#💻・modding-dev

1 messages · Page 350 of 1

midnight coyote
#

it has no fkn idea what its doing tbh

gilded goblet
#

true that's why i put /j at the end

#

i don't trust llms

red flower
#

ive done this

midnight coyote
#

how do i grab the current scoring hand

wild escarp
#

Is there somewhere I can find all the tooltip keys?

red flower
midnight coyote
red flower
red flower
midnight coyote
#

im guessing

red flower
midnight coyote
#

im asking if i can compare it to the most played hand

paper trout
#

still dont understand lua super well, what is this line in strength doing?
local rank_suffix = card.base.id == 14 and 2 or math.min(card.base.id+1, 14)
i get the math.min part is so the rank doesn't go over 14 (ace) but idk what the card.base.id == 14 and 2 or does

midnight coyote
#

are they both strings

#

nvm

#

obvious answer

red flower
high sinew
#

For anyone who wants a snake flip animation for cards left to right you will need to use twice to flip it back up 🙂 enjoy

red flower
high sinew
#

gonna learn more in terms of how to do more intresting stuff but pretty cool for now

chrome widget
#

How do you exclude a joker from stake sticker collection tracking?

paper trout
#

ooh ok

high sinew
#

eternal_compat & perishable_compat

chrome widget
#

Just excluding the joker from the collection doesn't do that by default, seemingly

high sinew
#

theyre booleans

#

so true means they are compatible

chrome widget
#

Neither of those things are what I'm referring to

high sinew
#

then what are you

#

in shop?

red flower
#

stake stickers im guessing

midnight coyote
#

figured it out

#

i misdefined the xmult return value

#

still doesnt work

sage crater
#

can you get current mult scored by other jokers?

midnight coyote
#

i used 2 equals signs instead of 1

#

i hate literally everything

shut crater
#

shaders are one of the few things it would probably not fail miserably at due to how many shader tutorials exist on the internet

red flower
shut crater
#

not that I support using gen AI

#

but this is one of the things it is actually useful for

sage crater
red flower
#

it's literally a global called mult

sage crater
#

fantastic

chrome widget
#

Oh huh. Seems like there's no built in way to do this. You can omit decks, but not jokers. I'll have to add something to manually exclude it

true glen
#

hate this stupid squiggles

red flower
#

do u want me to tell u what's wrong

true glen
#

i dont even know whats wrong this seems alright

#

but the fact it keeps showing these makes me think somethings the matter

red flower
#

everything from atlas onwards is outside of SMODS.Joker

shut crater
#

the yellow ones are there cause it doesn't know SMODS exists

wild escarp
#

Should this not be displaying a wild card tooltip?

shut crater
#

the blue ones are there for other reasons that have to do with what N said

true glen
#

Ah alright. Ty

red flower
wild escarp
#

No, what should I use for a joker?

sage crater
#

I've figured out a very scuffed way of doing exponential mult lol

red flower
celest timber
#

how can i see the cards left in the deck? i know G.playing_cards exists, but that gives me all the cards i only want the cards left

wild escarp
red flower
#

G.deck.cards

celest timber
#

tysm

midnight coyote
#

ive got 10 jokers now

#

woohoo

sage crater
#

currently, the joker with this code is turning negative even when it's already in possession. How do I specify if context.card_added to only this instance of the joker in particular?

midnight coyote
#

10 jokers, 5 new blinds, and more to come as well

#

theres more im probably not mentioning but ah well

red flower
#

or what you want to do rather

native zinc
#

why do you need an event for this

sage crater
gilded goblet
#

idk 🤷‍♀️

sage crater
red flower
sage crater
red flower
sage crater
trail sedge
#

(moved here from #⚙・modding-general )
not sure if this counts as modding but does anyone know how the code works to swap the colors in the SPLASH_BACK shader once you get c++
I haven't been able to figure it out
(trying to debug why my menu didn't update when I got the achievement)

slow ocean
#

so you mean not from the .fs shader code?

hasty mist
#

god reading vanilla code is actually painful

trail sedge
#

I don't believe it's in the .fs file
or if it is it's not at all obvious how it works 😅

slow ocean
#

yeah i dont blame you

red flower
slow ocean
#

im weak in shadermancy

trail sedge
#

I figure it has to have something to do with this
but then I don't see how col1 and col2 are being updated

#

one thought I had was that maybe it was setting it by a string key and not dot syntax but haven't found anything there either

sage crater
brisk rose
#

because Trance can change the colors

trail sedge
#

trance? the spectral card?

slow ocean
#

oh completionist++

trail sedge
#

sorry lol

slow ocean
#

my dumb ass thought you meant like the coding language

#

😭

trail sedge
#

tbh anywhere outside the balatro discord I would have been more explicit haha

slow ocean
#

let me see if i can rummage through

trail sedge
#

but yeah I'm just trying to find the code path that makes it happen at the main menu

slow ocean
#

i know cryptid messes with the colors of the main menu

#

i think theres some hints in game.lua

naive raptor
#

does that help

#

i found this mod a little while ago

#

also can you not define multiple atlases? every atlas except the first is not loading

#

im trying to split each joker texture into a seperate image so its easy to add more

#

i have them all defined like this

trail sedge
#

yeah game.lua is where I'm looking
I see where the uniforms are being sent to the shader and all that I just can't find like

if (has_completionist_plusplus) then
  flip_colors()
end

pseudocode obviously but
if I could find the logic that turns it on or off I could figure out why it's not showing up for me

sonic cedar
#

ping me whenever/if ever (in case you change ur mind) you get this done btw

craggy pumice
#

I cannot understand Lua broooo, idk why this isn't working

sage crater
#

game was crashing so I looked through my code. Couldn't find anything so I decided to just reformat some stuff including deleting a comment... and that fixed the crash.

craggy pumice
#

I just wanna trigger it when a 2 is destroyed

naive raptor
quartz ravine
# naive raptor

Check the positions, maybe there is no image in the coords you picked for those jokers

paper trout
# naive raptor

i have some tarot cards rn that look exactly like those placeholders 💀

vapid flume
#

idontknwo what hte fuck im doing there is probably like a list of things wrong with this code

vapid flume
#

actyually i might have some idea of whats wrong ill return with different code that isnt working

brisk rose
#

like to make themes

trail sedge
#

ah okay

#

yeah I can see how it works I just don't know what triggers it

brisk rose
#

but yeah some of the colors it can change are for the splash, so they're just stored as normal colors in game

#

were were playing with any mods?

vapid flume
trail sedge
#

honestly I'm beginning to wonder if this is a mobile/console only feature lol

#

unless anyone around here plays on PC and has the colors showing up like in the picture I sent

drowsy wadi
#
for k, v in pairs(G.jokers.cards) do
    if not v.ability.eternal then
        eligible[#eligible+1] = v
    end
end
local randomjoker = pseudorandom_element(eligible, pseudoseed('negative'))
randomjoker:set_eternal(true)

