#

if so, it's context.consumeable.ability.hand_type

unkempt thicket
#

No, its under context.card.ability.set == "Planet" and context.selling_card. But let me try that.

old bane
#

how do i disable a specific rarity showing up in the shop with a config option? I know Cryptid does it with ContentSets but i don't see any documentation on that in the wiki

I'd also like to do this for ConsumableSets and Stickers

scarlet spire
#

ah, when selling it

frosty dock
scarlet spire
#

then it'd be context.card.ability.hand_type, I believe

chrome widget
#

I'll have to make planets for these ones

manic rune
#

fibonacci

chrome widget
#

Arguing whether to call it "Flush Fibonacci" in full or "Flush Fib"

plush cove
#

Flush Fib is fun

spring lantern
#

i love flush fib

#

alternatively fibonacci and fibonasty

chrome widget
#

FIBONASTY

#

lmao

#

I'll go with Flush Fib I think

plush cove
#

rizzonacci

frosty dock
#

fibbin' archie

plush cove
#

the fib I bring to the nacci

spring lantern
#

if i could get modded balatro on my phone i think i would officially lose all of my productivity

turbid maple
#

Flushbonacci

chrome widget
#

For the JoJo flavor, I could call it Golden Spin lmao

graceful magnet
scarlet spire
#

surely someone else has dealt with tags before, right? I can't figure out any kind of solution to this

#

every other tag in the game works perfectly fine, but orbital tags always break when created

graceful magnet
#

add_tag(Tag(selectedTag, 'Small'))

#

just assign a Blind to it

scarlet spire
#

oh thank you so much i've been trying to figure this out for so long

quartz ravine
#

Oh yeah, I have now contributed to Steammodded

Well I mean like a sentence in the wiki

frosty dock
#

every bit counts haha

unkempt thicket
#

Is there a context for payout?

raw geyser
#

how do I target smods with lovely? Trying to add "your own CardAreas for playing card evaluation"

frosty dock
#

target = '=[SMODS _ "src/utils.lua"]'

raw geyser
#

Ah, fancy

scarlet spire
raw geyser
#

Thank you mr smods

frosty dock
#

same for targetting files from other mods btw, just replace _ with the mod ID and the path between double quotes

scarlet spire
quartz ravine
# scarlet spire surely someone else has dealt with tags before, right? I can't figure out any ki...

Can someone tell me what I am doing wrong trying to render the suit color in my cards description?

It shows up like mult now. When I try to render it like this, as Ancient joker does, it crashes saying unknown global variable 'var's

return {
vars = {
{ localize(card.ability.polarity[1], 'suits_singular'), colours = { G.C.SUITS[card.ability.polarity[1]] } },
{ localize(card.ability.polarity[2], 'suits_singular'), colours = { G.C.SUITS[card.ability.polarity[2]] } }
}
}

#

[3] = "{C:inactive}(Currently rewarding {V:1}#1#{} and {V:2}#2#{}"

frosty dock
#

that's not how a vars table is supposed to be formatted

#

but why does it have a background 🤔

raw geyser
#

Error colors?

frosty dock
#

correct is vars = {var1, var2, colours = { colvar1, colvar2 } }

quartz ravine
#

Ohhhh, ok thank you

frosty dock
#

it's possible that I messed something up in adding variable background colors. do let me know if something still behaves weirdly with the correct format

#

however I'm off to sleep now, so not today

scarlet spire
#

text coloring seems completely functional on castle, which also uses V:, so that's odd
maybe a bizarre side effect of the odd vars table formatting? I don't know why that would ever happen if you're not targeting X: though

#

so far I haven't come across any issues with variable bg colors

unkempt thicket
#

How can i make a joker not appear in collection or pool?

green mica
raw geyser
#

Is there a way to make the message appear on the top side of the joker/card? Instead of the bottom?

old bane
#

how do i change the shop_rate of a ConsumableType with the config or stop the ConsumableType from showing up altogether?

quartz ravine
#

Oh yeah, it works great. Thanks guys!!

