GreenSeal adds a new seal into the game that will increase your hand size for the given round if the card is discarded, but also applies 0.75x mult if the card is scored. This is my first attempt at creating a mod for Balatro and I was not able to do much playtesting so there may be bugs. Looking for feedback or suggestions for additional seals.
#[New Seal] GreenSeal - Add a Green Seal
18 messages · Page 1 of 1 (latest)
i like the concept, but i don't think it really needs a negative effect, the effect itself isn't really overpowered necessarily
This is a great concept, there isn't much in the way of "on discard" effects in the game at the moment
Dude, seems like there is a bug about your code when triggering red seal. I forget to screenshot... But after deleting your mod file it return to normal, so I guess there is something wrong. If you do have time, pls check it out.
Pushed an update that should fix red seal, thanks for finding that for me
Yeah I kinda agree with that. I was thinking maybe to bring it up to 0.9x instead of 0.75x. Makes it not as harsh but also not completely free.
very cool
I have downloaded and successfully run your newest mod, doing a good job dude🫶. One last thing is I noticed that you mention in github that you deleted the negative effect, but you seemingly didn't change the description (still ×0.75 mult haha)
The negative effect is still on the card but it was triggering while held in your hand but not played (like a steel card). I removed that, so now the negative effect only happens when scored.
okay, I got it
Is it okay if I use your code to make other custom seals?
Looks like it's under an MIT license so, as long as you include a copyright notice somewhere with the code in reference to it when redistributing it, you should be fine to do anything.
Hell yeah
👍
Hell yeah :)
So I was diagnosing some compatibility issues between some mods in my list and I believe that I've narrowed it down to Green/Silver Seal.
I have another mod, MystJokers, that has a Joker that manipulates how many picks out of the card pack you are allowed to have, but it seems to hook into Card.open as part of that functionality. I noticed that your comments basically suggest that you've re-implemented Card.open from scratch to insert your own logic and that it might break things that try to touch the base functionality.
Is there any chance you could walk me through how I can get other mods to reference your implementation instead so I can hopefully get these mods to all play along?
Hello @cursive lotus , I'd like to bundle your mod in a modpack. To ensure that I can update the version of your mod easily and without copying your code directly in my repository, I'd like to use a git submodule. Like that, it would just be a link to your repo. Would you mind if I add your mod in my modpack ?
Sure sounds good.
Thanks