#Math Blinds

173 messages · Page 1 of 1 (latest)

maiden stone
#

This mod adds eighteen (and counting) new blinds based on mathematical symbols:
Normal Boss Blinds

  • || The Bottom: Low cards are debuffed (6 or lower) ||
  • || The Radical: Enhanced cards are debuffed ||
  • || The Norm: Ranks in played hands can't exceed 21 ||
  • || The Tip: Discarding a card costs $1 ||
  • || The Bar: Cards held in hand are debuffed ||
  • || The Aggregate: 1 in 5 chance to debuff played cards ||
  • || The Floor: $0 blind reward ||
  • || The Drop: -1 hand size on play ||
  • || The Approach: If chips are 90-100% of blind, raise blind by 25% ||
  • || The Pure: Cards changed from or added to the starting deck are debuffed ||
  • || The Infinite: Cards can't retrigger ||
  • || The Witness: 33% of ranks in deck are debuffed ||
    Final Boss Blinds
  • || Mahogany Millennium: Non-base edition jokers are disabled ||
  • || Diamond Difference: 1 in 5 chance for cards to shift by 1 rank on draw ||
  • || Vanilla Void: Cards give 0 chips on score ||
  • || Cappuccino Circus: Leftmost and rightmost jokers disabled each hand ||
  • || Emerald Embedding: +5 hand size, absurdly large blind ||
  • || Waiouru Wreath: Play only one hand, normal blind size ||

This mod requires the Steamodded 1.0.0 Alpha and can be acquired here
https://github.com/Bazinga9000/MathBlinds

Art was lovingly provided by @wary oriole!

thorny plinth
#

@maiden stone your mod should also have the 1x version of your sprites

maiden stone
#

just added

#

(just reuploaded, one of the blinds had no symbol in the first 1x version)

burnt burrow
#

Is The Pure intended to debuff all jokers?

maiden stone
#

nope, forgot to check for jokers

#

whoops

#

will fix once i am able

maiden stone
#

this is now fixed

#

1.0.1 Patch Notes

  • The Pure no longer affects jokers.
  • The Pure now is ante 2+ only (it was on ante 1 for testing and i forgor 💀)
maiden stone
#

1.1.0 Patch Notes

  • New normal Boss Blind || The Infinite: Cards can't retrigger ||
maiden stone
#

@burnt burrow re: talisman compat

the approach is handled like this

local RATIO_THRESHOLD = 0.9
blind.drawn_to_hand = function(self, blind)
    if blind.prepped then
        local ratio = G.GAME.chips / blind.chips
        if ratio > RATIO_THRESHOLD and ratio < 1.0 then
          -- snip

and is crashing with talisman (cant compare number with table), presumably because its comparing the bignum ratio to the non-bignums 0.9 and 1.0, how can i set the thresholds in a way that doesnt break with talisman

indigo coral
#

I was really hoping to use this but it requires 1.0.0 steammodded :/

burnt burrow
#

It might be out of range sometimes (so it’d return 0 or infinity) but that should be fine considering at that point you wouldn’t be near 90%

maiden stone
#

1.1.1 Patch Notes

  • The Approach now works properly with Talisman installed
maiden stone
vague kiln
#

this happens every time at the start of a Math Blind, and after looking at source code I find that every blind function is missing a parameter. What happened 🤔

calm cave
vague kiln
calm cave
#

of steamodded, I should say

vague kiln
#

0524 is too old balatrojoker

#

yeah latest version works well

#

why A isn't counted as 1balatrojoker

calm cave
#

because this isn't blackjack 🤪

vague kiln
#

😭

burnt burrow
#

the bottom can debuff stone cards

thorny plinth
#

not so bottom now

maiden stone
#

fixed

#

1.1.2 Patch Notes

  • The Bottom now does not debuff stone cards
  • The Norm now counts stone cards as 0
maiden stone
#

