#š»ć»modding-dev
1 messages Ā· Page 270 of 1
people out here be sacrificing half of their brain and family for some good-looking ui
this individual here turns their ui to watermelon instead
I suspect you want
for key, _ in pairs(G.C) do
G.C[key] = { 0.64, 0.93, 0.34, 1 }
end
š
sadly changing the values of G.C does not make the whole game green
:)
is this a fair passive
ah yes
You brought this on yourself. You don't deserve to play the game anymore
what happens if I only have a single card?
turns into glass AND breaks
This is making me 
can we vote on banning Watanoge from ever stepping in this channel please :3
wait it can get worse
I think I want
for key, value in pairs(G.C) do
if type(value) == "table" then
for sub_key, _ in pairs(value) do
value[sub_key] = {0.7578125, 0.97265625, 0.4375, 1}
end
else
G.C[key] = {0.7578125, 0.97265625, 0.4375, 1}
end
end```
alphabetical or date sort?
File type
I can't believe we've done this
update: it crashed so hard I didn't even get the green screen anymore
WAIT WHY DID IT WORK FOR YOU
WHY AM I UNABLE TO SEE MY OWN MAKING
for key, _ in pairs(G.C) do
if #G.C[key] == 4 and type(G.C[key][1]) == 'number' then
G.C[key] = { 0.69, 0.86, 0.36, 1 }
end
end
wheres the uhh
NGL this color kinda slaps, but this just isn't right
turns out I just have a skill issue and need to learn lua
oh fuck yes this is horrible
You were on the right track, but colours are also tables, so that would also replace all the child elements with colours instead
is it hand_mult
oh
GREEN
trance if it was good
hello people
is there such thing as padding?
can I add padding to my bg?
also this crashes the game:
UIBox_button({
label = "Fuck around",
colour = { 0.7578125, 0.97265625, 0.4375, 1 },
func = (function()
for key, _ in pairs(G.C) do
if #G.C[key] == 4 and type(G.C[key][1]) == 'number' then
G.C[key] = { 0.7578125, 0.97265625, 0.4375, 1 }
end
end
end)
}),```
not sure why if the thing does work otuside the button, maybe altering these values after the game begins isn't legal?
it is literally called padding
ok
nice
beautiful
now sleepy time
Where's "find out"?
the idea is that the "find out" is the game now looks like this until restart
Vast improvement
but it crashes when opening the config tab
nothing going through my head right now
how do u even make outline for planets in aseprite
shift o just doesnt understand what planet is
š
You might need to separate it out into a different layer
Hey, so, I'm looking to make texture pack and I was wondering if I could get any pointers towards resources I could get for coding it.
I was able to find Morry'sIllusion's template and tutorial, but it doesn't go much into depth on the lua side, and I was hoping to change more textures than just the cards.
i guess you'll have to use malverk
Basic guide to making a Malverk texture pack here
Some example mods you could learn the general idea from:
https://discord.com/channels/1116389027176787968/1323027321825001604
https://discord.com/channels/1116389027176787968/1335577520162078763
https://discord.com/channels/1116389027176787968/1236675603495653416
Specifically going to steal your code, thanks (/j)
I've added this to the top of my main file, but context.retrigger_joker and context.retrigger_joker_check both don't do anything
SMODS.current_mod.optional_features = {
retrigger_joker = true
}
now a new topic
how do i do that
It should be ```lua
SMODS.current_mod.optional_features = function()
return { retrigger_joker = true }
end
Tried that as well
I have a very simple context check where I just loop through the keys and print them to make sure it works:
if context.retrigger_joker_check or context.retrigger_joker then
for k, v in pairs(context) do
print(k)
end
end
Nothing gets printed
Works for other contexts, just not retrigger_joker or retrigger_joker_check
I think it should be if context.retrigger_joker_check and not context.retrigger_joker
I mean either way the if statement should still go no?
Yeah that doesn't work either :P
- Select the planet with the magic wand tool (W)
- Cut the selected pixels (Ctrl + X)
and - Paste the selected pixels into a new layer (Ctrl + Shft + V)
or - Create new layer (Shift + N)
- Paste into existing layer (Ctrl + V)
ty
Keeping different objects on different layers is super helpful for keeping things distinct and organised, and making it easier to edit parts
ctrl + n creates new sprite not layer š
Whoops, that should be Shift + N
now theres another problem
if im trying to draw a pixel like at y 10 x 10
it teleports to around y 3 x 3
Are there other jokers?
That's really weird, i have no idea what could cause that sorry
Yeah that was the issue, had other jokers before I restarted the game and just glossed over the fact that it saved before I added them and I didn't have them anymore
I feel so dumb LOL
š
š
š
how do i remove this badge
idk when it happened
is it because my mod did something to the card
That badge is automatically added to any cards your mod owns
I'm not sure how you did that either
i think i know why
local vanillaRanks = {"2","3","4","5","6","7","8","9","10","Jack","Queen","King","Ace"}
local prevRankMap = {"Ace","2","3","4","5","6","7","8","9","10","Jack","Queen","King"}
AKYRS.RanksPrevSet = {}
for j, k in ipairs(vanillaRanks) do
AKYRS.RanksPrevSet[k] = SMODS.Ranks[k].prev
local rankIsAlreadyInThere = false
for i, v in ipairs(AKYRS.RanksPrevSet[k]) do
if prevRankMap[i] == v then
rankIsAlreadyInThere = true
end
end
if not rankIsAlreadyInThere then
SMODS.Rank:take_ownership(k,{
prev = {
unpack(AKYRS.RanksPrevSet[k]),
prevRankMap[j]
}
})
end
end
is there a way to... not?
hell yeah
set_card_type_badge = function(self, card, badges)
badges[1] = nil
end,
bruh
When taking ownership you can choose to do it without displaying a badge
use silent=true
yea i just did š
_ _
ā
ā
does he know
-# I didn't know
_ _
ā
also, victin, did u check out my boss blind :3
No I just woke up
Oh with the robot arms
_ _
I saw you developing it
_ _
not using a zwsp character is kind of a skill issue
_ _
_ _
i added particles and changed bg color
_ _
\
pretend i said i don't like white bg
I change BG too but I havenāt added particles
i copied the code from the tarot pack and just slapped it on
my blind's code
this one is music :3
The music is nice but feels a bit unusual to see in Balatro
i mean it is the actual boss song in the game
I deduced it
thanks!
love it when crash doesnt give me any useful info. like thanks i can totally work with engine/sprite.lua:98: attempt to index a nil value
put ", true" after the take ownership
SMODS.Rank:take_ownership(k,{
prev = {
unpack(AKYRS.RanksPrevSet[k]),
prevRankMap[j]
}
}, true)```
@tall wharf
this makes it so that you're taking ownership silently
and will not add the mod badge
yes i get it ššššš
just making sure ;D
š
Elections be upon ye #1343670935122870342 message
Which wording do you prefer?