@frosty dock

old bane
#

Spade and Club-

quartz ravine
#

Spad and clurb

modern kindle
#

in da clurb, we all fam

quartz ravine
#

Why did you have to point that out to me lol

old bane
#

i wonder if in consumabletype you can declare a function that all consumables of that type will use

#

🤔

quartz ravine
#

I was poking around the UX code, wondering how I might proc a background color change when a consumable card is used...

pseudo cape
#

how do you make your main lua file have another lua file run? I've been trying to find what do but I'm very lost

tepid crow
pseudo cape
#

where are those?

#

wait just the ones in the wiki?

#

ah yea there's the one, somehow I haven't noticed that till now

unkempt thicket
#

How do i create a joker thats not in the pool?

distant grove
#

Like your own?

unkempt thicket
#

yea

distant grove
#

If I was on pc I would send you the link

#

But I’m not

#

Sadly

#

Sorry

unkempt thicket
#

link of what

distant grove
#

To make a joker

#

Search up how to make a modded joker on YouTube and you should find a video

#

That’s a bit outdated

zealous glen
#

Check the wiki

unkempt thicket
#

I have a joker made, but i removed it from the pool because i want a different joker to make it. and that being the only method of getting that joker.

simple mural
#

I want to make a mod for a hard challenge.
1 Jokers and 1 Consumables slots.
2 rows of random suits.
Clearance Sale, Magic Trick and Reroll Surplus.
Double the probability for Negative edition and the ability to find consumable cards with this edition in the shop.

Idk how to make the last thing with consumable cards and the negative edition.
The rest is already done.

graceful magnet
#

I shoulda playtested a bit more thoroughly before releasing, I've got a Joker destroying cards under certain conditions

Exceeeeeept it's not totally destroying them, they're just kind of being turned invisible and that's an issue

old bane
#

use context.destroying_card, that's pretty much the only context you can destroy playing cards in without causing ghost cards

quartz ravine
#

When I am applying a custom edition to a card, which one of these do I use?

        key = "ghostRare",
        loc_txt = {
            name = "Ghost Rare",
            label = "ghostRare",
            text = {
                "{C:chips}+#1#{} Dollars",
                "{C:red}+#2#{} Mult"
            }
        },
        discovered = true,
        unlocked = true,

#

I tried this in my consumable. I am not sure if I need to use my mod prefix key here

card:set_edition({ghostRare = true}, true)

#

it made the game crash

graceful magnet
scarlet spire
#

this is incredibly busted and I don't care

old bane
graceful magnet
old bane
#

do something like

  -- increase xmult here
end```
wintry swallow
#

any idea why my localization is doing this? the code in-localization is just
m_bonus={
name="Bonus Card",
text={
"{C:chips}+30{} extra chips"
},
},

manic rune
#

how would i get the chip value of a playing card

distant grove
#

Hi bepis

#

How’s your day going

manic rune
#

hi :D

#

its goog

#

at class rn

distant grove
#

Mine is rainy

#

Cause it rained

#

A lot.

#

On me

#

Gl on classes

manic rune
manic rune
graceful magnet
old bane
#

context.destroying_card only works for G.play (for some reason) so change it to
context.destroy_card == card.ability.extra.goatCard

wooden nexus
pseudo cape
#

anyone know deck stuff? It seems like just barely different enough from jokers to be really annoying for me to figure out

plush cove
#

heya, currently fiddling around trying to make a blind that disables card held-in-hand effects (i.e. steel cards, gold cards, Baron, reserved parking, etc)

what'd be the best way to do this?

old bane
#

also my config file keeps on setting values to things i deleted from it a long time ago

#

how do i reset a config file >_<

red flower
#

I think you need to delete the file inside your mods/config folder that stores your config changes (or something like that)

plush cove
old bane
#

are you trying to disable the cards as a whole or just the abilities that trigger when held in hand

plush cove
#

just the abilities

old bane
#

it'd probably be tricky to do so since it's not just one context that triggers hand abilities

#

and i don't know if you can "disable" an entire cardarea either

turbid maple
#

wow uh i fucked up

old bane
old bane
turbid maple
#

I called draw_card on a joker

#

consequences of iterating over playing cards and calling the variable card

plush cove
#

alright I might put the kibosh on this blind idea for now. but if anyone has any ideas of how I can do it, definitely @ me and let me know!