Hey all, I have taken this small script in order to make a random joker eternal. This triggers from a joker, but I want it to never pick itself. How could I do this?

brisk rose
#

I thought those two colors were just... the colors

#

but are they swapped or smth?

trail sedge
#

it's red outside and blue inside by default
when you gold all jokers (at least on mobile, where I did it before) it swaps

brisk rose
#

ah fair

#

I son't and will never have the achivement, so can't check

trail sedge
#

if anyone here happens to know I'd appreciate a ping
probably gonna give up on it for now though, it's not a huge deal

drowsy wadi
old bane
#

you have to do card.config.center.key i think

vapid flume
#

managed to get my challenge to show up in game, but it causes a crash upon selection, anyone have any idea why?

drowsy wadi
#

starting to realize why this'd probably be easier to implement as a spectral card

craggy pumice
#

When anyone can help, can someone please tell me how to make a context.remove _ playing _ card trigger when specifically a two is destroyed. Someone already tried to tell me, but I didn't get it right ._.

sage crater
old bane
#

i assume you don't want it to trigger when the card's key is itself

marble flint
gilded blaze
#

Cryptid completely overrides create_card()
I'm wondering if it invalidates all function hooks to create_card() made by mods that load before Cryptid

old bane
# drowsy wadi correct

yeah so you want it to look like

if not (v.ability.eternal or card.config.key == "jokerkey") then
drowsy wadi
tranquil gull
#

thoughts on the balance of this?

drowsy wadi
# drowsy wadi thats what i had thought but this makes it still not work and crash if all joker...
    key = 'walkie_talkie3',
    loc_txt = {
        name = 'Enclose',
        text = {
            "Each played {C:attention}8{}",
            "Causes a random joker to become eternal",
        }
    },
    rarity = 1,
    blueprint_compat = true,
    atlas = 'ModdedVanilla',
    pos = { x = 1, y = 1 },
    cost = 4,
    calculate = function(self, card, context)
        if context.individual and context.cardarea == G.play then
    if context.other_card:get_id() == 8 then
local eligible = {}
for k, v in pairs(G.jokers.cards) do
    if not (v.ability.eternal or card.config.center.key == "walkie_talkie3") then
        eligible[#eligible+1] = v
    end
end
local randomjoker = pseudorandom_element(eligible, pseudoseed('negative'))
randomjoker:set_eternal(true)
            end
        end
    end
}```
drowsy wadi
naive raptor
#

how do i pick a random face card? i want to pick a random rank from J to K and a random suit. i dont want it to only pick cards from the deck.

modern patio
#

dumb question
how do you set all poker hands a certain level through a deck

old bane
#

oh wait you already showed the code lol

drowsy wadi
old bane
old bane
quartz ravine
#

Hi guys, anyone know which mod adds 'The Elk' boss blind? It was reported that whichever mod it is from has bad behavior with my mod

tranquil gull
#

this has probably been done to death but this seems interesting enough
(this operation doesn't actually change what your final score will be, if done at the end of scoring)

#

more balanced than the Sync Catalyst that's for sure

drowsy wadi
old bane
#

oh wait

#

change card.config.center.key to v.config.center.key

#

and then have "walkie_talkie3" be changed to "j_yourmodprefix_walkie_talkie3"

shell timber
drowsy wadi
#

thank you so so so very much for working with my incompetence

#
for k, v in ipairs(G.jokers.cards) do
    if not (v.ability.eternal or v.config.center.key == "j_maro_walkie_talkie3") then
        eligible[#eligible+1] = v
    end
end
if #eligible > 0 then
local randomjoker = pseudorandom_element(eligible, pseudoseed('negative'))
randomjoker:set_eternal(true)
else
end
            end
        end
    end
}``` (on the off but never zero chance someone has ctrl f'ed this, here is the fixed code)
old bane
chrome widget
#

Is the list of poker hands accessible anywhere organized by their priority rather than alphabetically or do I have to do that myself?

#

I would've thought that was what PokerHand.obj_buffer was but it still seems to access them alphabetically

paper trout
#

the on_apply function here is meant to give each glimmering card its own random mult from 1 to 10, but it's just staying at 0 (from in config), anyone know why?

chrome widget
#

Okay it's G.handlist, cool

true glen
#

can someone tell me whats up with this

naive raptor
#

@true glen

red flower
#

i said that before : (

naive raptor
#

well uh

naive raptor
#

consider yourself the true problem solver ig

paper trout
# faint yacht `math.ceil()`?

it also didn't work when I used math.random() earlier cause i didnt know that was discouraged, so probably not the full problem

faint yacht
#

pseudorandom('funnyseed', 1, 10)?

gilded narwhal
#

Hey gang why does the card_eval_status trigger after the hand is done scoring

brisk rose
#

I'm trying to figure out why extra credit crashes the game with a stack overflow if combined with the mod this code is from, but if I remove the highlighted section, the crash goes away.

Said crash happens whenever you attempt to obtain a joker

#

yes, this is notepad, but I'm not coding, just debigging so it's fine :P

#

I think the issue might lay with Extra Credit using "quantum enhancements" features of smodded

faint yacht
#

See, get_enhancements also calls a context iirc.

#

And... well, you get a never-ending recursion.

brisk rose
tranquil gull
#

how do i made this centered

regal ether
#

im surprised i havent seen anything from jen's almanac does anything with factorials

faint yacht
faint yacht
tranquil gull
#

yea but also like

#

the thing with photograph and square/half joker

#

what happens if it flips?

faint yacht
#

forgor, use pixel_size = { w = n, h = n } in the definition.

manic rune
#

how do i make it so this effect only runs once?

#

currently it can be retriggered

#

its an edition's code btw

faint yacht
#

and not context.repetition and not context.individual

brisk rose
manic rune
#

oh

#

it didnt work

red flower
#

what are we doing

manic rune
#

tryna do some shenanigans with patching editions' code

#

for a skill

#

i let the dummy joker retriggers all foil jokers/cards, which works, but it also currently retriggers the "increases the cards' chips" effect :p

#

i was wondering if theres a way to make it so it only runs once, regardless of retriggers

faint yacht
#

What if you call a special context that only is for edition upgrades?

red flower
#

if you're directly checking for foil why don't you just prevent the repetition from running at end_of_round

manic rune
#

yeah thats what i tried to do, but im not exactly sure what context i need to use here

red flower
manic rune
#

oh

#

but wouldnt it stop effects like Gold Cards from retriggering?

red flower
#

oh i get it now yeah

brisk rose
#

chip wise

red flower
#

no i get that, that would prevent that

#

the problem is that it wouldnt retrigger foil gold cards

manic rune
#

yeah, pretty much all seals/enhancements that rely on context.end_of_round wont get retriggered

brisk rose
#

can't you cotrol for that in the chip addtion code?