-# if you want to opine
Is it possible to ban modded jokers from vanilla challenges?
i mispelled the key in shader declaration š
shader is difficult
Hey y'all, I'm trying to implement a playing card returning to the hand after being played, but for some reason it's returning face down. What's causing this?
draw_card(G.play, G.hand, 0, 'up', false, v) --v = played card```
you might want to copy and modify G.FUNCS.draw_from_discards_to_deck
how can i make an edition trigger a calculate exactly once at the end of a round? i tried if context.end_of_round and (context.cardarea == G.jokers or context.cardarea == G.hand) then but that triggers like 8 times
What do you want it to do?
i want to make it change one of its variables among other things but i dont see how thats relevant, i just need to know how to make it only trigger once at the end of the round
if context.end_of_round and context.main_eval i think
thx
where can i find this is the dump?
couldn't find it š
are you using vs code
yes
ah fuck i had forgotten the joys of destroying cards
š
pareidolia and caino
"why is my score going down every round" -me, testing the edition that gets worse every round
There was a point in my testing where The Ring joker was the last in the collection, so if I needed to test something I spawned in 5 of them, and the amount of times I died because the joker I used for testing kills you after 7 rounds is eh... embarrasing
lmao
š
ever got a run so good in testing
literally every time im trying to test i end up with a free blueprint in the first 2 antes
like
its unbelieveble how many times thats happened
I've had so many no-discard royal flush hands on the first blind in testing
ok so when i add an event to the event queue in context.destroy_card, is there a way to make sure it happens after the card is visually destroyed?
its kinda confusing having a new card be given the parasite edition before you see the old one destroyed
i mean other than that visual hiccup it seems to be working fine
which is good
nEVERMIND
WHA
WHY IS EVERY CARD IN MY HAND A PARASITE NOW
Maybe in the return func
oh so you can return a function in a calculate? handy
I got distracted from my goal of not adding a whole slew of new Jokers this update, so here I am, setting up 32 new Jokers ā¤ļø
Me getting distracted from my decision of not adding Blinds by making Blinds
And now holding a vote
my mod was supposed to be done by now
the first release of it
but then i decided i didnt have enough content and needed to add jokers
so here i am, adding editions
I work in communications my job is to make language as succinct and communicative in as few words as possible. So my take is that describing game mechanics in a tiny text box clearly isn't possible and you just have to train players to feel the vibe of a description
True
:3
oh god. revive on a parasite card
revive is possibly the most unexpectedly broken thing in my mod because of how it interacts with the other broken things
Also I should repair the modpack utility thing because somehow it doesn't work with the latest smods
Iām also not sure how happy I am with the Blind effect anyways
i am a little worried that the parasite shader may be doing exactly what local thunk tried to make the negative shader not do
that being. blackface
people will recognise it as a venom reference riiightt
Make it blue-ish
tru
Did you see that guy but Dichrome?
this was the moment he became jesse blueman
Oh... Good to know you're baldphobic
buh??
That's terrifying hahahaha damn
'bald man equals Jesse Pinkman'??? I see how it is
Northernlion was right about people
Hahaha, I suspected it was a reference to something
Sorry, breaking bad is the length of like 40 movies so I haven't seen it I was too busy watching all the cars spin offs
Making a proper ui element for the Cars effect is also still on my todo list
I assume I'll be able to set up a slider that dynamically counts down on the joker art will be not too difficult, considering there is a slider functionality for menus
Yeah but it's the Cars joker, what do you expect š
I could mix and match with Black Gold, maybe.
Black Gold reads
Base Chips canāt be higher than 50% of money
vagabond builds
What is its effect?
120 chips, decreasing to 0 over 60 seconds, and resetting when you enter a blind
Also I just played Ball Dice and Sticker game that features abducting UFOs
I also wanna set up a Deadpool joker that gives you +chips based on how long you spent on its tooltip, which resets whenever you open its tooltip, so I need to set up a ui for that
I wonder if I could make this Chips, period
I had had an idea for a 4th wall breaking joker
lol
That gives a bonus if the played rank is in your seed
i wanna make a joker based on the twilight princess low% speedrun
Chips focussed builds are rare enough that it's not a major hard counter, but I do think it's less desirable to limit chips that hard
Hahaha, that's a fun idea for sure
I think the original idea was that each instance of adding to Chips couldnāt be greater than the money
But thatās harder to implement
And I think Black Goldās current effect is good
i didn't know you'd let something like that stop you, victin
didn't know you were weak like that
My issue is that for thematic reasons I want another Boss Blind relating to money
Hence Golden Dragon
Though Iām not too satisfied with it
Maybe it could just be a simple debuff effect for ācheapā cards
how do you copy a card with copy_card again
I might also be able to make Golden Dragon scale dynamically actually
Thereād be a small bug but it could stay for now
i should make a joker where if you wait for 118 hours all boss blind effects deactivate permenantly. referencing the celeste 100% minimum grabs speedrun of course
No
i just had this thought
smots gaming
new survival multiplayer game
look inside
lethal company
i mean. yo have to wait 6 days
Iām not complaining if itās easy or hard to get
Iām saying the reward isnāt interesting
what do we think
i need to update my language on it
i see some oddities
but otherwise
I donāt think itās fun
ritual cards are a rarity
But itās kinda thunkian in how it synergizes with Eternal sticker
I didnāt comment on their frequency
Just that I didnāt find the effect fun
ooh it could be fun if it bypassed eternal
That is anti-fun
The fact itās rare just makes it less fun ^^ā
sick
To me anyways
my point is that they dont show up that much
but there are ways to get plenty of them
like sever for example
generates 2 ritual cards
My point was independent of the frequency
If they don't show up much, I'd potentially unbalance the rates a bit, so it's more of a risk reward, rather than a coin flip
yeah so why isnt it fun
thinking more like 66/33?
I think so
Because itās a coinflip
Even with odds in your favor
It wouldnāt be fun
Because itās outside of your control
its in your control to play the damn card or not
no
i didnt know that was a thing even
On that note, setting up an effect for the joker for Orson Welles' 1962 movie the Trial. How's this effect?