red flower
#

so cards in hand are debuffed

#

or modify_hand idk which ones is more appropriate

old bane
#

Guys how do i clear a ref_table i keep on getting this the entire time

return {
["things_added"]=false,
["rarities"]={
  ["bc_rarity"]=5,
  ["things_rarity"]=0.1,
  ["thing_rarity"]=0.1,
  ["drained_rarity"]=5,
},
["bc_rarity"]=1,
["papermario_only"]=true,
["things_rarity"]=1,
["bc_added"]=false,
["drained_rarity"]=6,
}
#

to clarify, i don't want the ["rarities"] table in my return because i already have 3 keys that are just like that

#

i also don't know what's writing this into the config file

weak gate
#

Trying to find where exactly in the code makes it so that pinned cards can't be moved

rigid dagger
#

so, im making a card that eats the first played card in hand. to find the first played card im using "if context.other_card == context.scoring_hand[1]" but it doesnt work... anybody know why?

quartz ravine
unkempt thicket
#

How can I lovely patch an if statement around a piece of code, without replacing it? (without pattern = "at")

rigid dagger
old bane
weak gate
#

I'm trying to make a joker that can't be put in the rightmost spot, it'll instantly move to the leftmost if you do. Ideas?

quartz ravine
#

Man I literally copied one of the built in shaders, renamed it and trying to use it as a shader and balatro crashes with

engine/sprite.lua:121: Shader uniform 'lines_offset' does not exist.
A common error is to define but not use the variable.
unkempt thicket
quartz ravine
weak gate
#

Seems slightly different, but probably quite helpful - can you show the code? 🙂 @unkempt thicket

unkempt thicket
#

I used a lovely patch, I believe what you want to do is in the Card:move function.

plush cove
dusk harness
#

now that i can get all the info out of the shop i need to get the info out of the packs. but i cant seem to find anywhere where each card is added to the booster. can someone guide me to a direction?

quartz ravine
#

Anyone know of a mod successfully using their own shaders? I can’t think of any and I need a working example to make my own I think

stiff locust
#

struggling to make an enhancement retrigger itself anyone got a reference

#

cryptid echo cards did not help and I don't know any other enhancements that retrigger?

dusk harness
#

so like chad? or like sock hack but as an enhancement?

quartz ravine
#

Marie, maybe the red seal would be a good way to start? Or maybe you can return a repetition value in the scoring method for the card enhancement and it just works?

dusk harness
#

also that

quartz ravine
#

Oh yeah cryptid echo cards! They have it working

stiff locust
#

I understand the pseudorandom stuff for the 1 in 2 but

#

using the same return as the echo card just

doesn't retrigger my card

tall wharf
tall wharf
dusk harness
#

SICK

stiff locust
#

that just sets values for the 1 in 2 and the number of retriggers which is also 2

dusk harness
#

yeah i know that

stiff locust
#

the value is used in the return

tall wharf
stiff locust
#
return {
                message = localize("k_again_ex"),
                repetitions = card.ability.retriggers,
                card = card,
            }
#

but a return like this in context.repetition just doesn't work on my card

quartz ravine
novel violet
#

aikoyori mentioned lets go

stiff locust
#

shaders resume tomorrow

dusk harness
#

what you need is the calculate function

quartz ravine
#

Marie does your card config have retriggers in its config value?

stiff locust
#

i know what the calculate function is luigi

stiff locust
#

i made sure of it

tall wharf
#

I've been development for a few days

stiff locust
#

many many times

quartz ravine
#

I would think Lua would throw if it didn’t

Null safe this language is not

dusk harness
#

what you're whole calculate function? i just want to check something, im not saying you did anything wrong i just want to check

stiff locust
#

it's identical to the echo card minus the probabilities

tall wharf
#

i also made this disgusting boss blind

stiff locust
#

i'm gonna try something

quartz ravine
#

Wtf is that evilness

stiff locust
#

it's not even that bad

tall wharf
#

I'm aiming to kill baron build

quartz ravine
#

I hope you guys don’t give local think any ideas

stiff locust
#

this is only bad in 1 situation and that is when all your hands are so good that you literally cannot throw

manic rune
dusk harness
tall wharf
#

i hate chicot moment

dusk harness
quartz ravine
stiff locust
#

that's exactly what it is

stiff locust
#

but it works for the echo card???

