#[SMOD 1.0] More Joker Packs

1 messages · Page 1 of 1 (latest)

frosty kiln
#

their weight is a percentage of the combined weight of the vanilla buffoon packs:
common: 100%
uncommon: 70%
rare: 40%
legendary: 20%
epic: 20%
exotic: 10%

shell sequoia
#

@frosty kiln this looks like it could benefit from some artwork of mine slughappy

#

i'll draw some new pack sprites and see what you think

shell sequoia
#

i've opened a pull request on github slughappy

frosty kiln
shell sequoia
#

you're welcome

#

provided to you by JimCon™️, the best circus convention!

frosty kiln
#

I do plan to put in jumbo / mega variants at some point but I'll probably just make a "Jumbo!" / "Mega!" sticker to put on top of them, styled after those "as seen on tv" markers

lone cliff
#

i feel like the first 4 packs are a bit boring, especially common and uncommon. but not in the intentional boring kinda way, so i tried changing em

shell sequoia
#

that's kind of the point of rarities though, it's meant to look uninteresting at first until you work your way up

#

in my honest opinion, the first two packs in the edit look ugly and very out of place

frosty kiln
#

As funny as the shoddily drawn common pack is I like the originals presented more

shell sequoia
frosty kiln
#

maybe if i ever make a junk rarity pack ill just do the art for that in ms paint

shell sequoia
#

you've still yet to merge the PR on github, jsyk

frosty kiln
#

yeah i wasn't at my pc until Right now

#

👍

#

the plan is once i actually figure out how to do so for the more weird rarities is to have a pack for everything, with probably the exception of [hyper]transcendent since that's just ritualistic on a stick
i'll probably figure out a config menu to turn off some packs ingame & make the more broken packs only accessible through DoE or something

#

like, mega legendary/ exotic and [anything] ritualistic would probably have weight 0 since even with ritualistic probably having the price tag starting at 1.5M i can see some balance issues with that

shell sequoia
#

the "ritualistic" rarity is kind of an illusion though, most jokers in my mod with this "rarity" per se have an internal rarity of 6

#

similarly to how fusion jokers have an internal rarity of 5

#

i'd much prefer it if you didn't make packs containing jokers of rarity 6, though. their power alone should give off the hint that they're simply far too powerful for jimcon to even get their hands on them

slow wadi
#

Closest I can think of that would make any sense is a pack for Godsmarble and compatible non-ascended Jokers, since I'm sure those can still show up in the packs of their respective rarities.

frosty kiln
#

yeah they'll probably still show up in the exotic/legendary packs

shell sequoia
#

the godsmarble can show up in the rare joker pack, it has a rarity of 3

pale shard
#

I'm geting a crash on startup.Might be due to my other mods, I'll tr just this one real quick

frosty kiln
#

concerning

#

why does this work on my copy...

#

ok it's apparently calling findModbyID from some other mod??

#

i guess that wasn't a base steamodded function

#

ah it's technically 0.9.8 compat. i see

frosty kiln
pale shard
#

This is kind weird. I tried removing Sylvie's sillies from my mods folder, guessing that it might be responsible due to doing a lot with booster packs, an being a 0.98 mod, and I got an entirely different crash,

#

Just tested and I actually get the same thing with just this mod

#

With the updated version where you fixed the other crash

#

Just to make sure, you are using the current steammodded to test? I only installed 1.0 a coupledays ago and just updated to make sure I wasn't using too old of a version

worn canyon
#

Even 3 days old is too old these days

worn canyon
#

Crashed on boot

frosty kiln
#

Works on my machine

#

so uh

#

god knows??

worn canyon
#

Incompat then

frosty kiln
#

I'm using the full modpack

worn canyon
#

When did you update last time?

