#Joker Forge - Create Balatro Mods Visually and Export the Lua Files (WIP)
1 messages · Page 2 of 1
btw add skip tags to your list of like upcoming stuff
100%
speaking of skip tags, there should probably be an option to create skip tags
damn balatro thinks my ass can't possibly be poor
for jokers ofc
tag creation would be fun
and like a key press
added it to the list 
ill solve the player money bug now
solved
lovely
also something that i ran into is that passively adding hands just doesnt work for some reason
do i just download it again and it should be fine?
yeah, should be all good now
yeah i still need to work on the passive effect stuff. the passive trigger is a bit broken as it is because it requires special logic that breaks away from everything else ive built
Is there a way to display text currently (for example "upgraded" text)?
btw have you seen the code by smg9000 that plays a video popup
and if not i’ll send you the code file
btw also the gif popup too
I mean something like SMODS.calculate_effect
you can add a custom message to your effects but other than that no there isnt anyway to do something like that
some people are actually born gods at SMODS
Common, Uncommon, Rare and Legendary text colors should probably also be added to the color selection (also the fancy animated text color thats used for editions if possible)
i have to say you might have genuinely revolutionised modding, thank you
Would be cool if each effect had a switch "trigger on blueprint" or something.
Toggling the
and not context.blueprint
Part of if's
(Unless that's already possible)
very good idea, i will add it as an issue on the github
very true
Also if the joker has "blueprint compatibility" off in the setting it would be force added
Or just toggled and giving a warning or something when clicked
And a confirmation button
that is so kind of u, thank u
okay idea. "Each Interaction" "Each Key Press" "Screamer [Shows image and plays.ogg audio and image fades out with audio, Also a setting that only dissapears when audio is over aka no fade out]" ”Replaces Joker "
and probably boss blind [need a 21 frame spritesheet horizantly tho.]
will definitely be present in the next update haha
if i was not a solo dev and i had a team behind me, that would be top priority lol
unless the blind has a more complex animation, couldn't the other frames be easily generated by applying a filter to specific pixels on each frame to recreate the glimmer type effect
I read something about the name of context.joker_main trigger and I don't know if it was solved but I had "When Joker is scored" or something along the lines of that
*read while checking what I missed in this channel
i feel like "when a joker is scored" is ambigious though. because jokers can technically score whenever depending on their effects
you are correct though, "when a joker is scored" is much more accurate than "after the round" or something
After the round sounds like at cash out
There's a context.end_of_round or something similar
checking what type of consumable was used for the using consumable trigger should be added to the yet to be implemented list
also, retriggering discarded cards is currently an option but as far as i know it doesnt actually work on any discard effects
good idea, i will add the consumable type condition to the list
my bad i meant "end of hand" haha
it might work on things like ramen or something lol, i will have to test it
yeah i only tested with rebate
This context is used for triggering normal scoring effects on jokers
Is the description of context.joker_main in documentation
Could add it in Smaller text as the description of the trigger
if u already tested it and it doesnt work then yeah youre probably right it doesnt work lol, ill remove it from the list of valid effects until i figure out a way to solve it
the trigger could be called "when scording occurs" or something
im pretty sure morefluff has a joker that retriggers discard effects, maybe it could be worth looking at the code for that
thank you that would be useful to know
i will add it to the github as an issue
all i need to do is learn how to make joker art and i can be an official modder
if u did the art for that joker that you was doing earlier, youre already much better than i am haha
i didnt but i wish i could
it was just for an example mod so i dont feel bad for swiping it
when you figure it out, you are free to submit a placeholder art lol
ill try
i feel this
i don’t even wanna attempt drawing pixels
@heady frost can you add Modify Internal Variable to the when Round ends trigger?
i'm surprised it isn't on there
You won't learn without trying tho
i don't think X Chips works
Either it doesn't exist or not listed in documentations page about calculation function
oh damn you right, good catch
not listed, it is supported by default
where
No he said it doesn't work
yeah my xchips card did nothing
.
send json
i uhh
repurposed the joker
but it was literally just adding xchips every hand so like
does it actually work at all
it should do, i will test now
also, i got this one recently
the skipping function works, the variable tracks
only problem with it is it gives +1 mult during the small blind, when the variable has been set to 0
possibly a similar issue to the money being 0?
xchips is working on my end
send json pretty pls
i'll put the xchips one back as well and send
yay thank u
if you want another placeholder image this is what i'm using for my mod
thank you haha that is great
yeah i see both of these issues, will have a look, thanks for letting me know lol
just added it to jokerforge now
ya!
site sometimes messes up jokers
send json pretty please
messes up in what way also
just not applying images correctly on jokers
i know i have no ideas
i never had plans releasing it public
both issues should be fixed now. remaining hands condition was a bit wrong, and yeah the modifyinternalvariable had the same random issue that player money had when it comes to values of 0
i had manually to add blank joker to fix that
nvm it didn't helped at all
im taking a look now
wrong?
should it have been 0?
yes
but there was a bigger issue that it uncovered too so it was not user error dont worry lol
no worries, i appreciate you guys bug testing so much
its like having my very own team of quality assurance because a lot of these i wouldnt have found myself
i dont get how the images are not applying properly
oh wait i think i see it
like umbrela man supposed to have his black-white silouette and not spy hanging him self
and that is with every other joker
i think i see what you mean, theres definitely some tomfoolery happening with jokers that haev transparent parts
i don't think i have joker with transparent parts
the images were so fucked i thought you did haha
im pretty sure there is just an atlas issue, i use cryptid placeholder sprites and one of my jokers just used a different one that the one i put in
have you got a json i can have a look at
i do
nvm i do🥀
do u remember which ones were changing sprites
Medusa changes sprites, should use the common (blue) placeholder sprite but uses the uncommon one instead
place holder joker :)
lets gooooooooooooo, thank u
though i did add more jokers since so that might have changed
will have a look at now, i think it might be the atlas generating the images in rows, but the code generation not realising properly
<3
just had a quick look, it doesnt seem like any of them have the wrong sprite or anything
but im gonna test further with a bunch of duplicated extra credit jokers
code works in mysterious ways...
could you actully change it to this one because i fucked up the montains lol
no worries lol, done it now
tbh i dont see the difference lol, great joker art tho
i have a silly idea
God
change all of these to 1/100, make hand played give 500 mult.
