#💻・modding-dev

1 messages · Page 586 of 1

daring fern
#

It does if you have DebugPlus

long sun
#

how do i check if a specific stake has been applied?

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ah no wait nevermind, i've got it

stoic void
#

Joker #2

daring fern
stoic void
slim ferry
#

youre still missing an end

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also whats the point of the else that does nothing

floral marsh
#

how would I save some values for a specific run
I need to save those between runs, and rn I only found the way to reset them when doing a new run

#

(I need to do it manually cuz they have to be outside of any configs to work)

slim ferry
#

if you dont need them to save to the profile, just store them in a global table for your mod
otherwise, save the values in G.PROFILES[G.SETTINGS.profile] iirc

vale grove
#

why does the Xmult work but Xchips dont, does anyone know?

long sun
#

:3 it's working now

daring fern
vale grove
daring fern
#

Also it's card.ability.seal not self.config

vale grove
#

whats the difference between the two

daring fern
vale grove
#

wdym by saved?

daring fern
vale grove
#

ahh

#

ill keep that in mind for my next seal

#

for this one it works fine

gilded blaze
#

stuff in config are prototypes for card construction

#

while stuff in ability can be changed during a run

long sun
#

<@&1133519078540185692>

#

i've added 3 lines before my stake, changing what eternal, perishable and rental look like on consumables

#

wait

#

okay actually lemme try something before i ask for help

#

okay nevermind, that won't work — i've patched card.lua to add functionality to these

#

however, the game crashes as atlas is nil

#

i'm positive this isn't the stakes

long sun
#

ah

#

so this function is unused then?

#

this was in the dump

daring fern
long sun
#

alright

#

cheers

sterile lotus
#

How can I display dinamically a number that goes down in the description of a joker? I'm losing my head here quq. Something like Popcorn or Ice Cream, f.ex

sterile lotus
#

Yep, to the base one. Haven't used VanillaRemade one yet

#

Sorry-

safe dawn
#

how do i give my mod an icon?

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-# please

long sun
#

put this somewhere in your main script:

SMODS.Atlas {
  key = "modicon",
  path = "pathtoyouricon.png",
  px = 34,
  py = 34
}```
#

the rest is automatic

long sun
#

npnp ^U^

safe dawn
long sun
#

the lua file

safe dawn
#

k

#

thank

long sun
#

the json file is just for your mod metadata

#

np :D

#

@daring fern i'm getting the same error with this code

#

wait omg i might know the issue ;u;

#

hold on a mo

#

yeah i forgot to export my stickers 😭 sorry to bother

stoic void
#

Wait this is gaining 0.25 every hand

long sun
#

it's not checking if it's the first hand

#

you need to add the G.GAME.blahblahblah check to the second if statement too

#

the rest seems good i think

#

except maybe consider using ability values, instead of hardcoded ones

#

and also consider returning a message when it upgrades

stoic void
#

Ok so some how I managed to do every hand

#

I wanted when blind is selected#

long sun
#

context.setting_blind

stoic void
#

dont ask how I got those mixed up

stoic void
long sun
#

and you don't need the juice animation for that

stoic void
#

yeah I removed that now

#

I might make it every hand if it resets when it gets to X2.5

long sun
#

again?

#

<@&1133519078540185692>

stoic void
#

thx mods

broken rivet
#

is it possible to tell if a card is being rendered in the collection

long sun
#

you can check if it's in the G.your_collection cardarea i think

safe dawn
#

sorry for how much i'm bothering you

long sun
#

assets/1x for the 1:1 scale, and assets/2x for the double scale version

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no allg ^u^!

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i enjoy helping

daring fern
long sun
#

34x34px

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the same size as a tag

safe dawn
long sun
#

double that, so 68x68px

safe dawn
long sun
#

no, but its name needs to be in the atlas

#

i named mine PhantaIcon.png iirc

safe dawn
#

kkkk

#

thanks

long sun
#

npnp :D

#

lemme know how that goes

real crown
#

How can I make an enhancement appear on top? Currently the rank and the symbols on the card are above the enhancement layer:

daring fern
safe dawn
long sun
#

mostly, but the key must be modicon for it to work

#

the path is fine

hallow slate
#

How do I ensure that the game saves my custom G.GAME variables? Is there a function for it?

hallow slate
#

What about with savestates? I use DebugPlus and whenever I load a savestate it doesn't retain some of the custom values

static valley
#

How do I get a consumable to add cards to your deck and not to your hand?

floral marsh
#

is this function checked several times or only once at the beginning of the run?

frosty dock
pastel kernel
#

1 in 9 chance to gain xmult from scored 9s, how do i check for scored 9s?

daring fern
floral marsh
distant junco
#

how do i check what suit a card is? i dont mean compare it to a suit and return true i just want to output the suit of the card

broken cliff
floral marsh
#

ima just

#

merge them rq and see

#

nvm theyre not the same

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I am supposing these are the issues but I got no clue

broken cliff
#

or smth

pastel kernel
#
-- my code

calculate = function(self, card, context)
    if context.cardarea == G.play then
        if context.repetition then
            if context.other_card:is_face() then
            return {
                repetitions = #context.scoring_hand
            }
        end
        if context.individual and context.other_card:get_id() == 13 then
            card.ability.extra.xmult = card.ability.extra.xmult + card.ability.extra.xmultmod
                return {
                message = localize { type = 'variable', key = 'a_xmult', vars = { card.ability.extra.xmult } },
                colour = G.C.MULT,
                message_card = card
                }
            end
        end
    end
end
floral marsh
#

so they are not the issue

pastel kernel
#
-- What it is

loc_txt = {
        name = "Duke of Faces",
        text = { 
            "Retriggers {C:attention}scored face cards{} based on",
            "{C:attention}how many cards{} are in {C:attention}played hand{}",
            "Gain {X:mult,C:white}X#1#{} Mult anytime a {C:attention}King{} is scored",
            "{C:inactive}(Currently: {X:mult,C:white}X#2# {C:inactive} Mult)"
             }```
broken cliff
#

local ExampleTable = {}
table.insert(ExampleTable,ExampleTable)

#

thats an example of a cycle table(atleast in roblxo studio, im too dumb for balatre)

floral marsh
#

yeah

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so I need to find

#

who the hell is causing this

pastel kernel
#

help

broken cliff
#

maybe that is the issue

pastel kernel
#

it doesn't gain xmult when a king is scored

broken cliff
#

loc text doesnt update OR xmult oesnt work?