#

I tested with only this mod and it still crashed

frosty kiln
#

oh hold on

#

i'm a moron

#

SMODS.mods vs SMODS.Mods

#

ok try now

worn canyon
#

Ok it works now

frosty kiln
#

i love case dependance !!

pale shard
#

Now that the other crash is fixed, I can confirm that this one only happens if I'm also running Sylvie's Sillies. Seems to work otherwise

pale shard
#

Removed Sylvie's Sillies and I thought it was working, but here's what happened when I opened an uncomon pack. It says "ERROR" and I can't select a card or skip the pack

frosty kiln
pale shard
#

Whatever it is, I think it has something to do with the shaded box

frosty kiln
#

Actually hold on what the hell, why do you have the hands box still present

pale shard
#

good question, lol

frosty kiln
#

i'm calling this "not my problem, i think?" since i cannot replicate this

pale shard
#

fair

frosty kiln
#

the hand box shouldn't be there and i can't make it appear

pale shard
#

Yeah, I get what you mean. When this was hapening before people said it was othermod and I removed it. It worked, but now wit's happening again, but only with packs from your mod

worn canyon
#

So both this and othermod has the same problem

fading moat
#

the ERROR thing can be solved by putting localization in SMODS.current_mod.process_loc_text

function SMODS.current_mod.process_loc_text()
    for i = 1, #packs do
        SMODS.process_loc_text(G.localization.misc.dictionary, "mjp_booster_" .. string.lower(packs[i]),  packs[i] .. " Booster Pack")
    end
end
#

Cryptid compat should also check for their configs for disabled Epic Jokers? but idk

#

SMODS.Mods.Cryptid.config["Epic Jokers"] maybe

dawn pendant
#

the pack names don't work, but the packs work fine

#

i can select cards and skip as normal

#

¯_(ツ)_/¯

#

very cool mod

dawn pendant
#

i just picked up an epic pack and got rares so

#

meh

frosty kiln
#

ERROR
Is gone

#

[also fixed it being a 'booster pack']

pale shard
frosty kiln
#

They're called <rarity> buffoon packs, but I had it down as <rarity> booster pack in the code for a while

pale shard
#

Ah makes sense

pale shard
dawn pendant
#

wait why is this $6

#

the normal buffoon pack is $4

#

and it's probably equal if not better than this in every situation (right?)

shell sequoia
#

i'd say it should be $3.

jagged blade
#

I just had this with cryptid

frosty kiln
# dawn pendant wait why is this $6

The idea was a 50% price increase since you're removing the RNG of different tiers but yeah that's probably a bit dumb for common buffoon pack

frosty kiln
#

I think you installed it wrong

jagged blade
#

yeah it was already crsahing a week ago so i redowloaded it

frosty kiln
#

There is not a (1) in the github

jagged blade
#

it means i have two of th exct same file

#

i can change it to normal name bu i dont think thats gonna chang since its the same crash as last week ich was with the normal name

#

lemme change it jic

#

same

#

is it the steamodded ver

#

but it needs ths one for cryptid to work so thats weird

frosty kiln
#

i have no idea, according to this you can't load the localization files??

jagged blade
#

Well i dont know

#

btw line 36 NICE

frosty pebble
#

Strange, uncommon Buffoon Packs didn't work on my side (common jokers instead).
But other packs works correctly.
And the description is still "ERROR" to me.

frosty kiln
#

...i forgot to press the "push origin" button

frosty pebble
#

Sorry, after update, it works fine now.

frosty kiln
#

Nah this is my fault

#

I forgot to press the button that actually updates the mod

honest iron
#

Does this mod override the og buffoon packs? Would be nice to have a config that does if not

frosty kiln
#

It adds them as additional, I don't quite know how I'd actually do that

#

between needing to add a config menu and needing to override other things

pale shard
frosty kiln
#

Yeah I'm using dimserene full modpack and this doesn't happen so ???

pale shard
#

well I do use some mods not in the pack, but I'm not sure which would be causing it

#

here's all the mods I use

#

it's also not easy for me to test because I don't have debug set up and would have to just randomly get a pack

honest iron
#

DebugPlus lets you spawn packs in shop

pale shard
#

I should install that to test then

#

lemme see if I can come up with anything

pale shard
honest iron
#

Hold TAB, a bunch of options should appear

#

If you want to add packs, stay in shop, go trough the booster pack list in settings(?) and press "3" on it, it will add it to the shop.