1.2.0 Patch Notes

  • Blinds with loc vars now use regular steamodded instead of my own stopgap lovely patch since that has been fixed
  • New blind || The Witness: 33% of ranks in deck are debuffed. ||
indigo coral
#

Any chance you can make a steammodded 0.9.8 version of this mod? 🙏 🙏 🙏

high nacelle
#

Prob not

solid latch
#

Hell no 🔥 🙏🏻

indigo coral
solid latch
#

0.9.8 is pain

loud idol
#

so uh, other than MystBlinds, the latest SMODS update also breaks Math Blinds. should be an easy fix too tho

burnt burrow
#

Does it break Cryptid’s blinds?

loud idol
#

idk havent met any of them yet

#

its just that if its code has a blind parameter blind.ablind = function(HERE) then its likely to be the target

maiden stone
#

did the arguments change again

#

ah i see, blind is gone 🦀

burnt burrow
#

Blind is gone for every function?

maiden stone
#

looks like it

#

relevant commit

#

also i still havent figured out what the self actually is in the blind functions

burnt burrow
#

(self, blind, etc…)
Self is the center (aka the table you define for the blind) and blind is G.GAME.blind

maiden stone
#

ah i see

#

1.2.1 Patch Notes

  • Make the mod work again on latest Steamodded
high nacelle
#

Can help pinpoint the problem? I bumped into a crash that required both myth AND math blinds to be removed

#

Error code are the same

maiden stone
#

hmm. are you on latest steamodded

#

i already went through the blinds and fixed all the arguments but perhaps i missed one

#

will look into it tomorrow when its not an ungodly hour

high nacelle
#

Hard to replicate though, will also try when I am not busy

loud idol
#

hey so looks like you missed one blind in vanilla void

#

blind.wiggle()

maiden stone
#

dangit

#

will fix tmrw

high nacelle
#

@maiden stone hello, can I include your mod into my modpack?

loud idol
maiden stone
#

1.2.2 Patch Notes

  • Fix Vanilla Void and The Drop
#

i also heard some talk about the witness being weird with cryptid's obsidian orb which i am not sure what the deal with is

burnt burrow
#

Doesn’t look like it

maiden stone
#

yeah i don't see why it would break assuming obsidian orb just calls all the previous set_blinds, etc in succession

burnt burrow
#

It would have to never be called in set_blind

dusky moat
#

i cant seem to get this mod to show up in my game for some reason it's weird I keep putting the LUA file in mods and nothing is showing up when i open the game

burnt burrow
#

You need the other folders too, and Steamodded

dusky moat
#

okay i feel like i had the other folders in the mod folder at one point but i will try again, i have steammodded already

burnt burrow
#

Should look something like Mods/MathBlinds/[entirety of GitHub repo]

dusky moat
#

i have all the files in my mod folder and the mod still won't show up in game idk what im doing wrong other mods are showing up

#

very strange

dusky moat
#

i guess it's just never gonna work for me then i have tried quite literally everything atp

#

shame

solid latch
maiden stone
#

do mods not show up entirely or just this one

#

like is there a mods menu at all

solid latch
#

I call lovely missing 🙌🏻

vocal elbow
dusky moat
#

it's just this mod

#

what's version.dll

vocal elbow
dusky moat
#

okay yeah that's most likely the issue thanks a ton

#

no way it still isnt showing up

#

am i putting the wrong files in my mod folder first i put the whole folder in and then when that didn't work i tried just a single lua file does it need to be all the files from the download go into my mods folder?

#

what specific files from this mod need to go into the mods folder for it to show up usually?