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or both.

pastel kernel
#

comments on the top explain it

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the loc_txt should be what the joker is

broken cliff
#

so xmult of text dosent updfate?

floral marsh
#

I find it weird that it only starts sending an error now tho

pastel kernel
broken cliff
floral marsh
#

this function used to work completely fine till I added the basedata table

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to save my stuff

broken cliff
#

the card itself?

floral marsh
#

going through all cards, if one is part of the table it is flipped back

pastel kernel
broken cliff
real crown
#

Is there a context for highlighting/selecting a card?

broken cliff
#

card == card and you overridden the cards flip func to be a self cycle

floral marsh
fluid lagoon
#

working on a DeckSkin mod, but am lost on all the stuff that is needed as stated on the github page

floral marsh
#

still detecting a cycle

broken cliff
#

@floral marsh

#

oh u sent an update

floral marsh
#

my main issue is that it was working completely fine before

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just started happening since I added baseData

red flower
#

cardflip is the original not the new one

broken cliff
#

ah

red flower
#

also can you send the full log

floral marsh
#

basedata holds these

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to be saved and resetted

broken cliff
#

did you insert anything into those tables

floral marsh
#

or add stuff to sub tables

broken cliff
#

hm

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could u print what could be in that card

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like print(card_to_flip)

floral marsh
#

either corresponds to highlighted cards for one consumable

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or to random cards held in hand for the other

red flower
#

ah yeah youre inserting cards into a saved table

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thats your problem

nova orchid
#

how would i retrigger cards that have a specific card type

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i mean like

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edition or enhancement

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the one that's on playing cards

red flower
#

which part are you stuck on, the retriggering or the checking?

nova orchid
#

but do the logic inside a joker

floral marsh
nova orchid
#

retriggering and checking

red flower
#

so it crashes when it saves

floral marsh
#

you cannot do that?

#

huh

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I need to find a workaround but

broken cliff
#

ah

floral marsh
#

how would I save the specific cards that need to always be debuffed/flipped

red flower
#

add a flag to them instead

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like card.ability.modprefix_flipped

broken cliff
floral marsh
#

like

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an entire idol-based deck

broken cliff
#

🧠

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ah i see

floral marsh
broken cliff
#

yeah N' approach will work for u

floral marsh
#

card.ability always saves no matter what right?

red flower
#

yes

#

also dont save cards there for the same reason lol

floral marsh
#

peak jimbo_spin

fluid lagoon
#

am finding myself lost with how things need to be for the DeckSkin stuff

broken cliff
#

why did u declare atlasses as locals...?

fluid lagoon
#

I was so lost and trying stuff

broken cliff
#

couldnt you js access them by their key

broken cliff
fluid lagoon
distant junco
#

nope

#

<@&1133519078540185692>

broken cliff
#

YOOO KAI CENAT IS GIVING AWAY MONEY!!! TOTALLY NOT A SCAM!!!!!

fluid lagoon
#

the error is that: [SMODS _ "src/game_object.lua"]:2422: Error Loading DeckSkin bolcustomcards_Akasha! Please define your palettes or use the old formatting

daring fern
distant junco
#

sweet! thanks!

real crown
#

Can you make a card unselectable? I tried with G.hand:remove_from_highlighted(card), but the card is selected for a frame, and if I use a mod that allows for drag selecting, it doesn't work on that one

broken cliff
floral marsh
#

aight thx xChips and N' it works perfectly fine now

broken cliff
#

and remove local from both declarations of the atlasses

broken cliff
#

ye i think that might work

fluid lagoon
#

same error, at this point the only thought I have is due to my image files only having the stuff for the Jack Queen and King and no other cards

real crown
broken cliff
#

its palettes

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not paletts

fluid lagoon
#

yeah that sounds like a problem that would cause it XD

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yay new error

broken cliff
#

alr what is it

fluid lagoon
#

crashed with this: engine/sprite.lua:11: attempt to index field 'atlas" [a nul value]

broken cliff
#

is the path correct

fluid lagoon
#

looks like the file name in the path is correct

broken cliff
#

obvious question, dose it contain 1x and 2x?

vale grove
#

when i run this i get this error anyone know why?

fluid lagoon
daring fern
vale grove
real crown
#

How do I add tooltip for my enhancement? E.g.: how the Tower tarot explains what a Stone card is despite it not being a Stone card

broken cliff
vale grove
#

holdon

daring fern
fluid lagoon
real crown
broken cliff
#

are there any other atlasses?

fluid lagoon
#

those are the only ones right now in the code, am wanting to get the first one working before trying to do the others

broken cliff
#

thats missinmg in the palettes atlas

fluid lagoon
#

oh yeah, forgot about that

vale grove
vale grove
#

can you do that in seals?

broken cliff
#

in a calculate function yes

vale grove
fluid lagoon
#

well this time I didn't crash, but got an interesting situation

daring fern
#

Also an event is not a return

#

stoic void
alpine tulip
#

for context.retrigger_joker_check, is there a context I can use to check if all retrigger effects are done? im currently using context.after but that only works for scoring whereas i want to know if there is something for after all retriggers have occurred in general

long sun
#

i'm having two issues with my sticker:

  • when blind is selected, the Joker stops being debuffed (assuming i need to hook or patch :set_debuff)
  • at the end of its first round, a Sleepy Joker will wake up, even though it should still be asleep
#

also my code's a bit messy

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help? ;u;

nova orchid
#

how do i do this

daring fern
long sun
#

-# oh whoops

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okay i've fixed 1 and 2

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what does 3 apply to?

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is this for the sticker's calculate?

daring fern
long sun
#

right

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but this function is running

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wait no i

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okay yeah i see what u mean ;u;

#

where should i put it?

daring fern
long sun
#

Debuffed until after 2 rounds

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so it's debuffed when obtained, and stops being debuffed after 2 rounds

nova orchid
frosty rampart
# long sun where should i put it?

I'd probably iterate over all the jokers in the global mod calculate, check if they have the sticker, and if they do, tick down the counter/undebufd them

long sun
#

that sounds expensive ;u;

#

but, okie

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ah i don't have a global calculate yet, what is it called?