+500 mult, 1/100 to destroy self when doing ANYTHING
he should see a therapist
blank just dies of anything now lol
also finally fixed this UI bug haha
lesgoooo
should i really release this abomination
having an "after hand" trigger would be nice, as in like the same context that ice cream loses chips. would also make for a more convenient place to reset variables that should be reset each hand
will get on this now
(after i finish what ive been cooking up)
added auto-save functionalty. now it will save changes to your browsers storage so you dont have to worry about accidently hitting refresh!
cinema✋
🤚
Make a confirmation when clicking start fresh. Someone may missclick
is it possible to make animated joker support
Maybe some day
NOW I DONT HAVE TO WORRY ABOUT REFRESHING ON ACCIDENT!!!
also i think im stupid but how do i make the "create joker" effect give another modded joker
get that modded joker index?
you should be able to just use that jokers id and it should work
i havent tested it with modded jokers so if you encounter an error let me know but it should just work
Wasn't it j_<prefix>_<name> for modded ?
I'm not sure tho
Just recall format with prefix
w h y
send json pretty please
if its about the creating a joker from another mod check if you have the correct prefix for it lol
creating another joker from the same mod
might just be the prefix though so
At least it's not the error with the code generation 
afaik some jokers are called differently in game files
i always test with cavendish 
anyways i added the "when a hand finishes scoring" trigger
i love negative mult
Wait it's not negative tho?
Just really small
when you're done with jokers what will come next? Consumables or something else?
it gives 0 chips
Yeah because it's multiplying by 0.000000<insert 100+ zeros here>0000000011
so im making a joker that gives 2.5 xmult per hand size bellow 8 and it did nothing
instead of not greater than 7, you could do less than or equal to 6
also it wont do it per hand size unfortunately because i still need to add stuff like that in
i love it even more
after i have reworked the random chance system, i will work on a "global variables" type of system where you can easily access things like consumables used, hands played, etc. as variables
that is not even balatro anymore
why
I wonder if (when) will my joker idea be available to do here
dandelion
gains 0.5xmult every time this joker has been sold this game
(currently 1.0xmult)
(I already made it but it would be fun to tinker with it here)
kinda wish you can force a sticker (i.e eternal) onto a joker with this
but that might be a bit complicated to do
need to add the "when this joker is sold" trigger lol
great idea, don't think it's too complicated, will look into it tomorrow
it'd be really nice since i don't want to have a specific "perma debuff" joker to be sellable
(cough)
Are there any triggers related to selling?
no not at the moment because from my understanding a lot of conditions and effects might need changes specifically for that
some triggers are easier to add like the after hand played because it uses very similar stuff to hand played and whatnot
but I will probably get on it tomorrow "when this joker is sold", "when a joker is sold"
Is context.selling_card just for jokers, or for consumables too?
anything that's sold iirc
is my internet just forcing me to learn lua code to mod
idk if its been done yet, but i think i've made a pretty accurate recreation of loyalty card
also space joker, idk why that one isnt there yet besides the fact that itll trigger during scoring instead of before it
yeah I need to change this but I doesn't really matter
if you can be bothered make a pr with this added to the vanilla remade
there is a JSON in /public/vanillaremade.json. the vanilla remade page just takes jokers from there, you can save that mod as json and just copy paste the joker part into that JSON and it should work
i dont really know how to do that because i dont use github a lot, could i just send the json files instead
no worries, send the json over I'll add it
do you have vanilla joker textures, the ones from the wiki are in a wierd size for some reason
oh nvm, i found a good one
here they are
You do matter!
amazing
mmmmmm balancing
balancing, never heard of it
i recreated some more jokers and also figured out that i can and should put the numbers for chance effects as a variable in the description
wee joker doesnt have a texture because i could not find a single place that had one in a reasonable aspect ratio
ngl it would be cool if you can import an animation spritesheet and make an animated joker sprite
balatrowiki is the place I took some textures from
nevermind, i'm blind and didnt see the first hand drawn trigger itself lmao
i assumed wee just used the same texture except internally scaled down
sad
it has to be 71 x 95 or 142 x 190
ty so much, added them now
if you disable a rule, save the rules an re-enter the rule editor the rule isn't disabled. if this is the intended behaviour what does disabling even do?
disabling is not properly implemented yet at all
neither is duplicate, rename, etc.
oh that makes sense
was planning on working on this today
should be easy to do, after i finish what im working on rn
preview goes over
that is an issue but you should also just add more line breaks because the game doesnt put those in automatically
@heady frost unconfirmed but hearing reports from others using my mod that my jokers are appearing in the shop multiple times, without using Showman
any idea if this is tied to something under the hood?
i will definitely look into this
this is what im working on currently
consider it a warning to put more [s] tags into your jokers lol
unconfirmed, as i said, i have not experienced this myself yet
and can’t test it atm, at work
so they could be making it up but you never know
im pretty sure this is an issue, i got a duplicate of one of my own jokers once while testing
i will look into it then after im done overhauling this random chance system, probably not too difficult of a fix
no
they're $20
even though theyre not avaliable in the shop, you can calculate the buy price by doubling the sell price iirc
and legendary jokers sell for $10
this would mean if you duplicate it from jokerforge and put them into the game they would sell for 500 lmao
if you guys notice any changes that need changing from the examples like in vanilla remade or extra credit, you are free to make a pull request for the changes. its all just localised to this file
https://github.com/Jayd-H/joker-forge/blob/main/public/vanillaremade.json
is there a way to also create a new rarity like exotic from cryptid or polterworx(RIP), if not, it would be cool
btw if anyone wants to use this as legendary art if they have none, you are welcome to
no unfortunately not at the moment, that kinda stuff will come when i expand it out to making custom consumables and stuff like that
What mechanics are left to be added?
Yeah but from joker elements
after that there's this MAYBE
oh
Editions will be certainly something interesting to code
currently i am working on revamping the random chance system, after that, i need to add 'global variables'. basically variables that are pre-determined and take from existing things that balatro tracks (times rerolled, consumables used, etc.). then all that is left is to refine the code gen, and add atleast as many effects, conditions, and triggers to have every vanilla joker fully replicable.
i reckon it will be around a month or so if development goes well until i start working on custom consumables, rarities, editions, etc.