#

saying that you're the one doing that part too?

manic rune
#

i was thinking about just having the dummy joker run through all jokers, playing cards, consumables to increase their chips and handle the message manually, but that doesnt seem like a good solution

faint yacht
#

I'd still delegate a special context to be called for upgrading edition stats.

manic rune
#

thats probably a good approach
-# is there any mod that adds new contexts i can research from :3

manic rune
#

😭

eager pendant
#

Can you tell me what font says "Joker" on the cards?

manic rune
#

does it??

red flower
#

i add like a dozen new contexts

manic rune
#

dsalmdsa

#

i knew having joyousspring on my desktop just for code reading is a good practice

brisk rose
#

sin't there a context for like... when the round is avtually done after gold cards pauoit? like when the win screen loads?

faint yacht
#

Do the SMODS.calculate_context({ editionupgrade = true }) and then check for context.editionupgrade.

brisk rose
brisk rose
manic rune
#

actually, i dont even understand whats the purpose of calculate_context rn, i should take a look at that too

brisk rose
eager pendant
#

Can you tell me what font says "Joker" on the cards?

faint yacht
cyan lagoon
#

question how can i make context.final_scoring_step retriggerable

#

as in joker retrigger

lucid owl
#

i have a card modifier that makes played cards return to the deck. while the card modifier works perfectly, the effect of returning them to the deck results in strange ghost cards on the deck ingame. what's going wrong with this? i'm simply lovely patching G.FUNCS.draw_from_play_to_discard() and draw_card()

manic rune
#

is this how i add the new context? 🤔

#

im guessing i dont need Yggdrasil.calculate_context unless i want stuff to happen without requiring calculate, but just to be sure this is how to set up context's timings

gilded blaze
#

I set a global variable called story_mode (default to true) via hooking Game:init_game_object()
and made a check here on starting a new run to have it apply a config variable (print() should output false as expected)
and for some ducking reason story_mode remains true in a run

#

can't seem to find the culprit because G.GAME.story_mode = something doesn't happen elsewhere

#

I hooked Game:update(dt) to have it print G.GAME.story_mode every 2 seconds and it's always true

#

wtf is happening

tranquil gull
#

plasma joker is REALLY good, but it's not quite what plasma deck does

#

if you use it at the end of scoring, it doesn't change your score at all

turbid maple
#

my blind description is two sentences and you know the text popup when you enter the blind i get two sentences next each other in a single line
is there a way to force a newline in that

gilded blaze
#

I set it back to false in the hook and tried the other way around, yet still 😭

manic rune
#

-# wait crap forgot to turn off reply ping

fading geyser
#

Hi, I was digging through the cryptid files for some inspiration for my own mods and noticed that Cryptid had its own global variable name. This is probably a dumb question, but does anyone know how this was defined? I tried it myself and I couldn't get it to work

gilded blaze
#

don't add local in front of your variable

manic rune
#

^

manic rune
# manic rune omg hi void :D

also, im pretty sure that text pop up uses DynaText, you would need to patch that (or the code that creates the DynaText to have two DynaTexts created), probably

fading geyser
manic rune
#

since DynaText doesnt really support multi lines rn

novel drum
#

hey, i'm trying to add a blueprint ui to a custom joker, and make it point to the left card instead of the right. but atm, it's always displaying nil. anyone know why that is and/or how to fix it?

turbid maple
manic rune
#

👋👋👋👋👋👋

gilded blaze
#

changed it to string instead of boolean and wtf it's still always taking the default value 😭

gilded blaze
#

what did I do wrong here WHY IS IT ALWAYS DEFAULT GAH

#

other stuff remain untouched

manic rune
#

why are you checking card.ability.blueprint_compat_ui here? or im probably misunderstanding what its for
-# and also the weird scale too, but its fine

turbid maple
#

well damn I'll just write it as one long sentence

manic rune
#

also, are you still running balatro with like 20 fps lol

novel drum
manic rune
#

oh

novel drum
#

except self is changed for card

manic rune
#

hm

#

so your problem currently is that the text is always nil?

gilded blaze
willow plinth
#

yooooooo

novel drum
#

yeah text is always nil and grey

willow plinth
manic rune
#

are you sure card.ability.blueprint_compat_ui is a string

#

try printing it

manic rune
gilded blaze
#

on starting a new run (args.savetext is nil), G.GAME.story_mode should take the config value

willow plinth
gilded blaze
#

print() outputs false as expected

manic rune
#

-# i was about to ask for more explanation, but you are doing it already so thats nice

gilded blaze
#

but the per-2-seconds report says otherwise

willow plinth
manic rune
#

mmm i dont really think it should affect anything

gilded blaze
#

no idea why a G.GAME variable respects changes but then suddenly not

manic rune
#

hm

gilded blaze
#

not to mention a while ago it worked normally (respects changes and stays the same)

novel drum
#

let me try out blueprint_compat

#

nothing there either

manic rune
shut crater
manic rune
#

i had the same idea, but i wasnt sure about it lol

gilded blaze
#

pre-hook doesn't work, but post-hook does wtf

#

I'm utterly confused rn

turbid maple
#

if you check prehook you're not actually checking for saved data

#

since the saved data gets pulled in start_run

manic rune
#

you should make sure to check G.GAME.story_mode == nil instead of not G.GAME.story_mode, by the way

turbid maple
#

iirc

gilded blaze
#

Game:init_game_object() already has story_mode = true

#

💀

gilded blaze
#

wait nvm

turbid maple
#

is that so

gilded blaze
#

I made a check to wipe fusion_table on the hook itself

#

I take it back

turbid maple
#

im in bed but im pretty sure start run contained the code to load saves

gilded blaze
#

💀

fading geyser
brisk rose
#
Syntax error: functions/state_events.lua:1235: 'end' expected (to close 'function' at line 953) near 'else'


Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0505a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows

Stack Traceback
===============
(3)  C function 'function: 0x2737cf38'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 931
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
 c = table: 0x2737a5a8  {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x2737a5f8, gammacorrect:false, title:Balatro, externalstorage:false (more...)}
 openedconsole = boolean: false
 confok = boolean: true
 conferr = nil
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
 result = boolean: true
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
 func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
 inerror = boolean: true
 deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
 earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
#