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is it just SMODS.current_mod:calculate?

frosty rampart
#

you can also check the blockbuster counters API, it has a very similar mechanic with one of its counters and I think it hooks/patches some calculate stuff to let it calculate even when the card is debuffed

frosty rampart
long sun
#

grand :D thanks

vale grove
#

why does this happen?

daring fern
nova orchid
frosty rampart
frosty rampart
nova orchid
frosty rampart
long sun
#

it's working perfectly now :D thanks u guys!

nova orchid
#

my game is crashing when i open the consumable stuff in the colletion, or the additions menu for my mod, i think that one of these are causing it

red flower
#

<@&1133519078540185692>

vale grove
#

when i play a hand with 2 discord seals i want it to trigger the sound twice but currently it only plays on the first seal

vale grove
#

it has alot more issues but im tackling them one at a time

daring fern
nova orchid
#

my game is crashing when i open the consumable stuff in the colletion, or the additions menu for my mod, i think that one of these are causing it, can anybody help me?

vale grove
#

when i was writing this i was thinking i first want this to be functional lol

#

and it almost is aside from a couple things

#

i think 2 issues i have are related tho,
bcs if i play 5 cards it says 5 messages on every card instead of ramping up, and another is that it doesnt work with retrigger ( ex if ii have hanging chad on a flush with all discord seals it stays at 5 instead of going to 7)
but i feel like these two issues are linked

nova orchid
#

help

daring fern
vale grove
frosty rampart
daring fern
vale grove
daring fern
vale grove
daring fern
vale grove
#

alr ill tst it in like 10 minutes i gotta do smht

nova orchid
#

it's crashing help (vanillaremade isn't helping)

#

help pls

long sun
#

is there a context for either cashing out or for entering the shop?

daring fern
long sun
#

cheers ^u^

nova orchid
#

they help them, but not me, great

long sun
#

hey don't get impatient

long sun
#

i have a terrible long-term memory ;u;

#

waa

nova orchid
#

help me please

long sun
#

i don't see the issue so i can't

modern kindle
nova orchid
frosty rampart
#

show the code for your red enhancement

nova orchid
frosty rampart
#

and are you sure that your mod's prefix is "otm"?

nova orchid
daring fern
#

How does one add badges to an info_queue?

frosty rampart
# nova orchid

ok, then are you sure that the enhancement code is actually being loaded? (check in the collection)

red flower
modern kindle
#

hi N

red flower
#

hii dilly

modern kindle
#

ive missed you

nova orchid
red flower
frosty rampart
nova orchid
#

:(

modern kindle
#

i still think its the set no?
i didnt see them post a consumabletype

frosty rampart
#

I mean they said it spawns fine, it only crashes when they use it

nova orchid
#

yea

modern kindle
#

oh i didnt see that in the messages they sent

#

just saw when they open the consumable in collections

real crown
#

Does

    return false
end```
work for enchantments too to prevent them from showing up in Standard Packs?
real crown
#

Thank you!

vale grove
vale grove
#

cant get much more specific than that

vale grove
distant junco
#

how do include variables in messages?

daring fern
vale grove
#

and

daring fern
vale grove
#

this is the code

daring fern
vale grove
#

(ik u told me the solution with the discord counter in the message but thats beyond my current scope ill learn that later)

distant junco
#

should be your check (got there in the end)

reef karma
#

pls help I don't know how to code, and I'm trying to import custom deck skins😭 mr_bones

vale grove
vale grove
distant junco
#

oh my god why is it on the right

distant junco
frosty dock
#

you need a proper context check there

#

and get_seal isn't how you're supposed to check the seal of a card

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it's just card.seal == 'key'

reef karma
#

what is VS code?

vale grove
nova orchid
vale grove
#

its a editor for writing code in alot of langauges

#

and its free

nova orchid
daring fern
#

It's the same but better.

reef karma
#

and what am I supposed to do there? thanks

frosty dock
daring fern
reef karma
distant junco
#

i thought it would be that

vale grove
distant junco
#

fair enough

frosty dock
#

is that what it's doing?

reef karma
#

Is there something like a default all-inclusive VIP code I can drop in there and not have to do any editing?

daring fern
frosty dock
#

what does it return

#

does it return a table or does it return a string

floral marsh
#

ah shucks enable_pinned_in_shops is not a modifier

#

how do I

daring fern
reef karma
floral marsh
#

welp maybe just the calculate function and when anything is a joker and is created I apply pinned with a 30% chance

frosty dock
#

k nevermind I think I got confused with get_edition

frosty dock
frosty dock
#

you just need to check for those first

reef karma
#

like maybe a pre-written code?

vale grove
floral marsh
frosty dock
#

you're trying to set up a counter

vale grove
#

yes

frosty dock
#

you need to save the value of that somewhere in the card, not in a local variable

#

otherwise it just gets overwritten on each calculation

#

then you just increment and do whatever else in your main_scoring context with your ability value

vale grove
#

bcs what i want to do is

#

when it plays card 1 i want it to say message 1

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when i play card 2 i want it to say message 2

#

etc

wild berry
#

yeah so how can i edit out this piece of code from the lovely dump

vale grove
#

or i should say play i plya a new seal bcs i do want it to work with retriggers

wild berry
#

because i need to do something with the boss blinds and how they behave

frosty dock
reef karma
frosty dock
#

the next card being scored is a new call of the function

#

so the old value will be out of scope

wild berry
red flower
#

not what i said lmao

frosty dock
#

you still save it on the card, just reset it after the hand has been played

red flower
distant junco
vale grove
vale grove
#

ive only been modding balala for a couple days and this is the first time im checking for something like this

frosty dock
#

have some key in your joker config just set to 0

vale grove
#

actually wait thats not true i have something like this but for kings

frosty dock
#

then for each main scoring step you process, increment card.ability.whatever by 1

#

then in context.after or something, set it back to 0

reef karma
vale grove
#

this is a seal

frosty dock
#

doesn't matter

#

wait actually it does

vale grove
#

one thimg in confused on

#

i have this joker that works with a king count instead of a seal count

#

how is it so different for a seal?

frosty dock
#

I think the confusion comes from the other_card

#

the seal calculates on itself when you do main_scoring

#

not on other cards

reef karma
#

sorry for the bother

frosty dock
#

you don't need to check if the card has the seal, the seal it calculating solely because it does

nova orchid
frosty dock
#

then to get the trigger count, you'd want to save a variable in G.GAME instead of on the card

frosty dock
#
if context.main_scoring and context.cardarea == G.play then
  G.GAME.YA_discordnotif = (G.GAME.YA_discordnotif or 0) + 1
  -- do whatever you need to with that counter
end
if context.after then
  G.GAME.YA_discordnotif = 0
end
frosty dock
#

I do have to go for now, but if no one else has helped you by then I can have a look later

vale grove
#

joker cards?

wild berry
#

im trying to make several hooks to prevent that boss blinds that are placed anywhere else than their regular position reset the current blinds

#

what do i need to patch to be able to prevent that

frosty dock
vale grove
#

the wording seems a little confusing tho bcs i can name like 5 different types of things in balatro that are named cards

vale grove
reef karma
reef karma
vale grove
reef karma
#

starting and ending with deck skins. i dont really want/can add anything else

vale grove
#

wdym by can?