also i need to add functionality to do operations on variables when they get used. for example, add 20 * $chipsvar chips
but tbf, you can kinda get away with some of that because you can just increment by 20 or something
and i also want to implement a new page where users can upload their jokers, and other users can browse it and duplicate them to their collection, kind of like a showreel on what people have made
please do add an option for jokers not to show up there, and add credit
yeah it will be like an opt in thing, like an extra button on your joker
would be really annoying if people claim your joker as their own
to submit it to the page
yeah dont even worry haha
I mean it’s pretty limited and last time i checked it didnt even work
You can add a yes_pool_flag to hide a joker from pool, and no_collection to hide it from the collection yes_pool_flag = 'joker_key_flag', no_collection = true,
Which still allows the card to be created
well, i was thinking it would just be a button, like near the delete button. when clicked, it will open a confirmation modal, and it will send the joker json to a simple web server, then when you navigate to that page, it will just bring up all the jokers that it has stored
it does work for me greatfully
HUGE UPDATE JUST PUSHED OUT. now effects can be grouped up with random chance, you can chain these random chance groups, or not, etc. etc. please let me know about any issues or anything this causes rather here or as an issue on the github repository. this required big updates to a lot of systems so i am expecting things to break haha.
with this feature you can now discern between effects:
if 1/4:
do x
do y
or
if 1/4:
do x
if 1/4:
do y
to add effects to a random chance group, just click on the group and add effects in, to add them normally, just click out of the group (anywhere else on the rulecard). i wanted to implement a feature that allowed dragging of effects in and out of these groups, but that will require big changes to the UI, which i want to do all at once when i change it so you can drag blocks from the block palette to your rules.
Sorry, chiming in because I'm using the Forge to make a joker. Which your latest update actually comes in quite handy for! Does this mean we can have multiple effects for a random chance outcome, like for example a 1 in 8 chance for either a +chips or a +mult?
yes, here is how you would do that
Alright, excellent
isn't this a 1 in 8 chance for +chips and another independent 1 in 8 chance for +mult
Yes, that's exactly what I meant
fair enough
the way you worded your question sounded like a 1 in 8 chance to do something, which then chooses between +chips and +mult
this is a really cool project but i can't help but feel that, for some of this functionality, coding in the joker directly is less faff once you have vscode set up
then again i know how to code
doing something like that would not be possible still unfortunately, theoretically i could allow for random chance groups to be created inside random chance groups but im tired of programming random chance for today haha
it probably is, it takes me way longer to add this functionality into joker forge than it does for me to write a couple lines haha
Oh, that... that actually sounds more fun, and would be amazing to implement when there's time, lol
if you want to do effects that complex i feel like a visual editor falls apart unless it's SUPER robust
mine doesnt 😉
(it might)
there's so many undocumented smods features as-is, and if a whole community can't document them one person stands no chance documenting and adding all of that stuff into a visual format
you say this, but i am doing it
Why the negativity he jus ballin
not being negative or anything, it is a really cool project and the website looks super clean
its not like jokerforge will ever replace standard mod coding for balatro lol, if you want some crazy effects like the ones seen in cryptid or whatever, then you are always gonna be better off coding it manually lol
thank u i appreciate it
it's like mcreator where i feel like it doesn't actually lower the bar that much anyways
if you have no idea how to code and you make anything more than small-scale joker mods you're going to massively struggle debugging, and people are going to struggle to read generated code
the type of people who are already wizards with smods and can code masterpieces are not the type of people to use an app like this
i think you are just thinking about your particular use case
in what world does making modding more accessible equal a bad thing for people
Would it be possible to add an effect to a joker where it can actively destroy the played hand itself? Like Immolate's effect
i mean you currently could probably just destroy every individual card when its scored to get something close to that
something like this may work if thats what you mean
Okay, that tracks
it would be nice when if joker is triggered, play custom sound effect to replace the default joker trigger
very good idea actually, i was thinking about adding a new type of blocks "cosmetic blocks" that allows sounds or animations to be played https://github.com/Jayd-H/joker-forge/issues/76
but that would be after all the main functionality is done
that's fair but i feel like (aside from python) lua is one of the simplest coding languages to pick up, and aside from actually writing the code the skills you need to get a joker working are the exact same you would need to get it running in a visual editor. not to mention exporting from a site and moving that mod into your mods folder for every change is a much MUCH slower way of debugging than having your git repo rigged directly to your mods folder and making changes in there
so whether it's actually more accessible than putting efforts into the VERY incomplete smods docs or into good modding tutorials, i'm not sure
not everybody wants to learn code. i think you are overestimating peoples desire to learn programming because you yourself like it.
again, i think you are just thinking about it from your perspective because you know how to code
wanting to mod and not liking programming are kind of antithetical i feel
and it is not the exact same skills between coding and putting 3 blocks together
some people are artists, wanting to see their art in a balatro mod. some people just want to make silly mods to have fun with their friends
wanting to mod is wanting to create, wanting to code is wanting to code
there are plenty of programmers in need of art
i make art for people and they're willing to do prs on my own mod
and there is more to creating something as simple as a balatro mod than just writing code, its debugging, finding the specific code you want, atlas creation, etc.
you wouldn't be able to debug if you couldn't code either
something breaks with your jokerforge mod? good luck
it is a lot easier to debug than to write from scratch. also, when it is all done, debugging should not even be a concern of the user
i don't want to be negative but i feel like if you're going solo on a mod you kind of have to program, there's not much getting around it
i spend probably about as much time debugging as i do writing new code lol
you might be a bad programmer then haha
i have a joker done in 5/10 minutes and then i spend 20 minutes fixing it
i have literally already proven that with what i have already with jokerforge
you say you dont want to be negative, but you are just hating with zero basis. like i said, in what world is making a tool like this a bad thing
just not that familiar with lua to be honest
at the end of the day, no tool is better than just straight up coding. but making these things more accessible is never a bad thing
you can't say 0 basis when i've given the basis of my criticism. similar tools exist for minecraft, for example, and mcreator mods are more unstable and resource-intensive than manually coded mods
it's the same thing with say, sheet music. people say the notation is too obscure, they try and reinvent it, and inevitably get a lesser result
- minecraft is a lot more involved than balatro when it comes to modding
- none of the 'top' mods for minecraft will be created with mcreator anyways
- you are still only looking at it from your perspective, it really is not a big deal, you are hating for no reason
i think guitar tabs have helped a lot of people learn guitar, would you say get rid of them because they made learning guitar more accessible without having to know sheet music?
you see where this argument gets you, i just dont know how you can see something that makes something more accessible and dislike it because you already know how to do that thing the less-accessible way
- generally, yeah. it's a 3d game, comes with the turf, but balatro modding isn't a breeze as is
- stalwart dungeons
- i'm not trying to hate here i'm just doubtful that this is a good onboarding tool
yeah, sure they can be helpful, but they absolutely have their limitations, and switching from tabs to reading proper notation is in fact a struggle for a lot of beginners
compared to minceraft and other games ive modded, balatro is by far the easiest, that is why i wanted to make this
i feel like you are just arguing for the sake of arguing, if you dont like it, dont use it haha its not harming anyone
yeah it's that until someone tries something more complicated and they have to rewrite their entire codebase because it's auto-generated code and they don't understand a word of it
if youre trying to do something more complicated why wouldn't you just code it from scratch?