pale shard
#

thank you :3 now time for the testing

#

So far I can say that it happens 100% of the time with my current set up and rule out Cheesy Jokers, Myst Jokers, and MoreFluff from causing it

dawn pendant
pale shard
dawn pendant
#

then why do you have nopeus

pale shard
#

I narrowed it down to 2 mods now through troubleshooting with debug

pale shard
pale shard
#

It's ShenanigansMod

pale shard
#

Was causing a problem with betmma's mod too, sounds like the cause might be the same

night elbow
#

crash when i try to open it, i only have cryptid, talisman and this mod

fiery juniper
frosty kiln
fiery juniper
#

This is what I do for Cryptid

ease_background_colour = function(self)
        ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
    ease_background_colour{new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2}
    end,
marble zinc
#

what do i need to install because i dont see any think on the releases tab?

honest iron
marble zinc
#

thank you

zenith grove
#

I'll be installing this soon. 👍

worn canyon
#

Does anybody notice that packs from this will bypass joker slot limits?

honest iron
#

Wait really?

#

This is gmechanger if true

zenith grove
frosty kiln
#

They use the same code as vanilla joker packs as far as I know so ??

zenith grove
dawn pendant
#

every joker pack I open bypasses slots and I never knew why

merry portal
#

I'm not sure it's this mod, but I have no idea which it could be. my first thought might be jen's since it bumped up the consumable slots but I don't have any proof

merry portal
#

I'm pretty sure it's bonus blinds

cyan prism
merry portal
#

I just found it and I started looking to see if I could find where it was doing it to see if it was an intentional change

dawn pendant
#

@frosty kiln i noticed there's pack declaration for Fusion and Evolved rarity jokers in your code but those packs don't exist? were they scrapped or smthn

frosty kiln
#

Yeah I couldn't figure out how to implement those since they use weird custom rarities

dawn pendant
#

i see

#

i know there's a way to do it with fusion jokers

#

this is the code I used for a similar purpose in my mod

function Fusionmaterials(materials)
    local materialflag = false
    for _, v in ipairs(FusionJokers.fusions) do
        for _, vv in ipairs(v.jokers) do
            if G.P_CENTERS[vv.name] then
                for _, vvv in ipairs(materials) do
                    if vvv == vv.name then
                        materialflag = true
                    end
                end
                if materialflag == false then
                    table.insert(materials, vv.name)
                else
                    materialflag = false
                end
            end
        end
        ---Manually removing the vanilla legendaries because I couldn't figure out how to do it automatically
        for k, vvvv in ipairs(materials) do
            if vvvv == "j_yorick" or
            vvvv == "j_chicot" or
            vvvv == "j_perkeo" or
            vvvv == "j_triboulet" or
            vvvv == "j_caino" then
                materials[k] = nil
            end
        end
    end
end
#

it grabs every joker that is a fusion material and puts them in a table (and removes duplicates and vanilla legendaries because otherwise splash shows up like 19 times and my mod fuses with the vanilla legendaries so)

#

i'm pretty sure you can do something similar for the fusion jokers themselves

#

fusionjokers itself does that somewhere? idk

dawn pendant
#

if you don't wanna do it i could try and figure it out and make a pr

#

i was gonna make a standalone mod for packs with fusion materials and fusion jokers so i looked in your code to see how you did packs only to find you had it planned at some point

frosty kiln
#

Yeah feel free to PR

dawn pendant
dawn pendant
#

oh yeah I got it working

#

decided to make one for fusion materials which is more common and one for fused jokers which is less common

#

oh yeah I got it working (need to fix localisation)

#

middle and right ones are fusions from my mod, middle uses placeholder art

dawn pendant
#

got one more thing to fix and then i'm done

dawn pendant
#

that one more thing ended up being very difficult to fix and I still don't have a solution

#

still working on it

#

okay wait

#

i might've fixed it

dawn pendant
#

@frosty kiln progress update on those packs
i'm struggling a lot to make a joker pool that respects the jokers in your joker slots and doesn't make duplicates in packs because the method I used makes a table of joker keys and selects randomly from them, but other than it making duplicates of things, I have everything else working with some placeholder art
i've reached the point where I think it's just logical errors and no crashes

pale shard
dawn pendant
#

it didn't work

pale shard
#

huh, weird

dawn pendant
#

it also caused an infinite loop once

pale shard
#

idk why that wouldn't work

dawn pendant
#

the infinite loop implies that it was working

#

which is the strange part to me

pale shard
#

yeah, definitely

dawn pendant
#

I added a fallback where it just makes the jokers jimbo if it rerolls 50 times

pale shard
#

maybe the comparison is wrong, are you using the full keys?