#

and another thingy is it only skins

#

or a full on deck with an effect

reef karma
#

yea its just skins with no effect

reef karma
vale grove
#

if thats the issue

long sun
#

how do i get the number of rerolls done in a shop?

#

(G.GAME.round_scores.times_rerolled.amt is different)

vale grove
#

i didnt know anything about lua or balatro modding before firday of last week

reef karma
vale grove
#

and now i added 11 jokers with unique effect 2 seals and 1 tarot

long sun
#

if there's no pre-existing thing for that, that's okay, i'll add my own

wild berry
#

im trying to make a patch that prevents blinds set as not boss to not increase antes and reroll blinds, but it is rerolling blinds for whatever reason

vale grove
reef karma
vale grove
reef karma
vale grove
#

i plan on porting it later for everyone after removing my friends faces from the jokers haha

reef karma
vale grove
#

i just really like this game

#

and some of them do too

reef karma
vale grove
#

so its more of a something i just want to do for all of us to enjoy

reef karma
#

i wish you well

wild berry
#

but yeah i can do some

#

im bored asf

vale grove
reef karma
wild berry
#

dms

reef karma
fair osprey
#

Anyone aware of a 'rank wildcard' effect in any mods? ie, have a card that counts as all ranks?

#

I'm trying to do it, but the only way I see is by using a psychotic amount of regex patches

#

on card:get_id()

daring fern
hidden notch
#

I learned the Hard way that SMODS.is_eternal also checks the eternal_compat in card.config.center...
So when I forced a Joker Eternal for a Challenge, it just got destroyed by another joker immediately..... Why the heck does the config matter for the SMODS-Eternal-Check!? lewxen_cry

daring fern
wild berry
#

already done but unchanged

#

what do i need to change

#

the print was for testing

daring fern
wild berry
red flower
#

but the logic can probably be different

wild berry
daring fern
wild berry
#

i think i got the issue

#

i tweaked this in the end round code

#

its a override

#

whatd i do wrong

#

ok nvm i got it working now

#

i didnt add key to the round_resets.blind

lavish elm
#

hey so how do I make the normal quips not appear

SMODS.JimboQuip({
    key = 'evil_quip1',
    type = 'loss',
    filter = function(self, type)
        if next(SMODS.find_card('j_xmpl_evil_joker')) then
            return true, {weight = 10}
        end
    end,
    extra = {center = "j_xmpl_evil_joker"}
})

SMODS.JimboQuip({
    key = 'evil_quip2',
    type = 'loss',
    filter = function(self, type)
        if next(SMODS.find_card('j_xmpl_evil_joker')) then
            return true, {weight = 10}
        end
    end,
    extra = {center = "j_xmpl_evil_joker"}
})

SMODS.JimboQuip({
    key = 'evil_quip3',
    type = 'loss',
    filter = function(self, type)
        if next(SMODS.find_card('j_xmpl_evil_joker')) then
            return true, {weight = 10}
        end
    end,
    extra = {center = "j_xmpl_evil_joker"}
})
lavish elm
#

return {vars = {colours = {HEX("#DCDCDC")}}}
why does this crash?

red flower
#

remove the #

lavish elm
#

ok thx

mystic river
#

i can never remember whether hex takes the hash or not
i should just hook it to check if there's a hash and delete it

feral tree
#

is there a context for when the chips are calculated and added to the score and before you can play the next hand? wanna make a boss blind that subtracts a certain amount from your score everytime

mystic river
#

not precisely, but context.final_scoring_step should serve this purpose

unkempt bronze
#

How do I duplicate cards?

#

More accurately, how do I make a joker that duplicates cards like DNA?

prisma cape
#

Hey everyone, figured this would be a good place to ask this question. I have an Emperor > Fool > Judgement loop using Perkeo, and I'm wondering if there's a way to automate the process of collecting all 150 Jokers as negatives because I'm not doing that manually

#

I doubt it could be done easily with a mod but a record/run tool (similar to selenium IDE) might work, just wondering if anyone has experience with something like this and can point me in the right direction? Or an otherwise easier method to do it.

#

I'm assuming some function has to know which card you're hovering over to display the relevant description, so if there's a way to export that data and use it in a record/run tool then I could check what tarot card is selected, whether or not the joker created is negative, and whether that joker is Showman to almost create a flowchart the macro could follow

cedar pendant
#

Im using jokerforge how would ij code a joker to make it everytime a joker that gives mult is triggered it gains +0.05x

wild berry
#

is there any documentation for SMODS.Font?

wild berry
#

oh

#

ty

red flower
faint yacht
red flower
#

what's the crash

wild berry
red flower
#

remove the fonts/

faint yacht
#
game.lua:3716: attempt to index local 'extra' (a nil value)
Stack Traceback
===============
(1) Lua local 'handler' at file 'main.lua:612'
    Local variables:
     msg = string: "game.lua:3716: attempt to index local 'extra' (a nil value)"
     (*temporary) = Lua function '?' (defined at line 31 of chunk [SMODS _ "src/logging.lua"])
     (*temporary) = string: "A problem has been detected and Balatro has been stopped\
"
(2) LÖVE metamethod at file 'boot.lua:352'
    Local variables:
     errhand = Lua function '?' (defined at line 598 of chunk main.lua)
     handler = Lua function '?' (defined at line 598 of chunk main.lua)
(3) Lua field 'func' at file 'game.lua:3716'
    Local variables:
     quip = nil
     extra = nil
     (*temporary) = number: 0
     (*temporary) = number: 0
     (*temporary) = number: 0.887666
     (*temporary) = number: 0
     (*temporary) = C function: builtin#6
     (*temporary) = table: 0x24c61e30  {}
     (*temporary) = number: 0
     (*temporary) = string: "attempt to index local 'extra' (a nil value)"

My guess is that, somehow, no quips are passed through?

red flower
#

no i think your return is wrong but im not sure

#

let me check the code

wild berry
red flower
wild berry
#

it doesnt get applied correctly though

#

it remains the regular font

wild berry
slim ferry
#

in the formatting

wild berry
#

right

#

like this?

slim ferry
#

should work yea

faint yacht
#

All I wanted to do is restrict the deck to have just the specific quips if a config option is enabled.