I deleted all mods that have been updated since it last worked

#

and no dice

#

so it's smodded breaking changes

manic rune
daring fern
brisk rose
#

the loc files make it look worse

#

but still there's a lot of changes to newcalc

manic rune
#

hmm

#

check for all the patches that target functions/state_events.lua :p

fading geyser
brisk rose
fading geyser
#

(line 29 is if curr_obj.init then

brisk rose
#

I say at least, because luajit/love2d just be like that

#

all that's clear is there's some sort of weird syntax (doesn't even have to be an actual missing end)

#

and it's probably somewhere in the vacinity of the 288 line spread layed out

#

lmfaoo

#

probably caused by steamodded patching close to where mods want to patch

vocal cedar
#

FELLAS

#

🗣️ 🔊 🔥

manic rune
#

please never make a mod again

#

🥀

slow ocean
#

bro cooked and the whole village had a famine

faint yacht
#

-# ...do consumables even support eternal_compat?

slow ocean
#

i dont think so

manic rune
manic rune
vocal cedar
#

this is ridiculous

manic rune
#

im blocking you

#

🥀

vocal cedar
#

LMFAO

slow ocean
#

not sure what youre going for with the blm joke but its very weirdChamp

daring fern
#

How is perkeo retriggerable?

brisk rose
# manic rune mmm idk, thats all i can think of when i look at the crash log :p
WARN - [♥] Pattern 'if effects.jokers.Xmult_mod then mult = mod_mult(mult*effects.jokers.Xmult_mod);extras.mult = true  end' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'if effect.Xmult_mod then mult = mod_mult(mult*effect.Xmult_mod);extras.mult = true  end' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'if effects[ii].message then' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern '--calculate the card edition effects' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'if effects[ii].edition.p_dollars_mod then' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'if edition_effects.jokers.x_mult_mod then' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'else\n    mult = mod_mult(0)\n' on target 'functions/state_events.lua' for pattern patch from Talisman\lovely.toml resulted in no matches
WARN - [♥] Pattern 'G.GAME.current_round.free_rerolls = #chaos' on target 'functions/state_events.lua' for pattern patch from Ortalab\lovely\coupons.toml resulted in no matches
WARN - [♥] Pattern 'G.GAME.current_round.voucher = get_next_voucher_key()' on target 'functions/state_events.lua' for pattern patch from Ortalab\lovely\coupons.toml resulted in no matches
WARN - [♥] Pattern 'G.FUNCS.evaluate_play()' on target 'functions/state_events.lua' for pattern patch from Ortalab\lovely\jokers.toml resulted in no matches
WARN - [♥] Pattern 'if effects[ii].message then' on target 'functions/state_events.lua' for pattern patch from Ortalab\lovely\jokers.toml resulted in no matches
WARN - [♥] Pattern 'G.GAME.current_round.hands_left = G.GAME.round_resets.hands' on target 'functions/state_events.lua' for pattern patch from Ortalab\lovely\zodiac.toml resulted in no matches
WARN - [♥] Pattern 'if G.GAME.blind.name == \'The Serpent\' and' on target 'functions/state_events.lua' for pattern patch from Ortalab\lovely\blinds.toml resulted in no matches
INFO - [♥] Applied 109 patches to 'functions/state_events.lua'
#

here's the log on state events

#

might be useful

faint yacht
vocal cedar
vocal cedar
#

pretty interesting

#

like perishable consumables

#

on higher stakes

slow ocean
#

im just going to assume youre young

fading geyser
brisk rose
vocal cedar
brisk rose
#

i don't think it's supposed to be a big thing

vocal cedar
#

that

#

exactly lol?

#

"all art is political" mf

#

no?

slow ocean
brisk rose
#

I mean... the name fits and the rest is just the same words used for the same things as the rest of the loc

vocal cedar
#

yeah

#

its like

#

i changed everything LMFAO

#

incomprehensible lol

#

would evicerate a pesant from dark ages

slow ocean
#

im always weary of dogwhistles these days

vocal cedar
#

what is a dogwhistle bro

#

this is balatro man lets get you back to bed fam

vocal cedar
#

some have a beer

vocal cedar
#

i like this SO MUCH MORE lol

#

gimme a sec

#

what if i put a fish in the fist LMFAO

remote coral
#

Edit a png of a fish on there

vocal cedar
#

YEAH LOL

brisk rose
#

lemme try to delete those one at a time

remote coral
#

Blind: I have a huge score req.

Raised Fist: I has fish

daring fern
brisk rose
#

smh brain

slow ocean
brisk rose
thorn flame
brisk rose
#

no one says blueprint needs to be only on scoring

#

i don't think

vocal cedar
brisk rose
#

lol

daring fern
brisk rose
#

idk what retriggers mean in this context

vocal cedar
#

unbelievable

slow ocean
#

i presume having the perkeo effect go off more than once during the end of shop context

vocal cedar
#

i gotta go fellas

slow ocean
#

might be something finicky with the end of shop context

#

i remember trying to work with perkeo's code was really finicky

vocal cedar
#

its not like a blueprint

#

its like 2 jokers

daring fern
vocal cedar
#

but you only see one

slow ocean
#

that might be a steamodded thing

brisk rose
vocal cedar
#

i did something similar a while ago one second

slow ocean
#

i recall vaguely running into a similar issue

brisk rose
fading geyser
# fading geyser

Hi there, does anyone know why this error is occuring and how to fix it?

brisk rose
#
Syntax error: functions/state_events.lua:742: 'end' expected (to close 'function' at line 586) near 'else'


Additional Context:
Balatro Version: 1.0.1o-FULL
Modded Version: 1.0.0~BETA-0505a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.7.1
Platform: Windows

Stack Traceback
===============
(3)  C function 'function: 0x1239cf38'
(4) global C function 'require'
(5) main chunk of file 'main.lua' at line 879
(6) global C function 'require'
(7) LÖVE function at file 'boot.lua:323' (best guess)
Local variables:
 c = table: 0x1239a5a8  {identity:false, version:11.5, accelerometerjoystick:true, modules:table: 0x1239a5f8, gammacorrect:false, title:Balatro, externalstorage:false (more...)}
 openedconsole = boolean: false
 confok = boolean: true
 conferr = nil
(8) global C function 'xpcall'
(9) LÖVE function at file 'boot.lua:362' (best guess)
Local variables:
 result = boolean: true
(10) global C function 'xpcall'
(11) LÖVE function at file 'boot.lua:377' (best guess)
Local variables:
 func = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
 inerror = boolean: true
 deferErrhand = Lua function '(LÖVE Function)' (defined at line 348 of chunk [love "boot.lua"])
 earlyinit = Lua function '(LÖVE Function)' (defined at line 355 of chunk [love "boot.lua"])
#