like thats just not what this is for
you know lua coding still exists right?
pretty please tell me if you find any errors with it, i had to rewrite a lot of stuff to make it work lol
will do
wait can I destroy played cards yet
and if you, as a jokerforge user, wanted to do something that jokerforge couldn't do you wouldn't have a clue
i can’t remember if that was in or not
yes, "destroy triggered card" its exclusive to the card scored trigger
you are just hating to hate man. it is not for people that want to make something extravagent, or the next cryptid. its just for fun little mods
also I just wanna say, I have approx 200 hours of modded Balatro, and I can’t code for shit
using joker forge to make a mod with 40 jokers that work perfectly, which me and a few mates are now playing, has been fantastic
i am very grateful for the opportunity to do this
thank u that means a lot
plus, you said it yourself. balatro is an easy game to mod, if people can't program or can't stick it out to learn a fairly easy language, very few of them are likely to finish a mod
not none, clearly
but few
The UI is set up in a way that essentially gives me all the fun of modding without worrying about the programming aspect
why is finishing a mod so important lol
its a simplistic mod creation tool, its not made to do entirely custom code and effects. the fact that it cant do literally everything that can be done with coding doesnt make it bad
do you think that once jokerforge is finished, every single mod imaginable will use it? ofcourse not
i'm not saying it's bad, that's not my argument
i'm just saying that a project can never outgrow jokerforge
then what point are you even making??
i dont get how you can even have an argument against a tool that helps with modding
and how is that an issue?
its literally a net positive
if a person wanted to make something that jokerforge was not capable of, they wouldnt use jokerforge
its not like some rocket science lol
i think it’s a given that you will always be able to do more when interacting with Lua directly than via Joker Forge
inevitably you're going to get people starting with jokerforge becuase it's beginner-friendly, and then they end up stuck on it when they want to do something a bit more out there, and then they give up
yeah, even if i made 1000 new effects and conditions, manually programming will always be superior
I’m ngl
it's a collaborative community, there's always programmers needing artists and artists needing programmers. if you can't program find someone who can
there’s only one cryptid
i would argue the opposite completely, i think learning balatro modding is a bit annoying, and the fact that jokerforge will have a repetoire of code blocks for different effects and stuff will help people understand it more
i think most people who wanna mod balatro just wanna make a few jokers, not the next Ortalab
exactly
if someone wants to make something "a bit more out there" then they wouldn't use jokerforge for that. i think its reasonable to assume that people using it will have a rough understanding of what it is capable of
in other news i will try and add the ability to export individual jokers now lol
if someone wants to make something more out there, chances are they’ve done it already lmao
balatro is not a new game anymore
there's plenty of people trying to get into modding even now
i regular #⚙・modding-general and you get tons of newbies, like 2-3 on the daily
well send them here lol
i would honestly rather point them to the modding starter pack
(which im there)
depends on if they can code in lua
you can't get around not knowing what you're doing
i couldn't code in lua before i started modding this game
i likely would not have gotten far with a mod if i knew about jokerforge
people have, you already can, theres many jokers you can make already. plus, its nowhere near done, i have much bigger plans than whats already here
"likely would not have" is quite different from "wont"
and that also seems like more of a personal issue than anything
learning lua was a fun experience that i wouldn't want to have deprived myself of
i don't think it is you know
if you're willing to take such a large shortcut as not coding you aren't going to get far
yeah, i think if i didnt know how to program, i would find joker forge more motivating than not. knowing theres decent code samples for a bunch of effects and conditions i wanna look at
making balatro mods is not the hardened, veteran-only sport that you think it is. its just for fun
c'mon you can't say that when VanillaRemade exists
i literally am not a veteran, i've been at it for a month man
I made one joker here and got motivation to code more in Lua (after looking at the code it generated)
don't try and strawman me into being an elitist because i'm not
well if you find learning lua fun then you would just learn lua
im gonna replicate every vanilla joker, edition, enhancement, deck, and stake, all in joker forge. then i can finally play balatro
i would not have started with learning lua if jokerforge existed at the time
kind of a circular argument
i did comp sci at a level and learned very quickly that proper coding sucks
i think it depends on the person
jokerforge didnt exist at that time so you dont really have proof of that at all
thats just an assumption
well i am happy that joker forge looked like this whilst you were learning lua haha
leave coding up to the nerds honestly
i'm not trying to say it's a completely useless project or anything
you have just spent the last 30 minutes trying to do that
but this is exactly the kind of thought process i think is caustic to balatro modding
literally that is exactly what youre saying
like right here
idk what to even tell you
but like, what do you do if you don’t wanna code, but still wanna make a mod
you are hating just to hate man, not only are you not saying its useless, you are saying that a tool that does nothing but help is actively bad
this is the target demographic joker forge is aiming at
i've made it pretty clear what my specific concerns are
idk does ai help people make art? it's certainly easier
ai is not related at all to what joker forge does
it is entirely deterministic, ai is not
it does not help people make art, it generates images for people through a system that literally nobody actually understands
its as much of making art as commissioning someone
you have come in here just to shit on my work when you havent even read a single line of code of it to understand what it is actually doing
the artistic equivalent of joker forge would be like
no, it's not, but where exactly does the "ai is accessible" and "jokerforge is accessible" argument diverge
ai is an entirely different program and system at its core maybe?
then would you argue that completing a jigsaw is art? i would not
this is a terrible argument. they are completely different things. false equivelant in its entirety. nukes make it more accessible to kill thousands of people, joker forge makes it accessible to make balatro mods. where does "nukes are accessible" and "jokerforge is accessible" argument diverge?
ok here
it does not help people make art mods, it generates images jokers for people through a system that literally nobody the end user doesn't actually understands
well, that’s not exactly true
you can rewrite a sentence so they are similar, does not mean the core of what they are are similar at all
this is, ironically, also a false equivalency
the user still has to provide appropriate instructions to make the joker function in the way they’re aiming for
the end user != everyone, code != images, mods != art
yes, i was exagerrating your point to show it is false
the difference is that with art, there is infinite ways to create every infinite possible ideas that the creative mind can comprehend
AI is non-deterministic, if you put in a prompt one day, it might give you a different answer the next day. jokerforge is entirely deterministic, same input = same output every time
yet with coding, there is a finite number of ways to create infinite possibilities
no, it's not a LITERAL equivalency, but if you can't see the similarity here at ALL you're being bad faith with me here
yeah this is what I meant
creating a joker yourself via joker forge, and asking ChatGPT to make Lua code for a joker, are not the same
my argument isn't about determinism in the slightest btw i don't know why you're talking about it
jokerforge is more akin to aseprite than it is to AI generating images for you. with aseprite, you still have to put in the work to get what you want, but aseprite handles all of the stuff like colour palettes, gives you tools like the pen tool, select tool.