#
filter = function(self, type)
    if type == 'win' and togabalatro.config.SpecialDeckMusic then
        return true, { weight = 69420 }
    end
end

fwiw on the quip definition itself.

wild berry
#

how can i reduce blind payout through a deck

crimson tapir
#

im following the artmuncher consumable tutorial and im getting this error

faint yacht
static valley
#

how do I add the values of 1 card into another card?
-# doing my own take of reverse tarot cards for my mod, and reverse death will merge the left and right card together

wild berry
#

search death

#

oh wait

#

i got it wrong

#

i think you can just get their ids

#

and merge them

crimson tapir
#

No they want to add the value to one card kinda like hitch hiker and destroy the other

static valley
#

yea basically

wild berry
#

so

crimson tapir
#

Search hitch hiker in that link and make the amount it adds a var that = the cards rank

dapper sun
#

how do i add behaviour to another mod's joker without overriding existing behaviour

wild berry
#

for the rank

wild berry
#

and do a math.max check to cap it at the highest value (ace)

#

which is 14

crimson tapir
#

And use the code from hangman to destroy the other

frosty rampart
wild berry
#

then do a for loop in SMODS.Ranks to check the respective ids of each rank

dapper sun
#

i'd rather not have to copy all the old behaviour

wild berry
#

and if the id matches

#

change the rank

dapper sun
#

that's why i said without overriding old behaviour

wild berry
#

show the code

static valley
#

my idea was also to carry the values like chips, seal, edition, stuff like that, over to the thing as well

frosty rampart
static valley
#

yea I know that part

#

mainly stuff like leftover values (like extra chips gained from hiker upgrades for example)

wild berry
#

if card.ability and card.ability.perma_bonus then

static valley
#

ahh ok

wild berry
#

card.ability.perma_bonus is the added chips

wild berry
slim ferry
#

same for like every perma bonus

wild berry
#

is it possible to change this

crimson tapir
red flower
#

did you make a junk set

wild berry
#

heres an example
SMODS.ObjectType({
key = "junk",
default = "j_gros_michel",
cards = {},
inject = function(self)
SMODS.ObjectType.inject(self)
end,
})

crimson tapir
wild berry
#

still, you need to put it in a pool

#

or set

red flower
wild berry
red flower
#

the answer to is it possible is yes

#

the answer to how depends on what you want to do

crimson tapir
wild berry
red flower
wild berry
wild berry
crimson tapir
crimson tapir
wild berry
#

capitalize the first letter in the set of your junk card

#

and it should work

reef karma
#

is there someone online who knows how to program custom deck skins?

wild berry
#

yes

red flower
# wild berry to something else i want

if im asking is because i need you to not be vague lmao
you dont need to tell me the exact text but is it dynamic? is it fixed? does an object add it or just your mod?

wild berry
#

because its supposed to change the text to an updated dollar payout

crimson tapir
red flower
wild berry
#

that only changes the one on the side

red flower
#

you need the reward text too?

wild berry
#

just the one on the blind selection

red flower
#

?

wild berry
red flower
#

ahh

#

you need to patch create_UIBox_blind_choice (or modify the uibox it returns)

wild berry
#

kkty

#

wheres the reward

static valley
#

how to i get a card's ability? (like if its a bonus card or a lucky card, etc)

wild berry
#

card.config.center_key

#

if its for example stone the key will be "m_stone"

next timber
#

why is the take_ownership not setting the atlas correctly? (rooms are blinds, this is small blind)

#

its specifically for the take_ownerships, the atlas works fine for new custom blinds

red flower
static valley
#

so I got this error: [SMODS _ "src/overrides.lua"]:1834: Tried to apply more than one edition.

                func = function()
                    if G.hand.highlighted[i] ~= rightmost then
                        rightmost.ability.perma_bonus = (rightmost.ability.perma_bonus or 0) +
                            G.hand.highlighted[i]:get_chip_bonus()
                        -- applying edition
                        if G.hand.highlighted[i]:get_edition() and not rightmost:get_edition() then
                            rightmost:set_edition(G.hand.highlighted[i]:get_edition(), true)
                        end
                        -- applying the seal
                        if G.hand.highlighted[i]:get_seal() and not rightmost:get_seal() then
                            rightmost:set_seal(G.hand.highlighted[i]:get_seal(), true, true)
                        end
                        -- applying the bonus stuff
                        if G.hand.highlighted[i].config.center_key and not rightmost.config.center_key then
                            rightmost.config.center_key = G.hand.highlighted[i].config.center_key
                        end
                        -- destroying the card
                        SMODS.destroy_cards(G.hand.highlighted[i])
                    end
                    return true
                end

what did I do wrong?

vale grove
#

i know this is super simple but how do i get the spectral text colour in text?

vale grove
solid mesa
#

or you mean the HEX?

vale grove
#

oh nvm i got it to work on my own

#

it was just {C:spextral} {}

static valley
vale grove
#

thought it was more difficult judging by the text styling github

next timber
red flower
static valley
# static valley so I got this error: ``[SMODS _ "src/overrides.lua"]:1834: Tried to apply more t...

got it to stop crashing, but now it won't carry over the enhancement

                func = function()
                    if G.hand.highlighted[i] ~= rightmost then
                        -- applying the chips
                        rightmost.ability.perma_bonus = (rightmost.ability.perma_bonus or 0) +
                            G.hand.highlighted[i]:get_chip_bonus()
                        -- applying edition
                        if G.hand.highlighted[i].edition and not rightmost.edition then
                            rightmost:set_edition(G.hand.highlighted[i].edition)
                        end
                        -- applying seal
                        if G.hand.highlighted[i]:get_seal() and not rightmost:get_seal() then
                            rightmost:set_seal(G.hand.highlighted[i]:get_seal(), true, true)
                        end
                        -- applying enhancement
                        if G.hand.highlighted[i].enhancement and not rightmost.enhancement then
                            rightmost:set_ability(G.P_CENTERS[G.hand.highlighted[i].enhancement])
                        end
                        -- destroying the card
                        SMODS.destroy_cards(G.hand.highlighted[i])
                    end
                    return true
                end
faint yacht
#