newest smods breaks talisman

#

this is just those two

vocal cedar
#

im sticking with old beta

#

its been reliable as hell

brisk rose
#

and 99% of time it's the other way around recently

vocal cedar
brisk rose
#

where mods will need the nwer commits

vocal cedar
#

genuinelt

#

this one ive never had a problem with ever

vocal cedar
#

nvm

willow plinth
#

once again i get these infinite logs when trying to load a previous run

INFO - [G] Error unpacking string: [string "return {["cardAreas"]={["riftraft_void"]={["c..."]:1: attempt to perform arithmetic on global 'inf' (a nil value)
INFO - [G] Error unpacking string: [string "return {["cardAreas"]={["riftraft_void"]={["c..."]:1: attempt to perform arithmetic on global 'inf' (a nil value)
INFO - [G] Error unpacking string: [string "return {["cardAreas"]={["riftraft_void"]={["c..."]:1: attempt to perform arithmetic on global 'inf' (a nil value)
INFO - [G] Error unpacking string: [string "return {["cardAreas"]={["riftraft_void"]={["c..."]:1: attempt to perform arithmetic on global 'inf' (a nil value)
INFO - [G] Error unpacking string: [string "return {["cardAreas"]={["riftraft_void"]={["c..."]:1: attempt to perform arithmetic on global 'inf' (a nil value)
INFO - [G] Error unpacking string: [string "return {["cardAreas"]={["riftraft_void"]={["c..."]:1: attempt to perform arithmetic on global 'inf' (a nil value)

please if anyone else sees this notify me+

brisk rose
# vocal cedar try this

i'm sure it'll work fine, if I don't happen to have any mods that need a newer version, but I'm also running a modpack

willow plinth
#

it's some random mod borking up saves

vocal cedar
#

right right right

willow plinth
#

ye

brisk rose
#

try removing it and see what happens

#

it might be the quantum enhancements shit again

willow plinth
#

well the conditions for it to happen at all are idk what

#

but i can try

brisk rose
#

ah fair

#

I just know that my stack overflow bug which was very different I think, was because quantum enhancement code was being ran due to the presense of a mod that used it, extra credit, and it created an infinate loop when combined from a hook of calculate_joker from another mod

fading geyser
#

Hey there, I've got this code to load additional lua files as a part of a mod, but I'm getting this error message and don't know how to fix it. Does anyone know? (line 29 is if curr_obj.init then

brisk rose
fading geyser
#

yeah probably, I copied it from Cryptid with some adjustments

#

how should I do it?

brisk rose
fading geyser
#

I LOOKED FOREVER IN THE WIKI

brisk rose
#

which i see is the function you're using

fading geyser
#

HOW DID I MISS THIS

#

I'M SUCH AN IDIOT

brisk rose
#

but you're doing very complex things with it

fading geyser
#

THANK YOU SO MUCH

brisk rose
#

yw :3

brisk rose
#

very bottom of the sidebar

golden lake
#

i am making a wrapper around balatro's ui system because it makes me weep

#

what do y'all think

willow plinth
#

i think YES

golden lake
#

the idea of these is basically, you can declare your own modules and add them to the UI library so you have like

#

UI prefabs that you can recycle between things

#

I'm currently working on making a rudimentary config builder

#

so that configs are easier to read and manage

#

we're talking about function chaining here

#

stuff like that

#

i'll probably separate this from Balatrostuck once it has a decent amount of prefabs and let people play with it

brisk rose
#

So... here's my idea of the hierarchy of how to accomplish a given goal fir a mod most compatibly and ideally

Smods methods > game methods > love.[] methods > lua methods > hooks/patches

What are yall's thoughts on this?

golden lake
#

smods methods can't be trusted 80% of the time because there's so much undocumented stuff

#

i just go by precedent of "whatever fixes the problem the soonest"

#

like yeah i could try to get smods to cooperate for 2 hours but i also could just hook into a game method and get it done that way

brisk rose
#

Well... that's probably not good for compatibility which is the goal I'm aligned towards as a modpacker

#

But game methods are fine too probably

golden lake
#

i think a playable mod is better than a perfect mod

#

and whatever gets it to playable state faster is better for me as a designer

brisk rose
golden lake
#

which isn't a problem for me because i'm not expecting it to work in a larger mod ecosystem

#

it's ultimately two different approaches

#

i care about getting things done, you care about having mod compat out of the box

#

you can get things done first and then worry about compat imo

brisk rose
#

Fair enough ig, especially in the context if something like balatroatuck

#

The typod ifg made that seem super passive aggressive lol

#

Was not intentional

golden lake
#

thats fine hah

spark remnant
#

if there any way to change the "saved by mr bones" message for modded cards? I've had a look and it seems the save = true function uses ph_mr_bones from the localisation

wintry solar
brisk rose
wintry solar
#

I don’t think there’s any need for a hierarchy, smods methods mostly just make it easier for people to do, if they want to use their own methods instead that’s fine but it might open them up to unintended side effects

brisk rose
#

Which tbh I think is a good goal to have in most cases

bold sleet
#

for the life of me i can't figure out how to make a custom menu UI thing help idk. I have read the SMODS documentation and I am not understanding.
-# trying to make shit appear when you press a certain key, idk

bold sleet
#

-# help

frigid blaze
#

Can you tell me how to change the location of the Jokers in the collection?

bold sleet
#

As far as I am aware, the order of jokers in the collections are the order in which they are defined.

#

So, as far as I know, you cannot have your jokers before the vanilla ones.

#

What you can, tho, is define your jokers in a different order (usually just move your code around) to change the order of your jokers.

frigid blaze
bold sleet
#

Then the order in which you load said files.

frigid blaze
bold sleet
#

huh?

bold sleet
#

yup

#

In order for your jokers to load, you need to load said files.

frigid blaze
willow plinth
#

anyone know what this is supposed to achieve? specifically the -math.huge?

crisp coral
#

what is it used for

#

it just sets it to the lowest possible bignum

brisk rose
#

I think there's confusion afoot

frigid blaze
brisk rose
#

because they're displayed in the order loaded

spark remnant
brisk rose
#

at least that's my impression

wintry solar
frigid blaze
faint yacht
brisk rose
#

so... I went back to the latest release of my modpack just to see how many lovely patches are missing.... turns out it's a lot. Apperent;y talisman has always messed up the order of state events, so that one makes sense that the ortalab patches there aren't hitting,what's weirder is a lot of the talisman ones themselves also aren't.

Anyone up to looking through this and decifering anything you see that truly might cause issues?