ai literally has random elements and NO documentation because thats 1. literally impossible and 2. nobody actually knows why it works
no it isn't??? are you serious
you are essentially stitching chunks of code together
you still have to know the order things need to trigger in etc
it is quite literally exactly that
it is much more akin to a drawing program than it is to ai art generation. the thing that makes AI AI is the non-deterministic output
this is exactly how it works too
yeah, so like
there is a certain amount of skill in that
how op is this card.
i'm not talking about non-deterministic output or whatever. i'm talking about accessibilty specifically
obviously it’s like 10% compared to real coding
but still, it is something that requires brain power
needs more mult
ai requires literally zero effort
joker forge does not
and they say flush builds aren’t endgame
if the backend of jokerforge was just the chatgpt api, then you might have a point somewhere
this is false, and i'm saying that as someone who hates ai
wait it’s 1 in 25
but please, go and read the backend code
yup.
pretty low, so surprisingly not worth having
do you have any proof that the basic human ability to formulate a sentence is something that requires even the most miniscule amount of effort
its legendary and 10 dollars.
doesn't change a single point i've made at all btw. i'm talking about the utility of jokerforge as an onboarding tool for balatro modding
genuinely a waste of a joker slot with that joker. even the cryptid joker that is 1/8 chance for a billion mult is not actually that good unless you rig it
or have other ways of manipulating odds or retriggering jokers
and ai is entirely different, as you arent even doing anything related to the art at all
yeah exactly, it’s no good if it only triggers once every two antes
youre just feeding a machine words that it doesnt understand and it pumps out slop based on some algorithm
with some randomness too
there's levels to using ai for something. ok, let's say using jokerforge to code is like using ai to generate textures for a game, say. does this comparison work for you?
no
thats entirely different
there is NO ai in jokerforge
becuase one's art and one's programming yeah yeah
how is that so difficult to understand
y’all used Scratch in school to program stuff, right?
this is that
this is that, for balatro 
ai has miniscule input and miniscule control over the output
scratch experience didn't help much when it was time to learn python lol
whats next? gamemaker visual scripting is the same as using ai?
gonna have to disagree with that having been down that exact path myself
it was a good introduction to programming
that is not bad faith, that is exactly your point lmao
you could maybe actually explain the connection you see between ai and joker forge
obviously you can’t reinvent the wheel with scratch but it was something
that would help your argument make an ounce of sense
the accessibility argument?? that's why i brought it up????
people say ai makes art more accessible
they say that, but it does not
send a link to the grab bag mod
you are literally not making anything
if you wish
i will intentionally ensure that everything in grab bag is replicable with jokerforge 😈
i add stuff to grab bag fairly often
good luck trying to make the record card logic work visually once i add those man. if you really want to be like that about it put your money where your mouth is
me when coding is different than literal balatro scratch 😱
i will add a button on the home page that just duplicates the grab bag code in its entirety (i wont)
my modding career is over
I’m going to delete my existing mod with 40 jokers and hop on Animal Crossing
can you give at least an ounce of clarity omfg what is your actual point
you keep saying entirely different things
at some point you have to like, read my messages and collate them into the argument that i am making with your reading comprehension skills
you are being elitist. by your logic, stop programming in lua because it doesnt teach you how a computer works at its core. you should only code in assembly language
matter of a fact, just code in machine code, you arent learning anything valuable by coding in assembly language
🍿
actually, just program by manually flipping bits on transistors, words on a screen make it too accessible and you dont understand what you are doing
it seems like you’re saying that beginners who use joker forge for a bit are suddenly less capable of learning Lua to code properly, should they wish to take it to the next level
literally all you do is repeatedly state the same concerns/issues/whjatever you call them you have with this. like yeah we get it and clearly none of us care
actually, if you arent making your own cpu, then how do you really understand how a computer works
i LIKE seeing what people make. i LIKE it when new people pick up the hobby, i'm SAYING that this isn't where i would send beginners to start modding, and that i would much rather better resources were developed for smods and balatro modding
yes you have said that like 12 times now
I don’t really get the logic there though
yes, you will send them to the modding starter guide.... which is where jokerforge is linked
then ENGAGE WITH MY ACTUAL ARGUMENT
oh no!
My mod is playable - is it not good enough for others, just because it wasn’t coded from scratch?
i have and you keep procedurally looping your dialogue so theres literally no point
whats even happening
we get your argument: you dont like jokerforge because it makes it too accessible to make balatro mods and you want people to go through the hardships of learning to program just so they can make a silly mod for a silly game
you're being bad faith
that is literally your argument lol
you came in here, shit on what ive been doing, said its "caustic" to the balatro modding community, then expect people to understand your reasoning when you have given nothing but personal anecdotes
crazy world we live in
i help people in #💻・modding-dev like all the time. i never see you in there. i want to make the hobby accessible and i like helping people work things out with their mods
i would argue you’re being bad faith, by insinuating that Joker Forge won’t be able to eventually cover a decent chunk of avenues that potential modders will want to visit
there is absolutely no reason to hate on this mod.
like no, it can’t make Cryptid, but it can already do most actions in base Balatro
i'm saying that this isn't the way i would do it
because im not that good with SMODS as otheres are in the server, a lot of the more complex issues that havent already been answered i wouldnt have the answer for them
I didnt know how to make a mod until this, it just makes my life easier
that is what ive been saying haha
why should people have to learn to code “the proper way” just to make a mod?
there’s no test
balatro modding just is not that deep
this is just a game
neither am i, but i help out when i can. i'm not trying to highroad you, but saying i'm elitist is a really fucking weird (and untrue) thing to call me
you came in here to be elitist, that is what you were doing. you are now trying to highroad me, implying you are doing more for newbies than i am (which is completely unquantifyable)
then appreciate that in its infancy, joker forge has already attracted beginners who are having a good time?