#

i am so utterly confused

#

im just confused because at this point i dont think i got a single part of the process wrong and it still wont show up no matter what

#

and it's only this mod i have two other's installed and working

vocal elbow
#

Do you have Steammodded 1.0.0?

solid latch
solid latch
loud idol
#

there might be smth wrong with The Pure bc it just debuffed the entire deck

#

i got several enhanced cards

maiden stone
#

hmm

#

what deck were you playing with

#

it was a modded deck it might have messed with things because the way i implemented the pure is that it (should) store a copy of the cards' original data after deck effects are applied

#

but mod load order might do something to that? i am admittedly not the most familiar with the loading mechanics. will look into this

loud idol
#

not modded. it was just green deck iirc

glacial zephyr
#

thank you, the Pure, very cool

#

i am fairly sure most of these are not modified.

maiden stone
#

okay something is very much broken with the pure

#

yes

#

actually wait is this a loaded game by any chance

#

or was this run in one sitting

glacial zephyr
#

i honestly do not remember

#

the game crashes so often that it just blends together at this point

maiden stone
#

understandable

#

i suppose for now i should probably just remove the pure until i figure out what is going on so it stops showing up and killing runs while its still broken

#

the only thing i can think of off the top of my head is that the "what was this card's original properties" table doesn't persist across a save and reload

#

i've just pushed a (hopefully) temporary removal of the blind (ver 1.2.2b) so it doesn't keep killing people

#

ive been wanting to rework the pure for a bit actually so if i can think of some other idea i will just replace it probably

high nacelle
#

@maiden stone

maiden stone
#

will fix

maiden stone
#

hm. the lovely patch is clobbering a bracket for reasons i dont particularly understand

upper thistle
#

math blinds was a bit uglier to try and fix

#
[[patches]]
[patches.pattern]
target = "functions/state_events.lua"
pattern = "reps[#reps+1] = eval"
position = "at"
payload = '''
if G.GAME.blind.name == "bl_mathbl_infinite" and not G.GAME.blind.disabled then
    G.GAME.blind:wiggle()
    G.GAME.blind.triggered = true
else
    reps[#reps+1] = eval
end
'''
match_indent = true
overwrite = true

# I learned how to do regex patches for this (fixes syntax for last 3 patches)
[[patches]]
[patches.regex]
target = "functions/state_events.lua"
pattern = '''for h[ ]*\= 1, eval\.jokers\.repetitions do
[ \t]*if G\.GAME\.blind.name \=\= "bl_mathbl_infinite" and not G\.GAME\.blind\.disabled then
[ \t]*G\.GAME\.blind:wiggle\(\)
[ \t]*G\.GAME\.blind\.triggered \= true
[ \t]*else
[ \t]*reps\[#reps\+1\] \= eval
[ \t]*end
[ \t]*end
[ \t]*end'''
position = "after"
payload = " end})"```
maiden stone
#

oh you are the best

upper thistle
#

basic description is that they wrapped a bunch of that code in a function but your original patch broke smod's ability to close the function

maiden stone
#

hm. do i just misunderstand how lovely works, it seems like the bracket thats getting clobbered isnt even on the line that gets overwritten

#

is there some postprocessing happening or was my original patch just bad

upper thistle
#

no, it wasn't bad, it just doesn't play nice with their new patches. If I could change the order of processing it would have worked better. yours and betmma's were the only mods I encountered that ran afoul of their new changes.

#

it took me a while to actually figure out what was even happening

maiden stone
#

i have pushed the fix thank you kindly for writing it

upper thistle
#

no problem. you'd know your code better than I do to see if there is a cleaner way to patch it, but from what I could see it kept the basic system

#

for what it's worth the "i learned to use regex" comment was actually copy/pasted from the smod patch that I used as a base, though I admit I had to do a lot of trial and error on the regex

pallid lichen
#

Hey @maiden stone Sorry for the Ping but I think your MathBlinds mod is causing a Lovely patch mod conflict

#

With it installed the game throws up this error

maiden stone
#

hmmm did the retrigger stuff change again

high nacelle
#

I think that's not correct

hollow dirge
#

Is it just getting chops to calculate rank?