#

Besides ortalab and talisman (which also both misse patches on other files) I remember seeing missed patches from toga, prism, and betmma

brisk rose
#

it's janky but should work

#

unless you derive the key from it

subtle hawk
#

Is there a way to check for a specific boss blind?

brisk rose
faint yacht
#

G.GAME.round_resets.blind_choices.Boss is a string.

brisk rose
#

ah fair

#

I guess it makes sense that the blind system was designed different

#

(I don't have any proper mods yet and talk out of my ass a lot)

subtle hawk
spark remnant
faint yacht
#

A direct localization string, not an actual message... 🤔

#

I'd thought a message string would be the one being passed through, not the key for it.

brisk rose
#

if I'm conceptualizing it right

bold sleet
#

any good ideas to prevent Mr for being a bit too late?

#

Now that we are on the topic of saved™️

wintry solar
#

I don't remember why I did it that way

faint yacht
#

Oh yeah, since that commit, my method of custom message was borked, lmao.

brisk rose
faint yacht
#

It'd make more sense to already accept a proper message string, not do the localize right then and there.

wintry solar
#

I suppose it forces people to use localization rather than hard code a message

#

I think it was because the mr bones text is localized in the moment, so I wanted a custom one to follow the same pattern

faint yacht
#

Such is fair too... I'll need to update my minimum SMODS version as well.

brisk rose
#

I can see why you might wanna do that in some cases

wintry solar
#

Either method would work in almost exactly the same way

#

I just chose this one I guess

brisk rose
#

ah fair, fair

faint yacht
#

Somewhat backwards to be passing a string directly as a variable, not a message, but that's just my two loops.

brisk rose
brisk rose
faint yacht
#

Still puzzled how to make seal display proper chances of its' own, though... here, this individual seal had the chance set to 1 in 10, but it still displays 1 in 25 of the prototype.

willow plinth
# crisp coral what is it used for

it's for this blind from mistigris

and leads to this when trying to continue any run: INFO - [G] Error unpacking string: [string "return {["VERSION"]="1.0.1o-FULL",["BACK"]={[..."]:1: attempt to perform arithmetic on global 'inf' (a nil value)

#

seems like mistigris needs talisman and is not just compatible with it? idk

#

reproduction is literaly this btw:

  1. start run
  2. play a hand
  3. go to main menu
  4. try to continue the run

latest smods, lovely and mistigris

cursive sentinel
#

i've used this method for a joker, although when the joker's flipped the soul sprite stays on, and im not sure on how to fix it

brisk rose
brisk rose
#

I just set the scoring to vanillia

willow plinth
brisk rose
#

should be an easy fix

#

on vanillia i mean

willow plinth
#

is the fix in question enabling talisman and setting to vanilla numbers?

#

because talisman is completely fucked for me

brisk rose
willow plinth
#

can't even select a card

brisk rose
#

to not do that

willow plinth
#

ah ok

brisk rose
#

because it seems like an oversight

willow plinth
brisk rose
#

well... neagtive score is possible

#

what does the blind do?

willow plinth
#

but i guess the default could be set to something more reasonable

brisk rose
#

or just have 2 cases

willow plinth
#

or actually, yeah

#

just set it to nil by default, and check for that in the blind

#

alright, it's PR time

reef belfry
#

whats the condition if the player is in a blind

#

i feel like this is really obvious

willow plinth
#

?

#

related to my stuff or in general?

reef belfry
#

in general..

willow plinth
#

ah sorry

do you need the context for joker calc? or somewhere else?

reef belfry
#

calc

willow plinth
#

and with "in a blind" you mean like just in a run, i guess?

reef belfry
#

actively playing inside the blind

brisk rose
wintry solar
#

Whats the effect

brisk rose
#

where they play cards

reef belfry
#

im just making it so if this card is sold while inside the blind the blind req is increased

brisk rose
willow plinth
brisk rose
#

oh broken heart

#

I am in fact.... blind

#

I noticed right after you said

#

whoopsie

#

made a FoolishCoonie out of myself once again

#

fixed it anyway, lol

brisk rose
#

he posted it a bit back

brisk rose
wintry solar
#

No for tsutje

brisk rose
#

just didn't see where 💔 gave enough info before that for that question to follow

wintry solar
#

I don’t remember the blind check off the top of my head

#

G.GAME.blind maybe?

#

I don’t remember if it gets cleared or not

frigid blaze
#

That's what I did, just added the letters in order to the file name a_..., b_..., c_…😂

brisk rose
faint yacht
#

G.GAME.blind.boss for if current blind is boss.

brisk rose
#

but yeah, if it works it works, lol

frigid blaze
#

I've also seen in some mods in Joker's settings there is an order, what is it responsible for?

brisk rose
#

though you don't seem to be a raccoon?

brisk rose
#

well actually maybe not

#

it would make sense for it to work within a mod, if it was for that

#

but it might not have been at all

frigid blaze
wintry solar
#

It doesn’t do anything by itself

brisk rose
#

I know it's a slur in multiple countries

#

I just don't use it like that

brisk rose
#

and is in vanillia

#

is it supposed to be the collection order?

wintry solar
#

Yes, but I’m not sure it even does anything in vanilla either

red flower
frigid blaze
#

And I use just to show that I like it, the act itself, if you know what I mean😉

willow plinth
#

guess it's not compatible with latest smods or latest lovely main branch

willow plinth
#

mistigris and nothing else yeah

brisk rose
#

can't be smods because it had a different problem with talisman of it crashing at boot, but then was fixed

#

lovely main maybe because that's way ahead of the release

willow plinth
#

yeah idc anyway, don't wanna introduce talisman to my mess

brisk rose
#

mostly hims just exist and slep

#

so other mods don't run away

willow plinth
#

hims?

brisk rose
#

lmfao

willow plinth
#

oh okay

#

why is talisman a him AngryDoge

brisk rose
#

man idk, all my plushies are boys too

#

either I'm a bit sexist or just that gay

topaz monolith
#

Does anyone know why when I discard the sealed card, it removes way more discards then needed? I only want it to lose 1 discard when you discard that specific sealed card. Code is attached

red flower
topaz monolith
hard needle
#

i wish i had friends 😢

red flower
manic rune
#

same

vocal cedar
#

hai there

#

anyone wanna hop in a ror2 game

gilded blaze
#

send help

#

my brain is having a dopamine rush

willow plinth
#

sagatro

manic rune
#

a manual crasha??

paper zealot
hardy viper
#

i don't like this mod developer

#

oh that's

#

you

#

ok makes sense now

unborn bay
#

lmao

red flower
#

lol

hardy viper
#

I did not understand it was a development thing 😭

#

im sorry

hard needle
paper zealot
gilded blaze
#

DebugPlus' eval returns the error message as a string without causing any real crashes

#

I had to find a workaround for that

manic rune
#

wh

#

you wanted that to crash? 😭

brisk rose
#

it's for debugging

#

I presume, lol

gilded blaze
#

a side debugging

manic rune
#

i fear you

gilded blaze
#

lovely works differently on Mac, I'm just attempting to use the R key on the crash screen to restart the game as smods intended to

brisk rose
#

deadass had no idea

gilded blaze
#

this thing right here
I have to modify it accordingly

#

since I'm using lovely-integrated LuaJIT instead of running via a shell script

brisk rose
primal robin
brisk rose
tall wharf
#

would this benefit Steamodded

primal robin
#

wat

tall wharf
#

ability to set fonts for the text so you can have whatever language you want to alongside a way to define fonts to be used

brisk rose
#

lets people use any unicode character as long as they provide a font that includes it

tall wharf
shell timber
#

uh what

#

this is not correct

brisk rose
brisk rose
#

you got these off scalpers and haven't turned them in yet

tall wharf
quick kraken
#

How do I set a custom consumable type's shop rate?

brisk rose
quick kraken
#

Yeah I ended up finding it

#

thanks anyways

frigid blaze
#

Do you guys have balatro.exe archived?

brisk rose
#

why would you even ask that?