I think @flat valve your argument applies when it comes to building your foundation for something in which you will actually use those skills, I.e, if you’re trying to be a software developer and are using something like scratch (deterministic, same input = same output). It does not apply when people use this tool to easily make things that they are using for entertainment
if you have an issue with newbies that find it difficult to learn smods, instead of bashing a tool i make in my free time, make some really good and informative smods docs
yeah, exactly. balatro modding is not some job or something, its just a silly hobby
Ur very level headed @heady frost
this is fair, i'm here to hone my art and programming skill. if you just want to mod for the hell of it, i get that this is a useful tool
well there we have it
honestly guys no bias or anything but i think jokerforge is pretty good
time to add the AddSealEffect block
i mean i understand grab bags argument of learning lua and code for a while and then there being an easier way to make all that, but this mod is going to be useful for everyone that didn't want to learn how to code but really wanted to
hmm, needs more banana
wait no thats already implemented in edittriggeredcard
new seals?
but i mean. is it a bad thing to also pick up programming along the way? you're modifying a game made up of code, might as well interface with it
it's a useful and fun way to teach people that skill
Yeah, people aren’t learning lua to necessarily improve their programming skills, they are trying to have fun (made easier by this mod)
no unforutantely not, i was thinking about tags
It’s just not what people want to do
anything is fine, already with just jokers im having a blast
thank u guys i really appreciate it. when i started working on it like 2 months ago from an idea i didnt expect people would be actually using it lol
and now that its causing drama i feel honoured lol
is this drama
you came in here, shit on my work, said jokerforge was "caustic" to balatro modding. said you would never point newbies to it. then got elitist and tried to highroad me
i was here to talk about the usefulness of jokerforge as a modding tool, in a community of modders i think it's important to have the discussion
i dont get why there needs to be a discussion
nobody is forcing you to use jokerforge, it is not gonna replace modding
The usefulness is undeniable, you have a difference in use-case for lua that other potential modders don’t
not what i said by the way. i said that your specific message of "leave coding to the nerds" is a caustic attitude to hold towards balatro modding. really easy to make yourself look good when you completely misrepresent my arguements
sorry Im late but also putting my 2 or 3 cents after reading
john grab bag youre my goat and all but this ain’t the one if im being fr
from what I used of joker forge, it pretty much is just block coding,
which condenses the more complicated things a new person wouldn’t get into something that they CAN understand
while I do see your argument of “theyre not gonna be able to learn anything when it comes to trying it in lua” that’s kind of intended? block coding programs tend to serve as introductions to more advanced concepts made simple and limited, with the intent of (and actual success) providing a sort of “does this look too hard for you? why not start here for now just to get an idea?”
the best example of this is definitely scratch, which basically perfected the formula. as scratch also includes the actual code logic of each block in their IDE in (I think) their wiki(?) heck, I started in scratch like 6 years ago and made a few decent things. what with templates, tutorials, and guides all the like of things explaining why they did what they do. I’ve even carried some of that knowledge over to lua (to an extent of course, it’s a different language) and it did in fact help my understanding of programming.
And even if you don’t want to do anything crazy, and just want to make funny guy that makes big number go whoosh, this is a quick and simple way to do it. it should NOT be the go to for everything, and as far as I know isn’t intended to be.
Im currently swapping out parts of my computer, so I can’t exactly check but from what I remember I do think that the code that does get placed could be commented? (If it is already mb) but you know just things that explain what this means in simple terms
also, youre not forced to use this. the Balatro Modding Starter Pack has a multitude of resources to get started so that you can find something that YOU’LL be comfortable with. this is just another option, not the be all end all.
tldr: you make a fair point but that’s not really what this is though
holy fuck
"leave coding to the nerds" is clearly a tongue-in-cheek joke
yeah he’s a geek not a nerd
send the venn diagram
i didn't say jokerforge was caustic to balatro modding either. was that a tounge-in-cheek joke too?
yeah, never meant to be some insane replacement, just a fun little tool. the code is commented throughout
your 'joke' was directed as an insult to something i was making. my joke is only an insult to myself (calling myself a nerd)
ok cool mb I couldn’t remember (didnt use it long since Im already doing lua lmao)
if you come in here saying that you dont like jokerforge, then say it is caustic, ofcourse im going to take that as serious
here, i'll even link to it
carefully this time is crazy
i read it, you said "this kind of thinking is caustic" you may be right on that, but still an insult to me
Mate, you have a different use case for lua, don’t project it onto people that want to create mods for fun :/
To @flat valve ^
okay, and calling me an elitist and a highroader is also an insult to me (more directly an insult instead of me saying i don't like your thought process), but that's not rebutting the point i made at all
fr i just wanted uncommon gros michel
cant argue with that
you were being elitist and highroading me. what is the point in coming in here at all
if you dont like jokerforge, why come into the jokerforge channel to start an argument with the guy behind it
i just dont understasnd
you are free to not like it, just dont use it
time to go in #💻・modding-dev and suggest joker forge to people who are struggling to code and about to give up modding i guess
i'm passionate about the hobby? i had not very many opinions about jokerforge at all before this discussion
you already didnt like it before. you came in here to hate
i poked around and thought "hey this is really clean-looking, but man i feel like this isn't much simpler" and i came in here to make an off-handed comment about
why
becuase i'm a person on the internet with an opinion? what do you want me to say to that
i don't hate you or your project man
why do you feel the need to share a negative opinion on something im creating
i wasn't trying to knock you down a peg either
what if someone dmed you about grab bag and said that it was not good, and that it is bad to the balatro modding community. ofcourse that is going to hurt a bit
there is just no need man
people have said my mod isn't great a few times and i take it on the chin
so do i but why do you feel the need to say it at all
becuase i had concerns about it as an alternative to learning lua?
the entire point i've been making??
nobody has ever claimed that ever
you made that claim up, then got angry about it lol
or, more, learning balatro modding through lua
that's what this exact message says in plain english
operative word here is "i". i think this shouldn't be the first option for most people wanting to mod the game. that's not me saying it's useless
can you just stop trying to make things harder, for beginners at modding like me, we love jokerforge. but you're saying it's too easy or something and we should learn lua instead. The point of this entire mod is that it's more accessible and you are opposed to it ig?