#

I don't get it

novel violet
tall wharf
#

hi yme

novel violet
#

:D

#

hi aiko!

stiff locust
#

enhancements are weird

dusk harness
#

oh, i miss understood the code, ill read more of what cryptid did while i wait for someone to help me out with my stuff

tall wharf
#

editions code are weird

plush cove
novel violet
#

Small Blind

plush cove
novel violet
#

i know xD i just thought it was silly

#

that does sound like an interesting boss blind

tall wharf
novel violet
#

does it do the amber acorn thing though

plush cove
#

it's more like pinning from Cryptid

novel violet
#

OOOO

#

:0

stiff locust
#

pinning isn't a cryptid thing

#

it is used in challenges

plush cove
#

but yeah it works similarly to that

stiff locust
#

most notably the one where you start with a pinned ceremonial dagger

tall wharf
#

anyway

stiff locust
#

it is pinned to the left side so it must always eat

tall wharf
#

pinned playing card

stiff locust
#

I should make a boss blind that debuffs all regularly scoring cards

plush cove
#

tw // jank

tall wharf
#

I mean...

opal spade
# plush cove

why comb through center_pools if you already have the center

#

card.config.center and the center you get from combing through center pools are the same table

stiff locust
#

rrrrrrrrr

quartz ravine
#

context.repetitions does not mean what I thought it means. I thought that was only when it was already being repeated. Just like context.destroying_cards, it is named for when that window is called

stiff locust
#

i'm getting more localization crashes

tall wharf
#

are you trying to do editions or cards upgrades

novel violet
opal spade
novel violet
#

or something like that, i remember seeing it in docs

stiff locust
#

I do not know what this line crashing has to do with my enhancement

quartz ravine
#

yep, I was totally wrong

stiff locust
#

it says cfg is nil

#

this only happens on the info queue for its corresponding tarot card

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which uses the enhanced set and uses the right key I checked it like 20 times

#

and the localization entry works on the enhancement itself in the collection

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the info queue just doesn't like it

opal spade
#

tarot localization needs fallback values iirc

stiff locust
#

it doesn't use any variables

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the localization does not need them and thus does not use them

opal spade
#

The enhancement tooltip does

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does it not?

stiff locust
#

not unless the enhancement has numbers in its description

#

which mine does not

#

i had that missing variable issue before with a seal and the crash was very different and I solved it, this crash is confusing me

#

because this line has nothing to do with the enhancement

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it doesn't give chips its config is empty

acoustic sundial
#

Is there a way to tell if a card(joker) has been destroyed, and if so what card it was?

stiff locust
#

context.destroyed_card and then refer to it with context.card

very rough guess

acoustic sundial
#

sorry, i should be specific. Jokers

stiff locust
#

context.destroyed_card then check if context.card is a joker

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very rough guess

novel violet
#

hey gang - i'm using voucher count as a variable in a Joker description (odds of an effect scale inversely with # of vouchers obtained) and when i hover over it in the collection in the menu, the game crashes >_< is there anything i can do to work around this

dusk harness
novel violet
#

for the record it works perfectly ingame even with no vouchers

dusk harness
#

nil check G.vouchers and return 0 if its nil?

#

because in game G.vouchers is an initialized table but not when checking the collection?

dusk harness
#

a guess here

tall wharf
#

I'm guessing as well

dusk harness
#

because i would assume that outside of an active game G.vouchers is nil as it get initialized when starting a new run

stiff locust
#

and I have no idea why there is supposed to be a playing card in this instance

dusk harness
#

when does it crash exactly? like at which point?

opal spade
solar eagle
#

is there a way to check if a game has been restarted from the main menu?

opal spade
#
if G.vouchers and G.vouchers.cards then```
dusk harness
solar eagle
#

lemme see

opal spade
#

restarted or continued?

solar eagle
#

continued

#

making it so my joker does the activation wiggle properly

opal spade
#

game start_run has a saveTable when continuing a run

stiff locust