You need the .key of the enhancement.

static valley
glass crown
#
        for i = 1, #G.raindropout.x do
            if voices_of_the_deck.raindrop == nil then voices_of_the_deck.raindrop = loadThatFuckingImage("raindrop.png") end

            love.graphics.setColor(255, 255, 255, 1)
            love.graphics.draw(voices_of_the_deck.raindrop, G.raindropout.x[i], G.raindropout.y[i], 0, 1, _xscale, _yscale, 30*_xscale, 180*_yscale)

            G.raindropout.x[i] = G.raindropout.x[i] - G.raindropout.xvel
            G.raindropout.y[i] = G.raindropout.y[i] + G.raindropout.yvel

            if G.raindropout.y[i] >= love.graphics.getHeight() then
                G.raindropout.y[i] = 500
                G.raindropout.x[i] = math.random(1, love.graphics.getWidth())
            end
        end
    end```
ik this is more of a love question than a balatro question, but im trying to draw a graphic on screen normally and for some reason it seems to clone itself horizontally and is also showing only like a thin 1 layer pixel slice of the image???? can anyone point me in the right direction to fixing this?
faint yacht
next timber
static valley
faint yacht
#

rightmost:set_ability(G.hand.highlighted[i].config.center.key)

red flower
next timber
#

if it is that's a recent change

#

and if thats the case then. thats stupid

#

this used to work

static valley
#

got it to work!

#

thanks

next timber
#

so now how do i. do that

crimson tapir
#

im getting this error when i use debug plus to unlock the consumable i made even though i already gave it a sprite

austere ravine
#

is there an easy way to create a file using lovely+steammodded

crimson tapir
austere ravine
#

just a text file

viscid talon
#

how do i make a joker destroy all cards used in the first hand of a round?

#

that option wasnt on jokerforge 😔

crimson tapir
# austere ravine yeah

not sure but you could check out the code of the cryptid mod i know it creates a new save folder with the m1 m2 and m3 saves

austere ravine
viscid talon
#

yes

#

evil joker

#

i only realised this like rn

crimson tapir
viscid talon
#

oke

austere ravine
unkempt bronze
crimson tapir
wind steppe
#

does anyone know how one would save a card in G.GAME without it being replaced

viscid talon
#

so it does work but for some reason it applies x3 to EACH CARD LMAOOOO 😭

#

ill fix it tmrw im too eepy

glass crown
#

how can you check what the ante number is?

nova orchid
#

why is the PNG not decoding right (the files are fine, i checked)

#

wait are the numbers backward

#

no they're fine

#

why is it not decoding??

unkempt bronze
#

{
"id": "276327632763",
"name": "Balatro_My_Way",
"author": "Jimbo Joshua Jokkeman",
"description": "The kind of Balatro I wanted to make for... a couple of months but never did",
"prefix": "xiferp",
"main_file": "Challengecode.lua",
"priority": 0,
"badge_colour": "666666",
"badge_text_colour": "FFFFFF",
"display_name": "Balatro_My_Way",
"version": "1.0.0",
"dependencies": [
"Steamodded (>=1.*)",
"Lovely (>=0.6)",
"Balatro (==1.0.1m)"
],
"conflicts": [
],
"provides": [
]

}

#

My current json file for my mod, what am I doing wrong?

nova orchid
#

i think dependencies might be spelled wrong

unkempt bronze
#

How do I spell it right?

nova orchid
#

here's one of mine that works

{
    "id": "oliverteaganmod",
    "name": "Oliver Teagan Mod",
    "author": ["Oliver", "Teagan (kinda)"],
    "description": "OLIVER TEAGAN MOD!!",
    "prefix": "otm",
    "main_file": "main.lua",
    "priority": -25,
    "badge_colour": "6BFFB5",
    "badge_text_colour": "000000",
    "display_name": "Oliver Teagan Mod",
    "version": "1.0.0",
    "dependancies": [
        "Steamodded (>=1.*)",
        "Lovely (>=0.6)"
    ]
}
faint yacht
#

-# ...why are you targeting an older Balatro version?

unkempt bronze
#

...OHHHH

unkempt bronze
faint yacht
#

dependencies is also spelled right.

unkempt bronze
#

I actually copied it directly

austere ravine
#

is this right? local ok, mod = pcall(function() return assert(SMODS.load_file("modules/e/blon.lua")) end)

unkempt bronze
#

...I don't think I have that in the file

#

-# look, it's my first time

faint yacht
unkempt bronze
#

Where?

faint yacht
#

-# I specifically replied to someone else's message for their issue.

wind steppe
#

how would i save a card in G.GAME without it being replaced by "MANUAL_REPLACE" upon reloading?

faint yacht
#

But for you, just

"dependencies": ["Steamodded (>=1.*)"],

should be enough... though you should target stable releases.

"dependencies": ["Steamodded (>=1.0.0~BETA-0827c)"],
faint yacht
#

Ye.

unkempt bronze
#

Could also be I'm trying to add in just one challenge that could be improper....

crimson tapir
#

does anyone know why my booster is wide. is it a problem with the atlas lua SMODS.Atlas{ key = 'Junk1', path = 'JunkPack.png', px = 57, py = 93 }

wind steppe
#

yes

#

shouldnt be px = 57

#

boosters are the same size as jokers they just have a lot of empty space

unkempt bronze
#

I think I have something off...

crimson tapir
faint yacht
#

What does the main script look like?

crimson tapir
#

Nvm

unkempt bronze
# faint yacht What does the main script look like?
    key = 'laundry_day_1',
    rules = {
        custom = {
            { id = 'laundry_day' },
        }
    },
    jokers = {
        { id = 'j_DNA' },
    },
    restrictions = {
        banned_cards = {
            {...27 jokers...},
            { id = 'c_star' },
            { id = 'c_moon' },
            { id = 'c_sun' },
            { id = 'c_world' },
            { id = 'c_sigil' },
            { id = 'c_incantation' },
            { id = 'c_grim' },
            { id = 'c_familiar' },
            { id = 'v_magic_trick' },
            { id = 'v_illusion' },
            { id = 'p_standard_normal_1', ids = {
                'p_standard_normal_1', 'p_standard_normal_2',
                'p_standard_normal_3', 'p_standard_normal_4',
                'p_standard_jumbo_1', 'p_standard_jumbo_2',
                'p_standard_mega_1', 'p_standard_mega_2' } },
 
