#MISSINGNO/D4 Joker (Based on Isaac)
1 messages · Page 1 of 1 (latest)
huh i don't see context in the original code for end of ante
just end of round
ohhh
maybe ```lua
if context.blind.boss and context.end_of_round then
(code)
end
yeah i'm pretty sure this is what vanilla jokers use for it
yeah i saw that it was added into the normal stuff
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(pseudorandom_element(G.jokers.cards, pseudoseed('perkeo2')), nil)
card:set_edition('e_negative', true)
card:add_to_deck()
-- card:emplace puts a card in a cardarea, this one is G.consumeables, but G.jokers works, and custom card areas could also work.
-- I think playing cards use "create_playing_card()" and are separate.
G.jokers:emplace(card)
return true
end
}))
supposedly this will work
but i just gotta make sure that it isn't the current joker :p[
card is my joker right?
not in this thing btw- in calculate
oh i could totally check invis joker code
oh good they totally don't include code examples for that
for now i'm just trying to copy a card randomly, this'll work anyway just as a point of reference
for i=1, #G.jokers.cards do
if G.jokers.cards[i] ~= self then
jokers[#jokers+1] = G.jokers.cards[i]
end
end
if #jokers > 0 then
if #G.jokers.cards <= G.jokers.config.card_limit then
card_eval_status_text(context.blueprint_card or self, 'extra', nil, nil, nil, {message = localize('k_duplicated_ex')})
local chosen_joker = pseudorandom_element(jokers, pseudoseed('invisible'))
local card = copy_card(chosen_joker, nil, nil, nil, chosen_joker.edition and chosen_joker.edition.negative)
if card.ability.invis_rounds then card.ability.invis_rounds = 0 end
card:add_to_deck()
G.jokers:emplace(card)
else
card_eval_status_text(context.blueprint_card or self, 'extra', nil, nil, nil, {message = localize('k_no_room_ex')})
end
else
card_eval_status_text(context.blueprint_card or self, 'extra', nil, nil, nil, {message = localize('k_no_other_jokers')})
end
i'm just writing this in here to make my life easier
now just to figure out how to pull an array of all existing jokers in the game and pick one randomly
this should be fun
hopefully i can just index by id
oh wow ok that was a lot simpler than i thought it'd be
ok i've ALMOST got it
i just need to figure out if i can set the location of the joker i am emplacing
and the quality with the code i'm using, right now it can only pick common or rare for some reason
local card = create_card('Joker', G.jokers, false, nil, nil, nil, nil, 'jud')
I'd replace 'jud' with some text corresponding to your joker
since otherwise it'll use the same joker queue as Judgement
ohhhh
i had 0 clue how this thing works
hmmm
how can i set a queue to only run a specific amount of times then? it keeps running like 5 extra times for every joker it's supposed to replace
for i=1, #G.jokers.cards do
if G.jokers.cards[i] ~= card then
is_soul = love.math.random(0,20) == 1
local c = create_card('Joker', G.jokers, is_soul, nil, nil, nil, nil, "missingno")
c:add_to_deck()
G.jokers.cards[i]:remove()
G.jokers.cards[i] = c
--c:start_materialize()
end
end
ignore the weird spacing, that's just a thing that happens when i copypaste from vs
i think this broke it somehow
😭
gonna start a new run tho and see if it fixes it
yeah iunno
OH
i think i know why
damn this is a LOT more ambitious than i thought it'd be
oh my god i've spent like 6 hours on this
ok now to just figure out. why it keeps running so many goddamn times
i have an idea actually
how irritating.
yeah no i'm stumped now it creates like 20 cards that just hover and then the 2 that i actually want
no clue what's up with this
we're. very close
i got it
i just added a stupid bool value locally and it worked somehow
i still have 0 clue why it happened in the first place but it's seemingly mostly fixed for now
god optimizing this is gonna be a bitch
HELLO!!! HI!!! THE JOKER WORKS, I HAD TO LEARN SOME COMPLICATED LUA BULLSHIT.
I WILL BE WORKING ON BALANCING THIS EVENTUALLY, BUT IT WILL ROLL ALL JOKERS THAT ARE NOT ITSELF AT THE END OF EVERY ROUND PLEASE ENJOY
MISSINGNO/D4 Joker (Based on Isaac)
trying to figure out how i want to balance this
thinking that 1/10 chance to destroy itself and remove itself from all of the pools every round is good
I've actually had a similar glitch when skipping a buffoon pack too early, don't know if its a specific mod that enables it but i think its funny (image i made using it)
Interesting
What it is is basically it adds a joker to a slot that is already taken, overwriting the joker and replacing it with something different without um. Instancing it first
My fix was to add the joker to the hand at the end of the hand and then insert it at the current index after deleting the original joker
Took a full day to figure out >~<
Was totally worth the effort though, itz cool as fuck
My goal is gonna be one new card based on isaac a day, tomorrow’s spindown dice
Should be a LOT easier honestly
lmfao wtf, i want that happen
but like in vannila o-o
yea, i might have used 'off by one' like 300 times and then opened a buffoon pack
(from cryptid)
I think it’s possible without Cryptid too lol
yea, its just that if you try opening another pack after it then it all resets
i think off by one is the only way to get that many jokers not on the joker slots
Lmk how you all enjoy the mod btw! I’m planning on balancing it today hopefully, might have something like gros michel where it disappears after 10 rounds or makes itself eternal