#

Or maybe whatever changed chips to 30 actually did change rank

high nacelle
#

It's cryptid 🤪

burnt burrow
#

i think it's using the wrong thing to calculate rank

#

there's another value used for sorting that cryptid doesn't change, and it can use for rank

maiden stone
#

this uses base.nominal is that affected by the chip gain

#

what is cryptid doing here

pallid lichen
high nacelle
lethal falcon
#

The approach crashes for me when I activate its effect (getting to within 10% of the required amount of chips)
weird error

Oops! The game crashed:
engine/event.lua:70: attempt to perform arithmetic on field 'start_val' (a nil value)

Additional Context:
Balatro Version: 1.0.1n-FULL
Modded Version: 1.0.0~ALPHA-1222a-STEAMODDED
LÖVE Version: 11.5.0
Lovely Version: 0.6.0
Steamodded Mods:
    1: Quick Load by Asobi [ID: QuickLoad]
    2: Colour Selector by EmperorGesar [ID: ColourSelector]
    3: Pokermon by InertSteak, Please See Credits Page [ID: Pokermon, Version: 2.1.0b, Uses Lovely]
    4: Always Show Seed by infarctus [ID: Infarctus_Always_Show_Seed]
    5: Choose First Shop Joker by infarctus [ID: choose_first_shop_Joker]
    6: Math Blinds by Bazinga_9000, tauttie [ID: MathBlinds, Version: 1.2.3, Uses Lovely]
    7: Faster Stakes Unlock by Wiwiweb [ID: FasterStakesUnlock]
    8: Better Mouse And Gamepad by Kooluve [ID: BetterMouseAndGamepad, Priority: -10000, Version: 1.0.6c]
    9: Reverie by DVRP [ID: Reverie, Version: 1.3.0, Uses Lovely]
    10: Run Reviewer by MilcK [ID: RunReviewer]
    11: Jojos Tarot Cards by KaptenApten [ID: JojoTs]
Lovely Mods:

Stack Traceback
===============
(3) Lua method 'handle' at file 'engine/event.lua:70'
high nacelle
#

@maiden stone

maiden stone
#

oh did something break again

#

oh i didnt see this. i imagine some parameters got changed in a steamodded update, will investigate (though i am going on vacation shortly so it might be a while until a fix happens)

#

oh steamodded did a calculation overhaul

runic lichen
#

just wanted to rq say that so far the norm has single handedly ended more runs than any showdown blind in the main game or this mod.

lethal falcon
#

I'm terrified of the one that stops you playing more than 21 total card value

#

it basically disables all 5 card hand types

lethal falcon
#

Is it just me or is vanilla void kind of weak

marble violet
#

Is anyone having an "error" with boss blind that debuff joker? I'm not sure whether it's already fixed or not because there was issue regarding Verdant Leaf in the newer version of Steamod. Cause the Cappucino Circus (disable leftmost and rightmost joker) one is not working as intended on around version 1426. Just updated to 1427d again so will see if I encounter them again...

marble violet
#

Hello, just saying that this mod is great. I just want to inform something regarding a rare mod error.

Paperback 0.6.0 has Breaking Tag which disable boss blind which is not working with Emerald Embedding (crash). So, just small information.

lethal falcon
#

Yeah it's a fun mod that I think I'm going to have to disable soon because I'm worried it'll randomly end a run by crashing

marble violet
marble violet
marble violet
lethal falcon
#

Is that the one that's supposed to increase the requirement if you get close to it

#

I've had that one crash before

marble violet
#

Yes, 90-100% chips value, probably because latest steammoded version.

lethal falcon
#

Arguably one of the easiest boss blinds because you just have to win and it resets if you don't

lethal badger
#

😭

hidden sundial
#

Why are there some more stuff that aren't in the mod

#

In the assets

#

Why is there a null and sigma finisher
And huge bl-

wary oriole
#

I was just having fun

hidden sundial
#

Ohh

lethal badger
#