#

and wym archived?

brisk rose
#

am curious what you mean though

frosty dock
tall wharf
#

hello John steamodded

#

i hope you're doing alright

maiden phoenix
#

John Smodder 🫵

frigid blaze
maiden phoenix
brisk rose
#

I have one on my phone to look through

frigid blaze
brisk rose
#

I can link for misprint ofc

#

what dp you need to know?

frigid blaze
willow plinth
brisk rose
# frigid blaze I'd appreciate it.
                            local temp_Mult = pseudorandom('misprint', self.ability.extra.min, self.ability.extra.max)
                            return {
                                message = localize{type='variable',key='a_mult',vars={temp_Mult}},
                                mult_mod = temp_Mult
                            }```
#

this seems to be be pretty much all of it

#

no ot all of it

#

but idk where the other shit is

placid star
#

can G.FUNCS.draw_from_deck_to_hand() draw specific cards from deck?

dense crescent
#

it can draw specific card

brisk rose
#

not much different from smoddede code besides the eqivilant of the calculate functiion being in an entirely different fucking file from the defintion

frigid blaze
brisk rose
tall wharf
#

am i crazy

willow plinth
#

what do they mean with "throw in more DNA" is the better question 💀

tall wharf
#

💀

willow plinth
#

oh so dna is either racist, sexual or just harmless reference to the vanilla joker, perfect

frigid blaze
brisk rose
brisk rose
willow plinth
#

😭

tall wharf
#

pretty sure bro meant https://youtu.be/VJy8qZ77bpE

こんばんは
2020.08.05 mini ALBUM『朗らかな皮膚とて不服』でました:)
CD https://lnk.to/ZTMY_HHTH
Streaming/DL https://lnk.to/HHTH_DL
*For people who live outside of Japan, you can buy at CDJapan.

『眩しいDNAだけ』 Music Video
Lyrics & Music & Vocal : ACAね
Arrangement : ぬゆり
Illustration & Animation : sakiyama
...

▶ Play video
#

it has DNA in the title

#

i must be correct

unborn bay
#

zutomayo !?

tall wharf
unborn bay
#

not reallt

willow plinth
#

this just haunts me sry

manic rune
#

what does that even mean

willow plinth
manic rune
#

im scared

hard needle
#

🚃

#

oops wrong emoji

#

🤨

unborn bay
#

we should put 🚃 in balatro

manic rune
#

what if we add all emojis from discord to balala as jokers

unborn bay
#

i just think of the half life 2 train sound when i see that emoji

#

wake up and smell the ashes

#

loud af train horn

willow plinth
unborn bay
#

thanks gman

willow plinth
#

also there is no thomas the tank engine mod yet???

gilded blaze
#

ah yes

#

I love pressing R

manic rune
#

alice from black souls???

gilded blaze
#

yep

manic rune
#

im still traumatized after playing both games

faint yacht
#

How do I recursively add extra to a return table again?

red flower
#

depends on what you want to add

#

but just do extra { extra = { extra = {...

faint yacht
#

...can't exactly do such manually, need to do such according to a calculated amount.

red flower
#
for i = 1, amount do
  return_table.extra = effect
  return_table = return_table.extra
end
#

something like that

#

if the effects can also have an extra table i have another loop in my mod i can send for that

faint yacht
#

Nope, the effects don't have any extra.

red flower
#

then that should work

faint yacht
red flower
#

the table in the loop needs to be a temp one
like local return_table = result

#

result will only have the last extra table if not

primal robin
#

Why you need this in a first place?

faint yacht
#

Different Jokers to juice whilst giving the effect.

#

'tis correct?

red flower
#

looks correct to me

azure stone
#

I would like to have a joker do it. Making an ultrakill mod and I'm having that be part of Midas effect

frigid blaze
hard needle
faint yacht
#

-# lmao, Talisman overflowed.

#

Overflow happens in general, though.

red flower
azure stone
#

Would that also do chips or no?

red flower
#

yeah

azure stone
#

Okay, this would be in the joker file right?

#

Not localization

red flower
#

yes in calculate

azure stone
#

Thank you, very new to all this

faint yacht
burnt cairn
#

trying to make a joker that stops glass cards from breaking. ive got a function that should in theory do it but ive been told that glass cards have their own check? im not sure where this check is or what im meant to do with it

hard needle
burnt cairn
#

i dont care chinhands

#

im doing it again

hard needle
#

uh

#

yep

burnt cairn
lucid owl
#

just a concept for now

hard needle
hard needle
burnt cairn
#

highly doubt that nom

#

but regardless this isnt answering the question catweh

red flower
#

can you send me the code so i can check myself

hard needle
manic rune
#

im pretty sure all glass cards use :shatter or something to actually be destroyed

burnt cairn
#

SMODS.Enhancement:take_ownership('glass', { calculate = function(self, card, context) if not next(SMODS.find_card('j_grat_abyssjoker')) and context.destroy_card and context.cardarea == G.play and context.destroy_card == card and pseudorandom('glass') < G.GAME.probabilities.normal/card.ability.extra then return { remove = true } end end, })
and then a joker with 0 functionality

manic rune
#

so if you hook to that function, maybe it will prevent the glass cards from being destroyed?

lucid owl
burnt cairn
#

j_grat_abyssjoker is my joker that im trying to make disable glass nom

hard needle
#

😭

burnt cairn
#

its not working which is the whole point

lucid owl
#

oh LMAO

hard needle
#

lmao

lucid owl
#

hmm

hard needle
#

what if you hook shatter or smoething

#

like what bepis

#

said

manic rune
burnt cairn
#

bumping this cause im not sure what they were talking about

#

i assume thats what shatter is

manic rune
#

try

local hookTo = Card.shatter
function Card:shatter()
  if not next(SMODS.find_card("your joker key")) then
    local ret = hookTo(self)
    return ret
  end
end
#

maybe that will work?