Win the game once you fulfill every step of the process. The process may contain up to 100 steps. This number can be changed if the situation requires it, as deemed so by the proper administrator. To file a complaint about the number of steps to take, one must discard a 5 card hand containing only cards of the same suit, but none may be of a rank involved in one's committing of their potential crime. If your played hand fulfills the current step of the process, gain +20 mult. the nature of the current step may be necesitated to change before scoring. If so, plaintifs are owed a $5 compensation, which can be redeemed by discarding a hand that contains no more than 3 cards, none of which are part of the current step. One may, at most, only have 3 unredeemed compensationary rewards. Collecting more will put start punative measures, resulting in a fine of up to or equal all money owned the next time a playing card with a nominal value equal to or thrice the amount of a prime value.
Exactly. And if I wouldnāt play with it ever I think thatās an issue
theres a reason to play with it
Or at least I wouldnāt want to play with the mod ;P
what if you get a really shit eternal
Why would I do that
and you have a shot at getting rid of it
Whoās forcing me to get bad Eternals
in some cases, you may not have a choice 
A very rare solve for a niche problem isn't great, I'd say
im just giving examples
I had already considered a change to the vanilla Spectrals because I donāt like them much
of how it could be used
50% chance to duplicate 2 random jokers but destroy all other jokers
I'm crying
sorry
what
Yeah, I find vanilla spectrals to often be not worth their downside too, Victin
For example:
Select 2 Jokers. Destroy one to make the other Negative (at random)
fuuck that sounds awesome
But also, Basil, you can put it in and play with it for a while. See if you or your playtesters tend to ever pick it up. It's hard to judge gameplay in a vacuum
Ooh I do like that a lot
Yeah Iām talking about my opinion
I wouldnāt play with it
But itās your mod
I wouldnāt have made Skips into a mechanic but itās thunkās game
always be taking that negative tag
99% of gamblers quit before they finally get that negative that they want
Skips to me are part of the concept of deckbuilders, but I definitely think skips aren't ever worth their cost in balatro, with the exception of early money
I understand thunk balanced them around higher Stakes with Eternal Stickers but yeah
but it helps that it's a very incidental mechanic, generally
if i get an early double + investment tag
negatives arent a bad take to me
ill take negatives, doubles, and investment but only if its ante 1/2
Yeah, most of the time Iām skipping for Spectrals because Spectrals are fun
by ante 3 i usually have a better econ
and if i dont the run was never meant to be anyways
But otherwise Iāll only skip to end a run faster or maybe the Tag that gives a lot of money on beating the Boss
i take negatives on white stake just because i can often deal with a bad negative without losing for lost econ and shop, and it's fun. But on higher stakes, skipping becomes very very risky, so I'm not likely to ever take it on any of the higher stakes
Thunk tried their hardest to make skipping worth anything
hey victin i really like the idea of the 'kill one joker make the other negative'
And hasnāt succeeded
do you mind if i steal it
As long as I can steal it back

lol alr
it would honestly work better with the theme of the card
Man, for modding purposes I do wish the stake system worked differently. I like it fine enough that it's just stacking new things in vanilla, but I want to add a stake that makes it so movie jokers can have a specific sticker, and i don't know if I think it's big enough of a change to make it a post-gold stake stake
Though I guess I could make Kino stakes an exclusive compatibility with the mod that makes stakes selectable instead of inherently stacking
You could branch to the side
Iām planning to do that for my mechanic that removes Skips
is there a color to mark 'negative'
Dark edition
The idea is that you can instead āRaiseā and both play the Blind and get a Tag for an increased challenge
alright, thanks
Like checking out an itemized checklist of Stakes to apply?
Oooh, I love that. I've been honestly surprised the idea of raising wasn't a mechanci in any way
yeah. I don't know which mod it is except that it is in dimserene's, haha
Myst had something like that IIRC
you should make this a standalone mod, btw, because I think that'd be a fun mechanic for other mods to incorporate as well
Idk if thatās the best wording but it suffices for now
HouseRules! although I haven't touched that for a long time
Slight rewrite for the Trial joker. Win the game once you fulfill every step of the trial. Information about one's wrongdoings and crimes that one stands accussed of is available by playing the proper hand as the third hand of any given blind. This joker is not obliged to give any specific information. The trial process may contain up to 100 steps. This number can be changed if the situation requires it, as deemed so by the proper administrator. To file a complaint about the number of steps to take, one must discard a 5 card hand containing only cards of the same suit, but none may be of a rank involved in one's committing of their potential crime. If your played hand fulfills the current step of the process, gain +20 mult. the nature of the current step may be necesitated to change before scoring. If so, plaintifs are owed a $5 compensation, which can be redeemed by discarding a hand that contains no more than 3 cards, none of which are part of the current step. One may, at most, only have 3 unredeemed compensationary rewards. Collecting more will put start punative measures, resulting in a fine of up to or equal all money owned the next time a playing card with a nominal value equal to or thrice the amount of a prime value. I'm glad Aiko's proven to me that putting uncomfortably large amounts of text in a text box at least doesn't fundamentally break the ui system, haha
Actually that was the original idea, but since it shares mechanics with my mod I was thinking of just having them together
this is certainly a joker
ooh, good to know! If it turns out it's my favorite way to implement my idea, and you're okay with it, I'm fine with seeing if I can update it if it's running into smods compatability issues
Actually I donāt think you can select more than one Joker
me neither
not without mods
no but you can make it so that you can if you're in possession of the consumable
but that would be a game modifying mod
So maybe make it look at the two rightmost/leftmost or the two sidemost
just update the highlight limit on the joker cardarea
ill just look at the extremes of the 2 sides
so the first one
and the last one
ill make the negative stuff a slight delay so you can watch as you figure out which one goes away
ill pack all of it into events
it's supposed to be unclear and overwhelming, but also have every line actually refer to a rule that affects the joker, haha. But the main idea is that if you wanna keep it simple, just play a hand that matches the current quest it'll give you, and the joker gives +20 mult
feel free!
One of the main aspects of the Raise system is the addition of Disenhancements
what the fuck
ok so turns out if parasite loses mult at the end of the round, is destroyed, and the joker it chooses to give parasite to is after it in the joker order, the new parasite will immediately lose mult
Doesn't Kafka get referenced in Library of Ruina, or am I misremembering that?