nobody is claiming that. its just a fun tool, not that deep
we were all beginners once, the game's a year old and the modding scene as it exists today is much younger
What does that even mean
clearly there are beginners here, and i think some (not all) of them would be better served starting with code
but they don’t wanna
what if i dont want to watch 12 videos of how to code lua and download so many files and I just want to do this
not everyone wants to learn lua to make balatro mods. i feel like we are running in circles because you cant think of other peoples perceptions
the ones that want to learn lua, will learn lua. the ones that dont want to or dont care will use jokerforge. it is not one or the other. jokerforge existing does not mean lua programming dissapears overnight
yeah you are better off discussing in modding-chat because you might get some back up
no, they won't dissappear, and that's not what i'm saying
i dont even mind you saying jokerforge is bad if its in modding-chat, but you came here to say it which makes it feel mean
plot twist: grab bag created lua
i keep getting distracted lmao
without this drama jokerforge would have the ability to create grab bag by now. this was their master plan
op stop focusing on grab bag and keep improving your mod
i was here to say that i was impressed with the site but i don't know of its efficacy as a beginner tool
*their
what
SHIT SORRY
discord has pronouns right there
WRONG MESSAGE LMAO
i do not click on peoples profiles, my apologies
it's np, i didn't think of it as intentional
well not lmao thats unfortunate
im done this doesnt involve me
chat we’re not addressing the real issue at hand here
nothing against you at all, if you ever want sample joker art or sprite edits anything i'd be happy to help on that front (like i know anything about webdev lol)
what does the joker in Eao’s pfp do
the tags
WELL YOU SEE...
well no I do not see
download and import for the mod
all of it
then delete it after you see it so only i can have it...
damn that's pretty good
yeah?
it's too late
i have already thieved you
jk
this was your plan all along wasnt it
which one
and it's not like you copyrighted it
no i did
a legendary creating negative rares is fire
i have nothing against you either. you are clearly passionate about coding, like i am, i respect that. it was a heated discussion but at the end of the day it doesnt mattter too much and we both like the same things
THE TAGS MAN! THE TAGS!
if you want you can submit a placeholder joker and i will add it to the list lol
fair
SIR YESSIR
submits the entirety of Grab Bag
tbh i thought they were correcting a punctuation mistake i didnt even read the message im dumb
TAGS HAVE BEEN ADDED AS AN EFFECT
let me know if you find any issues with specific tags created, i tested a lot of them but i had to guess some of the ids
100wpm, i was working on it inbetween the arguing tho i just needed to test some stuff
so it looks faster than it was
still double mine
but also ive set my code up in a way where adding new effects and conditions is very easy for me to do aslong as i have a nice example of how that effect is done
which vanilla remades diet cola was perfect for
I changed one of my jokers from having to create a diet cola to creating a double tag ts is awesome
lets goooooo
you should make a google doc with all the things you're working on for this mod, like a spreadsheet. some modders do it and make ideas for jokers before coding all of them.
TAGSSSSSSS
good idea actually, the readme does have a checklist but i need to update it lol. usually i track things i need to work on in the github issues section.
as u can tell, i got my work cut out for me haha
how long do you think consumables will take estimated
think he said about a month earlier
oh k
can i see some of your jokers?
if you made any
shieeey
bro gon steal me jokers
enjoy
this is one of two mods, but this is my main one
wanna try and get it to 150
😂
The offer is off
thats cool
why does it say sped
i have something similar with xmult
sorry no its plaigiarism herbie
i change my mod all the time to stop overlap lol
meh
i will shamelessly steal some
but my mod is not for public consumption so that's fine imo
that's fair, as someone with a public-facing mod if it's overlap with a mod people are likely to play with my own i'd rather take it out
would not dream of tryna take credit for other people's work
but for just me and my mates, meh
just made this one, unsure on balancing
aura isn't that great, but at the same time, do i want higher odds for it
it's about 1 card edition a round if you play around it
i think that's fine for an uncommon, but spectral packs are otherwise the only way to get card editions
yeah you'd have to put it down to about a 1 in 5 for it to be a balanced common imo
also got this one for consumable creation
i liked the idea of a wheel before the wheel 
sorry i'm just shamelessly joker dumping in forge chat now, my bad
on average, it takes 5 rounds for this to hit once, or 2 antes with a skip
back to quietly finding new bugs
it might be a common
maybe?
i thought that was cryptid's wheel of hope but i don't play much crpytid
it used to be +30 chips but now fortune-related grab bag things also scale it
im trying to make a consumable that boosts your mult by x5 but you have a 1/10 chance to destroy all your jokers (including itself) after every round
yeah it is
naughty
btw (and i wont stop saying this) on friday I beat drspectred in pokermon multiplayer on stream and it was a charity stream. he donated $100 to TENT after i beat him
my best brag
multiplayer eh
i used to be a mod there
that's my best brag 
but then it got too big for me to keep up
what are these doing here, i didnt make them and the joker doesnt have any probabilities
wow thats a huge server
joker slots and consumable slots should be added to passive effects
probably some other stuff but i cant think of any
oh shop slots probably
whats the full image?
does it change anything about the joker
what does
is handsize an option yet, it'd make a Joker im coding for my mod way easier
the variable
yeah
definitely agree
no, they just appear here and thats it
yes but i think it may be broken
they dont show up anywhere in the edit tab
if your joker has probability, those are the variable tags for it
oh wait
i just had a look
it doesnt have probability
wasn't when i was about, was like 2k members back then
send json lol
remaining is the one i made btw
hand size is really annoying tbh i can see why its only got partial support
here it is
hopefully i will get all the passive effects done in one big go, its annoying because it doesnt follow the usual code gen pipeline
though i think it might be because i clicked the probability group thing on accident and then deleted it
and now the variables are just there
i think it is just making variables out of thin air
will have a deeper look at it tomorrow but i see the issue
its become sentient
tomorrow i also want to get lots of effects done and add the ability to export individual jokers as code
is there a way to make a joker not perishable compatible
no, not at the moment, i will add it to the list tho thats a good idea
i thought eternal also meant perishable and rental, like all the bad effects
you can set seperate compat
if you want to do it manually just add perishable_compat = false as a variable in your SMODS.Joker
same with eternal_compat = false
what were some of them
i thought that was just me lol
no polychrome for me ig
haha no way. i usually develop on a 1440p screen i cant believe i didnt think of this. you are right i should add a set limit
i can do that now actually
okay currently i can fix it by making my browser window thin
its the new invisible rarity dw
will look into this, very scary
new edition just dropped
- joker that gains xmult when a card changes at all (edition, rank, suit, seal, enhancement, etc)
- joker that destroys a random card in hand on scoring a stone card
- joker that doubles break probability but increases xmult of spade/club glass jokers
- joker that gains xmult when your played hand has exactly 21 chips
these are all very good effects i should add to the checklist
i can help with some of these outside of jokerforge
good and not too outlandish but there are still more things you could come up with, with the things there already is
the only one that's difficult is 1, because i think you would have to hook/patch every function that modifies cards, which is a lot of them
im pretty sure challenger deep and entropy have stuff that tracks the sum of the ranks of all played cards, could possibly be useful for that last one
ill keep that in mind when i go for it then. will probably be lower priority because i wanna get all of the vanilla stuff working first
https://github.com/Jayd-H/joker-forge/blob/main/README.md
updated the checklist though, if you can think of any others dont be afraid to tell me lol
i think an option for any of the destroying effects to instead destroy all cards in the area would be good to have
yeah, this can be integrated with a different destroy playing card effect, i plan for it to be able to have a bunch of parameters like this. would be so fire
also there should be a card edition condition since there is one for all the other properties
here's the calculate function for 2, including comments. if this doesn't work ping me
calculate = function(self, card, context)
if context.before then
local has_stone = false
-- check for a stone card in scoring hand
for _, playing_card in ipairs(context.scoring_hand) do
if SMODS.has_enhancement(context.other_card, 'm_stone') then
has_stone = true
break
end
end
-- if there is a stone card in hand, flag a random card as a card to be destroyed
if has_stone == true then
local chosen_card = pseudorandom_element(context.full_hand, pseudoseed("seed_name_here"))
chosen_card.ability.to_destroy = true
end
end
-- destroy marked card
if context.destroy_card and context.destroy_card.ability.to_destroy == true then
return {
remove = true
}
end
end
there isnt one?