hard needle
manic rune
#

i typed that on discord

#

:3

red flower
#

unless im really lucky it seems to work for me

#

the take_ownership

lucid owl
manic rune
#

you can just get 2 oa6 and try N'

#

😭

lucid owl
#

but also i think you could try just patching base functionality if all else fails

red flower
#

i think theyre just doing something wrong :3

manic rune
#

question, does context.card return the card thats being sold?

hard needle
#

i think the glass is shattering from all this pressure

red flower
burnt cairn
#

at the start of the main.lua file before any of the joker effects

manic rune
#

wha

red flower
manic rune
#

is the documentation lying to me or am i misunderstanding what those mean

#

😭

red flower
#

no it is the card being sold

hard needle
manic rune
#

why isnt it context.other_card for consistency though

red flower
#

im going to guess its a vanilla thing

manic rune
#

i was too used to context.other_card being the targeted card of contexts, so when i read that i immediately got confused

#

🥀

#

but thanks for tolerating my dumbness lol

red flower
#

anyway

burnt cairn
red flower
#

can i see the full code

manic rune
#

this might become a library mod, honestly

#

😭

red flower
burnt cairn
#

the jokers code is
`SMODS.Joker{
key = 'j_grat_abyssjoker',
loc_txt = {
name = 'Abyss Joker',
text = {
'The effect of {C:attention}Glass Cards{}',
'is reduced to {X:mult,C:white}X1.5{} Mult,',
'{C:attention}Glass Cards{} will {C:attention}never break{}'
},
},
atlas = "Jokers",
pos = {x = 4, y = 0},
rarity = 1,
cost = 4,
config = { extra = { }},
loc_vars = function(self, info_queue, card)
return {vars = {}}
end,

calculate = function (self, card, context)
    
end

}`

#

so not much

red flower
#

oh

#

then the key is wrong

manic rune
#

you only need "abyssjoker" in the key part

#

of your joker

burnt cairn
#

it was just abyssjoker before and that was also not working

red flower
#

your key right now is j_grat_j_grat_abyssjoker

burnt cairn
#

did a bit of messing around after you asked that because i wasnt sure

#

neither work nom

manic rune
#

can you try again with the proper key :3

red flower
burnt cairn
#

i did and it didnt work peaceline

#

i will again for redundancy

#

ok thats weird

#

i think the 4 wanted to shatter but cant?

red flower
#

funny

manic rune
#

the card might be him

red flower
#

that didnt happen to me tho

manic rune
#

[TITLE CARD]

red flower
# red flower anyway

it's not great practice probably but should I make each joker into it's own file or should they be in the same one?

burnt cairn
#

i dunno why i didnt do this sooner heres the whole mod file

daring fern
modern kindle
#

Hello best friends

manic rune
#

yeah you only need either the hook or that take_ownership stuff, not both

#

hi dilly

red flower
#

hi dilly

modern kindle
#

Hi bepis and n :D

#

And hi something :)

frigid blaze
#

Does anyone have the code for the DNA joker handy?

burnt cairn
#

ill try keeping the shatter hook and not the other function

compact linden
#

Hey I'm thinking about making my own mod that just changes the cards texture and I've never made a mod before so is there anything I need and is there a video I could watch to do this

faint yacht
# frigid blaze Does anyone have the code for the DNA joker handy?
if self.ability.name == 'DNA' and G.GAME.current_round.hands_played == 0 then
    if #context.full_hand == 1 then
        G.playing_card = (G.playing_card and G.playing_card + 1) or 1
        local _card = copy_card(context.full_hand[1], nil, nil, G.playing_card)
        _card:add_to_deck()
        G.deck.config.card_limit = G.deck.config.card_limit + 1
        table.insert(G.playing_cards, _card)
        G.hand:emplace(_card)
        _card.states.visible = nil

        G.E_MANAGER:add_event(Event({
            func = function()
                _card:start_materialize()
                return true
            end
        })) 
        return {
            message = localize('k_copied_ex'),
            colour = G.C.CHIPS,
            card = self,
            playing_cards_created = {true}
        }
    end
end
manic rune
#

ah nvm i was late

daring fern
burnt cairn
compact linden
manic rune
#

you can go with the take_ownership method then, sorry

burnt cairn
#

yeah i knew that much, thats what i was asking about in the first place

burnt cairn
#

bump

quartz ravine
#

ohhhh this shader is so inspiring to me. - https://glslsandbox.com/e#109628.0

Galaxy Edition card

If the background input color is white, apply a shifting galaxy cloud affect (so clever how they acheived that too, through recursion!)

If the color input is above say 40% saturation we will assume we want to preserve the input color and instead do the psuedo glittery affect

#

one weird thing is the input format of time seems pretty different from the game vs most walkthroughs for some reason I don't know

daring fern
# burnt cairn yeah i knew that much, thats what i was asking about in the first place

Try replacing the take ownership with this: ```lua
SMODS.Enhancement:take_ownership('m_glass', {
calculate = function(self, card, context)
if next(SMODS.find_card('j_grat_abyssjoker')) then
return nil
end
if context.destroy_card and context.cardarea == G.play and context.destroy_card == card and pseudorandom('glass') < G.GAME.probabilities.normal/card.ability.extra then
return { remove = true }
end
end,
},
true)

manic rune
#

oh thats gorgeous

lucid owl
#

i have a card modifier that makes played cards return to the deck. while the card modifier works perfectly, the effect of returning them to the deck results in strange ghost cards on the deck ingame. what's going wrong with this? i'm simply lovely patching G.FUNCS.draw_from_play_to_discard() and draw_card()

burnt cairn
red flower
#

Ok, what is your code now?

burnt cairn
red flower
#

Your problem is not the method because it works for me, it's probbably something else

burnt cairn
#

heres my version

manic rune
#

thats old

burnt cairn
#

the only mods ive ever had installed are this and debugplus 1.4.2 so i doubt its mod conflict

manic rune
#

update smods, the latest version is like 0502(?) or something

#

or 0503

#

idk

burnt cairn
#

nom ive only been modding balatro for like 2 weeks it cant be that old

#

but alr

manic rune
#

-# no trust me thats what i believed too

burnt cairn
#

awesome

#

updating just means redoing installation with a newer version right

manic rune
#

yeah

#

download using the big green button btw

#

not releases

red flower
#

your mod works fine for me

#

but i do use latest smods

burnt cairn
red flower
burnt cairn
#

ah cool

quartz ravine
lucid owl
burnt cairn
#

im not seeing a green button or a version 0502

quartz ravine
#

exactly!

lucid owl
#

hmm alright, i'll have to try that in a bit

manic rune