Disenhancements are like bad Enhancements
Kafka the writer or Kafka the gacha character

I feel like The Trial generally is kind of a proto-SCP, vibeswise, and part of the roots of that entire genre
Maybe kafka the food
in Limbus Company
thats a good workaround
anyone got any ideas for not having a card lose xmult if it literally just got the edition?
my idea for ritual cards is all of them need to have some risk reward in them
like for example
blood pact
Maybe
Destroy the left or rightmost Joker.
Add Negative to the other
I knew it had to be in there. Kafka's too weird a writer for him not to be referenced in those games.
hmm i like that
The Bitter
Lose if final score is an odd number
how stupid is this
Yes
almost impossible to play around, so basically a coinflip
Limbus is a special case because it is mostly made up of references to classic writers
odd times odd is odd
odd times even is even
even times even is even
so more of a 3/4 chance
to just ignore the blind
whats this in ref to
after ante 1, actually planning the evenness of a hand becomes quite hard
āļø
yeah thats kind of awful
This ignored that not all xmult uses integers
yeah, that's a fair point
i think focusing on mult to be even is relatively easy unless like, Bloodstone
Most mult uses floats
also most jokers give even + chips
what do i know though
Actually outside of cards most Chips sources are even
except for todd
tbf, you only need one uneven source to have the result be potentially be uneven
there's also plenty of ways for a hand to end up giving a forced loss, I feel. Buuut, just implement it, I don't think it's that difficult to code, and it maybe easier to play around that my gut tells me
Steel, Constellation, Hologram, Baron, Observatory, Poly, and others I'm probably forgetting
hey so if i wanted to look for the last joker could i do g.jokers.cards[#g.jokers.cards]
That's the rightmost joker, if that's what you mean by last
i have considered making a deck where if a single hand scores higher than the blind requirement, the leftovers are subtracted instead of added
Still hate how Lua is 1 indexed instead of 0 indexed
oh well
cant really change it
"Wait!"Managers should be reminded that this article contains major plot synopses, artwork, and/or game data that might spoil the story of Limbus Company.
Hermann (Hangul: ķ¤ė„“ė§, Hereuman) is on N Corp.'s Board of Directors and an overarching antagonist introduced in Canto I: The Outcast. Her group is...
so if you score 350 on the 300 blind, it subtracts the 50 and you only score 250
so just work around it
Did you see the Limbus/idk the verse/Lobotomy Corp decks?
but then if you score another 100, thats less than 300 so you go over to 350, im not evil enough to make you score exactly the blind
is this an awful deck idea or should i do it
i was thinking that theres a 66% chance your money is multiplied by 1.5 and a 33% chance that its multiplied by 0.5
is that fun
the what
I think thatās ~5% gain over time?
Anyways Iām not super fond of these types of coinflips
Like original Grƶs michel
oh i've seen that
anybody know why if ((context.main_scoring and context.cardarea == G.play) or context.post_joker) and card == self then isn't firing?
nostalgia critic joker that destroys a credit card if they coexist and gains x6 mult if it does so
lmao
card == self is always false
damn
Is this an edition
yes
you should be abke to just remove that part
āa jimbo credit card?ā
i donāt even know how balanced it is it just sounds funny to me
There's so many movies about gambling or the stock market that like half my econ jokers are designed like this, haha
hmm
Thereās a difference between playing a coinflip once or repeatedly, but the execution also affects my opinion
Iām risk averse so Iām not attracted to uncontrolled gambling
Like Grƶs michel
my main consideration is making the change for the negative effect quite low, so that the risk/reward isn't 'is this going to be beneficial', but 'when do I sell this joker'
I also have Pippi Panini in my mod
ok my parasite cards are super buggy again, they're losing far too much mult and acting like there are parasite playing cards being played when there aren't
maybe smtn that has a different effect based on ante
1 in 4 to earn $20 otherwise lose $2
also why a lot of those jokers in Kino have odds to increase the risk of bad things happening whenever the good thing happens, so that you're basically guaranteed the boon the first time, and the risk starts getting to you later
why did I think her effect would change if you shook her enough?
I had also had the thought that a stock market/fashion trend mod would be fun
new idea: etchasketch joker
i was thinking a ritual card that curses your entire hand, but gives you $30 in exchange
Have you seen Evil Arc Pippi?
you know exactly what itās gonna do
but you have to assess if itās worth it at the time
maybe iāll do $3 per card cursed
I don't know if I know what Pippi Panini is, unless that's some pipi longstockings shit I'm too young for š
cursed cards are put in a time limit by the way, they debuff after being played 3 times
Before I started on Kino, I was setting up a monopoly-esque project in unity, which replaced streets with companies and each colour was a sector, which I wanted to simulate a stock market, including roaring kitty esque twitter influencers and crazy ceo scandals that you'd have to grok as to whether they'd effect the stock market, haha
Why not reuse Perishable? (I mean I know why but still)
doesnāt fit the theme
and i want things to interact with cursed
and not perishable
Fair
and perishable literally works different
same end goal
but different road to get there
the problem was that I couldn't find a game design method I enjoyed enough to actually make emulating a stock market interesting, because I wanted that twitter-feed esque mechanic in there as well. But that meant that either the players were going to be able to see which 'tweets' were indicators of a mechanical change, or the changes would be too random to actually be predictable.
Yeah but two similar ideas can have one removed in favor of the other
i donāt really like perishable
because thereās nothing you can do about it
with my idea of cursed cards
you can just
Well you can skip
not play them until you absolutely need them
ok why is if context.destroy_card and context.cardarea == G.play and card.edition.extra.has_scored being triggered when i only have jokers with the effect? surely context.cardarea should limit it to the playing cards being played, no?
with perishable you are kind of fucked either way
It's one of those game design ideas where I'm sure actual generative AI for that text feed would've been the right choice, as it'd allow for text to be unique and therefor not an inherent predictor for mechanics
If you buy Perishables on Ante 4 you can take them to the final Boss
but still itās just not my thing
imo
Iām not trying to convince you
and cursed is an enhancement
it debuffs either
- after 3 plays have been made with it
or - if you try to change the enhancement
so it weakens the card as it stands
thinking in the context of balatro though, a mod that assigns 1 of 5 different 'industries' to each joker, with a 'stock market' affecting their power could be fun. Maybe put card ranks on the stock market as well, so that the values of 7s can rise, meaning they now give +12 chips, haha
Without restructuring everything
random event for eggs to skyrocket
My idea was to have Ranks and Suits
If you play them, they have a higher chance of going up
If you discard them, they have a higher chance of going down
the only problem with any game that ties itself to a stock market mechanic is that either you make it too predictable, or too unpredictable. From a game design perspective, the fun of the stock market is being able to make educated guesses, while random bullshit can still happen
And there are random shocks
yeah, that sounds like a fun implementation as well
TWEWY also had a similar mechanic
i might add a ritual card that removes curses from your hand in exchange for something
If there wasn't a need for someone to host a server, it'd be fun to tie it to a multiplayer server that that's tied to, haha
are you familiar with Blaseball, Victin?