no way
yeah appaently not lmao
baller energy
i can probably add that in real quick after i fix this inspector height stuff lol
that would be easy
3 requires a hook or a patch afaik, but 4 is very doable
in fact, i have done it, including ace as 1 or 11 detection
where do i put this
i literally asked that so many times when i was learning how to mod balatro
replaces the entire calculate function in the exported SMODS.Joker object, you should be able to do the description and property settings in jokerforge and just not do any of the calculate logic
where do i find the calculate section
calculate = function(self, card, context) where it says that, that part is the calculate function
yeah i mean where do i find the place to put it
SMODS.Joker is just a big table of stuff seperated by commas basically, you can just insert any number of entries in any order like so
gotcha
this has been fixed
finally shiny cards
where do i find the SMODS.Joker
main.lua
how do i open a lua file
ah gotcha
or vscode
thanks
it's better to use vscode but that takes a bit of setup
notepad works but i would recommend something like notepad++ or vsc for coding stuff though
highlighting is nice
yeah 100%
Ive been meaning to ask, @heady frost did you use js for the website
typescript but yes basically
cool
literally everything is done in typescript lol
here's no. 4, quite a bit more complex
calculate = function(self, card, context)
if context.joker_main then
local rank_sum = 0
local ace_count = 0
for _, playing_card in pairs(context.full_hand) do
-- tallies the base chips of all scored and unscored cards and the number of aces
if not SMODS.has_no_rank(playing_card) then
rank_sum = rank_sum + playing_card.base.nominal
end
if playing_card:get_id() == 14 then
ace_count = ace_count + 1
end
end
-- checks for all possible combinations of aces as 1s and 11s
for i = 1, ace_count + 1 do
-- less than 21
if rank_sum < 21 then
return {
message = rank_sum .. "",
colour = G.C.FILTER
}
-- exactly 21, here's where the xmult gain happens
-- you would also need to add config = { extra = { xmult = 1, xmult_mod = [however much you want to add to xmult] } } into SMODS.Joker
elseif rank_sum == 21 then
card.ability.extra.xmult = card.ability.extra.xmult + card.ability.extra.xmult_mod
return {
xmult = card.ability.extra.xmult = card.ability.extra.xmult + card.ability.extra.xmult_mod
}
-- change one ace from counting as 11 to counting as 1
else
rank_sum = rank_sum - 10
end
end
-- only runs if all aces count as 1s and hand chips is still higher than 21
return
{
message = "Bust!",
colour = G.C.RED
}
end
end
i dont even like the language that much but its a necessity
just added this, should be live !!!
if you only want to count scoring cards, use context.scoring_hand instead of context.full_hand
im not used to consistant updates from modders this is amazing
i am quite quick lol
but tbf both changes were easy ones, the random chance stuff took me basically all day lol
C:dark_edition (edition text effect) should be added to color options. idk if visualising it in the editor would work but would still be a good option to have there
okay idk if its dark_edition or just edition anymore
the code uses dark_edition though
good point, i will add it to the todo list
tomorrow i wanna hammer out so many little things and wittle down the issues so that will be a tomorrow job
i also want to revamp the UI (not the rulebuilder stuff i like that) but i dont know web design lmao
Theres a list of all the color options https://github.com/Steamodded/smods/wiki/Text-Styling
would be cool to have a colour picker for variable colours
i wanna maybe also add a custom one, like with a colour wheel
oh wait adding tooltips to stuff through the editor could also be a good thing to add at some point
and at some point i want to make a button that can auto generate descriptions based on the rules you have defined (will not be as good as manually writing it, but gives you a good base to start with)
this will probably come alongside when i have time to make proper documentation
i wanna make the docs a mix between actual smods knowledge, and more in depth explanations on how jokerforge generates the code it does
aswell as how build upon the code yourself
you would need to probably add a search function for info_queue integration, the keys of some vanilla objects are counterintuitive
but docs take a good while to make
yeah, i want to make it real nice and polished lol
at least you can scrape the localisation files for key/name pairs
theoretically you could do the same locally for any mod with a localisation file
-# j_ring_master
probably wouldnt be used a lot, but balancing score (like plasma deck) could be added as an effect at some point
i think that's actually really easy to implement
you just return { balance = true } in calculate
tbf if it's that easy I'll add it tomorrow lol
does that also just work if its done before the end of scoring, like cryptid sync catalyst
yeah i think so
if you wanted to make it the last thing to happen you can always just do it in context.final_scoring_step
erm
that is strange, will have a look tomorrow
also, is splitting context.jokers_main to its own option currently planned
I also think it would be a cool addition if we could make the little pixel art for the icon of the mod
instead of having the default uncommon joker icon
i scrapped this because hand played is jokers main, i made "when jokers finish scoring" which uses the after hand context, you can reset variables and stuff there
what about the things that happen before scoring? like space joker or square joker scaling
then you would use hand played for joker main context. i could make a trigger for context.pre_joker or context.before though
those two could be added later on probably, they arent extremely important but could have some uses
yeah, the thing with adding triggers is its very easy to actually code into jokerforge, its just you dont know how many effects and conditions are compatible out of the box
im currently experimenting with updates to the joker cards styling because i just dont like it that much
that looks the sme as you did ctr+r with debugmode while card is being scored
i'm probably doing this wrong
this is awesome actually
that is a crazy method i never even thought of doing that but fair enough haha
i ll take a look at it tomorrow
wondering what you guys would think of a potential colour/styling change
was trying to make the denominator change depending on how many jokers there are
actually a fire idea