      banned_other = {
            { id = 'bl_club', type = 'blind' },
            { id = 'bl_goad', type = 'blind' },
            { id = 'bl_window', type = 'blind' },
            { id = 'bl_head', type = 'blind' },
            
    deck = {
        type = 'Challenge Deck',
        cards = {
            { s = 'H', r = 'A' }, 
            { s = 'H', r = 'K' },
            { s = 'H', r = 'Q' },
            { s = 'H', r = 'J' },
            { s = 'H', r = 'T' },
            { s = 'H', r = '9' },
            { s = 'H', r = '8' },
            { s = 'H', r = '7' },
            { s = 'H', r = '6' },
            { s = 'H', r = '5' },
            { s = 'H', r = '4' },
            { s = 'H', r = '3' },
            { s = 'H', r = '2' },
         }
    },
}```
crimson tapir
unkempt bronze
#

like so

crimson tapir
#

i fixed the px and py values and low its not wide just misprint

wind steppe
#

how would i save a card in G.GAME without it being replaced by "MANUAL_REPLACE" upon reloading?

unkempt bronze
#

Wait, I'm not seeing any badges for anything show up at all...

unkempt bronze
#

I don't think anyone's here atm, @crimson tapir

nova orchid
#

do my blinds need to be in a different spritesheet from my jokers and such?

nova orchid
#

wait nvm

#

32x32

crimson tapir
#

I just use separate images for each sprite

static valley
#

how do I find a joker's rarity?

crimson tapir
static valley
#

an already existing one

crimson tapir
#

you look in the collection

static valley
#

as I am making a thing that rerolls a joker into one of the same or higher rarity

#

(not legendary, unless the joker before being rerolled was legendary to begin with)

crimson tapir
#

oh lol

crimson tapir
crimson tapir
crimson tapir
nova orchid
#

why doesn't this work?

#

hello?

winter flower
nova orchid
winter flower
#

ah

red flower
#

blinds need to have an animated atlas

nova orchid
#

???

red flower
#

also the px and py should be the size of one sprite

winter flower
#

blinds have to use
atlas_table = 'ANIMATION_ATLAS'

nova orchid
#

i have no idea how to make animated atlases

#

and px and py is the size of one sprite, it's just really big :P

winter flower
#

why would you want a 456x456 blind sprite

red flower
winter flower
#

im pretty sure it'll only show the corner of it

#

or just nothing due to the sheer size

nova orchid
#

i'll test it

red flower
#

also it needs a frames field too iirc

nova orchid
#

where do i put atlas_table = "ANIMATION_ATLAS"?

winter flower
#

h.
here's an example

nova orchid
#

and are the frames going in X or Y

winter flower
nova orchid
#

it works properly

red flower
unkempt bronze
#

Is something wrong? I try to load it, but it won't work. (Context: this mod is just this challenge to test)

red flower
#

is it not appearing in the game or is it crashing or

unkempt bronze
#

not appearing

red flower
#

is the mod appearing

unkempt bronze
#

I load up the game, go over to the challenge tab, and nothing. No bonus 21st challenge named "Laundry Day". nothing

unkempt bronze
red flower
#

then its not a problem with that code

#

its a problem with the json probably

unkempt bronze
#

Should I post the json?

red flower
#

please

unkempt bronze
#
    "id": "276327632763", 
    "name": "Balatro_My_Way",
    "author": "Jimbo Joshua Jokkeman",
    "description": "The kind of Balatro I wanted to make for... a couple of months but never did", 
    "prefix": "xiferp",
    "main_file": "Challengecode.lua",
    "priority": 0, 
    "badge_colour": "666666",
    "badge_text_colour": "FFFFFF", 
    "display_name": "Balatro_My_Way",
    "version": "1.0.0", 
    "dependencies": [
        "Steamodded (>=1.0.0~BETA-0827c)"
    ], 
    "conflicts": [
    ],
    "provides": [
    ]
}```
#

Anything I'm missing?

red flower
#

author is an array im pretty sure

unkempt bronze
#

[so, like this?]

red flower
#

yes

unkempt bronze
#

it says that's an error

#

forgot the quote marks

#

Okay, gonna test it

#

Still don't see it...

red flower
#

is the mod in the mod menu at all

unkempt bronze
#

Where's the mod menu?

red flower
#

in the main menu theres a button that says mods

unkempt bronze
#

I don't see it

red flower
#

😭

unkempt bronze
red flower
#

install smods please

#

you cant use smods without having it installed

unkempt bronze
red flower
#

does a console open with the game

unkempt bronze
#

Yeah

red flower
#

then you probably installed smods wrong

unkempt bronze
#

what's wrong here?

red flower
#

all of that should be inside a folder

#

except your mod

#

which should be at the same level as smods

unkempt bronze
#

Oooohh!

#

Okay, testing now

#

Now, where's the mod menu?

red flower
unkempt bronze
#

I am missing something REAL bad...

mild bronze
#

Do you have lovely installed?

unkempt bronze
#

It looks like that's a no, even though I know I downloaded it earlier...

#

Now it kinda works...

#

Give me a minute, I might have broke something

mild bronze
#

You need version.dll in your balatro, not modded folder but with your balatro

unkempt bronze
#

I got that, the Lovely works, but the mods aren't

#

the version.dll is there.

mild bronze
#

Hmm

#

You got steammodded?

unkempt bronze
#

I have it downloaded, and close to set-up right I think...

#

mods folder

versed swan
#

@red flower Does the Gros Michel/Cavendish extinction in VanillaRemade play the same animation as their vanilla counterparts?

mild bronze
unkempt bronze
mild bronze
winter flower
unkempt bronze
winter flower
#

you have everything needed in the json also right

mild bronze
#

I am confused

unkempt bronze
mild bronze
#

To see if its your mod or something else

unkempt bronze
# winter flower you have everything needed in the json also right
    "id": "276327632763", 
    "name": "Balatro_My_Way",
    "author": "Jimbo Joshua Jokkeman",
    "description": "The kind of Balatro I wanted to make for... a couple of months but never did", 
    "prefix": "xiferp",
    "main_file": "Challengecode.lua",
    "priority": 0, 
    "badge_colour": "666666",
    "badge_text_colour": "FFFFFF", 
    "display_name": "Balatro_My_Way",
    "version": "1.0.0", 
    "dependencies": [
        "Steamodded (>=1.0.0~BETA-0827c)"
    ], 
    "conflicts": [
    ],
    "provides": [
    ]
}```
unkempt bronze
winter flower
#

oh

unkempt bronze
#

There's not even a mod menu

mild bronze
#

Mmmmmmmm

winter flower
#

version.dll is in the BALATRO folder right?