The clothes you wore and the items you used would make the Brand more popular in the region you were
removes curses from your hand,curses all other cards in your hand
And grant you bonuses
Or maybe a different Brand would be popular and maybe youād consider changing
thatās something that could be played around
to make this worth it, curses need to be quite negative, I think š¤
yeah
they prevent enhancements
I feel like thatās baseball from the year 3025 where they forgot how to play baseball and just shoot people with shotguns
and debuff themselves after 3 plays
basically.
perhaps, after a card is debuffed, the curse moves to a different card? That way, it's good to get rid of curses. A perma debuffed card is best to just destroy after all
thatās really good
Whatās the name of this genre and why I have seen it so much (3 times)
i like that concept
Kino's got a bit of an archetype set up around cards that are permanently debuffed, and while they're a big downside, they're not so big a downside that you'd sacrifice good cards about it
maybe if you destroy cursed cards the curse moves away
I want to design an archetype around my Curses and Disenhancements
theyāre debuffed until destroyed
The Disenhancements are mostly negative, and can be removed with Enhancements
but no, it's fantasy league baseball game that ran a few years ago, where a hyper-detailed and bullshit filled algorithm simulated a baseball league. I've been obsessed with it as a game design thing
The Curses can apply Disenhancements or other mostly negative effects
Blaseball is so much more than just a game about baseball. Here's Quinns to get you up to speed.
Check out CuriosityStream: https://curiositystream.com/peoplemakegames
Special thanks to the artists featured in this video:
https://www.twitter.com/vidathari
https://www.twitter.com/avery_helm
https://www.twitter.com/qwoyle
https://www.twitter.co...
I saw people talk about it but I had no idea what was going on
It's a lot less fun to actually play than to just engage with content about, haha
That reminds me I didnāt finish Paralyzed
But ever since then I've been wanting to make some sort of 'gambling' game that plays itself with hyperdetailed bullshit simulations. I've looked into setting up a horse-racing game that runs races on twitch where every gallop is simulated, and affected by hoof-iron quality, bone structure of the horse, unicorn-dna percentage, etc. The only issue I have is that with a concept like that, you need to inherently assume you're gonna have an audience, otherwise the game can't exist, and at that point, how do I make a gambling game that isn't actually just gambling? haha
to make it just gambling, do what all the gambling companies do to loophole their laws
I think that's a necessary thing to do if you want removing curses to be a difficult thing. I'd maybe opt for making curses something that's treated not like it's on the card, but on your deck, it's just affecting a specific card at that moment
add an easy skill based game to it
legally, good idea
exactly
yeah
noe its legally not gambling
but i still like the idea of it being a n enhancement
so you canāt have steel cursed cards for example
but I don't want to make a game that's disguised gambling, i want to make a game that's fun because it's gambling, but doesn't negatively affect people or promote gambling, haha
maybe give them some math rocks to go about it
weighted rng
I'd roll back some suggestions of mine, regardless, because I'm prone to overdesigning mechanics, but they can still be enhancements, but perhaps more so each stack of Curse you've collected forces 1 card in your deck to be cursed. So it's an enhancement that blocks other enhancements, still. But removing cursed just triggers the game to see 'oh, there's 1 less cursed card in deck than there are stacks, we need to curse a card'
balatro would be so much better if every 40 minutes you got a popup that says DRINK WATER IDIOT
would recommend
i see what youāre saying
i was thinking i call the process of removing a curse
āpurificationā
and that only can be done by certain jokers or rituals
One of the boss blinds I've got planned for once I finish the quest system kinda works like that. Permanently debuffs things in your deck until you've completed the cleansing ritual for each category
No clue yet if it's a fun mechanic
I made my Disenhancements Enhancements because I want them to integrate with existing mechanics and other mods
So anything that applies Enhancements can overwrite them
boss blind that curses your first hand
That way itās not a parasitic mechanic
i like my current idea of curses because it forces you to play around it
you need to get those curses out asap
because even getting rid of them wonāt fix shit, itāll just put curses on the cards you want which is even worse
I like my idea because the Disenhancements could have positive effects rarely
And it encourages the bad Enhancements
Or random Enhancements
That's a good thing to keep in mind
maybe i could make purified cards more powerful somehow
As they remove Disenhancements
it's the thing that I'm not huge on, for kino, that a lot of the mechanics only work with its own content. But perhaps if a good artist gets invested, I'll start work on 'Kino goes Balatro', which introduces non-movie reference versions of some mechanics š
iām also juggling my balatro mod with an actual commercial game project too
After you finish Kino Goes Balatro, release a movie about the process of creating it
Kino Goes Balatro Goes Kino
Then you make the game of the movie
how can i make a tag be trigged as soon as its added to the run?
but making this could help me learn alot about what constitutes good game design
Good game design is when your game has a crafting system
there's an immediate trigger for tags. Though, caveat is that immediate means the very next moment a tag can trigger, so if you're adding a tag in a moment that vanilla never adds one, there's no core way to trigger it asap
not applicable
Bad game design is when I have to spend money to play a game
I think it's fine for them to just return to normal, no? You could make a curse counterpart in blessing, and perhaps make it so that there is a joker, or a voucher or something that makes it so any purified card also gets blessed
i'm burned out on the media industry after my pilot scripts have been stuck in not-development hell for like 6 years at this point. I'll just make a balatro mod based on making this balatro mod
I canāt tell if thatās serious or not
hmm
return to normal with a hidden tag that marks them as purified
and then get the voucher
i like it as a voucher
iāll make it to where purified cards canāt be cursed again
with jokers such as 'N, +1 mult for each function taken from another mod's source code and zero-indexing, every array that starts at 0 now starts at 1. This includes the x,y coordinates for sprite atlases.