dawn pendant
#

I am using the full keys, I know that because the jokers generate properly

pale shard
#

or have you tried printing the keys it finds for owned jokers to see if maybe they aren't the full keys for some reason?

dawn pendant
#

I have

#

it picks randomly from a list I create out of fusion materials, and printing that table out shows all the full keys of all the jokers that can be used in fusions

#

(except I added manual exceptions for the vanilla legendaries as I fuse with those in my mod, and legendaries showing up in these packs would be strange cause they cost $8)

frozen magnet
#

I think there's a bug with Epic Packs that may have to do with rarity API?

#

Epic packs only has rare jonkler cards

worn vortex
#

Oh yeah it used to use 1 as the rarity (which Cryptid converted to epic) but Steamodded assumed it's trying to spawn a Rare joker.

frosty kiln
#

oh right rarity api is a thing

#

i might need to poke it again

frozen magnet
#

you probably will

#

I believe you might just be able to use the rarity key(?) in order to actually look for stuff much easier

    key = "epic",
    loc_txt = {name = "Epic"},
    loc_txt = {},
    badge_colour = HEX('571d91'),
    default_weight = 0.003,
    pools = {["Joker"] = true},
    end,```
#

idk if vanilla rarities have their own keys implemented or not since I haven't looked too deep into this

#

but easy mod support could happens if stuff has their own rarities now

dawn pendant
#

i tried really hard and i couldnt figure out how to make duplicates not appear in the packs :(

zenith grove
#

@frosty kiln Hey, there's been some changes to the Steamodded Rarity API, and thus, the Epic Packs for Cryptid are only showing Rare Jonklers. That might need to be fixed soon.

frosty kiln
zenith grove
#

May the glory of the Jimball forever bless you.

zenith grove
#

@frosty kiln
Not an issue rn, the mod is actually working great now, but there is one thing I was thinking...

Jen added what is basically a new rarity of Jokers to Almanac ABOVE Exotic, called Wonderous, that's gotten through a special Reversed, more harsher Gateway. Have you considered making packs for these Jokers as well, or do you think it's too specific (and OP) to include?

frosty kiln
#

iirc jen said no back when that was called ritualistic

#

and I'm fairly sure that still holds

zenith grove
shell sequoia
#

having a pack for exotics is powerful enough, wondrous+ is basically just cheating outside of DoE at that point

zenith grove
shell sequoia
#

it's just x0.5 hands and discards, and x0.5 joker slots

umbral flicker
#

i just installed the mod and i was trying it, but the game crashes whenever i try to open a Uncommon Joker pack, without even giving me a crash message-window, it just closes

#

these are the mods I have

sharp sluice
umbral flicker
grave meteor
#

Test

#

Oh wait, I enter the wrong mod channel 🥲

idle vale
#

not sure whether this mod is still maintained / updated, but figured i'd report: it would be nice if the packs could define kind = 'Buffoon', like the vanilla buffoon packs, so they can be generically referenced as buffoon packs by other mods

#

i don't actually know if this affects any mods other than my own but it does affect compatibility with my mod at least

#

(adds a voucher that attempts to add one of every kind of voucher to the shop; since these packs don't define kind at all, it's impossible for them to show up in the pool)

deep belfry
#

@frosty kiln made a PR that fixes how you load epic and exotic bafoon packs

whole zodiac
#

This mod requieres any other mod besided steamodded?

orchid ice
#

@drowsy cobalt

dawn pendant
#

guess who learned how to use pools properly

#

fixing the shitty code i made that was too shitty to release and then making that pr i mentioned

dawn pendant
#

preeeetty untested

#

but ive done a couple things

dawn pendant
#

i just put up a pr now with a bunch of stuff in it

#

fair warning I might've broken the cryptid packs, someone else can test those cause I'm not downloading cryptid

#

i've had an unfinished version of this mod floating around in my mods folder for all that time now