unkempt bronze
mild bronze
#

I asked they saiid yeah

winter flower
#

hm

mild bronze
#

I honestly have 0 idea what your missing

unkempt bronze
#

Want me to restart this whole thing?

winter flower
#

oh wait they sent that already

#

oops

unkempt bronze
#

Yes, and I've done all that. Where is the mod button supposed to be anyway?

winter flower
#

next to collections

#

also does command prompt open when booting up the game
it should have lovely 0.8.0 on it
if it doesn’t, you probably goofed up the lovely installation

unkempt bronze
#

yes, and it's 0.8.0

winter flower
#

apple ai omfg can yoy fuck off already

unkempt bronze
#

I'VE DONE BOTH

#

They're all where they should be. Why isn't this working?

winter flower
#

wtf

mild bronze
#

Try the installing cryptid video if you install crytpid correctly then try putting in your mod

winter flower
#

don’t

#

videos are usually outdated as fuck

mild bronze
#

The cryptid one still works

#

Somehow

unkempt bronze
#

Then what do?

winter flower
#

is your %appdata% really just in a onedrive folder

unkempt bronze
#

Yeah, as a backup in case my laptop goes down

winter flower
#

urrgh im lost here

#

might be the fact that you’re putting your mods into a backup folder and not one balatro can reach

#

unless that’s the only appdata folder

winter flower
#

well i can’t help you now

unkempt bronze
#

It can reach it, the little bonus page is showing up

mild bronze
#

I'm going to put myself into a partical accelerator

unkempt bronze
#

Okay, I'm gonna restart after the Lovely thing

#

aaaaaand nothing.

#

That's it. Imma figure out how to turn out onedrive and starting it all again.

mystic river
#

is there now a lovely folder in your mods folder?

unkempt bronze
mystic river
#

no
Mods/lovely

unkempt bronze
#

...no

#

at no point was it like that

mystic river
#

okay, lovely isn't working

#

lovely puts logs and dumps in that folder every time it runs; if it doesn't exist it hasn't been doing things

unkempt bronze
#

Was I sopposed to make a folder there beforehand?

mystic river
#

no, lovely does it on its own

#

is the version.dll you got from lovely in your balatro folder, next to balatro.exe?

unkempt bronze
#

give me a minute

#

yes

#

same layer, at least

unkempt bronze
#

Also, Lovely is looking for the file in a place it isn't, and I don't know how to fix that barring drastic measures

#

Lovely was set up strangely

#

In any case, I think I'm not getting mods

true jasper
#

how do i make a joker destroy itself

jolly shadow
#

SMODS.destroy_cards(card, nil, nil, true)

#

copied from vanillaremade michel

mystic river
willow plinth
#

YO

daring fern
#

red flower
versed swan
#

i see, thank you

quartz pendant
#

can the max size of booster packs be adjusted

#

still can't figure out how G.GAME.pack_size works

frosty rampart
quartz pendant
#

ty!

umbral zodiac
#

is there a way to get the screen coordinates of a joker from its transform easily

umbral zodiac
#

those are not screen coordinates

#

oh wait i made this realization 2 weeks ago its just screen coordinates but divided for some reason nvm that's on me 😭

slim ferry
formal quest
#

How do I adjust the sticker position on my jokers?

daring fern
formal quest
#

Figured it out myself

#

Add pixel_size, in this case = { h = 69 }, and put the joker sprite at the top of the sprite slot where it belongs

ripe thicket
#

how can I make it so that a joker's effect only triggers when buying specific jokers?
I have the context.card_added part but I don't have the rest

daring fern
ripe thicket
daring fern
ripe thicket
#

ah ok

ripe thicket
daring fern
bold gyro
#

hey y'all, i'm trying to make a card sleeve that gives jokers and vouchers, but for some reason they're not given when they're put in self.config {}? what might be causing this? ```lua
loc_vars = function(self)
local key, vars
if self.get_current_deck_key() == "b_picubed_covetousdeck" then
key = self.key .. "_alt"
self.config = {
voucher = {'v_money_tree'},
}
vars = {
localize { type = 'name_text', set = 'Joker', key = 'j_picubed_shoppingtrolley' },
localize { type = 'name_text', set = 'Joker', key = 'j_picubed_preorderbonus' },
localize { type = 'name_text', set = 'Voucher', key = 'v_seed_money' },
localize { type = 'name_text', set = 'Voucher', key = 'v_money_tree' },
}
else
key = self.key
self.config = {
jokers = {'j_picubed_shoppingtrolley', 'j_picubed_preorderbonus'},
voucher = {'v_seed_money'},
}
vars = {
localize { type = 'name_text', set = 'Joker', key = 'j_picubed_shoppingtrolley' },
localize { type = 'name_text', set = 'Joker', key = 'j_picubed_preorderbonus' },
localize { type = 'name_text', set = 'Voucher', key = 'v_seed_money' },
}
end
return { key = key, vars = vars }
end,

real crown
#

This piece of code works (when a Queen is added, adds another copy of that Queen), however it doesn't seem to feed Hologram. Does anyone know why that is, and how I can make the extra copies add extra xmult to Hologram?

            for _, copied_card in ipairs(context.cards or {}) do
                if copied_card.get_id and copied_card:get_id() == 12 then
                    local _card = copy_card(copied_card, 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
                    }))
                 end
       end
end```
bold gyro
daring fern
#

But also that would cause an infinite loop.

#

So you would have to set a temporary flag.

real crown
#

I'll look into that, thank you!

frail parcel
#

is there a tutorial for adding new blinds

cursive gazelle
frail parcel
#

i see

cursive gazelle
#

You can Use them as a reference

frail parcel
#

will do

#

why doesnt this work

honest bridge
#

Hey guys does anyone know how you make it so that a sound effect plays when ever a joker's ability scores on a card? Like Scary Face for example

daring fern
honest bridge
vale grove
#

hey yall just curios, how possible do yall think it is to add the daily wordle in balatro

#

(i mean rearranging the jokers so the first letter in their name matches the daily wordle )

slim ferry
#

you can probably get the current wordle with SMODS.https in some way? if wordle even has any sort of api/whatever that allows for requesting information

#

it probably has but ive never messed around with https