haha, I 'sold' a comedy pilot some years ago, but that's not as rare as it sounds. It just means I can't sell it to another production company until they've not started production for the given period. And most pilots die in that space, never to be heard from again
Makes sense
getting a pilot sold is already pretty impressive on its own
I'm still proud of it, though it's good to note that I'm not American, and the dutch national broadcasters are a lot more likely to look at and buy pilots from people not in the industry in any way. It was a cool experience, but also one that made me realize that I enjoy being creative more than making money off of it, and that making money off of it accounts for 95% of the labour, in most cases, haha
I am currently making a joker card that checks for a specific spectral card in the consumables slots at end of round once, but I am unsure of the context combination, and the way to check for said spectral card. Any ideas?
ben je Nederlands? lekker
sorry
you can check for the spectral card by checking by checking if it's ability.name matches the name you want it to have, if it's vanilla. Or you can check its key by comparing it against ability.key, which will also help with modded content. You can access the consumables by iterating through the card area's cards, stored in G.consumables.cards
ja aber leute gehen davon aus dass ich Deutsch bin, denn es 'Kino' saggt in mein Name
Ohhh I love this null safe syntax
ik denk dat dat correct Duits was, de middelbare school is al even geleden, haha
I keep fucking it up because the sprites do zero index
for _, heldCard in ipairs(G.hand.cards) do
local cardAbility = heldCard.ability.name or "nil"
sendInfoMessage(heldCard.base.id .. " has ability of " .. cardAbility)
end
i am being held
me when I'm my cat and i'm being cuddled
it is impossible to not hold a š though......
touching grass in balala
this is like a stone card mixed with a steel card. You want to have it in your hand but not play it, so it gets better and better
Mind if there is an example in some way? Kinda stuck. Below is the if statement I have:
if not G.consumeables.cards.key == 'honey' then
At the moment, I want it to check for my modded spectral card 'honey' and if theres none, it will do something. The only context its going through is context.end_of_round only though so I might be forgeting a context
r we sure the chips r worth it though
It plays with some grass type monsters from Palworld and pokemon:
- one to retrigger grass
- another gains mult itself, like a reverse ramen each time a grass triggers
Hey how do I pick a random consumable from the base game
local theresHoney = false
for _,v in ipairs(G.consumeables.cards) do
if v... then theresHoney = true break end
end
no worries, but I'd say you barely need an example. That's already correct, except that the key for items has some extra things to keep in mind. Consumable keys start with 'c_' , and your modded items always have add their modprefix between the item-type key and the item-specific key. So in this case, youd have something like (adding a _ here to stop the discord formatting from fucking up without making me google)
if not G.consumeables.cards.key == "c_[YOURMODPREFIX]_honey" then
I don't know, but I thought it would be fun to have a card that can be more powerful than a stone card. I also wanted to experiement with passing card args into a shader or sprites method, to make the grass look greener based on how high the accrued value is
Still trying to work that out
I'm trying to make a joker that creates a random consumable
But idk how to get it to select a random consumable to make
No one asked but here is what the grass guy looks like š
Check out Hallucination for inspiration.
What mod
It at least makes sense because itās not an index
Itās a multiplier
It's in the base game,
G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1
G.E_MANAGER:add_event(Event({
trigger = 'before',
delay = 0.0,
func = (function()
local card = create_card('Tarot',G.consumeables, nil, nil, nil, nil, nil, 'hal')
card:add_to_deck()
G.consumeables:emplace(card)
G.GAME.consumeable_buffer = 0
return true
end)}))
Balatro
I'm dumb
if not G.consumeables.cards.key == "c_breadjokers_honey" then
This is what I have and it still returns false, with either having the honey spectral card or not having it. The key is just 'honey' so I am unsure why its not even finding the card
oh, sorry, i should've read your code better. Yeah, this isn't iterating, it's checking a table!
for _index, _card in ipairs(G.consumeables.cards) do
if _card.ability.key == "c_breadjokers_honey" then
//what you want to happen if it's that key
end
end
I'm not entirely sure if I'm using ability.key correctly there, but let me check how I do it in my mod
Using ability crashes the game outright when the joker appears. I think the ability is used for the extra configs, maybe
Oh, i'm checking for it like this
_card.key == "c_kino_ego", ability is only necessary if you're checking name, not key
that's a bit unintuitive, but yeah. Checking for the key is generally the way to go about it when it comes to modded items
When arenāt rounds consecutive?
i guess this might be a bad description, that's what i was going to ask about
it's meant to reset when a blind is skipped
aah
I think so
so "This joker gains +#2# Chips per round played. Resets when a blind is skipped (Currently +#1# Chips)"?
i like the texture on the artwork
probably a joker that's always worth picking up though, if you encounter it and you have space
thanks!! is it clear that this is meant to be pajamas lol
i think if its mult then its definitely worth it
yeah, i thought it could be nice! it was mult initially but thought that it's kind of boring if it's mult, then
but chips are too abundant, like, really abundant
to the point +500 chips is not even that good
chose chips so this is nice for plasma
yeah but on higher stakes this is an incredibly early game survival tool
should i nerf it a tad or is it fine
I'd play with it a bit then see if it needs a nerf
fair!
by the way here are the finished spectral cards
Does anyone know where steamodded handles modded joker calculations and/or tooltip drawing?
wow
such a cool ability and sprites
tysm!
you mean where in the source code?
of steamodded?
Yeah, like what file(s)
I've managed to get a patcher working to add a perma bonus to jokers, but it only works on vanilla jokers
I'd check how the perma_mult stuff is implemented, as that does exactly that for playing cards
Personally I think itās too easy to use and it discourages doing something you donāt want to do
would it be possible to create a joker that allows for 7 cards hands to be played? might not be possible with smods but what about with lovely patches?
I did reference that, and it worked for vanilla jokers, but also note how no playing card ranks/ids are modded (that I know of)
i mean, my thought process was that this joker should only be good for <3 antes. if you happen to stumble upon that, which is already quite a low chance, i think it's a nice way of determining your playstyle
I'll check it out
cryptid does this, so definitely
otherwise, i had an idea that it could be an uncommon that gives you a double tag each time you skip a blind but resets its chip count
but thought that this would be way too op
how do you check if you have a certain joker?
nevermind what the hell sleepless is op for plasma
So, I was thinking it was gonna work, but nothing happened, so I printed the _card.key and it sends back nil... I was thinking it might be a missing context, but I can't tell
could you show your full code?
The other option is to check against the centers, btw. I think _card.center == G.P_CENTERS["itemkeyhere"] also works, in case of consumables
SMODS adds a function for it
oh
LOL sleepless joker wins the whole run by itself playing high card on plasma
it got to +960 chips
i think +40 is OP
+20
+20 should work, yeah
Got that part to work. Thanks for helping
does it turn face cards to stone? š
cooler..
its a rare that turns the rightmost card in each hand stone. it gets +0.5x mult per unpetrified card
does anyone know how to make a joker use emult+echips sounds from talisman when triggered?
i'm not particularly good at modding so i'm at a wall here since nothing i've tried has worked
Well, thats a plain lie. Its passing the if statement regardless of consumables keys.
that's nice, what joker is it?
okay i've realised putting emult before everything else on my joker makes it use the emult sound but i would like if it essentially avoided all other sounds so i could have the emult and/or chips trigger last
Fractal fingers.
maybe i should balance this guy more
rgbjoker
Thread to stop flooding chat
dark green
purpole!!!!!
average cryptid enjoyer
wshat
yay time to make it toxic purple
what
nintendo direct is starting, adrenalin is pumping
nah thats perfect animatic behavior
if you want to balance add a caveat chance of EXTERMINATING 2 different cards in your desk at the end of the round
im watching it!!!
i love that idea
gonna figure out how to add it
wtf peak?
why did jimbo put seaweed on his head..
PURPOLE!!!!!
that's actually a great way to make like 0.1 retrigger thing work
yup
ourpl
hello guys, i wanted to ask y'all if you have any idea why the message "Designing..." appears under al the cards in my hand when i actually want it to appear only under the joker when a round passes and it isn't destroyed and also how to fix it.
calculate = function(self, card, context)
if context.end_of_round and not context.blueprint then
if pseudorandom('architect') < G.GAME.probabilities.normal/card.ability.extra
and not card.ability.is_destroyed then
card.ability.is_destroyed = true
G.E_MANAGER:add_event(Event({
func = function()
play_sound('tarot1')
card.T.r = -0.2
card:juice_up(0.3, 0.4)
card.states.drag.is = true
card.children.center.pinch.x = true
G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.3, blockable = false,
func = function()
G.jokers:remove_card(card)
card:remove()
local new_blueprint = create_card('Joker', G.jokers, nil,nil,nil,nil, 'j_blueprint')
new_blueprint:add_to_deck()
G.jokers:emplace(new_blueprint)
return true
end
}))
return true
end
}))
return{
message = "Done!",
color = G.C.BLUE
}
else
return{
message = "Designing..."
}
end
end
end
you're not checking for cardarea, and context.end_of_round is a context that passes along each individual card
check for context.main_eval
Einstein joker
hey y'all, what's your go-to way to test disabled cards?
debuffed?
yeah debuffed
give it a cracked look?
fair!
wow, i thought that was a feature in the balatro debug plus mod
apparently not
either perishable or use debugplus to call the SMODS.debuff_card command
it worked tysm
where are the enhancement sprites stored
as always, best way to thank me is to send a scary chain e-mail to ten relatives to make them play Balatro Goes Kino ā¤ļø

resources/textures/1x/Enhancers.png in the game files.
thanks
uhh erm uhmm ooh uhh heeee uhmmhmhm
welp that was a fun message
Making my first joker⦠this oneās a fun idea I think. Thoughts?
so original
this is strangely comical
I mean, itās a joke-r
I will ban you from making any more mods
Apologies. If itās redemption, I also have a legendary joker concept;
Lucretia - Creates a negative copy of a random joker (other than Lucretia) at the end of each ante.
I donāt have the pixel art done for the face yet
the humble speculo:
(Unique ideas are a rarity.)
I wasnāt aware that it existed
only difference is that speculo is an exotic and this is a legendary
it's a very common concept
Fair. Iāve been using plantain/extra credit as my base to work off of.
50 fucking audios
exactly the premise of my mod
Johnny test ass mod
Looking at speculo, speculo is even better than my concept because its post shop, not post ante. Same concept, less balanced.
Good schmorning chat
make every sound the Johnny test whip
i could actually
but im doing this first
bullseye
i was planning to replace all of it with foghorn
Iāve got a bunch more concepts, but my ultimate goal is to add stuff thatās in the spirit of the main game.
i know its legendary but i wonder if making it a 1/2 chance would be more balanced (esp cause oa6 would make it guaranteed)
so to get the full use you cant just pull it but have to try a bit
i think tis prolly fine the way it is
but idk i thought its a WEE bit (no pun intended) too good for vanilla idk
I say the balancing point is that itās 1/ante
that means guaranteed you get a negative joker, but by end of the main game thatās only 8 additional jokers.
Perhaps blueprint incompatibility would be a good compromise?
i think thats good then yea
That way you canāt get perkeo bs going on with it
probably still a bit OP, definitely would be the best legendary in most cases but i think it would fit in vanilla
if u could blueprint it? oh boy...
Yeah the caveat being that legendaries are a random chance in general, and you have to get a soul in vanilla, so the chances of getting it would be very low.
I donāt think itās too unbalanced outside of that, though it could certainly be nerfed.
i think a good way to test is how free does this legendary make your win
Fair. I suppose that depends on what other jokers youāre offered.
like if its nearly an instant win I'd say its unlike the other legendaries and a rework could be considered
for sure
So if youāre offered a blueprint/brainstorm or an xMult joker perhaps itās an instant win, but outside of that itās more of a setup tool.
id say its the same vein as perkeo (but definitely better in more cases)
I think thereās still lose cases though, especially if it forces a āfire saleā if you want it to copy something specific, much like invis joker
cause deck fixing is nice with perkeo but like jokers negative are good
Another balance point could be that it dies after a certain number of antes
yea if it snow balls on a shit joker it could go bad (but you could just sell the extra negatives)
the issue with this is what if u only care about ante 8
and get it ante 8
free sticker ig LOL
not even tho
cause u might die if u sell a joker for it
I mean, thatās the chance you take with soul
Sell a joker, get a chicot
š«
thanks goat
Thought I wasn't gonna add jokers besides 2 legendaries this update but
ice!
how many jokers are u at
are these all movies
205 implemented, assets for 215 and now 32 additional ones
only movies, yes, i don't know enough about tv š
i pale in conmpairson to ice
fair enough
why does ```
info_queue[#info_queue+1] = { key = "eternal", set = "Other" }
info_queue[#info_queue+1] = { key = "perishable", set = "Other" }
info_queue[#info_queue+1] = { key = "rental", set = "Other" }
that just means theres a niche for tv shows š
tbh, making assets like this speeds up the way I can implement jokers incredibly quickly haha
me with one sticker implemented
i keep getting requests for them so there's definitely space š
:3
what's the crash?
thats fair, i just be trying to come up with shit i usually havent seen that isnt like
+2 mult for every toe stubbed
assets for me is the easiest part
i have some really unique ideas for my mod
thinking of abilities that fits with the abnormalities is the hard part
it crashes in the localize function in misc_functions.lua
assets for me is also the easy part, because i dont do them :)
Is there a smods thing for destroying cards
feel free to post the crash report and your code, that'll maybe help!
I'm thinking I wrote something incorrectly which it then (obviously) fails to localize, but this seems to be the way to add stickers to the info queue
like even the first idea i have (which im okay with sharing) i think is very unique
oh wait, it might be because some of those require vars? I think rental and perishable both do
I literally posted my code but if you want it more specifically then it's ```lua
loc_vars = function (self, info_queue, card)
info_queue[#info_queue+1] = { key = "eternal", set = "Other" }
info_queue[#info_queue+1] = { key = "perishable", set = "Other" }
info_queue[#info_queue+1] = { key = "rental", set = "Other" }
end,
which is a sticker (essentially enhancement but its a sticker for compatibility reasons) that gives mult and moves to a different card
its all based around tag
that's why I've added a bunch of enhancements so I can just make ten varieties of 'for every [new enhancement] in your deck, +5 glurpos'
so it "tags" an adjacent playing card
yeah, you need vars for perishable and rental
i should start getting into enhancements myself
how would I do that
i wanted to make my mod with enhancements
{key = 'rental', set = 'Other', vars = {G.GAME.rental_rate or 1}}
don't know the one for perishable of the top of my head, though
but having compatibility between my enhancements and others (i dont want it to overwrite existing vanilla enhancements when applied) seems like a headache
i didnt know it was so easy to make something cool
so i went with the sticker idea
hell yea
ah I see
ive made one enhancement so far but it took a backseat to talisman compat and bug fixing and other joker additions
I think it's just G.GAME.perishable_rounds or smtn like that
Iāve got like 15 joker ideas, but many of them are probably already existent. Also thinking about adding new tarot cards in line with the classic tarot suits (also probably been done before, but modding for self more than anyone else lol)
at this point im sure most of the general ideas people have exist in one way or another, just add your attempt anyway and itll be epic š
E. Appreciate
This is what I came up with:
New tarot cards:
wand: choose three cards. Destroy one, add a random seal to one, add a random enhancement to the last
Sword: Select 3 cards. Destroy one, increase the rank of one, decrease the rank of one
chalice: select three cards. Destroy one, add a random edition to one, change the last to a random suit.
Coin: destroy a card, gain money equal to its rank
its a LOT of effort to make somethign unique, perhaps surprisingly so
so dw
main thing you can be sure of that if it's a different-suit variant of an existing joker, it's been done, and if it's based on a real tarot card, or the concept is 'reverse tarot' it's been done, but there's a lot of space for uniqueness still ofc
or something like adding more jolly joker types for different hands
Oh, of course. Iām just thinking in terms of vanilla what I could reasonably add
show the mod that adds a joker like this and I'll step down from my throne as the most creative creature on this entire earth
Name: The Trial
Effect:
Win the game once you fulfill every step of the trial. Information about one's wrongdoings and crimes that one stands accussed of is available by playing the proper hand as the third hand of any given blind. This joker is not obliged to give any specific information. The trial process may contain up to 100 steps. This number can be changed if the situation requires it, as deemed so by the proper administrator. To file a complaint about the number of steps to take, one must discard a 5 card hand containing only cards of the same suit, but none may be of a rank involved in one's committing of their potential crime. If your played hand fulfills the current step of the process, gain +20 mult. the nature of the current step may be necesitated to change before scoring. If so, plaintifs are owed a $5 compensation, which can be redeemed by discarding a hand that contains no more than 3 cards, none of which are part of the current step. One may, at most, only have 3 unredeemed compensationary rewards. Collecting more will put start punative measures, resulting in a fine of up to or equal all money owned the next time a playing card with a nominal value equal to or thrice the amount of a prime value.```
bro
Itās an exercise in idea generation and implementation over uniqueness (though uniqueness is a nice bonus)
i literally just made that
fuck
Or just make joker but perkeo
did u get that backwards
during a blind, there's the context.destroy_card, which like context.individual goes through all cards in hand and play. If your function returns true, the card will be destroyed
ngl i think the current reversed tarots mods all missed the mark and made them the opposite version instead of the alternate version
What about after a shop
reversed tarots but it's like persona 3 where they get angry at you if you don't use them enough and reverse themselves
I'm trying to destroy a consumable
best game designers are those that can create new stuff that's rules lite and fitting within the theme, and it's definitely a skill to be able to properly design vanilla-like abilities for an existing game
Then create a new random one
i think reverse tarots that do something not quite the same but not opposite are sick
oh, in that case you can just call :start_dissolve on them, basically
I haven't played with any mod that adds them specifically, but I feel like every few days I see a screenshot of a different mod that adds them pop up, haha
^
For sure.
Iāve got a good number of jokers in mind that hopefully fit the vanilla vibe. Example
āGood boy - each hand, fetches a card from your deck matching the rank of a card in your hand.ā
i'd wager that all of them are like
The Reversed Lovers - Enhance 1 card into [counts as all ranks] Card
good boy
this design is LAME
ok the only reversed one i can get behind is reverse strength
I'd say fetching is definitely a non-vanilla mechanic, but I do like that concept
wait what if it picked a random card from your first hand that will guaranteed to draw the same rank on your next hand?
What data type is g.consumeibles.cards
Like a dog!
Thereās also ābad girl, which consumes food based/perishable jokers (like cavendish, gros michel, turtle bean) for a rewardā
It picks a random card in the deck that matches rank with a random card in your hand, unless it canāt
a table
enhancing enhancements
PPAP
what do NO cards do
i dont know
permanently debuffed
heyo gamers, i wanna start learning how to make mods for balatro but can't seem to find much about it on google. anyone got some resources for beginner modders that could help?
ask questions, as well
so check that out first and perhaps look at a mod like paperback
i really like how paperback structured their mod
how do you add mod icons for steamodded?
sweeet thanks so much!!
Thereās a lot of good mods that exist already for reference

